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Alpha Druid

Holding high a gnarled staff wreathed with holly, an elf


summons the fury of the storm and calls down explosive bolts
of lightning to smite the torch-carrying orcs who threaten her
forest.
Crouching out of sight on a high tree branch in the form of a
leopard, a human peers out of the jungle at the strange
construction of a temple of Evil Elemental Air, keeping a close
eye on the cultists’ activities.
Swinging a blade formed of pure fire, a half-elf charges into
a mass of skeletal soldiers, sundering the unnatural magic
that gives the foul creatures the mocking semblance of life.
Whether calling on the elemental forces of nature or
emulating the creatures of the animal world, druids are an
embodiment of nature’s resilience, cunning, and fury. They
claim no mastery over nature. Instead, they see themselves as
extensions of nature’s indomitable will.
Power of Nature
Druids revere nature above all, gaining their spells and other
magical powers either from the force of nature itself or from a
nature deity. Many druids pursue a mystic spirituality of
transcendent union with nature rather than devotion to a
divine entity, while others serve gods of wild nature, animals,
or elemental forces. The ancient druidic traditions are
sometimes called the Old Faith, in contrast to the worship of
gods in temples and shrines.
Druid spells are oriented toward nature and animals—the
power of tooth and claw, of sun and moon, of fire and storm.
Some druids train to perfect their spellcasting, while others
specialize in commanding the wilds, and a few can take
different shapes to enhance their abilities. Each druid is
unique but they all are part of nature and serves it first and
foremost.
Preserve the Balance
For druids, nature exists in a precarious balance. The four
elements that make up a world—air, earth, fire, and water—
must remain in equilibrium. If one element were to gain
power over the others, the world could be destroyed, drawn
into one of the elemental planes and broken apart into its
component elements. Thus, druids oppose cults of Elemental
Evil and others who promote one element to the exclusion of
others.
Druids are also concerned with the delicate ecological
balance that sustains plant and animal life, and the need for
civilized folk to live in harmony with nature, not in opposition
to it. Druids accept that which is cruel in nature, and they hate
that which is unnatural, including aberrations (such as
beholders and mind flayers) and undead (such as zombies and
vampires). Druids sometimes lead raids against such
creatures, especially when the monsters encroach on the
druids’ territory.
Druids are often found guarding sacred sites or watching
over regions of unspoiled nature. But when a significant
danger arises, threatening nature’s balance or the lands they
protect, druids take on a more active role in combating the
threat, as adventurers.

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The Druid
Spellcaster Proficiency Cantrips ─Spell Slots per Spell Level─
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 3 2 — — — — — — — —
2nd +2 Druid Circle 3 3 — — — — — — — —
3rd +2 Nature's Boon 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Druid Circle Feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 Nature's Ward 4 4 3 3 3 1 — — — —
10th +4 Druid Circle Feature 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Druid Circle Feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Druid Circle Feature, Timeless Body 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 5 4 3 3 3 3 2 2 1 1

Creating a Druid Class Features


When making a druid, consider why your character has such a As a druid, you gain the following class features:
close bond with nature. Perhaps your character lives in a
society where the Old Faith still thrives, or was raised by a Hit Points
druid after being abandoned in the depths of a forest. Perhaps Hit Dice: 1d8 per druid level
your character had a dramatic encounter with the spirits of Hit Points at 1st Level: 8 + your Constitution modifier
nature, coming face to face with a giant eagle or dire wolf and Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
surviving the experience. Maybe your character was born modifier per druid level after 1st
during an epic storm or a volcanic eruption, which was
interpreted as a sign that becoming a druid was part of your Proficiencies
character’s destiny. Armor: Light armor, medium armor, shields
Have you always been an adventurer as part of your druidic Weapons: Clubs, daggers, darts, javelins, maces,
calling, or did you first spend time as a caretaker of a sacred quarterstaffs, scimitars, sickles, slings, spears
grove or spring? Perhaps your homeland was befouled by evil, Tools: Herbalism kit
and you took up an adventuring life in hopes of finding a new
home or purpose. Saving Throws: Intelligence, Wisdom
Skills: Choose two from Animal Handling, Arcana, Insight,
Quick Build Medicine, Nature, Perception, Religion, and Survival
You can make a druid quickly by following these suggestions. Equipment
First, Wisdom should be your highest ability score, followed You start with the following equipment, in addition to the
by Constitution. Second, choose the hermit background. equipment granted by your background:

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(a) a shield or (b) any simple weapon You regain all expended spell slots when you finish a long rest.
(a) a scimitar or (b) any simple melee weapon You prepare the list of druid spells that are available for you
Leather armor, an explorer’s pack, and a druidic focus to cast, choosing from the druid spell list. When you do so,
choose a number of druid spells equal to your Wisdom
Druidic modifier + your druid level (minimum of one spell). The spells
You know Druidic, the secret language of druids. You can must be of a level for which you have spell slots.
speak the language and use it to leave hidden messages. You For example, if you are a 3rd-level druid, you have four 1st-
and others who know this language automatically spot such a level and two 2nd-level spell slots. With a Wisdom of 16, your
message. Others spot the message’s presence with a list of prepared spells can include six spells of 1st or 2nd level,
successful DC 15 Wisdom (Perception) check but can’t in any combination. If you prepare the 1st-level spell cure
decipher it without magic. wounds, you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn’t remove it from your list of prepared
Spellcasting spells.
You can also change your list of prepared spells when you
Drawing on the divine essence of nature itself, you can cast finish a long rest. Preparing a new list of druid spells requires
spells to shape that essence to your will. See Spells Rules for time spent in prayer and meditation: at least 1 minute per
the general rules of spellcasting and the Spells Listing for the spell level for each spell on your list.
druid spell list.
Spellcasting Ability
Cantrips Wisdom is your spellcasting ability for your druid spells, since
At 1st level, you know three cantrips of your choice from the your magic draws upon your devotion and attunement to
druid spell list. You learn additional druid cantrips of your nature. You use your Wisdom whenever a spell refers to your
choice at higher levels, as shown in the Cantrips Known spellcasting ability. In addition, you use your Wisdom modifier
column of the Druid table. when setting the saving throw DC for a druid spell you cast
and when making an attack roll with one.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast Spell save DC = 8 + your proficiency bonus +
your spells of 1st level and higher. To cast one of these druid your Wisdom modifier
spells, you must expend a slot of the spell’s level or higher.
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual
tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your
druid spells.

Sacred Plants and Wood


A druid holds certain plants to be sacred,
particularly alder, ash, birch, elder, hazel, holly,
juniper, mistletoe, oak, rowan, willow, and yew.
Druids often use such plants as part of a
spellcasting focus, incorporating lengths of oak or
yew or sprigs of mistletoe.
Similarly, a druid uses such woods to make other
objects, such as weapons and shields. Yew is
associated with death and rebirth, so weapon
handles for scimitars or sickles might be fashioned
from it. Ash is associated with life and oak with
strength. These woods make excellent hafts or
whole weapons, such as clubs or quarterstaffs, as
well as shields. Alder is associated with air, and it
might be used for thrown weapons, such as darts or
javelins.
Druids from regions that lack the plants
described here have chosen other plants to take on
similar uses. For instance, a druid of a desert region
might value the yucca tree and cactus plants.

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Once you gain access to a circle spell, you always have it
prepared, and it doesn’t count against the number of spells
Druids and the Gods you can prepare each day. If you gain access to a spell that
Some druids venerate the forces of nature doesn’t appear on the druid spell list, the spell is nonetheless a
themselves, but most druids are devoted to one of druid spell for you.
the many nature deities worshiped in the
multiverse. The worship of these deities is often Nature's Boon
considered a more ancient tradition than the faiths
of clerics and urbanized peoples. In fact, the druidic As you protect nature, nature protects you, leaving you
faith is called the Old Faith, and it claims many untouched by natural hazards. Beginning at 3rd level, you're
adherents among farmers, foresters, fishers, and naturally acclimated to high altitude and adapted to warm and
others who live closely with nature. This tradition cold climates, as described in chapter 5 of the Dungeon
includes the worship of Nature as a primal force Master's Guide (Pg. 110).
beyond personification, but also encompasses the
worship of Beory, the Earth Mother, as well as Ability Score Improvement
devotees of Obad-Hai, and Ehlonna.
Some druids hold animistic beliefs completely When you reach 4th level, and again at 8th, 12th, 16th, and
unconnected to deities. They believe that every 19th level, you can increase one ability score of your choice by
living thing and every natural phenomenon—sun, 2, or you can increase two ability scores of your choice by 1. As
moon, wind, fire, and the world itself—has a spirit. normal, you can’t increase an ability score above 20 using this
Their spells, then, are a means to communicate with feature.
and command these spirits. Different druidic sects, You can forgo taking this feature to take a feat of your
though, hold different philosophies about the
proper relationship of these spirits to each other
choice instead.
and to the forces of civilization. The Ashbound, for
example, believe that arcane magic is an
Nature’s Ward
abomination against nature, the Children of Winter When you reach 9th level, you can’t be charmed or frightened
venerate the forces of death, and the Gatekeepers by elementals or fey, and you are immune to poison and
preserve ancient traditions meant to protect the disease.
world from the incursion of aberrations.
Timeless Body
Starting at 18th level, the primal magic that you wield causes
Druid Circle you to age more slowly. For every 10 years that pass, your
At 2nd level, you choose to identify with a circle of druids: body ages only 1 year.
detailed at the end of the class description. Your choice grants
you features at 2nd level and again at 6th, 10th, 14th and 18th Archdruid
level. At 20th level, you have become part of nature and nature a
Circle Spells
part of you. As a bonus action you can enter an Avatar of
Nature state which lasts for 1 minute. While in this state you
Your mystical connection to the land infuses you with the have access to all spells on the Druid spell list regardless of
ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level which spells you have prepared. You can use this ability again
you gain access to circle spells connected to your chosen after you finish a long rest.
Circle. Additionally, you can ignore the verbal and somatic
components of your druid spells, as well as any material
components that lack a cost and aren’t consumed by a spell.

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Druid Circles
Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders.
All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-
ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like
creatures of the wilderness, however, druids sometimes compete with or even prey on each other.
At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.

Archetype Description
Circle of Growth These druids protect and preserve nature by being a literal part of it.
Circle of Keepers Druids who wander around the land to protect all creatures who inhabit it.
Circle of Remembrance Druids who manifests memories of what have been and see that nothing is forgotten.
These druids believe that life and death are parts of a grand cycle, with one leading to the
Circle of Spores
other and then back again.
Circle of the Constellations The druids of this circle draw their powers from the legends among the stars.
Circle of the Courts Druids who learn from the fey to improve upon the natural world.
By using nearby hives and other insects these druids control both the battlefield and their
Circle of the Forgotten
enemies.
Druids of this circle keep the balance of the elemental planes are known for their destructive
Circle of the Prime Elements
powers.
Circle of the Sun These druids are empowered by the sun to restore and protect life.
Druids who spends more time as an animal than as a humanoid, sometimes more feral than
Circle of the Wild
thought possible.
Circle of Twilight Druids who calm spirits and maintain a balance between the Material and Ethereal plane.
Druids who focus their anger towards those who don't listen, using weapons to deliver their
Circle of Wrath
punishment.

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Circle of Growth
Druids of the Circle of Growth delve more completely into the You can stay in this shape for up to 1 hour. You then revert to
ancient rituals and hidden knowledge of nature. These druids your normal form unless you expend another use of this
draw upon the power of the forests they protect to heal, feature. You can revert to your normal form earlier by using a
defend, or help others understand them. As a member of this bonus action on your turn. You automatically revert if you fall
circle, your magic allows you to be one with your unconscious, drop to 0 hit points, or die.
surroundings, gaining control over the plants around you. While you are transformed, the following rules apply:
Circle Spells Your game statistics are replaced by the statistics of the
You gain circle spells at the druid levels listed. arboreal protector, but you retain your alignment,
personality, proficiency modifier (already added in the
Growth Spells statblock for attacks, increase it with levels), skill
Druid Level Spells proficiencies, saving throws, and Intelligence, Wisdom,
and Charisma scores.
2nd entangle, safety net When you transform, you assume the form’s hit points and
3rd arm of the wild, spike growth Hit Dice. When you revert to your normal form, you return
to the number of hit points you had before you
5th skewering branch, spray of thorns transformed. However, if you revert as a result of dropping
7th grasping vine, tree strike to 0 hit points, any excess damage carries over to your
normal form and you must make a Constitution saving
9th tree stride, wrath of nature throw against the excess damage, gaining a level of
exhaustion on a failure. For example, if you take 10
Plant Shape damage in plant form and have only 1 hit point left, you
Starting at 2nd level, you can use your bonus action to revert and take 9 damage and must make a DC 9
magically assume the shape of a arboreal protector. You can Constitution saving throw. As long as the excess damage
use this feature twice and regain expended uses when you doesn’t reduce your normal form to 0 hit points, you aren’t
finish a short or long rest. knocked unconscious.

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You cannot cast any spells except spells on your Circle
spell list. Transforming doesn’t break your concentration
on a spell you’ve already cast or prevent you from taking
actions that are part of a spell, such as call lightning, that
you’ve already cast. You retain the benefit of any features
from your class, race, or other source and can use them if
the tree would be physically capable of doing so. However,
you can’t use any of your special senses, such as
darkvision.
Your equipment merges into your new form and has no
effect (unless stated otherwises) until you leave the form.
The Way of Nature
Starting at 2nd level, moving through nonmagical difficult
terrain costs you no extra movement. You can also pass
through plants without being slowed by them and without
taking damage from them if they have thorns, spines, or a
similar hazard.
In addition, you have advantage on saving throws against
plants that are magically created or manipulated to impede
movement, such those created by the entangle spell.
Bludgeoning Limbs
At 6th level, the strength of your tree limbs and plant magic
increases. If you successfully grapple, attack or deal damage
to a creature with a Circle spell while in Plant Shape it takes
an additional 1d8 bludgeoning damage. A creature also takes
this damage if they are grappled or restrained by you or one of
your spells at the start of their turn. This damage increases by
1d8 at level 10 (2d8) and at level 14 (3d8).
Additionally, your attacks in tree form count as magical for
the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Take Root
Starting at 10th level, your connection to the natural world
deepens. As an action you can root yourself to the ground
while in your Plant Shape. You can end this effect by using a
bonus action. While rooted you gain the following:
Your movement speed is 0 and you have advantage on
Strength (Athletics) checks.
You can use a bonus action to try and grapple a creature
within 15 feet.
Your AC increases to 20, unless already higher.
You have resistance to bludgeoning, piercing, and slashing
damage.
You have advantage on Strength and Constitution saving
throws, but disadvantage on Dexterity saving throw.
Great Tree
Starting at 14th level, while in Plant Shape your movement
speed is now 30 feet and you gain an additional arm making
you able to grapple an additional creature, as well as attack
while grappling two creatures.
Also, while rooted you can make two grapple attempts
using a bonus action.
Roots of the World
At 18th level, you can stay in Plant Shape for an unlimited
amount of time and you can choose to becomes Huge when
transforming. Also, while rooted, you can cast any spells you
have prepared. Finally, you are always under the effect of the
speak with plants spell.
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Arboreal Protector
Large plant

Armor Class 16 (thick bark)


Hit Points 15 (2d6 + 8)
Speed 15 ft.

STR DEX CON


18 (+4) 7 (-2) 18 (+4)

Thick Bark. Your AC is 16 and your Hit Points in this


form increase by 8 (1d6+4) for each druid level
above 2nd.
Wooden Arms. When you try to a grapple a creature
you have a reach of 10 feet. At the start of your turn
you can pull a grappled creature 5 feet closer.
Actions
Slam. Melee Attack: +6, reach 10 ft., one target. Hit:
1d12 + 4 bludgeoning damage.

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Circle of Keepers spell of 1st level or higher or it is under the effect of one of
your spells, your Companion deals additional damage equal to
Druids are allies of nature and the creatures that make it their your Wisdom modifier + the spell's level on all attacks until
home. A few druids take it upon themselves to wander across the start of its next turn.
the lands to protect the wilds from harm. During these travels
they often gain a staunt ally which helps them preserve and Share Spells
protect. Together they form a powerful bond which empowers At 10th level, whenever you cast a spell targeting a creature,
the both of them. you can also target your Companion if it is within range of the
spell.
Circle Spells
You gain circle spells at the druid levels listed. Twin Spirits
At 14th level, you can use an action to turn your familiar into
Keeper Spells the same animal as your companion, gaining the same
Druid Level Spells statistics as it. The transformation lasts for 1 hour and if it
dies, you have to resummon it using find familiar. While
2nd find familiar, sanctuary transformed your familiar can attack as your Companion can.
3rd enhance ability, enlarge/reduce Once you've done this, you cannot do so again until you
5th haste, nondetection
finish a long rest.
7th death ward, freedom of movement Keepers of the Land
9th Rary's telepathic bond, skill empowerment
18th level, your Animal Companion doesn't have to be in range
to be targeted by a spell you cast on a creature and if your
familiar is affected by Twin Spirits you can target it as well.
Old Tongue Additionally, if your familiar is affected by Twin Spirits and
You have a deep connection to nature and the creatures within 5 feet of your Companion, both gain advantage on
therein. At 2nd level you have advantage on Wisdom (Animal melee attacks.
Handling) checks.
Animal Companion Co-owned
At 3rd level, you bond yourself to a willing beast which is of If you have an Animal Companion from the Ranger
importance to you. The rules for creating an Animal class, you don't get a new Companion, though it
Companion are at the end of the document. The Companion does gain Ability Score Increases as it would if you
obeys your commands as best it can. were a druid.
If your Animal Companion is ever slain, the magical bond
you share allows you to return it to life. By performing a 1
hour ritual and the expenditure of 15 gp per druid level worth
of rare herbs and fine food, you call forth your Companion's
spirit and use your magic to create a new body for it. You can
return a Companion to life in this manner even if you do not
possess any part of its body.
Companion’s Bond
Your Animal Companion gains a variety of benefits while it is
accompanying you:
It acts on your initiative, and you determine its actions,
decisions, attitudes, and so on (no action required by you).
If you are incapacitated or absent, your Companion acts on
its own.
Your Animal Companion has abilities and game statistics
determined in part by your level. Your Companion uses
your proficiency bonus rather than its own.
Whenever you gain the Ability Score Improvement druid
class feature, so does your Companion. Your Cmpanion
can increase one ability score of your choice by 2, or it can
increase two ability scores of your choice by 1. Your
Companion can’t increase an ability score above 22 using
this feature.
Supernatural Bond
Your magic reverberates with your companion empowering its
attacks. At 6th level, your Companion's attacks counts as
magical for the purpose of overcoming damage reduction.
In addition, whenever you target your Companion with a

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Circle of Remembrance
The druids of the Circle of Remembrance belives that no
living being deserves to be forgotten. They spend most of their
lives living the past, walking the memories and tasting the
emotions of creatures they never met. Some of the memories
are from the long dead, but the intensity of their emotions are
so powerful that they linger even after any other remnant of
their being is long gone.
These memories can affect the druid deeply, often making
them sullen and later alienated, as their mood changes
harshly from day to day. Sometimes they are seen as judges,
able to see past facades and see what is real and true.
Circle Spells
You gain circle spells at the druid levels listed.
Remembrance Spells
Druid Level Spells
2nd identify
3rd detect thoughts
5th speak with dead
7th locate creature
9th legend lore

Empathic Chronicler
Starting at 2nd level, you are starting to be able to see and feel
the memories of the world as if they were your own.
You gain the flash enchantment cantrip and proficiency in
History. When you use flash enchantment it deals psychic
damage instead of the original.
Reservoir of Memories
At 2nd level, you can manifest a memory, focusing the raw
emotion into a semi-transparent totem. As an action you can
choose; anguish, despair, or hope, and an unoccupied 5-foot
square within 15 feet of you. A totem of the chosen memory
appears within the area and you gain access to its memory
spells. As past of manifesting the memory, you can cast one of
the spells related to that particular memory.
When casting memory spell, you can only cast it through the
totem, as if you stood in its area. You can do so as long as you
are within 15 feet of the it. If a spell has range of Touch, you
can target any creature within 15 feet of the totem.
A totem is an object that fills a 5-foot square, it has an AC
equal to 14 + your proficiency bonus, and hit points equal to
10 + twice your druid level, but it can't be affected by spells
and abilities which targets an area of effect. If the totem is
destroyed, any spell being cast through it immediately ends. It
blocks the area but it cannot be climbed upon, since any
creature which tries to enter its area are overwhelmed by
emotions. After 1 minute, or if it is destroyed, it disappears
into nothingness.
You can use this feature twice and regain expended uses
when you finish a short or long rest but you can only have one
memory manifested at any one time.

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Emotional Resonance
Memory of Anguish Spells
Beginning at 6th level, the minds of your enemies becomes
unstable in the presence of your manifested memories. While
Druid Level Spells you are concentrating on a spell through your totem, you can
2nd inflict wounds use your reaction when a creature within 15 feet of it takes
damage to inflict an additional 1d6 psychic damage.
3rd suffer
5th slow Emboldened Mind
At 10th level, you've begun to long for more powerful
7th phantasmal killer experiences. While within 15 feet of a totem, your Emotional
9th agonizing whip Resonance ability is strengthened depending on the memory:
Anguish. The target takes an additional 1d6 damage (2d6).
Memory of Despair Spells Despair. You can target a creature within 30 feet.
Druid Level Spells Hope. You are healed for the same amount.
2nd bane Conscious Duality
3rd hold person At 14th level, you have become powerful enough to maintain
two different memories at the same time. You can have two
5th fear different manifested memories at a time. You may only cast
7th banishment spells of the particular memory through its associated totem.
For example, you can only cast memory of hope spells from
9th hold monster the hope totem.
You can summon two additional totems before you must
Memory of Hope Spells finish a short or long rest.
Druid Level Spells
Worldly Echoes
2nd heroism At 18th level, you've embraced the memories of the world,
3rd lesser restoration channeling their power without much thought. While you are
concentrating on a memory spell, you can cast an additional
5th beacon of hope memory spell of a different memory that requires
7th freedom of movement concentration and choose to maintain concentration on both
spells simultaneously. For example, you can cast hold person
9th circle of power from your despair totem and beacon of hope from your hope
totem, but you can't concentrate on two hold person spells.
If you fail a Constitution saving throw to maintain
concentration, you lose concentration on both spells.

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Circle of Spores Halo of Spores
Druids of the Circle of Spores find beauty in decay. They see Starting at 2nd level, you are surrounded by invisible necrotic
within mold and other fungi the ability to transform lifeless spores that are harmless until you unleash them on a creature
material into abundant, albeit somewhat strange, life. nearby. When a creature you can see moves into a space
These druids believe that life and death are parts of a grand within 10 feet of you or starts its turn there, you can use your
cycle, with one leading to the other and then back again. reaction to deal 1d4 poison damage to that creature unless it
Death isn't the end of life, but instead a change of state that succeeds on a Constitution saving throw against your spell
sees life shift into a new form. save DC. The poison damage increases to 1d6 at 6th level,
Druids of this circle have a complex relationship with the 1d8 at 10th level, and 1d10 at 14th level.
undead. Unlike most other druids, they see nothing inherently Additionally, you learn the blightclaw cantrip.
wrong with undeath, which they consider to be a companion
to life and death. But these druids believe that the natural Symbiotic Entity
cycle is healthiest when each segment of it is vibrant and At 2nd level, you gain the ability to channel magic into your
changing. Undead that seek to replace all life with undeath, or spores. At the start of your turn, you can awaken those spores
that try to avoid passing to a final rest, violate the cycle and and you gain 4 temporary hit points for each level you have in
must be thwarted. this class. While this feature is active, you gain the following
benefits:
Circle Spells
You gain circle spells at the druid levels listed. When you deal your Halo of Spores damage, roll the
damage die a second time and add it to the total.
Spore Spells Your melee attacks deal an extra 1d6 poison damage to any
Druid Level Spells
target they hit.
2nd rapport spores, ray of sickness These benefits last for 10 minutes, until you lose all these
temporary hit points, or until you use this feature again.
3rd blindness/deafness, gentle repose You can do this twice before you have to finish a short or
5th animate dead, gaseous form long rest.
7th blight, confusion Fungal Infestation
9th cloudkill, contagion At 6th level, when you cast blightclaw you can cast it again as
Art by Joel Pigou
12
a bonus action and your poison damage and poisoned Spreading Spores
condition ignores resistance and immunity. At 10th level, you gain the ability to seed an area with deadly
Also your spores gain the ability to infest a corpse and spores. As a bonus action while your Symbiotic Entity feature
animate it. If a beast or a humanoid that is Small or Medium is active, you can hurl spores up to 30 feet away. where they
dies within 10 feet of you, you can use your reaction to swirl in a 10-foot cube for 1 minute. The spores disappear
animate it, causing it to stand up immediately as an infested. early if you use this feature again, if you dismiss them as a
It remains animate for 1 hour, after which time it collapses bonus action, or if your Symbiotic Entity feature is no longer
and dies. active.
In combat, the infested's turn comes immediately after Whenever a creature moves into the cube or starts its turn
yours. It obeys your mental commands, and the only action it there, that creature takes your Halo of Spores damage, unless
can take is the Attack action, making one melee attack. the creature succeeds on a Constitution saving throw against
You can use this feature a number of times equal to your your spell save DC. A creature can take this damage no more
Wisdom modifier (minimum of once), and you regain all than once per turn.
expended uses of it when you finish a long rest. While the cube of spores persists, you can't use your Halo of
Spores reaction.
Fungal Body
Infested At 14th level, the fungal spores in your body alter you: you
Medium undead, neutral evil can't be blinded, deafened, or frightened, and any critical hit
against you counts as a normal hit instead, unless you're
Armor Class 8 incapacitated.
Hit Points 1
Speed 20 ft. Invading Spores
Beginning at 18th level, when an undead creature under your
control dies, it explodes in a cloud of spores. Each creature of
STR DEX CON INT WIS CHA your choice within 10 feet must roll a Constitution saving
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) throw against your spell save DC or take 5d6 poison damage
and become poisoned for 1 minute. On a successful save, a
Saving Throws Wis +0 creature takes half damage and is not poisoned.
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the druid but can't speak
Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the infested to


0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless the
damage is radiant or from a critical hit. On a success,
the infested drops to 1 hit point instead.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6+1) bludgeoning damage.

Art by Tomasz Jedruszek


13
Circle of the Constellations Written in the Stars
One of the smallest circles, druids of the Circle of the At 2nd level, your presence has become the focus of one of the
Constellations are empowered by the power of the cosmos. Its legendary constellations. Choose one of the following:
legendary constellations have earned their place upon its The Anvil. Whenever you finish a short or long rest, you gain
black tapestry but still they yearn to do more. the benefits of mage armor.
There are many different reasons why they seek the The Beast. You gain a natural weapon, such as a bite or claw
darkness. Some venture there to show that even the darkest attack, which you are proficient with. You use your Strength
places are not without light. Others to create new legends that or Dexterity modifier for attack and damage rolls. It deals
will last for eternities for all to see. A few even seek to expand 1d8 bludgeoning, piercing, or slashing damage.
its reach, striving to keep the careful balance between light The Chalice. You can cast bless once without expending a
and dark. spell slot. You can’t do so again until you finish a long rest.
Circle Spells When you cast it, you gain 1 mote of starlight.
You gain circle spells at the druid levels listed. The Crown. You can cast command once without expending
a spell slot. You can’t do so again until you finish a long rest.
Constellation Spells When you cast it, you gain 1 mote of starlight.
The Galley. You gain a 30 feet swim speed.
Druid Level Spells The Harp. You have advantage on saving throws made to
2nd guiding bolt, magic missile avoid being frightened.
The Jester. Opportunity attacks made against you have
3rd darkness, moonbeam disadvantage.
5th crusader's mantle, fly The Lover. You can cast blindness/deafness once without
7th divination, guardian of faith
expending a spell slot. You can’t do so again until you finish
a long rest. When you cast it, you gain 1 mote of starlight.
9th magic missile barrage, midnight The Magus. You gain two cantrips from the Wizard spell list,
they count as druid cantrips for you.
Powerful Fragments The Serpent. Disguise self is added to your spell list.
At 2nd level, as you draw upon your power, you attract the The Stranger. You can add your proficiency bonus to death
power of the cosmos. Whenever you cast a druid spell, you saving throws.
gain a mote of starlight. You can have a maximum number of The Sword. You can consume your motes as part of making
motes equal to your proficiency modifier at any one time. They an attack roll.
last for 1 minute and the duration refreshes each time you The Traveler. Your base walking speed increases by 10 feet.
gain one. The Triplets. You can use a bonus action to gain a number of
You can use an action to consume your motes, targeting a motes equal to your proficiency bonus. You can’t do so again
creature that you can see within 60 feet. For each mote until you finish a long rest.
consumed you can choose to either heal it for 1d4 + 1 or deal The Watcher. You can see normally in darkness, both magical
1d4 + 1 radiant damage to it. and nonmagical, to a distance of 60 feet.
Art by Kim van Deun
14
Cosmic Tales Celestial Body
At 6th level, you weave the motes you collect into to Beginning at 18th level, you have become a legend of your
constellations of your own. You can consume your available own and the cosmos has seen fit to immortalize you among
motes to cast a druid spell of equal level to the number of the stars. You gain the following benefits:
motes consumed without expending a spell slot.
Once you've done this, you must finish a long rest before Your motes use d8's instead of d4's, and whenever you use
you can do so again. a mote on a target other than yourself, you are healed for
Additionally, you can attune to a second constellation. half the amount of damage dealt or healing given.
When you consume the motes, you can divide the damage
Living Constellations and healing as you see fit. For example, with 6 motes you
At 10th level, you power changes as the world turns to reveal can heal a friendly creature for 4d8 while dealing 2d8 to an
new legends. After you finish a long rest, you can change enemy creature.
which constellations you are attuned to. When you roll for initiative, you gain 6 motes.
Additionally, you can attune to a third constellation. Additionally, you can change your attuned constellations
when you finish a short rest.
Hearth of Moon and Stars
Beginning at 14th level, the moon protects you wherever you
are. During a short or long rest, you can invoke the power of
the moon to guard your respite. At the start of the rest, you
touch a point in space, and an invisible, 30-foot-radius sphere
of magic appears, centered on that point. Total cover blocks
the sphere.
While within the sphere, you and your allies gain a +5
bonus to Dexterity (Stealth) and Wisdom (Perception) checks,
and any light from open flames or magic in the sphere (a
campfire, dancing lights spell, torches, or the like) isn't visible
outside it. The upper part of the sphere shows a replica of the
night sky, even if the sky is otherwise hidden.
The sphere vanishes at the end of the rest or when you
leave the sphere.
Additionally, as long as you are under the night sky, you
can ignore the material cost of the divination spell.

Legends by Many Names


Most constellations have different names and fables
in different cultures, but their significance remains
the same. Some are shown below:
The Anvil - Baphomet's Window, The Altar
The Beast - The Companion, The Dog, The Jackal,
The Leopard, The Lion
The Chalice - The Amulet, The Horn, The Necklace
The Crown - The Cage, The Court, The Empress, The
King, The Throne
The Galley - Lord of Storms, The Whale
The Harp - The Archer, The Bow, The Lyre
The Jester - Mask of Olidammara, The Fool, The
Trickster
The Lover - The Count, The Mistress, The Incubus
The Magus - Boccob's Shadow, The Archmage, The
Robe, The Wizard
The Serpent - The Kris, Traitor's Tongue
The Stranger - Cowl of the Unknown, Death,
The Shadow, The Veil
The Sword - Annam's Belt, Corellon's Tear, Kord's
Girdle, The Soldier, The Warrior
The Traveler - Pipe Smoke, The Road
The Triplets - Foundation of the World, The Children,
The Crusade, The Mountains
The Watcher - The Dual Daggers, The Eyes

Art by Aeon-Lux
15
Circle of the Courts Warrior of the Feywild
Druids who are members of the Circle of the Courts hail from At 2nd level, the warriors of the Feywild has taught you much
regions that have strong ties to the Feywild and its dreamlike of how to fight. You gain proficiency with simple weapons,
realms. These druids seek to fill the world with wonders longbows, longswords, rapiers, shortswords and tridents.
which are beyond the Material Plane. Additionally, you gain the minor illusion and vicious
To succeed in this they must successfully manage the fey, mockery cantrips.
creatures who are both fickle and dangerous. Fey are often Unconventional Warfare
divided into Seelie and Unseelie, light and dark, summar and At 6th level, you have taken on another aspect of fey combat.
winter, but that doesn't mean one is more evil than the other. After you take the Attack action on your turn, you can cast
Both are just as prone to cause terror as they are to bring joy vicious mockery or one of your Circle Spells at its lowest level
since they are both unpredictable and hard to please. as a bonus action.
Circle Spells Grace of the Seelie
You gain circle spells at the druid levels listed. At 10th level, the court of summer has granted your their
Court Spells blessing. Whenever you hit a creature with a weapon attack,
the target is charmed by you until the end of your turn. If you
Druid Level Spells had advantage on the attack roll, the creature is charmed until
2nd charm person, klazomania the end of its turn.
3rd darkness, invisibility Beauty of the Unseelie
5th perplex, pincushion At 14th level, the court of winter has bestowed their powers
7th confusion, greater invisibility
upon you. When casting charm person or dominate person,
the target doesn't gain advantage on the saving throw if it is
9th dominate person, far step fighting you.
Additionally, creatures have disadvantage on Wisdom
Court Attendee (Perception) checks against you.
Starting at 2nd level, you've gained enough prowess to survive Dream Warrior
the dangerous fey courts. You learn to speak, read, and write
Sylvan and gain proficiency in the Deception and Persuasion Beginning at 18th level, you can attack twice, instead of once,
skill. whenever you take the Attack action on your turn.
Also, you can cast your Circle Spells of 2nd level or lower
without expending a spell slot.

Art by Jesper Ejsing


16
Circle of the Forgotten Intervening Shield. When a creature within 30 feet of you
makes a melee attack, you can reduce the damage the
Not much is known about this the Circle of the Forgotten targeted creature takes by the amount of temporary hit points
since they tend to keep to the darkest corners of nature, you consume.
usually seen wandering alone. Druids of this circle are
disconnected from the regular life most live, often finding Relentless Horde
themselves bonding with the millions of unseen lives they At 14th level, some insects stay behind to continue harassing
protect. Those who have come upon such a druid often feel their victims. When you cast a Circle spell, you can have one
uncomfortable speaking about it, sometimes even downright affected creature be targeted by infestation.
fearful of mentioning the druid's name.
What little is known is that they use insects to control their Milling Swarm
enemies and aid their allies. The swarms they control moves Starting at 18th level, the swarm you control are consistently
with a singular mind and with a dangerous intellect. returning to protect you. At the start of your turn, you gain a
Milling Shield.
Circle Spells Additionally, while under the effect of Milling Shield you
You gain circle spells at the druid levels listed. gain resistance to all damage except psychic.
Forgotten Spells
Druid Level Spells
2nd false life, inflict wounds
3rd locate object, mind spike
5th enemies abound, fear
7th giant insect, locate creature
9th insect plague, modify memory

Focused Harassment
At 2nd level, you've learned how to attack your enemies in
such a way to force them to move where you want them. You
gain the infestation cantrip. When you cast the infestation
cantrip, you can choose which direction the creature moves.
Additionally, you can choose for infestation to deal piercing
damage instead of poison.
Milling Shield
Starting at 2nd level, the thousands of insects around you will
put themselves as a barrier between you and danger. Each
time you cast a druid spell of 1st level or higher you gain
temporary hit points equal to your Wisdom modifier. If the
spell gives temporary hit points, this is in addition.
Strength of the Swarm
Beginning at 6th level, your swarm will aid your allies as well.
When you cast infestation, you can take the Help action as a
bonus action and you can do so from 30 feet away.
Hive Mind
At 10th level, your minute control over insects is frightening to
behold. While you have Milling Shield active, you can use your
reaction to consume the temporary hit points, activating one
of the following effects:
Biting Swarm. When a creature moves while under the
effect of one of your spells, you can deal 3d4 piercing damage.
Covering Mass. Before a creature rolls a ranged attack you
can grant half cover to the targeted creature for that attack
only.
Intense Harassment. When a creature within 30 feet
would make an opportunity attack, you can make it unable to
do so until the end of the current turn.

Art by Kim Sokol


17
Circle of the Prime Elements Earth Spells
Druid Level Spells
The Circle of the Prime Elements is made up of wanderers
and sages who keeps the connection between the elemental 2nd earth tremor
planes and the material plane safe and under control. These 3rd Maxmimilian's earthen grasp
druids are often rumored to be destructive and dangerous,
which is true, but only when they need to be. 5th erupting earth
7th stone shape
Elemental Attunement
Starting at 2nd level, you have begun your journey to become 9th transmute rock
one with the elements. Choose air, earth, fire, or water. This is
the element you are attuned to; gaining you an Elemental Fire Spells
Shape and Circle Spells associated with it. During a long rest, Druid Level Spells
you can attune yourself to another of the four elements, but
you can only be attuned to one element at a time. 2nd burning hands
Also, you can speak, read, and write Primordial. 3rd Aganazzar's scorcher
Circle Spells 5th fireball
You gain circle spells at the druid levels listed. 7th fire shield
Air Spells 9th immolation
Druid Level Spells
Water Spells
2nd thunderwave
Druid Level Spells
3rd gust of wind
2nd ocean pulse
5th cyclone blast
3rd waterspout
7th windblade
5th tidal wave
9th control winds
7th control water
9th maelstrom

Art by Gal Or
18
Elemental Shape One with the Elements
Starting at 2nd level, you can use your bonus action to At 14th level, you've become more attuned to the elements of
magically assume the shape of an elemental, all listed on the the world. You no longer need to attune to an element each
next page. You can use this feature twice and regain expended long rest, instead you have access to all Elemental Shapes
uses when you finish a short or long rest. and Circle Spells.
You can stay in an elemental shape for 1 minute. You then Part of the Whole
revert to your normal form unless you expend another use of
this feature. You can revert to your normal form earlier by At 18th level, your knowledge of the elements have shown you
using a bonus action on your turn. You automatically revert if that everything -no matter how insignificant- is part of the
you fall unconscious, drop to 0 hit points, or die. whole. You can cast all spells while in Elemental Shape.
While you are transformed, the following rules apply: While in Elemental Shape and the spell is on one of your
Circle Spell lists you have advantage on the attack roll and the
Your game statistics are replaced by the statistics of the enemy has disadvantage on the saving throw.
elemental, but you retain your alignment, personality, Finally, each form can become one size larger.
proficiency modifier, skill proficiencies, saving throws, and
Intelligence, Wisdom, and Charisma scores.
When you transform, you assume the elemental’s hit points
and Hit Dice. When you revert to your normal form, you
return to the number of hit points you had before you
transformed. However, if you revert as a result of dropping
to 0 hit points, any excess damage carries over to your
normal form. For example, if you take 10 damage in animal
form and have only 1 hit point left, you revert and take 9
damage. As long as the excess damage doesn’t reduce your
normal form to 0 hit points, you aren’t knocked
unconscious.
You can only cast the Circle Spells associated with the
form, and you can only speak Primordial. Transforming
doesn’t break your concentration on a spell you’ve already
cast, however, or prevent you from taking actions that are
part of a spell, such as call lightning, that you’ve already
cast. You retain the benefit of any features from your class,
race, or other source and can use them if the new form is
physically capable of doing so. However, you can’t use any
of your special senses, such as darkvision.
Your equipment merges into your new form and has no
effect (unless stated otherwises) until you leave the form.
Primordial Connection
Starting at 6th level, your connection to the elemental planes
strengthens. You can add your Wisdom modifier to damage
done by spells while in Elemental Shape.
Elemental Mastery
At 10th level, your mastery over the elements have increased
significantly. Your Elemental Shapes lasts for 10 minutes and
each form gain the following benefits:
Air. Your fly speed increases by 20 feet and you can choose
to become a Small air elemental when transforming.
Earth. You can choose to become a Large earth elemental
when transforming. Also, your movement speed increases by
10 feet and you gain a burrowing speed of 20 feet.
Fire. Your movement speed increases by 15 feet and after
you are struck by a melee attack you can use your reaction to
make the target suffer fire damage equal to 1d8 + your
Wisdom modifier.
Water. Your swim speed increases by 20 feet and you can
move through spaces as if you were one size smaller.

Art by Bogna Gawrońska


19
Air Elemental Form Fire Elemental Form
Medium elemental Medium elemental

Armor Class 14 Armor Class 13


Hit Points 7 (2d6) Hit Points 9 (2d6+2)
Speed fly 30ft. Speed 35 ft.

STR DEX CON STR DEX CON


8 (-1) 18 (+4) 10 (0) 12 (+1) 16 (+3) 12 (+1)

Gas Form. Your AC equals 10 + your Dexterity Damage Resistances fire


modifier and your Hit Points in this form increases
by 4 (1d6) for each druid level above 2nd. Fiery Form. Your AC equals 10 + your Dexterity
modifier and your Hit Points in this form increases
One with the Wind. You can move through spaces as
by 5 (1d6+1) for each druid level above 2nd.
if you were one size smaller.
Warmth of the World. You shine bright light for 15 ft.
Actions and dim light for an additional 15 ft.
Touch of Air. You can cast the shocking grasp and
gust cantrips. Actions
Touch of Fire. You can cast the control fire and fire
bolt cantrips.

Earth Elemental Form


Medium elemental
Water Elemental Form
Armor Class 15 (rocky exterior) Medium elemental
Hit Points 15 (2d10 + 4)
Speed 20 ft. Armor Class 14
Hit Points 13 (2d8 + 4)
Speed 20 ft., swim 40 ft.
STR DEX CON
18 (+4) 8 (-1) 14 (+2)
STR DEX CON
Damage Vulnerabilities thunder 14 (+2) 16 (+3) 14 (+2)
Damage Resistances nonmagical bludgeoning,
piercing, and slashing Damage Resistances acid
Senses darkvision 60 ft.
Sturdy Form. Your AC equals 16 + your Dexterity
modifier and your Hit Points in this form increases Liquid Form. Your AC equals 11 + your Dexterity
by 8 (1d10+2) for each druid level above 2nd. modifier and your Hit Points in this form increases
by 7 (1d8+2) for each druid level above 2nd.
Actions
Flowing Existence. You can breathe underwater.
Touch of Earth. You can cast the stonefist and mold
earth cantrips. Actions
Touch of Water. You can cast the douse and shape
water cantrips.

Art by Egor Grishin


20
Circle of the Sun
Druids of this circle reveres the the sun, one of the most Also, the dice you roll for healing spells increase by one dice
important astral bodies, as well a great source of power. They size, for example cure wounds use d10's instead of d8's.
draw upon its power to restore and repair those in need, as Light's Embrace
well as burn away those who spurn the living. There are many At 6th level, you further the reach of the sun's powers. As long
stories where these druids turn up and heal someone in need as a you and a target share the same bright light of a spell you
without asking for anything in return, other tales tell about have created you can target it with a healing spell,
how a king's request and gold was turned down. disregarding its normal range.
Circle Spells Additionally, as long as an allied creature is in magical or
You gain circle spells at the druid levels listed. non-magical bright light, you don't need line of sight to target
it with a spell.
Sun Spells
Druid Level Spells
The Sun's Grace
At 10th level, your power which burns down evil can also
2nd bless, healing word restore those true of heart. When you cast a spell that deals
3rd guiding light, prayer of healing radiant damage in an area, you can choose one creature
within the area which is unaffected. This creature is healed for
5th daylight, mass healing word half the damage rolled.
7th aura of life, hammer of the gods
Blinding Radiance
9th dawn, mass cure wounds Beginning at 14th level, the light you bring can singe the eyes
of those unpure. When you cast a spell that sheds bright light,
Nurtured by the Sun each creature of your choice within the bright light must make
At 2nd level, the sun blesses you with its power, you gain the a Constitution saving throw against your spell save DC. On a
light and sacred flame cantrips. failure, the creature is blinded until the end of their next turn.
Additionally, as long as you have spent 2 hours or more in
the sun during the day, you don't need to eat, drink, or sleep Lightbringer
for the next 24 hours. At 18th level, you can control all of the sun's powers. When an
allied creature within 50 feet of you is in within an magical
Radiant Power light you created or sunlight, it is affected by the bless spell.
Also at 2nd level, your powers scorches those who are Also, the bright light of your spells count as sunlight.
careless. When you cast a spell to heal a creature you can use Additionally, when you use The Sun's Grace, you can
your reaction to damage another creature within 5 feet of it. choose up to five creatures which are unaffected and healed.
The damage is radiant and equals half the amount for which Finally, you can cast light as a bonus action.
you healed the creature.
Art by LieSetiawan
21
Circle of the Wild You stay in a beast shape until you use a bonus action on your
Druids of the Circle of the Wild are fierce guardians of the turn to revert to humanoid form. You automatically revert if
wilds. Their order gathers under the full moon to share news you fall unconscious, drop to 0 hit points, or die. Whenever
and trade warnings. They haunt the deepest parts of the you gain an Ability Score Increase, you may add that to each
wilderness, where they might go for weeks on end before form. While you are transformed, the following rules apply:
crossing paths with another humanoid creature, let alone Your game statistics are replaced by the statistics of a
another druid. beast detailed on the next page, but you retain your
Changeable as the weather, a druid of this circle might alignment, personality, proficiency modifier (already added
prowl as a great cat one night, soar over the treetops as an in the statblock for attacks, increase it with levels), skill
eagle the next day, and crash through the undergrowth as a proficiencies, saving throws, and Intelligence, Wisdom,
bear to drive off a trespassing monster. The wild is in the and Charisma scores. You count as a shapeshifter.
druid’s blood. When you transform, you assume the beast’s hit points.
When you revert to your normal form, you return to the
Circle Spells number of hit points you had before you transformed.
You gain circle spells at the druid levels listed. However, if you revert as a result of dropping to 0 hit
points, any excess damage carries over to your normal
Wild Spells form. For example, if you take 10 damage in animal form
Druid Level Spells and have only 1 hit point left, you revert and take 9
2nd dark pounce, hunter's pace damage. As long as the excess damage doesn’t reduce your
normal form to 0 hit points, you aren’t knocked
3rd blur, pass without trace unconscious.
5th serpent's bite, warrior's cry You can’t cast spells, and your ability to speak or take any
action that requires hands is limited to the capabilities of
7th dominate beast, splitting shout your beast form. Transforming doesn’t break your
9th pride of the wild, survival instincts concentration on a spell you’ve already cast, however, or
prevent you from taking actions that are part of a spell,
Beast Shape such as call lightning, that you’ve already cast. You retain
Starting at 2nd level, you can use your bonus action to the benefit of any features from your class, race, or other
magically assume the shape of different beasts. You gain source and can use them if the new form is physically
access to five different types of shapes, though you decide how capable of doing so. However, you can’t use any of your
they look visually. You can use this feature twice and regain special senses, such as darkvision, unless your new form
expended uses when you finish a short or long rest. also has that sense.

Art by DaveRapoza
22
Your equipment merges into your new form and has no instead of twice, whenever you take the Attack action on your
effect until you leave the form. If you equip equipment in a turn and you can take the Dash action as a bonus action.
Beast Shape and leave the form, the item will disappear Prowler. Your movement speed increases by 20 feet and
and appear equipped when you re-enter the form. you can take the Hide action as a bonus action.
While you are transformed by Beast Shape, you can use a Seeker. Your swim speed increases by 30 feet and your
bonus action to expend one spell slot to regain 1d8 hit darkvision is increased by 60 feet.
points per level of the spell slot expended. Watcher. Your fly speed increases by 20 feet and your
Primal Form
Armor Class is equal to 12 + Dexterity modifier.
Starting at 6th level, while you are in Beast Shape you can One with the Wild
attack twice, instead of once, whenever you take the Attack At 14th level, your beast shapes are one with the wild. You can
action on your turn. increase one ability score of your choice by 2, or you can
Also, you can cast your Circle Spells of 2nd level or lower increase two ability scores of your choice by 1, for each beast
when in Beast Shape. At 8th level you can cast spells of 3rd form. Your maximum for Strength, Dexterity, and Constitution
level, at 10th spells of 4th level, at 12th spell of 5th level. in Beast Shape is now 22.
Finally, your attacks in Beast Shape count as magical for Finally, you can cast any 5th level spells or lower that
the purpose of overcoming resistance and immunity to doesn't have a material cost in Beast Shape.
nonmagical attacks and damage.
Wild Shape
Dire Forms Beginning at 18th level, the skill at which you transform
At 10th level, your shaping has become even more potent, the makes you able to combine the strengths of your forms. When
damage die size of your forms increases by one (for example you enter a beast form you can choose one of the other
d10 becomes d12) and each form can become one size larger. benefits gained by a different form at 10th level, and gain that
Additionally, each of your forms gain a new benefit: benefit as well. For example, when you enter Guardian form
Guardian. You can use your reaction to reduce one you can choose to gain the benefits of the Dire Watcher form
instance of incoming bludgeoning, piercing, or slashing as well to gain a small flight speed while in Guardian form.
damage by half and your Armor Class is equal to 16 + Also, you can use Beast Shape one additional time before
Dexterity modifier. you need to take a short or long rest. Finally, you gain 40
Hunter. While in Hunter form you can attack three times temporary hit points when you enter a beast form.

Art by dleoblack
23
Guardian Prowler
Large beast Small beast

Armor Class 15 Armor Class 14


Hit Points 13 (2d6 + 6) Hit Points 7 (2d4 + 2)
Speed 30 ft. Speed 45 ft.

STR DEX CON STR DEX CON


15 (+2) 13 (+1) 16 (+3) 13 (+1) 16 (+3) 13 (+1)

Tough Hide. Your AC equals 14 + your Dexterity Senses low-light vision 60 ft.
modifier and your Hit Points in this form increase by
1d6 + the form's Constitution modifier for each Hide. Your AC equals 11 + your Dexterity modifier
druid level above 2nd. and your Hit Points in this form increase by 1d6 +
the form's Constitution modifier for each druid level
Keen Smell. You have advantage on Wisdom
above 2nd.
(Perception) checks that rely on smell.
Keen Smell. You have advantage on Wisdom
Actions (Perception) checks that rely on smell.
Bite. Melee Attack: +4, reach 5 ft., one target. Hit:
1d8 + 2 piercing damage. Actions
Claw. Melee Attack: +3, reach 5 ft., one target. Hit:
1d6 + 1 slashing damage.

Hunter Low-light vision


Medium beast
You can see in dim light within 60 feet of you as if
it were bright light.
Armor Class 14
Hit Points 9 (2d6 + 2)
Speed 35 ft.

STR DEX CON


16 (+3) 15 (+2) 13 (+1)

Rough Hide. Your AC equals 12 + your Dexterity


modifier and your Hit Points in this form increase by
1d6 + the form's Constitution modifier for each
druid level above 2nd.
Keen Smell. You have advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Claw. Melee Attack: +5, reach 5 ft., one target. Hit:
1d10 + 3 slashing damage.

Art by sandara
24
Seeker
Medium beast

Armor Class 15
Hit Points 11 (2d6 + 4)
Speed 10 ft., swim 30ft.

STR DEX CON


15 (+2) 15 (+2) 14 (+2)

Senses darkvision 60 ft.

Scaled. Your AC equals 13 + your Dexterity modifier


and your Hit Points in this form increase by 1d6 +
the form's Constitution modifier for each druid level
above 2nd.
Water Breathing. You can breathe underwater.
Actions
Slam. Melee Attack: +4, 5ft reach, one target. Hit:
1d8 + 2 piercing damage.

Watcher
Tiny beast

Armor Class 14
Hit Points 3 (2d4 - 2)
Speed 10 ft., fly 30ft.

STR DEX CON


8 (-1) 18 (+4) 8 (-1)

Feathered. Your AC equals 10 + your Dexterity


modifier and your Hit Points in this form increase by
1d4 + the form's Constitution modifier for each
druid level above 2nd.
Keen Sight. You have advantage on Wisdom
(Perception) checks that rely on sight.
Actions
Peck. Melee Attack: +1, 5ft reach, one target. Hit:
1d4 - 1 piercing damage.

Art by OchreJelly
25
Circle of Twilight Spirit Guide
The circle of twilight is compromised of druids who wish to be At 2nd level you gain a spirit sworn to serve alongside you.
a part of not only the world they live in, but also the ethereal The familiar you summon using the find familiar spell is your
world that remains a mystery to so many. The members of this Spirit Guide.
circle focus on making amends between spirits and the world. Your Spirit Guide is more durable than a standard familiar.
To be alone among spirits is extremely dangerous and this is It has maximum hit points equal to three times your druid
why the members of this circle participate in many rituals to level and has proficiency in the same saving throws that you
discover their personal spirit guide. do.
A spirit guide can take many shapes, sometimes as ethereal Your spirit animal also has inherent boons and magical
animals, others as incorporeal wisps, or simply as balls of effects. Select 1 lesser and 1 greater boon from the list of
light. These creatures guide the druids on their journey Spirit Boons. When you finish a long rest you can swap one
among the spirits of the deceased, however, they are not the boon you have for a new one of the same type.
only spirits which walk beside the druid.
Sixth Sense
Circle Spells Also at 2nd level, you can sense the auras of the recently dead.
You gain circle spells at the druid levels listed. As an action, you become aware if any creatures have died in a
30 foot area around you in the last 24 hours. You do not know
Twilight Spells how they died, but you do know what type of creature they
Druid Level Spells were (such as humanoid, beast or monstrosity).
This feature can be used a number of times per long rest
2nd find familiar, unseen servant equal to your Wisdom modifier (minimum 1).
3rd augury, see invisibility Additionally, you have advantage on Charisma ability checks
5th conjure animals, gaseous form
made to interact with spirits.
7th awareness, conjure woodland beings Enhanced Spirits
9th hallow, scrying
Starting at 6th level, beasts and fey that you conjure are more
resilient than normal. Any beast or fey summoned or created
by a spell that you cast gains the following benefits:
Art by Chris Rahn
26
The creature has temporary hit points equal to half your Boon of Visions. The Spirit Guide gains limited telepathy to
druid level. communicate simple ideas, emotions and images to any
The damage from its natural weapons is considered creature within 100 feet of itself that it can see.
magical for the purpose of overcoming immunity and
resistance to nonmagical attacks and damage. Greater Boons
Boon of Guidance. The Spirit Guide can grant the Help
Ritualist action from 15 feet away.
At 10th level, the spirits share their knowledge of ancient
magics. You can cast all druid spells with the ritual tag as Boon of Interference. When a creature attacks a target
rituals without having them prepared. You can add any 2 ritual within 5 feet of the Spirit Guide, it may use its reaction to
spells from any spell list to your spell list, they count as druid impose disadvantage on the roll.
spells and you can only cast them as rituals. Boon of Mysticism. While within 30 feet of the Spirit Guide,
Also, you can choose an additional lesser boon for your if the druid casts a spell the Spirit Guide may use its reaction
Spirit Guide when you finish a long rest. to become the point of origin for that spell.
Vengeful Spirits Boon of Shifting. The Spirit Guide can use its action to
At 14th level, the ferocity of beasts and fey that you conjure target an ally within 5 feet. The target can immediately use its
are increased. Any beast or fey summoned or created by a reaction to move 5 feet without provoking opportunity attacks.
spell that you cast gains the following benefits:
The creature can add your Wisdom modifier to its AC, Boon of Warping. If a spell that would hit a creature within 5
saving throws, attack, and damage rolls. feet of the Spirit Guide would deal acid, cold, fire, lightning,
The creatures movement speed is increase by 10 feet. poison, or thunder damage, the spirit animal may use its
reaction to change the type of damage to another type from
Spirit Walkers that list.
At 18th level, the spirits you summon can shift between the Boon of Vigor. If the Spirit Guide takes any damage while
realms at will. Any beast or fey summoned or created by a within 15 feet of the druid, the druid may use their reaction to
spell that you cast gains the following benefits: take the damage instead.
During the creature's turn it is ethereal; opportunity
attacks against it are made with disadvantage and it can
move through the space of any creature, though it cannot
stop in a creature's space.
When you are going to take damage, if the creature is
within 5 feet of you, it can use its reaction to take the
damage instead. If it reduced to 0, you take any leftover
damage.
Finally, you can now choose an additional lesser and greater
boon for your Spirit Guide when you finish a long rest.
Spirit Boons
Lesser Boons
Boon of Life. Creatures of the druids choice within 5 feet of
the Spirit Guide have advantage on death saving throws.
Boon of Quickening. While within 15 feet of the Spirit Guide,
any ritual cast by the druid only takes half the listed time to
cast.
Boon of Recovery. Allies within 15 feet of the Spirit Guide
may roll their Hit Die twice and use either total when
recovering hit points during a short rest.
Boon of Revelations. Enemies within 15 feet of the Spirit
Guide don't benefit from half cover.
Boon of Sight. The druid can always perceive through the
Spirit Guide's senses if they are on the same plane, regardless
of distance.
Boon of Vigilance. Allied creatures within 15 feet of the
Spirit Guide cannot be surprised.

Art by Rastislav Le
27
Circle of Wrath Protective Markings
Most druids strives toward protecting nature and its balance Also at 2nd level, whenever you reduce a creature to 0 hit
by indirect means, but there are a few which have taken a to points, you gain temporary hit points equal to your druid level
arms to solve the problems in a more immediate way. These + your Wisdom modifier.
druids have seen the hardships and death brought by Extra Attack
oppressors and tyrants, and have taken upon themselves to Beginning at 6th level, you can attack twice, instead of once,
crush any who threaten the innocent. Some creatures will whenever you take the Attack action on your turn.
never see the fault in taking what they can and must be
removed from the scales to reattain balance. Elementally Imbued Weapons
Some see this violence as a last resort, while others believe Starting at 10th level, the elements themselves have granted
that everyone that stands idly by have chosen a side. A few you their blessing. You can cast elemental weapon at its
spill the blood of their enemies to sate the spirits of the old lowest level targeting your own weapons without expending a
world. spell slot. When cast in this way, you don't need to concentrate
Circle Spells on the spell and you can target weapons which are magical.
You gain circle spells at the druid levels listed. The spell ends if you let go of the weapon.
Wrathful Steps
Wrath Spells At 14th level, your unleashed fury carry you through combat.
Druid Level Spells When you walk more than 10 feet during your turn, you can
2nd absorb elements, zephyr strike move vertically without falling down. If you are still in the air
at the end of your turn, you fall down. If you travel through the
3rd corrode metal, skyward rise air you gain resistance to nonmagical piercing, slashing and
5th blink, grasp of the wind bludgeoning damage until the start of your next turn.
7th avenger's wrath, steel wind strike
Finally, your movement speed increases by 10 feet.
9th nemesis, shard storm Fury of the World
Beginning at 18th level, you can use an action to unleash
Ire of the Oppressed centuries of collected fury. You gain the effects of the haste
At 2nd level, you have begun taking your first steps towards spell, except you don't have to concentrate on it and you don't
protecting nature against those who mean it harm. You gain get stunned when the effect ends. Once you've done this, you
proficiency in martial melee weapons and Intimidation. can't do so again until you finish a short or long rest.
Additionally, when you enchant a weapon using Elementally
Imbued Weapons, it is cast as a 5th-level spell.
Art by kekai kotaki
28
Animal Companion
Your Companion starts with the following statistics:
Strength: 8
Dexterity: 8
Constitution: 8
Intelligence: 3
Wisdom: 8
Charisma: 8
Proficiency bonus: Same as the druid.
Attack: Your Companion has a natural attack, such as bite or
claw, and uses its Strength modifier for attack and damage
rolls. It is proficient with this weapon. Choose bludgeoning,
piercing, or slashing; the size of its damage die depends on
its base.
Hit Dice: 1 per druid level, its size depends on its base.
Hit Points at 1st level: Max Hit Die + Constitution modifier.
Hit Points at Higher levels: You can roll a Hit Die and add its
Constitution modifier for every druid level after 1st.
Saving Throws: Same as the druid.
Skills: Choose two from Acrobatics, Athletics, Insight,
Intimidate, Perception, Performance, Stealth, and Survival.
Speed: 35 feet.
Alignment: Neutral.
Creature Type: Beast.
Ability save DC: 8 + its proficiency bonus + Strength modifier
Languages: Understands its master's spoken words but
cannot speak or write.
Challenge Rating: 1/2 the owner's level. Basic Abilities
Your Companion gains benefits depending on its base:
1. Ability Scores
You increase your Companion's ability scores using the Ability A Massive Companion gains Charge, Grab, Hold Breath,
Score Point table found below, on which you have 23 points to Keen Sense, or Swallow. If you choose Hold Breath or
spend. Intelligence cannot be increased. Keen Sense, its damage die increases to 2d6.
After spending your points, you can increase one score by 2 A Regular Companion gains Keen Smell or Hold Breath.
and another one score by 1, or increase three different scores A Sea Dwelling Companion breathes water and gains
by 1 each. Darkvision. It gains a 50 feet swim speed as long as it isn't
wearing medium or heavy barding but its walking speed is
Ability Score Cost reduced to 0.
A Winged Companion gains a 35 feet fly speed as long as
Ability Cost Ability Cost it isn't wearing barding but its walking speed is reduced to
8 0 12 4 10. Your Companion gains Keen Sense or Mimicry.
9 1 13 5 Charge. If your Companion moves at least 20 feet straight
10 2 14 7 toward a target and then hits it with an attack on the same
turn, the target takes an additional damage die. If the target
11 3 15 9 is a creature, it must succeed on a Strength saving throw or
be knocked prone.
2. Base Darkvision. Your Companion can see in dim light within 60
feet of it as if it were bright light, and in darkness as if it
Choose a base for your Animal Companion; massive, regular, were dim light. It can't discern color in darkness, only
sea dwelling, or winged. Your creature's abilities and available shades of gray.
Enhancement Points (EP) are based upon this choice. Keen Sense. Your Companion has advantage on Wisdom
(Perception) checks that rely on one of the following sense;
Creature Base hearing, sight, or smell.
Base Size Hit Die Damage Die EP Grab. When your Companion hits a creature with its natural
Massive Large 1d6 1d10 4 attack, it can use its bonus action to attempt to grapple the
target. It can only grapple one creature at a time, and while
Regular Medium 1d6 1d10 8 grappling it can only attack that creature. You can choose
Sea Dwelling Medium 1d6 1d10 8 for it to be able to grapple two creatures at a time, if so, it
can attack other creatures while one arm is free but reduce
Winged Small 1d4 1d8 3 its damage die by two steps.

Art by Rudy Siswanto


29
Hold Breath. Your Companion can hold its breath for 15 Fleeting. When not wearing barding your Companion's AC
minutes. Choose whether it breathes air or water. is equal to 10 + Dexterity modifier. While wearing light or
Mimicry. Your Companion can mimic simple sounds it has no barding opportunity attacks made against it are made
heard, such as a person whispering, a baby crying, or an with disadvantage.
animal chittering. A creature that hears the sounds can tell Natural Armor. When not wearing barding your
they are imitations with a successful DC 10 Wisdom Companion's AC is equal to 13 + Dexterity modifier.
(Insight) check.
Swallow If your Companion makes a successful attack 4. Abilities
against a creature it is grappling that is at least one size Spend your EP across the special abilities in the table below.
smaller than itself, it can use its bonus action to swallow You cannot pick an ability more than once unless specified.
that creature. The swallowed target is no longer grappled
but it is blinded and restrained. It has total cover against Ability Cost Ability Cost Ability Cost
attacks and other effects outside the Companion, and it Agile 0 Keen Sense 1 Grab 3
takes acid damage equal to 1d4 + your Companion's
Constitution modifier at the start of each of its turns. Only Aquatic 1 Leaper 1 Harassing 3
one creature can be swallowed at a time. Arsenal 1 Low-light Hunting
1 3
At the end of a swallowed creature's turn it can make a Barding
Vision Pack
Strength saving throw, on a success it is no longer Proficiency
1
Relentless 1 Toppler 3
swallowed and exits on an unoccupied space within 5 feet
of your Companion. Darting 1 Amphibious 2 Venomous 3
Grisly 1 Climber 2 Charge 4
3. Defence
Hold Breath 1 Resourceful 2 Spider
Choose one of the following Armor Class options: Climb
5

Adapting. When not wearing barding your Companion's


AC is equal to 10 + Strength modifier + Dexterity modifier. Enhancement Descriptions
Enduring. When not wearing barding your Companion's Agile. Your Companion can use its Dexterity modifier when
AC is equal to 12 + Constitution modifier. making attacks and damage rolls using natural weapons. Its
damage die is reduced by one step, for example 2d6 to
1d10 and its size is reduced by one step (minimum Tiny).
Amphibious. Your Companion can breathe air and water.
Aquatic. Your Companion gains a 30 feet swim speed but its
walking speed is reduced by 5 feet.
Arsenal. Your Companion gains an additional type of natural
attack, such as bite or claw, and uses its Strength modifier
for attack and damage rolls. It is proficient with this
weapon. Choose bludgeoning, piercing, or slashing; the size
of its damage die depends on its base. It can attack with this
attack even if its other type of attack is grappling a creature.
Barding Proficiency. Your Companion gains the ability to
wear light, medium, and heavy barding.
Charge. If your Companion moves at least 20 feet straight
toward a target and then hits it with an attack on the same
turn, the target takes an additional damage die. If the target
is a creature, it must succeed on a Strength saving throw or
be knocked prone.
Climber. Your Companion gains a 30 feet climb speed.
Darting. Increase one of your Companion's movement speeds
by 5 feet. This ability can be taken multiple times.
Grab. When your Companion hits a creature with its natural
attack, it can use its bonus action to attempt to grapple the
target. It can only grapple one creature at a time, and while
grappling it can only attack that creature. You can choose
for it to be able to grapple two creatures at a time, if so, it
can attack other creatures while one arm is free but reduce
its damage die by one step. For example d10 to d8.
Grisly. Your Companion uses its Strength modifier for
Intimidation checks.
Harassing. If your Companion has attacked a creature and is
within 5 feet of it, you gain advantage on your next attack
towards it. Your Companion's damage die is reduced by one
step, for example d8 to d6.

Art by SidharthChaturvedi
30
Hold Breath. Your Companion can hold its breath for 15
minutes. Choose whether it breathes air or water.
A Big World This ability can be taken multiple times.
This is how I spent the Enhancement Points Hunting Pack. You and your Companion have mastered the
available to create an assortment of animals: art of working in tandem, as long as you are within 5 feet of
Battle Bear
the enemy your Companion attacks, it has advantage on its
(+2 Str, +1 Con, Massive, Enduring)
attacks.
4EP: Keen Smell 0, Barding Proficiency 1, Keen Sense. Your Companion has advantage on Wisdom
Climber 2, Grisly 1 (Perception) checks that rely on one of the following sense;
hearing, sight, or smell. Can be taken multiple times.
Boar Leaper. Your Companion's long jump is up to 20 feet and its
(+2 Str, +1 Con, Regular, Enduring) high jump is up to 10 feet, with or without a running start.
8EP: Keen Smell 0, Barding Proficiency 1, Grisly 1, Low-light Vision. Your Companion can see in dim light
Charge 4, Darting 1, Relentless 1 within 60 feet of it as if it were bright light.
Behemoth Crab
Relentless. Once per short or long rest when your companion
(+2 Str, +1 Dex, Massive, Enduring)
would be reduced to 0 hit points, it is reduced to 1 hit point
4EP: Grab 0, Amphibious 2, Aquatic 1, instead.
Relentless 1 Resourceful. Your Companion gains proficiency in one
additional skill available to it. Can be taken multiple times.
Crocodile Spider Climb. Your Companion gains a climb speed of 30
(+2 Str, +1 Con, Massive, Enduring) feet and can climb difficult surfaces, including upside down
4EP: Hold Breath 0, Aquatic 1, Grab 3 on ceilings, without needing to make an ability check. It
can't use this ability if it is wearing medium or heavy
Destrier
(+2 Str, +1 Con, Massive, Enduring)
barding, or is heavily encumbered.
4EP: Charge 0, Barding Proficiency 1, Darting 3
Toppler. When your Companion hits a creature with its
natural attack, it can use its bonus action to attempt to
Flying Snake shove the target.
(+2 Dex, +1 Con, Winged, Fleeting) Venomous. Your Companion gains a second type of natural
3EP: Keen Smell 0, Agile 0, Venomous 3 attack which deals 1d4 + Strength modifier piercing
damage + 3d4 poison damage. This attack can't be
Giant Constrictor Snake modified. Your Companion becomes one size smaller
(+1 Str, +1 Dex, +1 Con, Massive, Adapting)
4EP: Swallow 0, Aquatic 1, Grab 3
(minimum Tiny).
Giant Eaglet
(+2 Str, +1 Con, Winged, Enduring)
3EP: Keen Sight 0, Toppler 3
Giant Lizard
(+2 Str, +1 Con, Regular, Enduring)
8EP: Hold Breath 0, Aquatic 1, Barding Proficiency
1, Charge 4, Climber 2
Giant Octopus
(+2 Str, +1 Dex, Sea Dwelling, Adapting)
8EP: Darkvision 0, Arsenal 1, Hold Breath 2,
Grab 3, Darting 2
Giant Toad (+2 Con, +1 Str, Massive, Enduring).
4EP: Swallow 0, Amphibious 2, Aquatic 1,
Leaper 1
Giant Scorpion
(+2 Str, +1 Dex, Massive, Adapting)
4EP: Grab 0, Darting 1, Venomous 3
Giant Spider
(+2 Str, +1 Con, Regular, Enduring)
8EP: Keen Hearing 0, Grab 3, Spider Climb 5
Giant Weasel
(+1 Dex, +1 Con, +1 Wis, Regular, Fleeting)
8EP: Keen Hearing 0, Agile 0, Darting 1, Harassing
3, Keen Smell 1, Low-light Vision 1, Resourceful 2

Art by JackWangLei
31
5. Personality
Hawk Your Companion shares your ideal, its bond is always, “The
(+2 Dex, +1 Wis, Winged, Fleeting)
3EP: Keen Sense 0, Agile 0, Darting 3
druid who travels with me is a beloved companion for whom I
would gladly give my life.”, and has a personality trait and a
Panther flaw that you can roll for or select from the tables below.
(+1 Str, +1 Dex, +1 Wis, Regular, Adapting)
8EP: Keen Smell 0, Charge 4, Climber 2, Darting 2, d10 Trait
Leaper 1 1 Give me a ball and I will have fun for hours.
Parrot 2 If you pet me, I am your sworn ally.
(+1 Dex, +1 Con, +1 Cha, Winged, Fleeting) 3 Fear only makes me more determined.
3EP: Mimicry 0, Agile 0, Harassing 3
4 I'm always calm and careful.
Venomous Spider
(+2 Dex, +1 Con, Regular, Natural Armor). 5 I can't comprehend my own size.
8EP: Keen Hearing 0, Agile 0, Spider Climb 5, 6 I do my best to make people feel safe.
Venomous 3
7 The needs of my new pack goes before my own.
War Dolphin
(+2 Str, +1 Con, Sea Dwelling, Enduring). 8 I try to befriend everyone.
8EP: Darkvision 0, Barding Proficiency 1, Darting 2, 9 I like to act like a humanoid.
Hold Breath 1, Hunting Pack 3, Keen Hearing 1
10 I'll do anything for a snack.
War Mastiff
(+1 Str, +1 Con, +1 Wis, Regular, Enduring). d10 Flaw
8EP: Keen Hearing 0, Barding Proficiency 1, Darting
1, Keen Smell 1, Resourceful 2, Toppler 3 1 All food is mine by right.

