Druid
Base Class: Druid

Circle of Assimilation

Assimilated Magic

Starting at 2nd level, you choose an Assimilation which grants you an additional cantrip associated with your chosen Assimilation:

Aberrations. Mind Sliver

Celestials. Word of Radiance

Dragons. Gust

Elementals. Resistance

Fey. Prestidigitation

Fiends. Fire Bolt

Giants. Magic Stone

Monstrosities. Primal Savagery

Oozes. Shape Water

Plants. Druidcraft

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. See your chosen Assimilation — Aberration, Celestial, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, or Plant — and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Aberration
Druid Level Spells

3rd

Enthrall, Mind Spike

5th

Enemies Abound, Tongues

7th

Compulsion, Confusion

9th

Modify Memory, Telepathic Bond 

Celestial
Druid Level Spells

3rd

Branding Smite, Spiritual Weapon

5th

Crusader's Mantle, Revivify

7th

Banishment, Sickening Radiance

9th

Holy Weapon, Wall of Light

Dragon
Druid Level Spells

3rd

Dragon's Breath, Enhance Ability

5th

Elemental Weapon, Wind Wall

7th

Elemental Bane, Polymorph

9th

Control Winds, Destructive Wave

Elemental
Druid Level Spells

3rd

Scorching Ray, Warding Wind

5th

Wall of Sand, Wall of Water

7th

Fire Shield, Storm Sphere

9th

Maelstrom, Wall of Stone

Fey
Druid Level Spells

3rd

 Find Steed, Healing Spirit

5th

 Conjure Animals, Spirit Guardians

7th

 Conjure Woodland Beings, Find Greater Steed

9th

 Insect Plague, Tree Stride

Fiend
Druid Level Spells

3rd

 Crown of Madness, Dust Devil

5th

 Summon Lesser Demon, Vampiric Touch

7th

 Shadow of Moil, Summon Greater Demon

9th

 Infernal Calling, Negative Energy Flood

Giant
Druid Level Spells

3rd

 Enhance Ability, Enlarge/Reduce

5th

 Elemental Weapon, Meld into Stone

7th

 Elemental Bane, Stone Shape

9th

 Reincarnate, Skill Empowerment

Monstrosity
Druid Level Spells

3rd

 Alter Self, Enlarge/Reduce

5th

 Fly, Water Breathing

7th

 Freedom of Movement, Polymorph

9th

 Contagion, Reincarnate

Ooze
Druid Level Spells

3rd

 Acid Arrow, Web

5th

 Feign Death, Hunger of Hadar

7th

 Black Tentacles, Vitriolic Sphere

9th

 Raise Dead, Wall of Force

Plant
Druid Level Spells

3rd

 Barkskin, Spike Growth

5th

 Plant Growth, Speak with Plants

7th

 Grasping Vine, Guardian of Nature

9th

 Awaken, Tree Stride

Assimilated Mind

Starting at 6th level, you have advantage on ability checks pertaining to your chosen Assimilation: you have advantage on Intelligence, Wisdom and Charisma skill checks relating to creatures of your chosen Assimilation.

Assimilated Familiar

When you reach 10th level, you cannot be charmed or frightened by creatures of your chosen Assimilation. In addition you gain a familiar from your chosen Assimilation, this familiar follows the same rules as the Find Familiar spell except for:

  • The familiar's maximum CR is 3 or lower.
  • If the familiar is reduced to 0 hit points it vanishes and can be re summoned over a long rest by using a vial of your blood for spell components.
  • If you directly attack your familiar it will become hostile to you.
  • The familiar cannot teleport unless it already possesses this ability.
  • The familiar can attack upon your command.

Assimilated Shape

When you reach 14th level, your chosen Assimilation grants you a new category of creature to transform into with your wild shapes. The CR limitations of the creatures you are able to wild shape is equal to your proficiency bonus.

Aberrations

You can now wild shape into Aberrations once you have observed them sufficiently.

Additional Wild Shape Requirements. Ingest at least 50 grams of the creature's grey matter.

Celestials

You can now wild shape into Celestials once you have observed them sufficiently.

Additional Wild Shape Requirements. At least 3 strands of the creature's hair.

Dragons

You can now wild shape into Dragons once you have observed them sufficiently.

Additional Wild Shape Requirements. Receive damage from the creature's breath weapon.

Elementals

You can now wild shape into Elementals once you have observed them sufficiently.

Additional Wild Shape Requirements. Received damage from the creature.

Fey

You can now wild shape into Fey once you have observed them sufficiently.

Additional Wild Shape Requirements. You must be able speak and understand Sylvan.

Fiends

You can now wild shape into Fiends once you have observed them sufficiently.

Additional Wild Shape Requirements. You must consume the flesh of your own kin.

Giants

You can now wild shape into Giants once you have observed them sufficiently.

Additional Wild Shape Requirements. You must possess bone of the creature.

Monstrosites

You can now wild shape into Monstrosities once you have observed them sufficiently.

Additional Wild Shape Requirements. You must observe the creature kill another creature.

Ooze

You can now wild shape into Oozes once you have observed them sufficiently.

Additional Wild Shape Requirements. Ingest at least 50 grams of the creature's ooze.

Plants

You can now wild shape into Plants once you have observed them sufficiently.

Additional Wild Shape Requirements. Ingest at least 25 grams of the creature's plant matter and 25 grams of dirt.

Previous Versions

Name Date Modified Views Adds Version Actions
7/31/2020 1:58:13 PM
225
11
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes