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Druid

Circle of beasts

Druids of the Circle of Beasts are shapechangers, masters of many forms capable of turning not only themselves but also their allies and even their foes into wild beasts. They often live as wanderers or secluded hermits, in deep wilds or on mist-shrouded islands. They keep company with beasts and fae, for most folk avoid these mystics and the places they call home, thinking them dangerous enchanters or witches.

Gift of Forms

When you choose this Circle at 2nd level you can use your Wild Shape on a willing creature within 30 feet to transform them into a beast with a challenge rating as high as ¼. The effect lasts for a number of hours equal to half your druid level or until they choose to end the effect early by using a bonus action on their turn.

Myriad Wild Shape

Starting at 2nd level, you can use your Wild Shape feature a number of times equal to your Wisdom modifier (minimum 2) instead of twice. You regain all expended uses when you finish a short or long rest.

Shapechanger

Beginning at 6th level, when you use your Wild Shape to transform yourself or a willing creature into a beast with a challenge rating as high as ¼, you may do so without expending a use of Wild Shape.

Wild Curse

At 10th level you gain the ability to use Wild Shape on an unwilling creature within 30 feet of you. When you use Wild Shape on an unwilling creature, the creature is forced to make a Wisdom saving throw or be transformed into a beast of your choosing with a challenge rating as high as ¼. The effect lasts for a number of hours equal to half your druid level but the creature can make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends and they revert to their normal form.

Patron of Changes

At 14th level you gain the ability to change the forms of multiple creatures simultaneously. You can use Wild Shape on any number of creatures within range as a single action, expending a charge of Wild Shape for each creature.

Circle of blood

The Circle of Blood is a keeper of old ways. They remember how ancient druids performed sacrificial rituals under a blood-red moon to appease the uncaring forces of nature. The Circle of Blood druid trades blood for life in a delicate balance to bolster their allies and destroy their enemies.

Circle of blood Spells

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Blood 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 Level Spells
3rd hold person, sense lifeblood
5th blood bound, sanguine poppet
7th circle of scarlet, dark sacrament
9th dominate person, mortality

Blood Boon

When you choose this circle at 2nd level, when a creature you can see within 60 feet of you dies, you can use your reaction to claim the last vestiges of its vitality. You regain one previously spent Hit Dice. When you do, you can grant a creature you can see within 60 feet of you a number of temporary hit points equal to your druid level. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses at the end of a long rest.

Rite of the Blood Moon

At 6th level, you learn a rite that invokes the power within a creature’s blood. As an action, you can expend one use of your Wild Shape class feature to drive yourself or a willing creature within 5 feet of you into a blood frenzy which lasts for 1 minute. The affected creature gains the following benefits:
• It gains resistance to bludgeoning, piercing, and slashing damage against weapons which are not magical.
• It gains darkvision to a range of 60 feet and advantage on Wisdom (Perception) checks.
• It can roll a d8 in place of the normal damage of its unarmed strike. When it takes the Attack action on its turn, it can make one attack with its unarmed strike as a bonus action.
• Its speed increases by 10 feet.
• It can’t speak or cast spells.
Only one creature at a time can be affected by your Blood Rite. If you use the Rite of the Blood Moon on another creature, the effects of the Rite end for any other creature.

Blood Lust

Starting at 10th level, those under the effect of your Blood Rite can sacrifice a piece of their own vitality to enhance their capacity for destruction. Once on each of its turns when a creature under the effects of your Rite of the Blood Moon feature makes a damage roll, it can expend a hit die and add the result to the damage roll.

Create Blood Elemental

Starting at 14th level, when a creature you can see within 60 feet of you dies, you can use your reaction to fully exsanguinate its corpse, conjuring a water elemental composed of its blood and bound to your service. Roll initiative for the elemental, which has its own turns. It obeys your verbal commands. The elemental remains in your service for 1 hour or until it is reduced to 0 hit points, at which point it collapses into a pool of blood. Once you conjure an elemental with this feature, you can’t use the feature again until you finish a long rest.

