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Druid

You know {@language Druidic}, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful {@dc 15} Wisdom ({@skill Perception}) check but can't decipher it without magic.

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter druid spell list|spells|class=druid}.

Cantrips.

At 1st level, you know two cantrips of your choice from the {@filter druid spell list|spells|level=0|class=druid}. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells.

The Druid table shows how many spell slots you have to cast your {@filter druid spells|spells|class=druid} of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@spell cure 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 spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability.

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

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 {@item druidic focus|phb} as a spellcasting focus for your druid spells.

At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

{@i 2nd-level druid {@variantrule optional class features|tce|optional feature}}

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the {@spell find familiar} spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

LevelMax. CRLimitationsExample
2nd{@filter 1/4|bestiary|challenge rating=[&0;&1/4]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm}No flying or swimming speedWolf
4th{@filter 1/2|bestiary|challenge rating=[&0;&1/2]|type=beast|speed type=!fly|miscellaneous=!swarm}No flying speedCrocodile
8th{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall {@condition unconscious}, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast'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 {@condition unconscious}.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your {@status concentration} on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as {@spell 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 {@sense darkvision}, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

{@i 4th-level druid {@variantrule optional class features|tce|optional feature}}

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the {@filter druid spell list|spells|level=0|class=Druid}.

At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

At 6th level, you gain a feature granted by your Druid Circle.

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 8th level, your Wild Shape improves as shown on the Beast Shapes table.

At 10th level, you gain a feature granted by your Druid Circle feature.

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 14th level, you gain a feature granted by your Druid Circle feature.

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 20th level, you can use your Wild Shape an unlimited number of times.

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. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the {@spell Speak with Animals|XPHB} spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful {@dc 15} Intelligence ({@skill Investigation|XPHB}) check but can't decipher it without magic.

You know one extra cantrip from the {@filter Druid spell list|spells|class=Druid}. In addition, your mystical connection to nature gives you a bonus to your Intelligence ({@skill Arcana|XPHB} or {@skill Nature|XPHB}) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

You have dedicated yourself to one of the following sacred roles of your choice.

You have learned to cast spells through studying the mystical forces of nature. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the {@filter Druid spell list|spells|class=Druid} later in the class's description.

Cantrips.

You know two cantrips of your choice from the {@filter Druid spell list|spells|class=Druid}. {@spell Druidcraft|XPHB} and {@spell Produce Flame|XPHB} are recommended.

Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the {@filter Druid spell list|spells|class=Druid}.

When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the {@filter Druid spell list|spells|class=Druid}, as shown in the Cantrips column of the Druid Features table.

Spell Slots.

The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.

Prepared Spells of Level 1+.

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the {@filter Druid spell list|spells|class=Druid}. {@spell Animal Friendship|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Faerie Fire|XPHB}, and {@spell Thunderwave|XPHB} are recommended.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the {@filter Druid spell list|spells|class=Druid} until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells.

Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.

Spellcasting Ability.

Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus.

You can use a {@item Druidic Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Druid spells.

Trained for battle, you gain proficiency with {@filter Martial weapons|items|type=martial weapon} and training with {@filter Medium armor|items|type=Medium Armor}.

You can summon a nature spirit that assumes an animal form to aid you. As a {@action Magic|XPHB} action, you can expend a spell slot or a use of Wild Shape to cast the {@spell Find Familiar|XPHB} spell without Material components.

When you cast the spell in this way, the familiar is Fey and disappears when you finish a {@variantrule Long Rest|XPHB}.

The power of nature allows you to assume the form of an animal. As a {@variantrule Bonus Action|XPHB}, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the {@condition Incapacitated|XPHB} condition, or die. You can also leave the form early as a {@variantrule Bonus Action|XPHB}.

Number of Uses.

You can use Wild Shape twice. You regain one expended use when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.

You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

Known Forms.

You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum {@variantrule Challenge Rating|XPHB} of 1/4 and that lack a {@variantrule Fly Speed|XPHB} (see appendix B for stat block options). The {@creature Rat|XMM}, {@creature Riding Horse|XMM}, {@creature Spider|XMM}, and {@creature Wolf|XMM} are recommended. Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one of your known forms with another eligible form.

When you reach certain Druid levels, your number of known forms and the maximum {@variantrule Challenge Rating|XPHB} for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a {@variantrule Fly Speed|XPHB}.