Wolf 2 My first reaction is always to growl.


(+2 Str, +1 Dex, Regular, Adapting). 3 I'm afraid of everyone and everything.
8EP: Keen Smell 0, Darting 1, Hunting Pack 3,
Keen Hearing 1, Toppler 3 4 Water is my mortal enemy.
5 I'm up to mischief as soon as no one is watching.
6 Whatever my companion put their eyes on, I'll fetch.
7 No one is allowed to touch me.
8 I should always be the center of attention.
9 I imagine threats where there are none.
10 Once I got something, it's mine forever.

Make It Your Own


Is something almost right? Create your own
Companion or exchange some abilities to get a
Companion that fits your character better.
For example, maybe I want to make the Giant
Lizard into a Companion which can scout pretty
much anywhere instead of a combat mount. I would
made the following changes:
Giant Lizard
(+2 Dex, +1 Con, Regular, Natural Armor)
8EP: Keen Smell 0, Darting 1, Agile 0, Leaper 1,
Low-light Vision 1, Spider Climb 5
Not the correct size from the get go? A Feat at a
later level can increase its size as it grows in power.
Examples on how a completed Companion would
look can be found here.

Art by KJKallio
32
Version 1.0.1 of the Alpha Druid by u/SwEcky
Ocean Pulse buffed to 3d6.
Removed "You must make a Constitution saving throw
equal to the damage taken in your regular form, on a
failure, you gain one level of exhaustion." from Circle of the
Credits Wild, was an artifact of an earlier build.
Huge thanks and my deepest gratitude to:
Added hotlinking to subclasses, only works as PDF.
Clarified for forms that proficiency is added in statblocks
my players - great feedback and seemingly and that it increase with levels
enjoying my madness
u/Jalian174 - His/her comment made me 0.1.1 to 0.2
actually take the time to do this Added Circle of the Courts, Circle of the Forgotten, Circle
u/Mheros - Huge amount of great feedback of the Sun, Circle of Twilight.
u/Lemonlord7 - early feedback and worked with Added Nature's Boon at level 3.
me on the Circle of Keepers Small rebalance of Bludgeoning Limbs due to spike
u/DracoDruid - excellent feedback on the growth.
Companion Exchanged Spore's chill touch for blightclaw.
u/kurtist04 - creator of the Companion Feats Exchanged Water Elemental Form's frostbite for douse.
u/Pattycakeee - Shaman class which inspired
Wrath and which the Twilight was based upon.
Corrode metal moved to level 2 spells where it belongs.
u/Charrmeleon - Great feedback.
Clarified that splitting shout doesn't destroy the caster.
Spell Credits 0.2 to 0.2.1
Almir - awareness, blightclaw, cyclone blast, Small boost to douse.
hammer of the gods, shard storm, splitting Added specific spell credits.
shout, stonefist, survival instincts, warrior's cry, Courts Unconventional Warfare Circle spells can now only
waterspout be cast at its lowest level.
u/Jonoman3000 - arm of the wild, rapport Awareness added to spell list... ironic.
spores, skewering branch, spray of thorns, Added scaling to Milling Shield.
tree strike from The Sprouting Chaos Player
Compendium 0.2.1 to 0.2.2
u/GenuineBelieverer - hunter's pace, nemesis, Added scaling to Intervening Shield.
serpent's bite, skyward rise, suffer, windblade; Added more range to Intense Harassment to make it more
from The Compendium of Forgotten Secrets useful.
u/Grimlore - klazomania, pride of the wild from Added Classes for each spell in the Spell Appendix.
Grimlore's Grimoire Buffed Serpent's Bite.
_Metabot - agonizing whip, dark pounce, Renamed aura of evasion to survival instincts.
grasp of the wind from Metabot's Magical
Maneuvers
Reworked Spirit Bond Companion Feat.
u/redceramicfrypan - Revised steel wind strike 0.2.2 to 1.0
u/Rain-Junkie - ocean pulse
u/callmepartario - perplex Reworked Nature's Boon (3rd level).
u/Mr-Silvers - flash enchantment Reworked Companion Creation.
u/ConDar15 - magic missile barrage Added Circle of Remembrance and Circle of the
Constellations.
Ending Credits The druid now gains an additional cantrip at first level.
Everyone who comments and have commented. Buff to Prime Elements, now costs bonus action to enter
And lastly, a huge thank you to GM Binder for forms.
making it possible to look this good. Buff to Keeper's Supernatural Bond.
Tweaks to Companion Feats.
Skyward rise changed to Strength saving throw.
Changelog Corrode metal reworked.
Reworked the flavor of Circle of Wrath.
0.1 to 0.1.1 Clarified Druid-Ranger Companion Multiclassing.
Renamed the Circle of Growth's form to avoid confusion. Renamed Circle of the Keeper to Circle of Keepers.
Added stonefist spell description. Added "Form" to the elemental shapes.
Renamed the Circle of Growth's form to Oaken Arboreal
Protector and increased duration to 10 minutes. 1.0 to 1.0.1
Reworked Archdruid (level 20), credit u/Anonymousguy44 Spore now deals poison damage with all abilities.
Smoothed out Circle of Spores, also moved ignoring Tweaked skewering branch, spray of thorns, & windblade.
poison resistance to lower levels to make the subclass less Buff to Spore, can use blightclaw twice a round.
uncomfortable with its focus on poison. Forgotten changes to not feel limited by Circle spells.
Added a duration to the poisoned condition of Invasive Clarified Nature's Boon.
Spores.
Wrath's level 14 ability buffed.

33
Appendix A: Homebrew Spells
The majority of these spells are not made by me (credited Stonefist
above), though I've tweaked a fair number. I've listed them Transmutation cantrip
here because it does impact the balance of the brew.
Casting Time: 1 action
Cantrips Range: Touch
Components: V, S
Blightclaw Duration: Instantaneous
Necromancy cantrip Classes: Druid, Sorcerer
Casting Time: 1 action You magically transform one of your hands into solid stone
Range: Touch and strike your foe with it. Make a melee spell attack. On a hit,
Components: V, S the target takes 1d12 bludgeoning damage. This spell deals
Duration: Instantaneous double damage against objects.
Classes: Sorcerer, Warlock This spell's damage increases by 1d12 when you reach 5th
You slash at a target with a claw of greenish-black energy at a level (2d12), 11th level (3d12), and 17th level (4d12).
target within range. Make a melee spell attack against the
target. On a hit, the target takes 1d6 poison damage and is 1st level
poisoned until the start of their next turn. Dark Pounce
This spell's damage increases by 1d6 when you reach 5th 1st-level conjuration
level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time: 1 action
Douse Range: Self
Conjuration cantrip Components: V, S
Casting Time: 1 action Duration: 1 round
Range: 30 feet Classes: Ranger, Warlock
Components: S The first time before the end of your next turn you make a
Duration: Instantaneous running jump, you instead teleport to your landing location. If
Classes: Druid, Sorcerer, Wizard this jump would take you into a Large or smaller creature's
You gesture, summoning a splash of saltwater to fall upon a space you appear in an unoccupied space in front of the
creature or object within range. Flames are instantly creature (if there is none, the spell fails). The target must
quenched, and objects targeted by this spell cannot be ignited make a Strength saving throw. On a failure, the target falls
for at least one minute. If you target a creature, you can prone and if you have a free hand, is grappled by you.
choose to have the saltwater be bone-chillingly cold. The At Higher Levels. When you cast this spell using a 3rd
target must make a Constitution saving throw. If they fail, they level slot or higher, you can cast it with a bonus action.
take 1d10 cold damage. Hunter’s Pace
This spell’s damage increases by 1d8 when you reach 5th 1st-level transmutation
level (2d10), 11th level (3d10), and 17th level (4d10).
Casting Time: 1 bonus action
Flash Enchantment Range: Self
Transmutation cantrip Components: V
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 60 feet Classes: Ranger
Components: V, S You let out a hunting cry, empowering your body with speed
Duration: 1 round and tirelessness. While you maintain concentration on this
Classes: Druid, Warlock, Sorcerer, Wizard spell, you gain advantage on Athletics checks to jump, climb,
Elemental energy billows from your fingers and wrap around swim, or move. You also gain advantage on saving throws
a weapon held by an ally of your choice. Choose acid, cold, fire, against exhaustion and on checks to mitigate the effects of
or lightning damage, the next time the ally hits with a weapon difficult terrain.
attack using that weapon they deal an additional 1d8 of the At Higher Levels. When you cast this spell using a slot of
chosen type and the weapon is considered to be magical for 2nd level or higher, your movement speed also increases by 5
the purpose of overcoming resistances and immunities. feet per slot level above 1st.
This spell's damage increases when you reach higher levels. Klazomania
At 5th level, the attack deals an extra 1d8 damage (2d8). This 1st-level enchantment
damage increase by 1d8 at 11th level (3d8) and 17th level
(4d8). Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Classes: Bard, Warlock, Wizard

34
You point at a creature within range and suggest a short You transform one of your arms into an extendable vine
phrase of up to 5 words, forcing the target to make a Wisdom whose end sticks to any surface that it touches. The arm
saving throw. On a failure, the creature is forced to use their cannot be used to wield any objects or weapons. On every turn
reaction to shout the nearest approximation to the proffered within the duration, including the turn that you cast the spell,
phrase that exists in their native tongue. you can make either of the following actions:
Grab Creature. As a bonus action, you extend your vine
Ocean Pulse arm forward, attempting to pull one creature you choose
1st-level evocation within 20 feet of you. The target must succeed on a Dexterity
Casting Time: 1 action saving throw or be pulled 10 feet directly towards you.
Range: 60 feet Grab Surface. As a bonus action, you extend your vine arm
Components: S, M (a seashell) forward, pulling yourself to a hard surface such as a wall or
Duration: Instantaneous ceiling within 20 feet of you. If this movement would cause
Classes: Druid, Sorcerer, Wizard you to be suspended off the ground, you remain so until you
take an action or the concentration ends.
You attempt to hit a creature within range with a blast of salty
water, forcing them to make a Dexterity saving throw. On a Corrode Metal
failed save, the target takes 3d6 bludgeoning damage and is 2nd-level transmutation
knocked prone. On a success, the target takes half damage
and is not knocked prone. Creatures that is Large or larger is Casting Time: 1 action
immune to the prone effect of the spell. Range: 60 feet
At Higher Levels. When you cast this spell using a spell Components: V, S, M (a vial of stomach acid)
slot of 2nd level or higher, the damage increases by 1d6 for Duration: Concentration, up to 1 minute
each slot level above 1st. Classes: Artificer, Druid, Wizard
Choose a nonmagical metal object such as a stove, weapon,
Rapport Spores suit of armor, or shield that you can see within range. When
1st-level conjuration you cast the spell and as a bonus action until the spell ends
Casting Time: 1 action you cause the object to rust and corrode. The spell has
Range: Self (30-foot radius) different effects depending on your target.
Components: V, S, M (a fungal spore) Armor. The armor receives a -1 penalty to the AC it offers. A
Duration: 1 hour nonmagical armor reduced to an AC of 10 is destroyed.
Classes: Druid Shield. The shield receives a -1 penalty to the AC it offers. A
nonmagical shield that drops to a +0 bonus is destroyed.
You conjure a 30-foot radius of spores extending from your Weapon. The weapon takes a -1 penalty to its attack and
position. These spores can go around corners and affect only damage rolls. A nonmagical weapon that drops to -3 penalty is
creatures with an Intelligence of 2 or higher that aren't destroyed.
undead, constructs, or elementals. For the duration, affected Other Object. An object takes 3 pounds of acid damage. An
creatures can communicate telepathically with one another object that is reduced to 0 pounds is destroyed.
while they are within 60 feet of each other. While an object is under the effect of the spell it is
Safety Net vulnerable to bludgeoning, piercing, and slashing damage.
1st-level conjuration The effect the spell has on an item is not removed after the
spell ends but can be removed with mending or similar spell.
Casting Time: 1 reaction At Higher Levels. When you cast this spell using a spell
Range: Self slot of 3rd level or higher, you can target an additional object
Components: V for each slot level above 2nd.
Duration: Instantaneous
Classes: Druid, Ranger Guiding Light
When you are forced to move in any direction and within 10 2nd-level evocation
feet of solid ground, you can use your reaction call forth vines Casting Time: 1 action
from the ground. They wrap around your body to keep you in Range: 60 feet
place and remain until the started of your next turn. Components: V, S
Duration: Instantaneous
2nd level Classes: Cleric
Arm of the Wild You release an orb of light from your palm. It travels in a line 5
2nd-level transmutation feet wide 60 feet long in a direction you choose. Each creature
Casting Time: 1 action in the line must make a Constitution saving throw. A creature
Range: Self takes 3d6 radiant damage on a failed save, or half as much
Components: V, S damage on a successful one. Fiends and undead make the
Duration: Concentration, up to 1 minute saving throw with disadvantage.
Classes: Druid, Ranger The area is illuminated by bright light until the end of your
next turn, and the area within 5 feet of the spell is illuminated
by dim light.