Circle of mutation

Druids of the Circle of Mutation believe that nature should be improved in order to compete with the unnatural world. Their order hides in the darkest corners of swamps and forests, conducting experiments to warp the structure of their domain. They go unheard from for months on end, emerging from the wild with twisted vines and mutated creatures at their side. These druids have earned the scorn of other circles, discredited as those who have lost their way. In the eyes of a mutation druid, those who wish to preserve nature as it is simply fear what change brings.

Mutate Shape

Starting when you choose this circle at 2nd level, you can use a bonus action to use your Wild Shape. In addition, while you are transformed by Wild Shape, you can use a bonus action to expend a spell slot and gain a number of mutation points equal to the level of the spell slot expended. These mutation points last until they are spent or your use of Wild Shape ends. While you are in your beast shape you can expend one or more mutation points (no action required by you) to select a mutation from the list below. When you do, your physical body contorts and changes in a gruesome display. Chosen mutations last for the duration of your Wild Shape.
Creature of the Sea. For 1 mutation point, you can breathe air and water and gain a swim speed of 30 feet. For an additional 1 mutation point, your swim speed increases to 60 feet.
Creature of the Sky. For 3 mutation points, you gain a fly speed of 30 feet. For an additional 2 mutation points, your fly speed increases to 60 feet.
Darkvision. For 1 mutation point, you gain darkvision out to a distance of 60 feet.
Echolocation. For 4 mutation points, you have blindsight out to a distance of 30 feet while you are not deafened.
Enchanted Attacks. For 1 mutation point, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Enlarge. For 1 mutation point, your size increases by one step (from Medium to Large, for example). You can spend an additional 2 mutation points to increase your size by two steps instead (from Medium to Huge, for example).
Multiattack. For a number of mutation points equal to 2 + 2 x your beast form’s CR, whenever you use your action to make a natural weapon attack you can make two natural weapon attacks instead.
Natural Armor. For 1, 2, or 3 mutation points you increase your AC by an equal amount.
Reduce. For 1 mutation point, your size decreases by one step (from Medium to Small, for example). You can spend an additional 2 mutation points to decrease your size by two steps instead (from Medium to Tiny, for example).
Unnatural Voice. For 1 mutation point, you can speak as normal, even if your beast shape lacks the anatomy for such vocalizations. This does not allow for spellcasting while in Wild Shape form.
Venomous Attacks. For 2 mutation points, attacks you make with your natural weapons deal an additional 1d4 poison damage.

Circle Forms

Also at 2nd level, your ability to transform into dangerous beasts is enhanced. Starting when you gain this feature, you can use your Wild Shape to transform into a beast with a challenge rating 1 or lower. 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 equal to or less than your druid level divided by 3, rounded down.

Unnatural and Unnerving

Starting at 6th level, you gain proficiency with the Intimidation skill if you don’t already have it. If you are already proficient in Intimidation, you gain proficiency in one skill of your choice from the following: Athletics, Acrobatics, Perception, Stealth, or Survival. In addition, you have advantage on Charisma (Intimidation) ability checks you make while you are in your beast shape and have at least one mutation.

Endless Evolution

At 10th level, when you enter your Wild Shape you gain a number of mutation points equal to your Wisdom modifier (minimum 1). Unspent mutation points are lost when you leave your beast shape. In addition, you can use an action to touch a beast and expend a spell slot, causing it to mutate to your liking. You gain a number of mutation points equal to the level of the spell slot or the CR of the beast, whichever is lower. As part of the same action, you must spend all mutation points on mutations which manifest in the beast. Unspent mutation points are lost. Mutations remain indefinitely until the same beast is targeted by a different use of this feature or the dispel magic spell, remove curse spell, or similar magic.

Apex Predator Aura

Starting at 14th level, beasts that begin their turn within 30 feet of you must make a Wisdom saving throw with a DC equal to your druid spell save. On a failure, the creature is frightened for 10 minutes. On a success, the creature is immune to this effect for the next 24 hours. An affected creature can use its action on each subsequent turn to steel themselves and repeat the saving throw, ending and becoming immune to this fear effect for the next 24 hours on a success. You can use an action to cause this aura to affect chosen creatures within 30 feet, instead of only beasts, until the start of your next turn. Once you use this special action,
you can’t use it again until you finish a long rest.

Druid spell list

Cantrips 

Druidcraft 
Guidance 
Gust Barrier 
Mending 
Poison Spray 
Produce Flame 
Resistance 
Shillelagh 
Thorn Whip 

1st level

Animal Friendship 
Charm Person 
Create or Destroy Water 
Cure Wounds 
Detect Magic 
Detect Poison and Disease 
Elevated Sight 
Entangle 
Faerie Fire 
Fog Cloud 
Goodberry 
Healing Word 
Jump 
Longstrider 
Purify Food and Drink 
Speak with Animals 
Thunderwave 

2nd level

Animal Messenger 
Barkskin 
Beast Sense 
Darkvision 
Enhance Ability 
Find Traps 
Flame Blade 
Flaming Sphere 
Gust of Wind 
Heat Metal 
Hold Person 
Lesser Restoration 
Locate Animals or Plants 
Locate Object 
Moonbeam 
Pass without Trace 
Protection from Poison 
Spike Growth 

3rd level

Call Lightning 
Conjure Animals 
Daylight 
Dispel Magic 
Feathered Reach 
Feign Death 
Globe of Twilight 
Meld into Stone 
Plant Growth 
Protection from Energy 
Sleet Storm 
Speak with Plants 
Water Breathing 
Water Walk 
Wind Wall 

4th level

Blight 
Confusion 
Conjure Minor Elementals 
Conjure Woodland Beings 
Control Water 
Dominate Beast 
Freedom of Movement 
Giant Insect 
Grasping Vine 
Hallucinatory Terrain 
Ice Storm 
Locate Creature 
Polymorph 
Stone Shape 
Stoneskin 
Wall of Fire 

5th level

Antilife Shell 
Awaken 
Commune with Nature 
Conjure Elemental 
Contagion 
Geas 
Greater Restoration 
Insect Plague 
Mass Cure Wounds 
Planar Binding 
Reincarnate 
Scrying 
Tree Stride 
Wall of Stone 

6th level

Conjure Fey 
Find the Path 
Heal 
Heroes’ Feast 
Move Earth 
Sunbeam 
Transport via Plants 
Wall o f Thorns 
Wind Walk 

7th level

Fire Storm 
Mirage Arcane 
Plane Shift 
Regenerate 
Reverse Gravity 

8th level

Animal Shapes 
Antipathy/Sympathy 
Control Weather 
Earthquake 
Feeblemind 
Sunburst 
Tsunami 

9th level

Foresight 
Shapechange 
Storm o f Vengeance 
True Resurrection 

Circle of blight

While wu-jen make pacts with the dark entities that control the somber seasons of Soburin, there are those that worship these fel powers directly and revel in the malevolent decay of the world around them.

Blessing of Akinochisō

When you choose this circle at 2nd level, you gain resistance to necrotic damage. Additionally, you gain advantage on saving throws against the Mists of Akuma, and you require half as much food and water as normal.

Circle Spells

Your attunement to the dark powers that have overtaken nature infuse you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle of blight 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.
Table: Blight Spells
3rd shatter, silence
5th fear, vampiric touch
7th banishment, blight
9th cloudkill, contagion

Blessing of Natsu Ītā

When you reach 6th level, exposure to the Mists of Akuma does not increase your Haitoku score or decrease your Dignity score. Additionally, you gain resistance to one type of energy, which changes depending on what season it is: summer—fire, autumn— thunder, winter—cold, spring—lightning.

Blessing of Fuyu-Noyaban

Starting at 10th level, you gain immunity to necrotic damage. You no longer need to eat or drink.

Blessing of Haru-Oshōhi

When you reach 14th level, you gain immunity to the element determined by the season. By spending a bonus action, you can force a creature you can see to make a Wisdom saving throw against your spell save DC. On a failed save, its resistance to one of the elements you are immune to decreases by one step, from immunity to resistance, from resistance to no resistance, or from no resistance to vulnerability. This effect lasts for a number of rounds equal to your Wisdom modifier.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Circle of shifting

Diminished as they are, the spirits of nature still bless some druids with natural magics so that they might combat the Mists of Akuma directly. A select few make a great sacrifice however, exchanging their spells for sublime control over their forms.

Endless Wild Shape

When you choose this circle at 2nd level, you lose the ability to learn new spells and cease to gain new spell slots. Instead, you focus on transforming your body; you can use Wild Shape an unlimited number of times, and can stay in your Wild Shape for an unlimited duration. Unlike normal, your hit points do not change when using Wild Shape.

Embodiment of Nature

Starting at 2nd level, you may transform your normal form into one more beastlike. As an action, you adopt one of the following transformations, so long as you are in your normal form. You may dismiss this transformation as a bonus action.
Animal Sense. You gain advantage on Perception checks based on one of the following senses: sight, smell, or sound.
Natural Weapon. You gain a natural weapon that deals 1d4 damage: bite (piercing), claw (slashing), or hoof (bludgeoning).
Thick Hide. Your AC is never less than 10 + your Dexterity modifier + half your proficiency bonus, regardless of what kind of armor you are wearing.
Wild Movement. You gain the ability to breathe water and a swimming speed equal to half your speed, or you gain a climbing speed equal to half your speed.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn and are in your normal form. The number of attacks increases to three when you reach 14th level in this class and to four when you reach 20th level in this class.
Additionally, at 14th level you can attack one additional time whenever you take the Attack action on your turn while using the Natural Weapon option of Embodiment of Nature or Wild Shape.

Focused Form

At 6th level, when using Embodiment of Nature, you adopt a number of transformations equal to your proficiency bonus.
Additionally, the damage of the Natural Weapon transformation increases to 1d6.

Concentrated Form

At 10th level, you are able to use Embodiment of Nature abilities while transformed into a beast by Wild Shape. When using the Animal Sense transformation to gain advantage on sight-based Perception checks, you gain darkvision 60 feet (or if you already possess darkvision, its range increases by 30 feet). When using the Wild Movement transformation the swimming or climbing speed you gain is equal to your speed.

Dangerous Form

At 14th level, the damage of the Natural Weapon transformation increases to 1d8. When using the Animal Sense transformation to gain advantage on smell-based Perception checks, you gain blindsense 30 feet (or if you already possess blindsense, its range increases by 15 feet).

Lethal Form

At 18th level, the damage of the Natural Weapon transformation increases to 1d10. When using Embodiment of Nature, you adopt a number of transformations equal to your proficiency bonus plus your Wisdom modifier.

Circle of the warden

Every druid has a responsibility to the natural world, but those who join the Circle of the Warden stand as sentinels of nature’s balance. The Circle of the Warden specializes in divination and abjuration magics to help foresee possible imbalances and correct them before they cause irreparable damage. To druids of this circle, people are as much a part of the natural balance as plants and animals. As such, these druids can be found providing succor to those affected by natural disasters just as often as to the flora and fauna. In Humblewood, many druids who have joined the Tenders of the Scorched Grove are members of this circle, as its values align quite closely with the tenets of their order.

Heartbeat of the Land

Starting when you choose this circle at 2nd level, you form a connection to the natural world around you, and you can sense when it is in danger. You gain proficiency in the Nature and Insight skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. Additionally, by spending 10 minutes communing with nature, you can glean the following information about the area within 3 miles of you:

Shared Burden

Also at 2nd level, you learn the art of siphoning off harmfulelemental energy. You can use this to lessen elemental damage being done to your allies by shouldering some of it yourself. When a creature within 30 feet of you takes cold, fire, lightning, or thunder damage, you can use your reaction to grant that creature resistance against the damage dealt. You take damage equal to the amount taken by the target creature.
Additionally, you may spend an action to reduce the area of natural or magical effects which deal persistent cold, fire, or lightning damage within 30 feet of you. You may remove up to 20 feet worth of adjacent spaces from the area of such effects per use of this feature. However, for each 5-foot space of energy damage removed in this way, you take 1d6 points of damage of the same type the effect would deal. If the effect is caused by a spell, you instead take 1d6 points of damage per the spell’s level for each 5-foot space removed and, if there are no damage dealing spaces remaining, the effect is dispelled. You have resistance to any damage dealt to you through this feature.

Sympathetic Shield

Starting at 6th level, you learn how to channel the energy of your beast shapes into manifestations of nature’s protection. As an action, you may expend a use of your Wild Shape feature to shield yourself or an ally within 30 feet of you in the protective armor of a beast spirit. This spirit armor is translucent and doesn’t block line of sight. It can take the shape of any beast you desire, though it must be a form you shape into. The shielded creature gains a +2 bonus to its AC and 1d10 temporary hit points for every 3 druid levels you possess. This effect lasts until these temporary hit points are expended or replaced by another ability which grants temporary hit points. At 14th level, the spirit armor can retaliate against foes who would attack it directly. Whenever a shielded creature is dealt damage by a target within 5 feet of it, the spirit armor deals 1d8 points of magical bludgeoning, piercing, or slashing damage to that target. This damage type is chosen by the druid when activating Sympathetic Shield.

Aura of Calm

Starting at 10th level, your presence radiates an aura of soothing natural magic. Whenever you or a friendly creature within 10 feet of you receives healing from a spell, that spell restores an additional number of hit points equal to half your druid level. Additionally, all plants that aren’t creatures within this aura grow thick and plentiful and are restored to their full vigor. Such plants also become safe to travelers while inside the aura, negating difficult terrain caused by plants, including magical effects such as entangle or spike growth, and granting advantage on any saving throws made to resist the harmful effects of such spells.

Bond of Shelter

Once you reach 14th level, your service to the natural balance is rewarded, and nature itself rises to protect you and your allies from harm. As an action, you can create a 30-foot-radius, 20-foot-tall cylinder of protective energy, centered on your current position at the time you create it. This cylinder lasts for 1 hour. As long as you are on the Material Plane or an elemental plane, natural features in the area, including plants, trees, rocks, and water (as well as wind, water, earth, or fire, if on an elemental plane) animate to defend you. If not in a setting where natural features are present, plants, trees, rocks, and other natural elements sprout from the earth before animating. When you activate this ability, choose any number of creatures you are familiar with to be immune to the effect. The cylinder affects each other creature in the following ways:

Once you use this feature, you can’t do so again until you finish a long rest.

Circle of the city

The Circle of the City is made up of druids living in cities to guard and to maintain the balance between nature and civilization. Druids of this circle do not reject technology and metal, but rather are very pragmatic about the tech they use. This circle thinks that metals come from the earth, and because of that, they have a natural place in the world.

Bonus Proficiencies

Starting at 2nd level, you gain proficiency with dart guns and pistols (including machine pistols).

Metal Wild Shape

Also at 2nd level, whenever you use your Wild Shape feature, your shape is made with metal and pieces of the city, more simmilar to a construct than a beast. While transformed into a beast, your AC increases by your proficiency bonus and the Constitution score of the shape increases by 2. Starting at 6th level, the Constitution score of the shape increases by 4.

Construct Mind

At 6th level, while transformed into a beast, you are considered a construct, you gain a +1 bonus to attack rolls and your attacks count as magical for purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 8th level, the attack bonus increases to +2

City Guardian

At 10th level, you can wild shape into a city guardian for 1 minute. After using this feature, you must finish a long rest to use it again.

True Construct

At 14th level, you cannot be charmed, paralyzed, petrified or poisoned and you are immune to poison and psychic damage.
Additionally, you can wild shape into a city guardian twice before a long rest