When choosing known forms, you may look in the {@book Monster Manual|XMM} or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.

Druid LevelKnown FormsMax CRFly Speed
24{@filter 1/4|bestiary|challenge rating=[&0;&1/4]|type=beast|speed type=!fly|miscellaneous=!swarm}No
46{@filter 1/2|bestiary|challenge rating=[&0;&1/2]|type=beast|speed type=!fly|miscellaneous=!swarm}No
88{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|miscellaneous=!swarm}Yes

Rules While Shape-Shifted.

While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

  • When you assume a Wild Shape form, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your Druid level.
  • Your game statistics are replaced by the Beast's stat block, but you retain your creature type; {@variantrule Hit Points|XPHB}; {@variantrule Hit Point Dice|XPHB}; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your {@variantrule Proficiency|XPHB|Proficiency Bonus} for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.
  • You can't cast spells, but shape-shifting doesn't break your {@status Concentration|XPHB} or otherwise interfere with a spell you've already cast.
  • Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form.

You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a {@variantrule Long Rest|XPHB}.

You gain a feature from your Druid Subclass.

The might of the elements flows through you. You gain one of the following options of your choice.

Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra {@damage 1d8} Cold, Fire, Lightning, or Thunder damage (choose when you hit).

You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.

You gain a feature from your Druid Subclass.

You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.

You gain a feature from your Druid Subclass.

The option you chose for Elemental Fury grows more powerful, as detailed below.

Potent Spellcasting.

When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet.

Primal Strike.

The extra damage of your Primal Strike increases to {@damage 2d8}.

You gain the {@feat Ability Score Improvement|XPHB} Feat or another {@5etools feat|feats.html} of your choice for which you qualify.

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Dimensional Travel|XPHB} is recommended.

The vitality of nature constantly blooms within you, granting you the following benefits.

Evergreen Wild Shape.

Whenever you roll {@variantrule Initiative|XPHB} and have no uses of Wild Shape left, you regain one expended use of it.

Nature Magician.

You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.

Longevity.

The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in {@language Druidic}. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know.

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.

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

Druid LevelCircle Spells
3rd{@spell hold person}, {@spell spike growth}
5th{@spell sleet storm}, {@spell slow}
7th{@spell freedom of movement}, {@spell ice storm}
9th{@spell commune with nature}, {@spell cone of cold}
Druid LevelCircle Spells
3rd{@spell mirror image}, {@spell misty step}
5th{@spell water breathing}, {@spell water walk}
7th{@spell control water}, {@spell freedom of movement}
9th{@spell conjure elemental}, {@spell scrying}
Druid LevelCircle Spells
3rd{@spell blur}, {@spell silence}
5th{@spell create food and water}, {@spell protection from energy}
7th{@spell blight}, {@spell hallucinatory terrain}
9th{@spell insect plague}, {@spell wall of stone}
Druid LevelCircle Spells
3rd{@spell barkskin}, {@spell spider climb}
5th{@spell call lightning}, {@spell plant growth}
7th{@spell divination}, {@spell freedom of movement}
9th{@spell commune with nature}, {@spell tree stride}
Druid LevelCircle Spells
3rd{@spell invisibility}, {@spell pass without trace}
5th{@spell daylight}, {@spell haste}
7th{@spell divination}, {@spell freedom of movement}
9th{@spell dream}, {@spell insect plague}
Druid LevelCircle Spells
3rd{@spell spider climb}, {@spell spike growth}
5th{@spell lightning bolt}, {@spell meld into stone}
7th{@spell stone shape}, {@spell stoneskin}
9th{@spell passwall}, {@spell wall of stone}
Druid LevelCircle Spells
3rd{@spell darkness}, {@spell Melf's acid arrow}
5th{@spell water walk}, {@spell stinking cloud}
7th{@spell freedom of movement}, {@spell locate creature}
9th{@spell insect plague}, {@spell scrying}
Druid LevelCircle Spells
3rd{@spell spider climb}, {@spell web}
5th{@spell gaseous form}, {@spell stinking cloud}
7th{@spell greater invisibility}, {@spell stone shape}
9th{@spell cloudkill}, {@spell insect plague}

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

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

Starting at 6th level, moving through nonmagical {@quickref difficult terrain||3} costs you no extra movement. You can also pass through nonmagical 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 as those created by the {@spell entangle} spell.