35
At Higher Levels. When you cast this spell using a spell 3rd level
slot of 3rd level or higher, the damage increases by 1d6 for
each slot level above 2nd. Cyclone Blast
Skyward Rise 3rd-level evocation
2nd-level evocation Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: V, S
Range: 15 feet Duration: Instantaneous
Components: V Classes: Druid, Sorcerer, Wizard
Duration: 1 round
Classes: Druid, Ranger You blast a creature with gale-force winds, dealing damage
and knocking it down. One creature you can see within range
You shout, calling the winds to bind a creature within range. is affected by the winds. It must make a Strength saving
The target must make a Strength saving throw. If it fails, it is throw. On a failure, it takes 5d8 bludgeoning damage, is
suspended above the ground until the end of its next turn and pushed up to 10 feet away from you, and is knocked prone. On
is restrained. As a bonus action before the end of your current a success, it takes half as much damage and is neither pushed
turn, you can make a melee weapon attack against the or knocked down.
creature if it is within your reach, inflicting an additional 2d6
damage if you hit. Grasp of the Wind
At Higher Levels. When you cast this spell using a spell 3rd-level evocation
slot of 3rd level or higher, the damage increases by 1d6 Casting Time: 1 action
damage for each slot level above 2nd. Range: Self (20 feet radius)
Suffer Components: V, M (a melee weapon)
2nd-level enchantment Duration: Instantaneous
Classes: Druid, Ranger
Casting Time: 1 action
Range: 30 feet You call upon the wind to aid you, and let it guide your strikes.
Components: V, S Each Large or smaller creature you choose within range and
Duration: Instantaneous line of sight must make a Strength saving throw. On a failure,
Classes: Bard, Cleric they are pushed as close to you as possible in a straight line
towards you. When you cast this spell, you also take the Attack
You point at a creature within range and speak a terrible word, action after pushing your enemies closer. All melee attacks are
commanding them to suffer. The target must make a made with advantage until the start of your next turn.
Charisma saving throw. If they fail, they take 4d8 psychic At Higher Levels. When you cast this spell using a spell
damage and they have disadvantage on Strength and slot of 4th level or higher, the range of the spell increases by 5
Dexterity ability checks until the end of their next turn. If they feet for each slot level above the third.
succeed, they take half as much damage and do not have
disadvantage. Perplex
At Higher Levels. When you cast this spell using a spell 3rd-level enchantment
slot of 3rd level or higher, the damage increases by 1d8 for Casting Time: 1 action
each slot level above 2nd. Range: 60 feet
Waterspout Components: V, S
2nd-level conjuration Duration: Instantaneous
Classes: Bard, Warlock, Wizard
Casting Time: 1 action
Range: Self (15-foot line) Designate a creature you can see within range, which makes a
Components: V, S, M (a vial of water) Intelligence saving throw. A creature with an Intelligence
Duration: Instant score of 2 or lower can’t be affected by this spell. On a failure,
Classes: Druid, Sorcerer, Wizard the target rolls a d6 at the start of its turn, taking the amount
rolled as psychic damage, and subtracting that number from
You create a forceful stream of water that rushes out in a line attack rolls, ability checks, and Constitution saving throws to
15 feet long and 5 feet wide. Each creature in the line must maintain concentration. The target can make an Intelligence
make a Strength saving throw. On a failure, the creature takes saving throw at the end of each of its turns, ending the effect
3d6 bludgeoning damage and is pushed up to 15 feet away on itself on a success.
from you. If the creature succeeds on its saving throw, it takes
half as much damage and is not pushed. Pincushion
At Higher Levels. When you cast this spell using a spell 3rd-level transmutation
slot of 3rd level or higher, increase the bludgeoning damage Casting Time: 1 action
by 1d6 per slot level above 2nd. Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Ranger, Wizard

36
You change one object or creature of Small or larger size to Spray of Thorns
magically attract physical projectiles that pass near it. If the 3rd-level conjuration
target is a creature, you must make a melee spell attack to Casting Time: 1 action
touch the creature. Any ranged attack that fires a physical Range: 20-foot cone
projectile towards another creature or point within 15 feet of Components: V, S, M (a rose thorn)
the affected creature or object is made with disadvantage. If Duration: 1 round
the attack misses it automatically hits the affected creature or Classes: Druid, Ranger
object. Any ranged weapon attack aimed at the target is made
with advantage. You shoot forth a burst of thorns from your hands which
pierce through your enemy’s defenses, making them
Serpent’s Bite vulnerable to attacks. Each creature in a 20-foot cone must
3rd-level transmutation make a Dexterity saving throw. On a failed save, a creature
Casting Time: 1 action takes 8d4 piercing damage, and until the start of your next
Range: Self turn they take an additional 1d4 piercing damage whenever
Components: V, S they are hit by a weapon attack. On a successful save, a
Duration: Concentration, up to 1 minute creature takes half damage and suffers no other effect.
Classes: Druid, Ranger At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the initial damage increases by 2d4
Massive, venomous fangs spring from your mouth. Make a for each slot level above 3rd.
melee spell attack against a target within your reach. On a hit,
the target takes 3d6 poison damage, and the target must make Warrior's Cry
a Constitution saving throw. If they fail, they are poisoned until 3rd-level enchantment
the start of your next turn. Until the spell ends, you can make
the attack again on each of your turns as a bonus action. Casting Time: 1 bonus action
At Higher Levels. When you cast this spell using a spell Range: Self (25-foot radius)
slot of 4th level or higher, the damage increases by 1d6 per Components: V
slot level above 3rd. Duration: 1 minute
Classes: Bard, Paladin
Skewering Branch You unleash a mighty war cry, inspiring your allies and
3rd-level conjuration demoralizing your enemies. Each creature of your choice
Casting Time: 1 action within the area that can hear you adds your spellcasting ability
Range: 60 feet modifier to its next attack roll or ability check. All other
Components: V, S creatures in the area that can hear you must make a Wisdom
Duration: Concentration, up to 1 minute saving throw. On a failure, they apply your spellcasting ability
Classes: Druid, Ranger modifier as a penalty to their next attack roll or ability check.
Once a creature has applied the bonus (or penalty) the spell
You cause a thick branch to shoot out of the ground along a ends for that creature.
line 5 feet wide and 30 feet long. Each creature in the line At Higher Levels. When you cast this spell using a spell
must succeed on a Dexterity saving throw or be pushed along slot of 6th level or higher, each affected creature applies the
the length of the branch as it grows in a direction of your bonus or the penalty to the next two attack rolls or ability
choice. If the branch impacts a hard surface, such as a wall, it checks.
immediately stops and skewers all creatures that were pushed
against that wall. Each creature takes 3d4 piercing damage 4th level
and is restrained, skewered to the surface. If a creature can't
be pushed against the wall, as other creatures are taking up Awareness
the space, it is moved as close as possible to the wall. 4th-level divination
A restrained creature can use an action to make a Strength Casting Time: 1 action
or Dexterity check (the creature’s choice) against the spell’s Range: Self
save DC, ending the effect on a success. On a failed check, a Components: V, S, M (a glass eye)
creature takes an additional 3d4 piercing damage. Duration: Concentration, up to 1 hour
When the spell ends, the conjured branch breaks and wilts Classes: Artificer, Druid, Ranger, Warlock, Wizard
away.
At Higher Levels. When you cast this spell using a spell You create an invisible magical sensor that floats just above
slot of 4th level or higher, both instances of damage increases your head and shares your space. You can see through the
by 1d4 for each slot level above 3rd. sensor in all directions. For the duration, no melee attack roll
can have advantage against you, and you have advantage on
Wisdom (Perception) and Intelligence (Investigation) checks
that rely on sight.

37
Avenger's Wrath Steel Wind Strike
4th-level evocation 4th-level conjuration
Casting Time: 1 reaction Casting Time: 1 action
Range: 5 feet Range: 30 feet
Components: V Components: S, M (a melee weapon)
Duration: Instantaneous Duration: Instantaneous
Classes: Paladin Classes: Ranger, Wizard
Your allies suffering triggers the divine wrath inside you. In You flourish the weapon used in the casting and then vanish
response to an ally being damaged by a creature within 5 feet to strike like the wind. Choose up to four creatures you can
of you that you can see, you can make a melee weapon attack see within range. As part of the casting of this spell, make a
towards the creature which attacked your ally, on a hit you melee attack against each target with the weapon used in the
deal an additional 2d10 radiant damage. casting. On each hit, the target takes additional force damage
If the damage made your ally unconscious the attack is equal to 1d10 + your spellcasting ability modifier.
made with advantage. You can then teleport to an unoccupied space you can see
If the damage killed your ally the attack is a critical hit. within 5 feet of one of the targets you hit or missed.
At Higher Levels. When you cast this spell using a spell
slot of 5th level, increase the radiant damage by 1d10. Tree Strike
4th-level transmutation
Hammer of the Gods Casting Time: 1 action
4th-level evocation Range: 30 feet
Casting Time: 1 action Components: V, S, M (a small twig)
Range: 120 feet Duration: Concentration, up to 1 minute
Components: V, S, (a tiny golden hammer worth at least 25 Classes: Druid, Ranger
gold) You cause a tree to grasp at a creature within 10 feet of it with
Duration: Instantaneous its branches, pulling and constricting that creature. The target
Classes: Cleric must succeed on a Dexterity saving throw or take 6d8
You summon a pillar of bright golden light that burns bludgeoning damage, be pulled to the tree, and become
creatures in its area with its radiance. The spell affects a restrained. At the start of each of its turns, the restrained
cylinder that is 40 feet high and has a 15-foot radius. All creature takes 2d8 bludgeoning damage. A restrained
creatures in the area must make a Constitution saving throw, creature can use an action to make a Strength or Dexterity
taking 6d8 radiant damage on a failed save, or half as much check (the creature’s choice) against the spell’s saving throw
on a successful one. Fiends and undead makes this saving DC. On a success, the creature is no longer restrained.
throw with disadvantage and are stunned on a failed save.
At Higher Levels. When you cast this spell using a spell Windblade
slot of 5th level or higher, increase the radiant damage by 1d8 4th-level evocation
per slot level above 4th. Casting Time: 1 action
Range: Self (30-foot cone)
Splitting Shout Components: V, S
4th-level evocation Duration: Instantaneous
Casting Time: 1 action Classes: Druid, Sorcerer, Wizard
Range: Self (30-foot-radius) With a sweeping gesture you unleash an invisible scythe of
Components: V wind in a 30-foot cone, which cuts cleanly through trees and
Duration: Instantaneous walls. Creatures within the area must make a Dexterity saving
Classes: Bard, Sorcerer, Warlock, Wizard throw. If they fail, they take 8d8 slashing damage. On a
You release a magically-enhanced ear-splitting cry, that success, a creature takes half the damage.
deafens and damage creatures near you, and can be heard up At Higher Levels. When you cast this spell using a spell
to 1000 feet away. Each creature other than you within 30 feet slot of 5th level or higher, the slashing damage increases by
of you must make a Constitution save, if a creature is within 1d8 per slot level above 5th.
10 feet, they make the saving throw with disadvantage. On a
failure, it takes 10d6 thunder damage, and is deafened for 1 5th level
minute. On a success, it takes half the damage and is not Agonizing Whip
deafened. A creature made of inorganic material such as
stone, crystal, or metal has disadvantage on this saving throw. 5th-level evocation
A non magical object that isn't being worn or carried also Casting Time: 1 action
takes the damage if it’s in the spell's area. Range: 20 feet
At Higher Levels. When you cast this spell using a spell Components: V, S
slot of 5th level or higher, the thunder damage increases by Duration: 1 minute
2d6 for each slot level above 4th. Classes: Cleric, Sorcerer, Warlock

38
You manifest a whip out of pure coalesced pain that hums Pride of the Wild
with the faint screams of horrors inflicted past. When you cast 5th-level enchantment
this spell, you make 3 melee spell attacks at targets within
range. You can lash out at one target or several. On a hit, the Casting Time: 1 minute
target takes 3d8 psychic damage. Range: 5 feet
If at least two of your attacks hit the same creature, the Components: V, S, M (the claw of a cheetah)
creature must make a Constitution saving throw or be Duration: 1 hour
incapacitated for the duration. If three hit, the creature is Classes: Druid, Ranger
stunned for the same duration. At the end of each of its turns, Up to 6 creatures of your choosing within range have their
it can make another Wisdom save. On a success, the spell movement speed doubled for the duration. This effect is
ends. removed if a target takes a hostile action towards any
At Higher Levels. When you cast this spell using a spell creature.
slot of 6th-level or higher, you make an additional attack for
each slot level above 5th. Shard Storm
5th-level evocation
Magic Missile Barrage
5th-level evocation Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action Components: V, S, M (a shard of glass)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S Classes: Sorcerer, Warlock, Wizard
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard You create a whirling maelstrom of invisible blades that fills a
cylinder 30 feet tall and 30 feet across. Any creature that
You call forth a swarm of magical darts of glowing force, starts its turn in the area must make a Dexterity saving throw.
which swirl around you as they move with you. Each time a On a failure, the creature takes 12d4 slashing damage. On a
creature that you can see ends its turn within range, you can success, it only takes half damage.
have a single dart fly forth and unerringly strike them. At Higher Levels. When you cast this spell using a spell
Additionally, as part of casting this spell and as an action on slot of 6th level or higher, increase the slashing damage by
your turn you cause up to 6 darts to fly forth and strike a 2d4 for each slot level above 5th.
creature of your choice that you can see within range. A dart
deals 1d4 + 1 force damage to its target and is considered a Survival Instincts
magic missile for effects such as the shield spell. The darts all 5th-level transmutation
strike simultaneously and you can direct them to hit one Casting Time: 1 action
creature or several. Range: 30 feet
At Higher Levels. When you cast this spell using a spell Components: V, S, M (a pinch of powdered emerald worth
slot of 6th level or higher, the spell creates one more dart for 100 gold, which the spell consumes)
each slot above 5th each time you use an action on your turn Duration: Concentration, up to 10 minutes
to cause darts to fly forth. Classes: Druid, Ranger
Nemesis You imbue yourself and up to 6 allies within range with
5th-level divination improved reflexes. Affected creatures gain a bonus to
Casting Time: 1 minute Dexterity saves equal to your spellcasting ability modifier, and
Range: Unlimited when they are subjected to an effect that allows them to make
Components: V, S, M (a small trinket) a Dexterity save for half damage, they instead take no damage
Duration: 8 hours on a success. On a failure, they only take half damage.
Classes: Ranger
You declare a challenge, and describe a creature that you have
damaged or has damaged you within the past year. If that
creature is on the same plane of existence that creature
becomes marked by your magic, and it feels a sense of
impending doom that grows the closer you get to it.
You become supernaturally alert towards any sign of your
quarry or information that would aid your search, gaining
advantage on all checks made to discern the target’s location
or path of travel. The first time the target sees you, they must
make a Wisdom saving throw. If they fail, they are frightened
until the end of their next turn, and must attempt to flee via
the safest route they are aware of during their next turn. Once
the target has seen you, the spell ends.

39
Appendix B: Companion Examples
Battle Bear Challenge 1/2 (100 XP)
Large beast, neutral
Enduring. When not wearing armor the bear's AC is 12 +
Constitution modifier.
Armor Class 15 (enduring)
Hit Points 16 (2d6 + 6) Barding Proficiency. The bear can wear barding.
Speed 35 ft., climb 30 ft.
Grisly. The bear can use its Strength modifier for
Intimidation checks.
STR DEX CON INT WIS CHA Keen Smell. The bear has advantage on Wisdom
(Perception) checks that rely on smell.
16 (+3) 8 (-1) 16 (+3) 3 (-4) 14 (+2) 8 (-1)
Actions
Skills Athletics +5, Intimidation +5
Senses passive Perception 12 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages Understands its master's spoken words. creature. Hit: 10 (2d6 + 3) piercing damage.

Behemoth Crab Adapting. When not wearing armor the crab's AC is


Large beast, neutral equal to 10 + Strength modifier + Dexterity modifier.
Amphibious. The crab can breathe air and water.
Armor Class 16 (adapting)
Hit Points 16 (2d6 + 6) Grab. When the crab hits a creature with its claw attack,
Speed 30 ft., swim 30 ft. it can use its bonus action to attempt to grapple the
target. The crab has two claws, each of which can
grapple only one target.
STR DEX CON INT WIS CHA
Relentless. Once per short or long rest when the crab
16 (+3) 16 (+3) 14 (+2) 3 (-4) 8 (-1) 8 (-1) would be reduced to 0 hit points, it is reduced to 1 hit
point instead.
Skills Athletics +5, Stealth +5
Senses passive Perception 9 Actions
Languages Understands its master's spoken words. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Challenge 1/2 (100 XP) creature. Hit: 10 (1d8 + 3) bludgeoning damage.

Destrier Challenge 1/2 (100 XP)


Large beast, neutral
Enduring. When not wearing armor the horse's AC is 12
+ Constitution modifier.
Armor Class 15 (enduring)
Hit Points 13 (2d6 + 3) Barding Proficiency. The horse can wear barding.
Speed 50 ft.
Charge. If the horse moves at least 20 feet straight
toward a target and then hits it with an attack on the
STR DEX CON INT WIS CHA same turn, the target takes an additional damage die. If
the target is a creature, it must succeed on a Strength
16 (+3) 8 (-1) 16 (+3) 3 (-4) 8 (-1) 14 (+2) saving throw (DC 13) or be knocked prone.

Skills Athletics +5, Performance +4 Actions


Senses passive Perception 9 Hoove. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages Understands its master's spoken words. creature. Hit: 10 (1d10 + 3) bludgeoning damage.

40
Giant Eaglet Challenge 1/2 (100 XP)
Small beast, neutral
Enduring. When not wearing armor the eaglet's AC is 12
+ Constitution modifier.
Armor Class 15 (enduring)
Hit Points 13 (2d4 + 6) Toppler. When the eaglet hits a creature with its natural
Speed 10 ft., fly 35 ft. attack, it can use its bonus action to attempt to shove
the target.

STR DEX CON INT WIS CHA Keen Sight. The eaglet has advantage on Wisdom
(Perception) checks that rely on sight.
16 (+3) 8 (-1) 16 (+3) 3 (-4) 14 (+2) 8 (-1)
Actions
Skills Athletics +5, Perception +4 Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Senses passive Perception 14 creature. Hit: 10 (1d8 + 3) piercing damage.
Languages Understands its master's spoken words.

Giant Octopus Hold Breath. The octopus breathes water and can hold
its breath for 30 minutes.
Medium beast, neutral
Grab. When the octopus hits a creature with its tentacle
attack, it can use its bonus action to attempt to grapple
Armor Class 16 (adapting)
the target. The octopus has two attacking tentacles,
Hit Points 14 (2d6 + 4)
each of which can grapple only one target.
Speed swim 60 ft.
Relentless. Once per short or long rest when the crab
would be reduced to 0 hit points, it is reduced to 1 hit
STR DEX CON INT WIS CHA point instead.
16 (+3) 16 (+3) 14 (+2) 3 (-4) 8 (-1) 8 (-1) Actions
Skills Athletics +5, Stealth +5 Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Senses Darkvision 60 ft., passive Perception 9 creature. Hit: 10 (1d10 + 3) piercing damage.
Languages Understands its master's spoken words. Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Challenge 1/2 (100 XP) one creature. Hit: 10 (1d8 + 3) bludgeoning damage.
Adapting. When not wearing armor the octopus's AC is
equal to 10 + Strength modifier + Dexterity modifier.

Giant Scorpion Adapting. When not wearing armor the scorpion's AC is


Medium beast, neutral equal to 10 + Strength modifier + Dexterity modifier.
Grab. When the scorpion hits a creature with its claw
Armor Class 16 (adapting)
attack, it can use its bonus action to attempt to grapple
Hit Points 14 (2d6 + 4)
the target. The scorpion has two claws, each of which
Speed 40 ft.
can grapple only one target.

STR DEX CON INT WIS CHA


Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
16 (+3) 16 (+3) 14 (+2) 3 (-4) 8 (-1) 8 (-1) creature. Hit: 8 (1d8 + 3) bludgeoning damage.

Skills Athletics +5, Stealth +5 Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Senses passive Perception 9 creature. Hit: 12 (1d4 + 3) piercing and 3d4 poison
Languages Understands its master's spoken words. damage.
Challenge 1/2 (100 XP)

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Panther Adapting. When not wearing armor the panther's AC is
Medium beast, neutral equal to 10 + Strength modifier + Dexterity modifier.
Charge. If the panther moves at least 20 feet straight
Armor Class 15 (adapting)
toward a target and then hits it with an attack on the
Hit Points 12 (2d6 + 2)
same turn, the target takes an additional damage die. If
Speed 40 ft., climb 30 ft.
the target is a creature, it must succeed on a Strength
saving throw (DC 13) or be knocked prone.
STR DEX CON INT WIS CHA Keen Smell. The panther has advantage on Wisdom
(Perception) checks that rely on smell.
16 (+3) 14 (+2) 12 (+1) 3 (-4) 14 (+2) 8 (-1)
Actions
Skills Acrobatics +4, Stealth +4
Senses passive Perception 12 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages Understands its master's spoken words. creature. Hit: 10 (1d10 + 3) piercing damage.
Challenge 1/2 (100 XP)

Parrot Fleeting. When not wearing barding the parrot's AC is


equal to 10 + Dexterity modifier. While wearing light or
Tiny beast, neutral
no barding opportunity attacks made against it are made
with disadvantage.
Armor Class 13 (fleeting)
Hit Points 13 (2d4 + 6) Harassing. If the parrot has attacked a creature and is
Speed 10 ft., fly 35 ft. within 5 feet of it, you gain advantage on your attacks
towards it.
Mimicry. The parrot can mimic simple sounds it has
STR DEX CON INT WIS CHA heard, such as a person whispering, a baby crying, or an
8 (-1) 16 (+3) 16 (+3) 3 (-3) 8 (-1) 14 (+2) animal chittering. A creature that hears the sounds can
tell they are imitations with a successful DC 10 Wisdom
(Insight) check.
Skills Acrobatics +5, Performance +4
Senses passive Perception 9
Languages Understands its master's spoken words.
Actions
Challenge 1/2 (100 XP) Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (1d4 + 3) piercing damage.

War Mastiff Enduring. When not wearing armor the mastiff's AC is


Medium beast, neutral 12 + Constitution modifier.
Barding Proficiency. The mastiff can wear barding.
Armor Class 15 (enduring)
Hit Points 14 (2d6 + 4) Keen Hearing and Smell. The mastiff has advantage on
Speed 40 ft. Wisdom (Perception) checks that rely on hearing or
smell.

STR DEX CON INT WIS CHA Toppler. When the mastiff hits a creature with its bite
attack, it can use its bonus action to attempt to shove
16 (+3) 8 (-1) 16 (+3) 3 (-3) 14 (+2) 8 (-1) the target.

Skills Athletics +5, Insight +4, Survival +4 Actions


Senses passive Perception 12 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages Understands its master's spoken words. creature. Hit: 10 (1d10 + 3) piercing damage.
Challenge 1/2 (100 XP)

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Appendix C: Companion Feats
This section contains a compiled list of homebrew feats. The When wearing medium barding, it can add 3, rather than 2,
feats are picked by the character, the Companion doesn't get a to its AC if it have a Dexterity of 16 or higher.
feat of its own. When wearing heavy barding, bludgeoning, piercing, and
slashing damage that it take from non-magical weapons is
Agile Mount reduced by your proficiency.
You and your Companion have learned to anticipate each Endurance Training
other's movement and trust each other implicitly, making you
a seamless unit in combat. While you are mounted on your Your Companion's hit point maximum increases by an amount
Companion and aren't incapacitated, you and your Companion equal to twice your level. Whenever you gain a level thereafter,
gain the following benefits: your Companion's hit point maximum increases by an
additional 2 hit points.
Opportunity attacks against either of you have
disadvantage. Kindred Spirits
If both you and your Companion are subjected to an effect
that allows you to make a Dexterity saving throw, you or Through journeying the world together, you and your
your Companion can choose to forgo its roll. If you do, you Companion have come to a deeper understanding, gaining the
both use your Companion's result. If your Companion following benefits:
does, you gain advantage on the roll, and you both use your You can cast beast bond and beast sense targeting your
result. Companion without expending a spell slot. You can do so a
Apex Predator number of times equal to your Wisdom modifier (minimum
of once), and you regain all expended uses of it when you
Through extreme training and a special diet your Companion finish a long rest.
has outgrown most, if not all, of its species. Your Companion
gain the following benefits: Overprotective
Your Companion's size increase by one, up to a maximum You and your Companion truly have each other's backs. While
of Large. If it become Large, its carrying capacity is within 5 feet of each other, you both get the following benefits:
doubled. If a creature hits you with a melee attack and your
Your Companion gains proficiency in the Athletics, Companion is within 5 feet of the creature, your
Intimidation, or Survival skill. Companion can use its reaction to attack the creature.
Barding Mastery If a creature hits you with a melee attack and your
Companion is within 5 feet of the creature, it can use its
Prerequisite: Barding proficiency reaction to throw itself in harm's way, forcing the damage
to be dealt to itself instead.
You have trained your Companion to master the use of If a creature hits your Companion with a melee attack and
barding, granting it the following benefits: you are within 5 feet of your Companion and the target,
No barding imposes disadvantage on its Stealth (Dexterity) you can use your reaction to throw yourself in harm's way,
checks. forcing the damage to be dealt to you itself of your
The barding is considered to weigh half when determining Companion.
encumbrance.

Art by Petrauskas
43
Spirit Bond
Through the years you spent together, you and your
Companion have learned to listen, watch and understand each
other, even though no words have been spoken. You and your
Companion gain the following benefits:
When you roll for Initiative, your Companion may also roll,
and you can then decide which roll to use.
Your Companion can use its Wisdom modifier instead of
its Dexterity modifier when making Initiative checks.
You both have advantage on any Perception (Wisdom)
check which relates to you or your Companion.
Survival of the Fittest
Even though your Companion is smaller than most of its
relatives, it has had enough training and skill to stalk the
largest of preys. Your Companion gains the following benefits:
Your Companion's size is reduced by one, down to a
minimum of Tiny. If it becomes Tiny, its carrying capacity
is halved.
Your Companion gains proficiency in the Acrobatics,
Perception, or Stealth.
Survival Instincts
Your Companion's will to survive makes it a slippery foe. Your
Companion gains the following benefits:
Whenever your Companion uses its action to Disengage, it
gains 15 feet of additional movement.
Whenever your Companion takes the Dodge action, it can
Disengage as a bonus action.
Unleashed Fury
Your Companion, though a trusted friend and ally, still carries
remnants of the wild beast within. Your Companion gains the
following benefits:
When your Companion takes the Dash action, it can use a
bonus action to make one attack with disadvantage.
Once per round, when your Companion has advantage on
an attack, it can choose to attack normally instead. If the
attack hits, the Companion can roll one additional weapon
damage die and add it to the damage dealt.
Well Trained
You and your Companion has spent most hours training. Your
Companion gains the following benefits:
All of its movement speeds increases by 5 feet.
Your Companion gains proficiency in one of the following
skills: Acrobatics, Athletics, Insight, Intimidate, Perception,
Performance, Stealth, and Survival.

Art by Randy Vargas


44

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