Druid
Base Class: Druid

While most druids derive their magic solely from the divinity of nature, those of the Circle of the Arcane use the power of arcana to unlock magic that is entirely different from the skills of other circles.

More than any of their peers, the druids of this circle can be seen leaving the wilderness during their formative years to seek out places of scholarship where they may learn and hone their arcane craft, but only so that they can return and use their talents to aid mother nature.

Arcane Knowledge

When you choose this circle at 2nd level, you gain access to knowledge about arcane magic. You become proficient in the Arcana skill and you learn one wizard cantrip of your choice, which counts as a druid cantrip for you.

Arcane Recovery

Starting at 2nd level, you can regain some of your magical energy by meditating on your natural and arcane knowledge. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Your arcane knowledge gives you the ability to cast certain 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. They all are considered druid spell for you.

Druid Level Spells

3rd

enlarge/reduce, see invisibility

5th

blink, counterspell

7th

arcane eye, resilient sphere

9th

arcane hand, seeming 

Mage Beast

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Know Your Enemy

At 10th level, choose one of the eight arcane schools of magic. You have studied how to defend yourself against magic of that school, and gain a special advantage when faced with such spells.

Abjuration

After you attack an opponent and notice that they are resistant or immune to your damage, you can use your reaction to examine that protection. If it is caused by an abjuration spell or item, your next spell against that opponent will circumvent the protection (damage resistance is ignored, and damage immunity is instead treated as resistance).

Conjuration

You have advantage on saving throws against conjuration spells.

Divination

You are hidden from divination magic while in your beast form. (You can't be targeted by any divination magic or perceived through magical scrying sensors.) You can also expend one use of your Wild Shape to hide yourself from divination for the maximum Wild Shape duration at your level without turning into a beast.

Enchantment

You have advantage on saving throws against enchantment spells.

Evocation

You have advantage on saving throws against evocation spells.

Illusion

You have advantage on saving throws against illusion spells and on Intelligence (Investigation) checks made to examine and discern illusions.

Necromancy

You have advantage on saving throws against necromancy spells.

Transmutation

You have advantage on saving throws against transmutation spells. You automatically succeed on saving throws against polymorph, mass polymorph, and true polymorph.

Additional Circle Spells

At 14th level you gain the ability to access more powerful arcane magic. Pick two 6th-level spells and one 7th-level spell from the wizard spell list. Like your other circle spells you always have them prepared and they count as druid spells for you.

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