When you reach 10th level, you can't be {@condition charmed} or {@condition frightened} by elementals or fey, and you are immune to poison and disease.

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a {@filter beast with a challenge rating as high as 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm} (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

LevelMax. CRLimitations
2nd{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly;!swim|miscellaneous=!swarm}No flying or swimming speed
4th{@filter 1|bestiary|challenge rating=[&0;&1]|type=beast|speed type=!fly|miscellaneous=!swarm}No flying speed
6th{@filter 2|bestiary|challenge rating=[&0;&2]|type=beast|speed type=!fly|miscellaneous=!swarm}No flying speed
8th{@filter 2|bestiary|challenge rating=[&0;&2]|type=beast|miscellaneous=!swarm}
9th{@filter 3|bestiary|challenge rating=[&0;&3]|type=beast|miscellaneous=!swarm}
12th{@filter 4|bestiary|challenge rating=[&0;&4]|type=beast|miscellaneous=!swarm}
15th{@filter 5|bestiary|challenge rating=[&0;&5]|type=beast|miscellaneous=!swarm}
18th{@filter 6|bestiary|challenge rating=[&0;&6]|type=beast|miscellaneous=!swarm}

You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain {@dice 1d8} hit points per level of the spell slot expended.

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

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an {@creature air elemental}, an {@creature earth elemental}, a {@creature fire elemental}, or a {@creature water elemental}.

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the {@spell alter self} spell at will.

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.

These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the {@spell chill touch} cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.

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

Druid LevelCircle Spells
3rd{@spell blindness/deafness}, {@spell gentle repose}
5th{@spell animate dead}, {@spell gaseous form}
7th{@spell blight}, {@spell confusion}
9th{@spell cloudkill}, {@spell contagion}

Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal {@damage 1d4} necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to {@damage 1d6} at 6th level, {@damage 1d8} at 10th level, and {@damage 1d10} at 14th level.

At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra {@damage 1d6} necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the {@creature zombie} stat block in the {@book Monster Manual|MM}. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the {@action Attack} action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can't use your Halo of Spores reaction.

At 14th level, the fungal spores in your body alter you: you can't be {@condition blinded}, {@condition deafened}, {@condition frightened}, or {@condition poisoned}, and any critical hit against you counts as a normal hit instead, unless you're {@condition incapacitated}.

The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

{@i 2nd-level Circle of the Stars feature}

You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

d6Map Form
1A scroll covered with depictions of constellations
2A stone tablet with fine holes drilled through it
3A speckled owlbear hide, tooled with raised marks
4A collection of maps bound in an ebony cover
5A crystal that projects starry patterns when placed before a light
6Glass disks that depict constellations

While holding this map, you have these benefits:

  • You know the {@spell guidance} cantrip.
  • You have the {@spell guiding bolt} spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
  • You can cast {@spell guiding bolt} without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

{@i 2nd-level Circle of the Stars feature}

As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are {@condition incapacitated}, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to {@damage 1d8} + your Wisdom modifier.

A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to {@dice 1d8} + your Wisdom modifier.

A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain {@status concentration} on a spell, you can treat a roll of 9 or lower on the {@dice d20} as a 10.

{@i 6th-level Circle of the Stars feature}

Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

  • [object Object]
  • [object Object]

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

{@i 10th-level Circle of the Stars feature}

The constellations of your Starry Form improve. The {@damage 1d8} of the Archer and the Chalice becomes {@damage 2d8}, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

{@i 14th-level Circle of the Stars feature}

While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

{@i 2nd-level Circle of Wildfire feature}

You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.

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

Druid LevelCircle Spells
2nd{@spell burning hands}, {@spell cure wounds}
3rd{@spell flaming sphere}, {@spell scorching ray}
5th{@spell plant growth}, {@spell revivify}
7th{@spell aura of life}, {@spell fire shield}
9th{@spell flame strike}, {@spell mass cure wounds}

{@i 2nd-level Circle of Wildfire feature}

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take {@damage 2d6} fire damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the {@creature Wildfire Spirit|TCE} stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the spirit can take any action of its choice, not just {@action Dodge}.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

{@i 6th-level Circle of Wildfire feature}

The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a {@dice d8}, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

{@i 10th-level Circle of Wildfire feature}

You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals {@dice 2d10} + your Wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

{@i 14th-level Circle of Wildfire feature}

The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall {@condition unconscious}, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

Once you use this feature, you can't use it again until you finish a long rest.

