Druid
Druids are spellcasters in Dungeons & Dragons who draw their power from nature to cast spells, protect the wild, and maintain balance. Their most iconic ability is Wild Shape, which allows them to transform into various animals. They are versatile and can fill many roles in a party, including healing, damage, and utility, making them a full spellcasting class that is tough yet vulnerable to certain effects.
Druid

Druids are devoted protectors of nature, harnessing its power and embodying its resilience and fury. They draw their magic from nature itself or from nature deities, focusing on spells related to animals, elements, and natural forces.
Druids can transform into animals and often prioritize maintaining balance in the natural world, opposing forces that disrupt this equilibrium, such as elemental cults or unnatural creatures. They see themselves as extensions of nature rather than its masters and strive to preserve both ecological balance and harmony between civilization and the wild. When significant threats arise, druids take on active roles as adventurers to safeguard the natural world.
Novice
Skills
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Proficiency in saving throws Intelligence +2 and Wisdom +2
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Proficiency in Animal Handling +2 and Nature +2
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Proficient in Light/Medium Armor, Shields (non-metal, typically rp fluff)
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Proficiency in Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, shields, slings, spears
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Health increase of 8 per rank.
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Spellcasting Ability: Wisdom
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Spell Save DC: 8 + Proficiency Bonus + Wisdom modifier
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Spells (Regain after Long Rest):
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4 spell slots 1st level​
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2 spell slots 2nd level​
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Wild Shape: You can use your action to magically assume the shape of a beast. You can use this feature twice per long rest. You can stay in beast shape for 1 hour or until you use a bonus action to revert. While in Wild Shape, you cannot speak, cast spells, use weapons, or equip armor. Choose ONE form from the Novice list: Rabbit, Piglet, Chicken, Deer, Fox, Rat, Raccoon, Cat.
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You know the Druidic language, a unique language available to Druids.
Adept
Skills
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Wild Shape II:
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You can now learn one additional beast form. Choose ONE form from the Adept list OR a form from the Novice list you don't already have: Wolf, Wild Dog, Cobra, Black Widow Spider, Crocodile, Bull, Horse.
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Spells:
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4 spell slots 1st level
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3 spell slots 2nd level
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3 spell slots 3rd level
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​Natural Recovery:
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​Once per long rest, you can recover a number of hit points equal to 10 + your wisdom modifier. This can only be used outside of combat.
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Expert
Skills
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Wild Shape III:
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​You can now learn one additional beast form. Choose ONE form from the Expert list OR a form from a lower rank list you don't already have: Bear, Lion, Black Panther, Tiger, Sabertooth, Demon Spider.
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Spells:
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4 spell slots 1st level
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3 spell slots 2nd level
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3 spell slots 3rd level
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3 spells slots 4th level
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1 spell slot 5th level
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Skill Improvement: Animal Handling and Nature increase by another +2 (Total of +4)
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Land's Stride:
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​Moving through nonmagical difficult terrain 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.
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Specialist
Skills
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Timeless Body:
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The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. (RP Fluff)
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Beast Spells:
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You can cast camtrips in any shape you assume using Wild Shape.
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Wild Shape IV:
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You can now learn one additional beast form. Choose ONE form from the Specialist list OR a form from a lower rank list you don't already have: Vulture, Raven, Small Bat.
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Spells:
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4 spell slots 1st level
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3 spell slots 2nd level
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3 spell slots 3rd level
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3 spells slots 4th level
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2 spell slot 5th level
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Nature's Ward:
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​You gain resistance to poison damage.
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Wild Shapes
Novice
Forms:
Dreams

The Circle of Dreams was a druid circle closely associated with the Feywild and the realms of dreams. The druids of this circle sought to infuse the natural world with the ethereal, wondrous qualities shared by benevolent fey.These druids sought to heal the wounded in body, mind, and spirit by nurturing the sense of wonder in the hearts of the oppressed.
They watched over the truly wild lands of the Realms, where the fabric between the natural world and places beyond was most easily pulled aside.
Novice
Skills
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Balm of the Summer Court:
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As a bonus action, you can choose an ally you can see within 12 tiles and restore hit points to that creature equal to 1d6+ your wisdom modifier.
- You can use this feature once per long rest.​
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Adept
Skills
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Hearth of Moonlight and Shadow:
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​You can invoke the shadowy power of the Gloaming Court to help guard you. This provides advantage on Perception checks for your party.
(This is to be used in case of events or for rp)
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Enhanced Balm:
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The hit dice for your Balm of the Summer Court ability increases from 1d6 to 1d8.
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Expert
Skills
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Hidden Paths:
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​You can use the hidden paths of the Feywild to step from one place to another. As a bonus action, you can teleport up to 12 tiles to an unoccupied space you can see. You can use this feature once per long rest.
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Walker in Dreams (Only usable through ticket):
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​You can cast the Dream ritual once per seven days via DM ticket. This spell allows you to enter the dreams of another creature.This ritual works the same as scrying.
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Specialist
Skills
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Purifying Light:
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​When you use your Balm of the Summer Court feature, the hit dice increases from 1d8 to 1d10.
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Master of Dreams:
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​You can use Hidden Paths twice per long rest, and your Balm of the Summer Court ability twice per long rest.
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Spores

The Circle of Spores was a druidic circle whose members revered the inherent power of mold and other fungi, specifically their role in the maintaining the balance between life, death, and undeath.These druids believed that mold and fungi held the power to transform decaying organic material into new, and strangely beautiful, forms of existence. They held true that the ongoing cycle of life and death were integral to the balance of the natural world.
To them, death was not an end, but rather a new beginning. Unlike other practitioners, Circle of Spores druids did not believe undead were abominations of nature, but rather a third alternative to life and death. Undead beings that sought to snuff out all life, or cheat a deserved death however, were considered abhorrent. For nature to be in balance, all three aspects of existence should be in approximate fluctuation with the other two.
Novice
Skills
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Halo of Spores:
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You are surrounded by invisible, necrotic spores. When a creature you can see moves within 2 tiles of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it makes a Constitution saving throw against your spell DC. You can use this reaction once and you regain all expended uses when you finish a long rest.
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Circle Spells:
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​You learn the Chill Touch cantrip.
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Adept
Skills
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Symbiotic Entity:
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​ You can use your Wild Shape to awaken those spores, rather than transforming. When you use your Wild Shape this way, you gain temporary hit points equal to your druid level, your melee weapon attacks deal an extra 1d6 necrotic damage, and your Halo of Spores damage increases to 1d6. These benefits last till the end of combat or until you end this wild shape.
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Enhanced Spores:
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​Your Halo of Spores can be used twice per long rest.
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Expert
Skills
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Fungal Infestation:
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When a creature dies within 2 tiles of you, you can use your reaction to animate it with spores. The creature stands up immediately with 1 hit point and acts as if charmed by you for one turn. You can use this feature once per long rest.
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Improved Symbiotic Entity:
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Your extra damage increases to 1d8.
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Specialist
Skills
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Spreading Spores:
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The spores on your body grant you resistance to necrotic damage.
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Master Symbiotic Entity:
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While in your Symbiotic Entity form, your Halo of Spores damage increases to 1d8, and the extra damage from melee attacks increases to 1d8.
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Wildfire

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.
Novice
Skills
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Circle Spells:
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You learn the Fire Bolt cantrip.
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Summon Wildfire Spirit:
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​ ​You can summon a wildfire spirit. As an action, you can expend a use of your Wild Shape to surround yourself in this spirit, even taking on its form, You gain resistance to fire in this form. The form ends when you end this wild shape or combat is over.
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Adept
Skills
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Enhanced Bond:
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​While in your wildfire spirit form and for your next turn, your spell dc can increase by 5 at the cost of 5 hit points. You can use this once per long rest.
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Cauterizing Flames:
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When a Small or larger creature dies within 6 tiles of you in your wildfire spirit form, a harmless spectral flame springs forth. Use your reaction so you and an ally within 2 tiles of the flame can gain hit points equal to your Wisdom modifier.
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Expert
Skills
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Blazing Revival:
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When you are reduced to 0 hit points in wildfire spirit form, you can use your reaction to have it explode. All creatures within 2 tiles of the spirit must make a Dexterity saving throw against your spell DC. Creatures take 2d8 fire damage on a failed save, or half as much on a successful one.
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Improved Spirit:
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​Your enhanced bond ability increases its dc by 5 at the cost of 5 more hit points.
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Specialist
Skills
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Blazing Endurance:
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​When you take fire damage, you can use your reaction to give yourself hit points equal to your wisdom modifier. You can use this feature once per combat encounter.
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Master of Wildfire:
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Your Blazing Revival explosion damage increases to 3d8.
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Moon

The Circle of the Moon comprised druids that were seen as among the fearsome protectors of the wild. They dwelled within the most perilous stretches of wilderness, perfectly comfortable surrounding themselves with only animals and beasts for tendays at a time.
Druids of this circle drew upon the power of Selûne itself to bolster their shape-changing abilities. They could wild shape more swiftly than other druids, and chose from the forms of more bestial animals. Additionally, transformed druids could heal themselves using unspent primal magic power. Wild shaped druids of the Moon were considered far more efficient predators than those from other circles.
Novice
Skills
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Combat Wild Shape:
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​You gain one additional use of wild shape per long rest.
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Circle Forms:
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​You can choose an additional form from the novice shapeshifting list.
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Adept
Skills
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Primal Strike:
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Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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Enhanced Circle Forms:
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You can choose an additional form from the adept or lower shapeshifting list.
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Expert
Skills
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Adaptive Shapeshifter (Only use is through ticket):
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Through a dm ticket, you can swap out one of your shapeshifting forms once per seven days.
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Improved Circle Forms:
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You can choose an additional form from the expert or lower shapeshifting list.
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Specialist
Skills
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Thousand Forms:
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You have learned to use magic to alter your physical form in more subtle ways. You gain access to the disguise self ritual.
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Master Elemental Shape:
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You can choose an additional form from the specialist or lower shapeshifting list.
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