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of {@dice d6}s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help 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. {@quickref Cover||3||Total cover} blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity ({@skill Stealth}) and Wisdom ({@skill Perception}) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: {@spell dream} (with you as the messenger), {@spell scrying}, or {@spell teleportation circle}.

This use of {@spell teleportation circle} is special. Rather than opening a portal to a permanent {@spell teleportation circle}, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest.

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write {@language Sylvan}. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.

As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute or until you're {@condition incapacitated}. Once you use this feature, you can't use it again until you finish a short or long rest.

The effect of the spirit's aura depends on the type of spirit you summon from the options below.

Bear Spirit.

The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk Spirit.

The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom ({@skill Perception}) checks while in the aura.

Unicorn Spirit.

The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

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:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are {@condition incapacitated} against your will, you can immediately gain the benefits of {@spell conjure animals} as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no {@status concentration}, or until you dismiss it (no action required).

Once you use this feature, you can't use it again until you finish a long rest.

{@i Celebrate Connection to the Natural World}

The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities.

Whenever you finish a {@variantrule Long Rest|XPHB}, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.

Druid LevelCircle Spells
3rd{@spell Blur|XPHB}, {@spell Burning Hands|XPHB}, {@spell Fire Bolt|XPHB}
5th{@spell Fireball|XPHB}
7th{@spell Blight|XPHB}
9th{@spell Wall of Stone|XPHB}
Druid LevelCircle Spells
3rd{@spell Fog Cloud|XPHB}, {@spell Hold Person|XPHB}, {@spell Ray of Frost|XPHB}
5th{@spell Sleet Storm|XPHB}
7th{@spell Ice Storm|XPHB}
9th{@spell Cone of Cold|XPHB}
Druid LevelCircle Spells
3rd{@spell Misty Step|XPHB}, {@spell Shocking Grasp|XPHB}, {@spell Sleep|XPHB}
5th{@spell Lightning Bolt|XPHB}
7th{@spell Freedom of Movement|XPHB}
9th{@spell Tree Stride|XPHB}
Druid LevelCircle Spells
3rd{@spell Acid Splash|XPHB}, {@spell Ray of Sickness|XPHB}, {@spell Web|XPHB}
5th{@spell Stinking Cloud|XPHB}
7th{@spell Polymorph|XPHB}
9th{@spell Insect Plague|XPHB}

As a {@action Magic|XPHB} action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on that point. Each creature of your choice in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} must make a Constitution saving throw against your spell save DC, taking {@damage 2d6} Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains {@dice 2d6} {@variantrule Hit Points|XPHB}.

The damage and healing increase by {@dice 1d6} when you reach Druid levels 10 ({@dice 3d6}) and 14 ({@dice 4d6}).

You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a {@variantrule Long Rest|XPHB} before you do so again.

In addition, when you finish a {@variantrule Short Rest|XPHB}, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.

You are immune to the {@condition Poisoned|XPHB} condition, and you have {@variantrule Resistance|XPHB} to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.

Land TypeResistance
AridFire
PolarCold
TemperateLightning
TropicalPoison

As a {@action Magic|XPHB} action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} on the ground within 120 feet of yourself. They last there for 1 minute or until you have the {@condition Incapacitated|XPHB} condition or die. You and your allies have {@variantrule Cover|XPHB|Half Cover} while in that area, and your allies gain the current {@variantrule Resistance|XPHB} of your Nature's Ward while there.

As a {@variantrule Bonus Action|XPHB}, you can move the {@variantrule Cube [Area of Effect]|XPHB|Cube} up to 60 feet to ground within 120 feet of yourself.

You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.

Challenge Rating.

The maximum {@variantrule Challenge Rating|XPHB} for the form equals your Druid level divided by 3 (round down).

Armor Class.

Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast's AC.

Temporary Hit Points.

You gain a number of {@variantrule Temporary Hit Points|XPHB} equal to three times your Druid level.

{@i Adopt Animal Forms to Guard the Wilds}

Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.

Changeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid's blood.

When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.

In addition, you can cast the spells from this feature while you're in a Wild Shape form.

Druid LevelPrepared Spells
3{@spell Cure Wounds|XPHB}, {@spell Moonbeam|XPHB}, {@spell Starry Wisp|XPHB}
5{@spell Conjure Animals|XPHB}
7{@spell Fount of Moonlight|XPHB}
9{@spell Mass Cure Wounds|XPHB}

While in a Wild Shape form, you gain the following benefits.

Lunar Radiance.

Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.

Increased Toughness.

You can add your Wisdom modifier to your Constitution saving throws.

You magically transport yourself, reappearing amid a burst of moonlight. As a {@variantrule Bonus Action|XPHB}, you teleport up to 30 feet to an unoccupied space you can see, and you have {@variantrule Advantage|XPHB} on the next attack roll you make before the end of this turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).

The power of the moon suffuses you, granting you the following benefits.

Improved Lunar Radiance.

Once per turn, you can deal an extra {@damage 2d10} Radiant damage to a target you hit with a Wild Shape form's attack.

Shared Moonlight.

Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.

{@i Become One with Tides and Storms}

Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.

When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.

Druid LevelPrepared Spells
3rd{@spell Fog Cloud|XPHB}, {@spell Gust of Wind|XPHB}, {@spell Ray of Frost|XPHB}, {@spell Shatter|XPHB}, {@spell Thunderwave|XPHB}
5th{@spell Lightning Bolt|XPHB}, {@spell Water Breathing|XPHB}
7th{@spell Control Water|XPHB}, {@spell Ice Storm|XPHB}
9th{@spell Conjure Elemental|XPHB}, {@spell Hold Monster|XPHB}

As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Wild Shape to manifest a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the {@condition Incapacitated|XPHB} condition.

When you manifest the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} and as a {@variantrule Bonus Action|XPHB} on your subsequent turns, you can choose another creature you can see in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).

The size of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} created by your Wrath of the Sea increases to 10 feet.

In addition, you gain a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}.

Your Wrath of the Sea confers two more benefits while active, as detailed below.

Flight.

You gain a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB}.

Resistance.

You have {@variantrule Resistance|XPHB} to Cold, Lightning, and Thunder damage.

Instead of manifesting the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} and uses your spell save DC and Wisdom modifier for it.

In addition, you can manifest the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.

{@i Harness Secrets Hidden in Constellations}

The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.

You've created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a {@variantrule Spellcasting Focus|XPHB} for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.

While holding the map, you have the {@spell Guidance|XPHB} and {@spell Guiding Bolt|XPHB} spells prepared, and you can cast {@spell Guiding Bolt|XPHB} without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, and it destroys the previous map.

{@dice 1d6}Map Form
1A scroll bearing depictions of constellations
2A stone tablet with fine holes drilled through it
3An owlbear hide tooled with stellar symbols
4A collection of maps bound in an ebony cover
5A crystal engraved with starry patterns
6A glass disk etched with constellations

As a {@variantrule Bonus Action|XPHB}, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.

While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the {@condition Incapacitated|XPHB} condition, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form.

A constellation of an archer appears on you. When you activate this form and as a {@variantrule Bonus Action|XPHB} on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to {@damage 1d8} plus your Wisdom modifier.

A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores {@variantrule Hit Points|XPHB} to a creature, you or another creature within 30 feet of you can regain {@variantrule Hit Points|XPHB} equal to {@dice 1d8} plus your Wisdom modifier.

A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain {@status Concentration|XPHB}, you can treat a roll of 9 or lower on the {@dice d20} as a 10.

Whenever you finish a {@variantrule Long Rest|XPHB}, you can consult your Star Map for omens and roll a die. Until you finish your next {@variantrule Long Rest|XPHB}, you gain access to a special {@variantrule Reaction|XPHB} based on whether you rolled an even or an odd number on the die:

  • Whenever a creature you can see within 30 feet of you is about to make a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d6} and add the number rolled to the total.
  • Whenever a creature you can see within 30 feet of you is about to make a {@variantrule D20 Test|XPHB}, you can take a {@variantrule Reaction|XPHB} to roll {@dice 1d6} and subtract the number rolled from the total.

You can use this {@variantrule Reaction|XPHB} a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.

The constellations of your Starry Form improve. The {@damage 1d8} of the Archer and the Chalice becomes {@damage 2d8}, and while the Dragon is active, you have a {@variantrule Fly Speed|XPHB} of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

While in your Starry Form, you become partially incorporeal, giving you {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage.