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Published by Jollie Window, 2022-05-07 05:36:07

Unchained Druid

DnD 5e Homebrew made by u/Ozzifer
None of this is mine, it is just a copy

Unchained Druid

Druid  

Holding high a gnarled staff wreathed with  
holly, an elf summons the fury of the storm
and calls down explosive bolts of lightning The Unchained Druid is an unofficial homebrew
to smite the torch-carrying orcs who publication created by /u/Ozzifer.
threaten her forest. Please support the author for additional updates
Crouching out of sight on a high tree and future content! http://patreon.com/ozzifer
branch in the form of a leopard, a human
peers out of the jungle at the strange construction of a  
temple of Evil Elemental Air, keeping a close eye on the Creating a Druid
cultists' activities. When making a druid, consider why your character has
such a close bond with nature. Perhaps your character
Swinging a blade formed of pure fire, a half-elf charges lives in a society where the Old Faith still thrives, or was
into a mass of skeletal soldiers, sundering the unnatural raised by a druid after being abandoned in the depths of a
magic that gives the foul creatures the mocking semblance forest. Perhaps your character had a dramatic encounter
of life. with the spirits of nature, coming face to face with a giant
eagle or dire wolf and surviving the experience. Maybe your
Whether calling on the elemental forces of nature or character was born during an epic storm or a volcanic
emulating the creatures of the animal world, druids are an eruption, which was interpreted as a sign that becoming a
embodiment of nature's resilience, cunning, and fury. They druid was part of your character's destiny.
claim no mastery over nature. Instead, they see themselves
as extensions of nature's indomitable will. Have you always been an adventurer as part of your
druidic calling, or did you first spend time as a caretaker of
Power of Nature a sacred grove or spring? Perhaps your homeland was
Druids revere nature above all, gaining their spells and befouled by evil, and you took up an adventuring life in
other magical powers either from the force of nature itself hopes of finding a new home or purpose.
or from a nature deity. Many druids pursue a mystic
spirituality of transcendent union with nature rather than Learning Beast Shapes
devotion to a divine entity, while others serve gods of wild
nature, animals, or elemental forces. The ancient druidic The Wild Shape feature in the player's handbook lets you
traditions are sometimes called the Old Faith, in contrast transform into a beast that you've seen. That rule gives you
to the worship of gods in temples and shrines. a tremendous amount of flexibility, making it easy to amass
an array of beast form options for yourself, but you must
Druid spells are oriented toward nature and animal — abide by the limitations in the Beast Shapes table in that
the power of tooth and claw, of sun and moon, of fire and book.
storm. Druids also gain the ability to take on animal forms,
and some druids make a particular study of this practice, When you gain Wild Shape as a 2nd-level druid, you
even to the point where they prefer animal form to their might wonder which beasts you've already seen. The
natural form. following tables organize beasts from the monster manual
according to the beasts' most likely environments.
Preserve the Balance Consider the environment your druid grew up in, then
For druids, nature exists in a precarious balance. The four consult the Monster Manual in partnership with the DM to
elements that make up a world — air, earth, fire, and water create a list of animals that your druid has probably seen by
— must remain in equilibrium. If one element were to gain 2nd level.
power over the others, the world could be destroyed, drawn
into one of the elemental planes and broken apart into its
component elements. Thus, druids oppose cults of
Elemental Evil and others who promote one element to the
exclusion of others.

Druids are also concerned with the delicate ecological
balance that sustains plant and animal life, and the need
for civilized folk to live in harmony with nature, not in
opposition to it. Druids accept that which is cruel in nature,
and they hate that which is unnatural, including aberrations
(such as beholders and mind flayers) and undead (such as
zombies and vampires). Druids sometimes lead raids
against such creatures, especially when the monsters
encroach on the druids' territory.

Druids are often found guarding sacred sites or watching
over regions of unspoiled nature. But when a significant
danger arises, threatening nature's balance or the lands
they protect, druids take on a more active role in combating
the threat, as adventurers.

2 Ozzifer's Unchained Druid

The Druid

Proficiency
Cantrips
— Spell Slots per Spell Level —
Level Bonus Features
Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting, Animal Form 2 2─ ───────
2 3─ ───────
2nd +2 Wild Shape, Druid Circle 2 4 2 ───────

3rd +2 Wild Companion 3 4 3 ───────

4th +2 Ability Score Improvement,
3 4 3 2──────
Wild Shape improvement 3 4 3 3──────
3 4 3 3 1─────
5th +3 ─
3 4 3 3 2─────
6th +3 Druid Circle feature
3 4 3 3 3 1────
7th +3 Land's Stride 4 4 3 3 3 2────
4 4 3 3 3 2 1───
8th +3 Ability Score Improvement,
4 4 3 3 3 2 1───
Wild Shape improvement 4 4 3 33211──
4 4 3 33211──
9th +4 ─ 4 43 332111─

10th +4 Druid Circle feature 4 43 332111─

11th +4 ─ 4 43 3321111
4 43 3331111
12th +4 Ability Score Improvement 4 43 3332111
4 43 3332211
13th +5 Thousand Faces

14th +5 Druid Circle feature

15th +5 Timeless Body

16th +5 Ability Score Improvement,

Wild Shape improvement

17th +6 ─

18th +6 Beast Spells

19th +6 Ability Score Improvement

20th +6 Archdruid

Quick Build Saving Throws: Intelligence, Wisdom

Skills: Choose two from Animal Handling, Arcana, Insight,
You can make a druid quickly by following these Medicine, Nature, Perception, Religion, and Survival.
suggestions. First, Wisdom should be your highest ability
score, followed by Constitution. Second, choose the hermit Starting Equipment
background.
You start with the following items, plus anything provided
Class Features by your background.

As a druid, you gain the following class features. (a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Hit Points Leather armor, an explorer's pack, and a druidic focus
Alternatively, you may start with 2d4 × 10 gp to buy your
Hit Dice: 1d8
own equipment.
Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Druidic
Constitution modifier per Druid level after 1st You know Druidic, the secret language of druids. You can
speak the language and use it to leave hidden messages.
Proficiencies You and others who know this language automatically spot
such a message. Others can spot the message's presence
Armor: light armor, medium armor, shields (druids will not with a successful DC 15 Wisdom (Perception) check, but
wear armor or use shields made of metal)
they can't decipher it without magic.
Weapons: simple weapons, scimitars

Tools: Herbalism kit

Ozzifer's Unchained Druid 3

Spellcasting  
Drawing on the divine essence of nature itself, you can cast As an action on your turn, you can assume the shape of
spells to shape that essence to your will. See chapter 10 of
the PHB for the general rules of spellcasting, and "Druid your chosen beast. You stay in this beast form until you fall
Spells" at the end of the class description for the druid unconscious, drop to 0 hit points, or die, or until you use a
spell list. bonus action to revert to your normal form.

Cantrips While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the
At 1st level, you know two cantrips of your choice from the beast, but you retain your alignment, personality,
druid spell list. You learn additional druid cantrips of your Intelligence, Wisdom, and Charisma scores. You also
choice at higher levels, as shown in the Cantrips Known retain all of your skill and saving throw proficiencies
column of the Druid table. and the languages you know, in addition to gaining
those of the creature. If the creature has the same
Preparing and Casting Spells proficiency as you and the bonus in its stat block is
higher than yours, use the creature's bonus instead of
The Druid table shows how many spell slots you have to yours. If the creature has any legendary or lair actions,
cast your druid spells of 1st level and higher. To cast one of you can't use them.
these druid spells, you must expend a slot of the spell's When you transform, you assume the beast's average hit
level or higher. You regain all expended spell slots when points and Hit Dice. When you revert to your normal
you finish a long rest. form, you return to the number of hit points you had
before you transformed. However, if you revert as a
You prepare the list of druid spells that are available for result of dropping to 0 hit points, any excess damage
you to cast, choosing from the druid spell list. When you do carries over to your normal form. For example, if you
so, choose a number of druid spells equal to your Wisdom take 10 damage in your beast form and have only 1 hit
modifier + your druid level (minimum of one spell). The point left, you revert and take 9 damage. As long as the
spells must be of a level for which you have spell slots. excess damage doesn't reduce your normal form to 0 hit
points, you aren't knocked unconscious.
For example, if you are a 3rd-level druid, you have four You can't cast spells, and your ability to speak or take
1st-level and two 2nd-level spell slots. With a Wisdom of 16, any action that requires hands is limited to the
your list of prepared spells can include six spells of 1st or capabilities of your beast form. Transforming doesn't
2nd level, in any combination. If you prepare the 1st-level break your concentration on a spell you've already cast,
spell cure wounds, you can cast it using a 1st-level or 2nd- however, or prevent you from taking actions that are
level slot. Casting the spell doesn't remove it from your list part of a spell, such as call lightning, that you've already
of prepared spells. cast.
You retain the benefit of any features from your class,
You can also change your list of prepared spells when race, or other source and can use them if the new form
you finish a long rest. Preparing a new list of druid spells is physically capable of doing so. However, you can't use
requires time spent in prayer and meditation: at least 1 any of your special senses, such as darkvision, unless
minute per spell level for each spell on your list. your new form also has that sense.
You choose whether your equipment falls to the ground
Spellcasting Ability in your space, merges into your new form, or is worn by
it. Worn equipment functions as normal, but the DM
Wisdom is your spellcasting ability for your druid spells, decides whether it is practical for the new form to wear
since your magic draws upon your devotion and a piece of equipment, based on the creature's shape and
attunement to nature. You use your Wisdom whenever a size. Your equipment doesn't change size or shape to
spell refers to your spellcasting ability. In addition, you use match the new form, and any equipment that the new
your Wisdom modifier when setting the saving throw DC form can't wear must either fall to the ground or merge
for a druid spell you cast and when making an attack roll with it. Equipment that merges with the form has no
with one. effect until you leave the form.

Spell save DC = 8 + your proficiency bonus + your Wild Shape
Starting at 2nd level, you can use your magic to transform
Wisdom modifier into larger creatures. As an action, you can assume the
shape of a beast of any size that you have seen before. You
Spell attack modifier = your proficiency bonus + your can use this feature twice, and you regain all expended
uses when you finish a short or long rest.
Wisdom modifier
Your druid level determines the beasts you can transform
Ritual Casting into with your Wild Shape, as shown in the Beast Shapes
table below. At 2nd level, for example, you can use this
You can cast a druid spell as a ritual if that spell has the feature to transform into any beast that has a challenge
ritual tag and you have the spell prepared. rating of 1/4 or lower that doesn't have a flying or
swimming speed.
Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your
druid spells.
Animal Form
You can use your bond with nature to take an animal form.
Choose a beast that you have seen before that has a
challenge rating of 0. The beast you choose may bear
special significance to your druidic past, such as a guardian
spirit or a beloved companion.

4 Ozzifer's Unchained Druid

Beast Shapes Example Thousand Faces
Wolf At 13th level, you learn to use magic to alter your physical
Druid
Max.
Crocodile form in more subtle ways. As an action while you are in
Level CR Limitations Giant eagle your normal form, you can expend a use of your Wild
2nd 1/4 No flying or swimming speed Rhinoceros Shape feature to cast the alter self spell. When you cast the
4th 1/2 No flying speed spell in this way, it doesn't require concentration, and it
8th 1 — ends early if you fall unconscious or die or you expend a
16th 2 — use of your Wild Shape again.

The transformation otherwise behaves exactly as per Timeless Body
your Animal Form feature, except that you can stay in your Starting at 15th level, the primal magic that you wield
beast shape only for a number of hours equal to half your sustains you so that you age more slowly. For every 10
druid level (rounded down); you then revert to your normal years that pass, your body ages only 1 year. In addition, you
form, unless you expend another use of this feature. no longer need food or water.

Druid Circle Beast Spells
At 2nd level, you choose to identify with a circle of druids Beginning at 18th level, you can cast many of your druid
from the list of available circles. Your choice grants you spells in any shape you assume using your animal
features at 2nd level and again at 6th, 10th, and 14th level. transformations. You can perform the somatic and verbal
components of a druid spell while in a beast shape, but you
Wild Companion aren't able to provide material components.
At 3rd level, you gain the ability to summon a spirit that
assumes an animal form. As an action, you can expend a Archdruid
use of your Wild Shape feature to cast the find familiar At 20th level, you can use your Wild Shape an unlimited
spell, without requiring material components. number of times.

When you cast the spell in this way, the familiar can be Additionally, you can ignore the verbal and somatic
an elemental or a fey (your choice) instead of a beast. The components of your druid spells, as well as any material
familiar disappears after a number of hours equal to half components that lack a cost and aren't consumed by a spell.
your druid level, or when you expend a use of your Wild You gain this benefit in both your normal shape and your
Shape again. beast shapes.

Ability Score Improvement Druid Circles
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Though their organization is invisible to most outsiders,
by 2, or you can increase two ability scores of your choice druids are part of a society that spans the land, ignoring
by 1. As normal, you can't increase an ability score above 20 political borders. All druids are nominally members of this
using this feature. druidic society, though some individuals are so isolated that
they have never seen any high-ranking members of the
If your DM allows the use of feats, you may instead take society or participated in druidic gatherings. Druids
a feat. recognize each other as brothers and sisters; like creatures
of the wilderness, however, druids sometimes compete
Additionally, whenever you reach a level in this class that with or even prey on each other.
grants this feature, you can do one of the following,
representing a change in the nature of your druidic bonds:

Replace one cantrip you learned from this class's
Spellcasting feature with another cantrip from the druid
spell list.
Replace the beast you chose for your Animal Form
feature with a different beast that you can choose.

Land's Stride
Starting at 7th level, 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.

In addition, you have advantage on saving throws against
plants that are magically created or manipulated to impede
movement, such those created by the entangle spell.

Ozzifer's Unchained Druid 5

   
At a local scale, druids are organized into circles that As a bonus action, you can choose one creature you can

share certain perspectives on nature, balance, and the way see within 120 feet of you and spend a number of the dice
of the druid. Your choice of circle reflects the view you hold in your pool. Roll the dice you spend, add them together,
of yourself, the world, and your place within it. The options and the target regains a number of hit points equal to the
available for you to choose from are listed below. total. The target also gains 1 temporary hit point per die
spent.
The Circle of Dreams, with strong connections to the
Feywild and hidden, dreamlike realms. The maximum number of dice you can spend at once
The Circle of the Land, which is comprised of mystic equals your proficiency bonus. You regain all expended
sages who guard the ancient knowledge of the old ways. dice when you finish a long rest.
The Circle of the Moon, an order of fierce guardians
who gather in the wilderness and revel in the hunt. Hearth of Moonlight and Shadow
The Circle of Night, whose magic commands the
balance between life and death. At 6th level, home can be wherever you are. During a short
The Circle of Roots, which harnesses the flow of life or long rest, you can invoke the shadowy power of the
energy fueling the natural cycle of the world. Gloaming Court to help guard your respite. At the start of
The Circle of the Shepherd, which communes with the the rest, you touch a point in space, and an invisible, 30-
nature spirits to protect beasts and fey that have trouble foot-radius sphere of magic appears, centered on that
defending themselves from monstrous predators. point. Total cover blocks the sphere.
The Circle of Spores, which sees beauty in decay and
has a complex relationship with the balance between While within the sphere, you and your allies gain a +5
life, death, and undeath. bonus to Dexterity (Stealth) and Wisdom (Perception)
The Circle of Stars, which draws upon the power of checks, and any light from open flames in the sphere (a
starlight and the wisdom of the constellations. campfire, torches, or the like) isn't visible outside it.
The Circle of Wildfire, which understands the role that
fiery destruction plays in the natural cycle of creation The sphere vanishes at the end of the rest or when you
and rebirth. leave the sphere.
Circle of Dreams
Druids who are members of the Circle of Dreams hail from Hidden Paths
regions that have strong ties to the Feywild and its
dreamlike realms. The druids' guardianship of the natural Starting at 10th level, you can use the hidden, magical
world makes for a natural alliance between them and good- pathways that some fey use to traverse space in the blink of
aligned fey. These druids seek to fill the world with dreamy an eye. As a bonus action on your turn, you can teleport up
wonder. Their magic mends wounds and brings joy to to 60 feet to an unoccupied space you can see.
downcast hearts, and the realms they protect are gleaming, Alternatively, you can use your action to teleport one willing
fruitful places, where dream and reality blur together and creature you touch up to 30 feet to an unoccupied space
where the weary can find rest. you can see.

Circle Spells You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once), and you regain all
Starting when you join this circle at 2nd level, your deep expended uses of it when you finish a long rest.
affinity to the Feywild and its sister realms grants you
access to some spells when you reach certain levels in this Walker in Dreams
class, as shown in the Circle of Dreams Spells table.
At 14th level, the magic of the Feywild grants you the ability
Once you gain access to one of these spells, you always to travel mentally or physically through dreamlands.
have it prepared, and it doesn't count against the number of
spells you can prepare each day. If you gain access to a When you finish a short rest, you can cast one of the
spell that doesn't appear on the druid spell list, the spell is following spells, without expending a spell slot or requiring
nonetheless a druid spell for you. material components: dream (with you as the messenger),
scrying, or teleportation circle.
Circle of Dreams Spells
This use of teleportation circle is special. Rather than
Druid Level Circle Spells opening a portal to a permanent teleportation circle, it
2nd dissonant whispers, sleep opens a portal to the last location where you finished a long
3rd calm emotions, misty step rest on your current plane of existence. If you haven't taken
5th nondetection, summon fey a long rest on your current plane, the spell fails but isn't
7th dimension door, hallucinatory terrain wasted.
9th dream, passwall
Once you cast one of these spells using this feature, you
Balm of the Summer Court can't cast that spell again in this way until you finish a long
rest.
At 2nd level, you become imbued with the blessings of the Circle of the Land
Summer Court. You are a font of energy that offers respite The Circle of the Land is made up of mystics and sages
from injuries. You have a pool of fey energy represented by who safeguard ancient knowledge and rites through a vast
a number of d6s equal to 1 + your druid level. oral tradition. 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 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.

6 Ozzifer's Unchained Druid

Bonus Cantrip Forest

When you join this circle at 2nd level, you learn one Druid Level Circle Spells
additional druid cantrip of your choice. The cantrip you 2nd detect poison and disease, goodberry
learn doesn't count against the number of druid cantrips 3rd barkskin, spider climb
you know. 5th call lightning, plant growth
7th divination, guardian of natureXGE
Natural Recovery 9th commune with nature, tree stride

Starting at 2nd level, you can regain some of your magical Grassland
energy by sitting in meditation and communing with
nature. During a short rest, you choose expended spell Druid Level Circle Spells
slots to recover. The spell slots can have a combined level 2nd expeditious retreat, longstrider
that is equal to or less than half your druid level (rounded 3rd invisibility, pass with trace
up), and none of the slots can be 6th level or higher. You 5th daylight, haste
can't use this feature again until you finish a long rest. 7th divination, freedom of movement
9th insect plague, wrath of natureXGE
For example, when you are a 4th-level druid, you can
recover up to two levels worth of spell slots. You can Mountain
recover either a 2nd-level slot or two 1st-level slots.
Druid Level Circle Spells
Circle Spells 2nd earth tremorXGE, thunderwave
3rd Maximillian's earthen graspXGE, spike growth
Also starting at 2nd level, your mystical connection to the 5th lightning bolt, meld into stone
land grants you access to some spells when you reach 7th stone shape, stoneskin
certain levels in this class. These spells are connected to 9th transmute rockXGE, wall of stone
the land where you became a druid. Choose that land -
arctic, coast, desert, forest, grassland, mountain, swamp, or Swamp
Underdark - and consult the associated table of circle
spells. Druid Level Circle Spells
2nd detect poison and disease, grease
Once you gain access to one of these spells, you always 3rd blindness/deafness, Melf's acid arrow
have it prepared, and it doesn't count against the number of 5th water walk, stinking cloud
spells you can prepare each day. If you gain access to a 7th locate creature, sickening radianceXGE
spell that doesn't appear on the druid spell list, the spell is 9th insect plague, seeming
nonetheless a druid spell for you.

Arctic

Druid Level Circle Spells
2nd armor of Agathys, fog cloud
3rd hold person, spike growth
5th sleet storm, slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold

Coastal

Druid Level Circle Spells
2nd create or destroy water, fog cloud
3rd mirror image, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th maelstromXGE, scrying

Desert

Druid Level Circle Spells
2nd earth tremorXGE, silent image
3rd dust devilXGE, silence
5th create food and water, wall of sandXGE
7th blight, hallucinatory terrain
9th insect plague, transmute rockXGE

Ozzifer's Unchained Druid 7

Underdark  
Additionally, while you are transformed by Wild Shape,
Druid Level Circle Spells
2nd false life, witch bolt you can use a bonus action to expend one spell slot and
3rd spider climb, web regain 1d8 hit points per level of the spell slot expended,
5th gaseous form, stinking cloud plus an additional number of hit points equal to your
7th greater invisibility, stone shape Wisdom modifier (minimum of 1 hit point).
9th cloudkill, contagion
Circle Spells
Wild Growth
Starting at 2nd level, your spiritual bond with natural
Starting at 6th level, your use of magic instils natural creatures grants you access to some spells when you reach
growth wherever you tread. Immediately after you cast a certain levels in this class, as shown in the Circle of the
druid spell of 1st level or higher, you can use a bonus action Moon Spells table.
to cause lush plant life to spontaneously grow in a 20-foot
radius centered on you. These plants appear as vegetation Once you gain access to one of these spells, you always
native to the land of your circle (for example, a desert druid have it prepared, and it doesn't count against the number of
might cause flowering cactus shrubs to appear). Regardless spells you can prepare each day. If you gain access to a
of their appearance, the plants are magical, harmless, and spell that doesn't appear on the druid spell list, the spell is
turn their area into difficult terrain for creatures other than nonetheless a druid spell for you.
you. The plants remain until the end of your next turn, after
which they abruptly wither and disappear. Circle of the Moon Spells

You can use this feature a number of times equal to your Druid Level Circle Spells
proficiency bonus, and you regain all expended uses when 2nd longstrider, speak with animals
you finish a long rest. 3rd barkskin, beast sense
5th catnapXGE, water breathing
Nature's Ward 7th dominate beast, freedom of movement
9th commune with nature, mislead
When you reach 10th level, you can't be charmed or
frightened by elementals or fey, and you are immune to Circle Forms
poison and disease.
At 2nd level, the rites of your circle grant you the ability to
Nature's Mirror transform into more dangerous animal forms. Starting at
2nd level, you can use your Wild Shape to transform into a
At 14th level, you can call on your connection to the land in beast with a challenge rating as high as 1/2 (you ignore the
order to intercept an attacker. When a creature you can see Max. CR column of the Beast Shapes table, but must abide
within 30 feet of you is hit by an attack, immediately before by the other limitations there, as shown on the Circle of the
the creature takes damage, you can use your reaction to Moon Beast Shapes table below).
magically create a duplicate of the creature and interpose it
between the attacker and the target. The duplicate bears a Starting at 6th level, you can transform into a beast with
passing resemblance to the creature, and is composed of a challenge rating as high as your druid level divided by 3,
natural materials associated with the land of your circle rounded down.
(for example, an arctic druid's duplicate is made from snow
and ice). The duplicate takes the attack instead of the Circle of the Moon Beast Shapes
original target, and then it vanishes.
Druid
Max.

Once you use this feature, you can't use it again until you Level CR Limitations
finish a short or long rest. 2nd 1/2 No flying or swimming speed
Circle of the Moon 4th 1 No flying speed
Druids of the Circle of the Moon are fierce guardians of the 6th 2 No flying speed
wilds. Their order gathers under the full moon to share 8th 2 —
news and trade warnings. They haunt the deepest parts of 9th 3 —
the wilderness, where they might go for weeks on end 12th 4 —
before crossing paths with another humanoid creature, let 15th 5 —
alone another druid. 16th 5 —
18th 6 —
Changeable as the moon, a druid of this circle might
prowl as a great cat one night, soar over the treetops as an Primal Strike
eagle the next day, and crash through the undergrowth in
bear form to drive off a trespassing monster. The wild is in Starting at 6th level, your attacks in beast form count as
the druid's blood. magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Combat Wild Shape
Elemental Wild Shape
When you join this circle at 2nd level, you gain the ability to
use Wild Shape on your turn as a bonus action, rather than At 10th level, you can expend two uses of Wild Shape at the
as an action. (You must still use your action to assume a same time to transform into an air elemental, an earth
beast shape with your Animal Form.) elemental, a fire elemental, or a water elemental.

8 Ozzifer's Unchained Druid

Reactive Transformation Wild Gloaming

By 14th level, you gain reflexive mastery of your beast Starting at 6th level, you can harness the gloam to destroy
shapes. Immediately before you take damage, you can use your foes. When you deal damage to a creature, you can
your reaction to assume a Wild Shape form. You expend choose to have that damage ignore all of the target's
uses of your Wild Shape as normal, and you then take the damage resistances.
damage against you in the new form.
You can use this feature a number of times equal to your
Circle of Night proficiency bonus, and you regain all expended uses when
The Circle of Night takes comfort in the role that the night you finish a long rest.
plays in the natural cycle of time that rules over the
cosmos. Druids of this philosophy possess magic that Watcher at the Threshold
allows them to harness the complimentary forces of life
and death, sending foes to their final rest while rescuing At 10th level, you exude a protective veil imbued with the
allies for whom such a fate tolls. As such, they are wonder of the cosmos. You gain resistance to necrotic and
staunchly opposed to the forces of undeath, which breaks radiant damage. In addition, while you aren't incapacitated,
the natural cycle, and see it as an affront to the order of any ally within 30 feet of you has advantage on death
existence. saving throws.

Night's Harvest Bountiful Harvest

When you join this circle at 2nd level, you gain the power to Starting at 14th level, you use the stolen energy of your
augment your spells with life-stealing energy. This power of harvests to ward death from your allies. When you deal the
yours is represented by a pool of d8s, and the number of extra necrotic damage of your Night's Harvest to a target,
dice in your pool equals 1 + your druid level. you can select a different creature you can see within 30
feet of you. The chosen creature regains hit points equal to
You can spend the dice in your pool when you deal half the extra necrotic damage dealt, provided it has at
damage to one or more creatures with a druid spell you least 1 hit point. This ability can restore a creature to no
cast of 1st level or higher. Roll the dice you spend, add them more than half of its hit point maximum, and it has no
together, and deal extra necrotic damage to one of the effect on undead or constructs.
spell's targets equal to the total + your Wisdom modifier
(minimum of 1 damage), in addition to the spell's damage. Circle of Roots
If the target is an undead or a construct, it takes an The balance of nature is founded upon the iron principle
additional 1d8 damage. If your spell augmented in this way that life and death are but two sides of a single coin,
reduces the target to 0 hit points, you gain temporary hit intertwined and symbiotic. As trees wither and die, their
points equal to the spell's level + half your druid level. remains seep down into the soil, where they become food
and energy to fuel the roots of new life and growth. In this
The maximum number of dice you can spend at once way, all plants and creatures are but cogs in a grand cycle
equals your proficiency bonus. Your pool regains all that encompasses the entire world as one living, breathing
expended dice when you finish a long rest. organism, filled with boundless energy that flows back and
forth between the living and the dead.
Circle Spells
Druids of the Circle of Roots, also known as witherbloom
Starting at 2nd level, your link to the night grants you druids, draw their magic from this cycle, rejoicing in both
access to some spells when you reach certain levels in this the creation of thriving life and its inevitable death. They
class, as shown in the Circle of Night Spells table. tap and manipulate the transition of energy between these
states, acting as guiding hands and physicians who tend to
Once you gain access to one of these spells, you always the health and well-being of the world. Some adherents
have it prepared, and it doesn't count against the number of focus on vital energies to nurture life and empower others,
spells you can prepare each day. If you gain access to a strengthening their ties to the world so that they may
spell that doesn't appear on the druid spell list, the spell is flourish. On the other hand, some members wantonly
nonetheless a druid spell for you. embrace the wilt and decay of death to sap and strike down
their foes, pruning undesirable creatures from the tree of
Circle of Night Spells life.

Druid
Circle Spells
Level Circle Spells
2nd bane, protection from evil and good Starting when you join this circle at 2nd level, your
3rd moonbeam, silence connection to the world's energy grants you access to some
5th speak with dead, spirit shroudTCE spells when you reach certain levels in this class, as shown
7th aura of life, death ward on the Circle of Roots Spells table.
9th antilife shell, hold monster
Once you gain access to one of these spells, you always
Eyes of the Dark have it prepared, and it doesn't count against the number of
spells you can prepare each day. If you gain access to a
Starting at 2nd level, you can see through the deepest spell that doesn't appear on the druid spell list, the spell is
gloom. You have darkvision out to a range of 120 feet. If you nonetheless a druid spell for you.
already have darkvision from your race, its range becomes
150 feet.

Ozzifer's Unchained Druid 9

Circle of Roots Spells  
Emboldening. A creature that consumes the brew gains
Druid Level Spells
2nd cure wounds, inflict wounds the following benefit, which it can use once within the next
3rd lesser restoration, ray of enfeeblement 10 minutes: when the creature misses with an attack roll or
5th revivify, vampiric touch fails an ability check or saving throw, it can reroll the d20
7th aura of life, blight and must use the new roll. Once the creature uses this
9th contagion, mass cure wounds benefit, the brew's effect on it then ends.

Bonus Cantrip Fortifying. When you create this brew, choose one of the
following damage types: acid, cold, fire, necrotic, poison, or
At 2nd level, you learn the spare the dying cantrip, which radiant. A creature that consumes the brew gains
counts as a druid cantrip for you but doesn't count against resistance to the chosen damage type for 10 minutes.
the number of druid cantrips you know. For you, it has a
range of 30 feet, and you can cast it as a bonus action. Quickening. A creature that consumes the brew regains
2d4 hit points, and one disease or condition afflicting the
Essence Brews creature ends (the creature's choice when it consumes the
brew). The condition can be charmed, frightened, paralyzed,
Starting at 2nd level, you can tap into the world's life poisoned, or stunned.
energy and use it to brew potent elixirs. When you finish a
long rest, you can use your herbalism kit to create a Toxifying. Instead of consuming the brew, a creature
number of magical brews, up to a number equal to your uses an action to apply the brew to a simple or martial
proficiency bonus, in an equal number of empty flasks you weapon, which the weapon retains for 10 minutes. The
touch. The brews you create needn't be the same for every next time a creature is hit with a weapon attack using the
flask, but a flask can hold only one of your brews at a time. weapon, or a piece of ammunition fired from the weapon,
the target takes an extra 2d8 poison damage and must
You can create additional brews by expending a use of succeed on a Constitution saving throw against your spell
your Wild Shape for each one. When you do so, you use save DC or be poisoned for 1 minute.
your action to create the brew in an empty flask you touch.
Living Cradle
When you create a brew, you choose one of the effects
listed below and infuse it into the brew. A brew retains its Starting at 6th level, you can transfer your own life force to
potency until used or until you finish a long rest, after others to stave off their demise. When a creature you can
which it vanishes from its flask. see within 60 feet of you makes a death saving throw, you
can, as a reaction, spend one of your Hit Dice to grant the
A creature holding one of your brews can use an action creature a +10 bonus to its roll. You use your reaction
to drink the brew or administer it to another creature before the creature makes its roll, and if applying this
within reach, producing the brew's effect. bonus increases the total to 20 or higher, roll the spent Hit
Die and add your Constitution modifier, and the creature
regains hit points equal to the total (minimum of 1 hit
point).

Once you grant this benefit to a creature, you can't grant
it to that creature again until you finish a short or long rest.

Mortal Duality

At 10th level, your connection to the flow of life energy
deepens. Necrotic damage you deal ignores resistance to
that damage, and when you deal damage with a druid spell,
you can change the spell's damage type to necrotic.

Additionally, when you restore hit points to a creature
using a spell or druid feature, the creature regains
additional hit points equal to your Wisdom modifier
(minimum of 1 hit point).

Withering Dispersal

Starting at 14th level, your magic can tip the scales of
balance between one source of life energy and another. As
an action, you conjure a wave of life-draining energy in a
30-foot cube originating from you, producing one of the
following magical effects of your choice:

Feast of Roots. Every creature in the area, other than
constructs or undead, must make a Constitution saving
throw against your spell save DC. A creature takes 5d8
necrotic damage on a failed save, or half as much
damage on a successful one. The life force of each
affected creature is then siphoned into the cube's area,
which immediately becomes overgrown with lush plant
life. For 1 hour thereafter, a creature moving through
the area must spend 4 feet of movement for every 1 foot
it moves.

10 Ozzifer's Unchained Druid

Tap of Life. You drain the life force from all nonmagical Spirit Totem
plants in the area that aren't creatures, such as trees
and shrubs, causing them to wither and die instantly. Starting at 2nd level, you can call forth nature spirits to
You also gain healing energy which restores up to a influence the world around you. As a bonus action, you can
number of hit points equal to five times your druid level. expend a use of your Wild Shape to magically summon an
You divide these hit points as you choose among any incorporeal spirit to a point you can see within 60 feet of
number of creatures of your choice, other than you. The spirit creates an aura in a 30-foot radius around
constructs or undead, within the cube. that point. It counts as neither a creature nor an object,
Once you use this feature, you can't do so again until you though it has the spectral appearance of the creature it
finish a long rest, unless you expend a spell slot of 5th level represents.
or higher to use it again.
The spirit persists for 1 minute, until you're
Circle of the Shepherd incapacitated, or until you use your Wild Shape again. As a
Druids of the Circle of the Shepherd commune with the bonus action on each of your turns while the spirit persists,
spirits of nature, especially the spirits of beasts and the fey, you can move it up to 60 feet to a point you can see.
and call to those spirits for aid. These druids recognize that
all living things play a role in the natural world, yet they The effect of the spirit's aura depends on the type of
focus on protecting animals and fey creatures that have spirit you summon from the options below.
difficulty defending themselves.
Bear Spirit. The bear spirit grants you and your allies its
Shepherds, as they are known, see such creatures as might and endurance. Each creature of your choice in the
their charges. They ward off monsters that threaten them, aura when the spirit appears gains temporary hit points
rebuke hunters who kill more prey than necessary, and equal to 5 + your druid level. In addition, you and your allies
prevent civilization from encroaching on rare animal gain advantage on Strength checks and Strength saving
habitats and on sites sacred to the fey. Many of these druids throws while in the aura.
are happiest far from cities and towns, content to spend
their days in the company of animals and the fey creatures Hawk Spirit. The hawk spirit is a consummate hunter,
of the wilds. aiding you and your allies with its keen sight. When a
creature makes an attack roll against a target in the spirit's
Members of this circle become adventurers to oppose aura, you can use your reaction to grant advantage to that
forces that threaten their charges or to seek knowledge and attack roll. In addition, you and your allies have advantage
power that will help them safeguard their charges better. on Wisdom (Perception) checks while in the aura.
Wherever these druids go, the spirits of the wilderness are
with them. Unicorn Spirit. The unicorn spirit lends its protection to
those nearby. You and your allies gain advantage on all
Speech of the Woods ability checks made to detect creatures in the spirit's aura.
In addition, if you cast a spell using a spell slot that restores
When you join this circle at 2nd level, you gain the ability to hit points to any creature inside or outside the aura, each
converse with beasts and many fey. You learn to speak, creature of your choice in the aura also regains hit points
read, and write Sylvan. equal to your druid level.

In addition, beasts can understand your speech, and you Mighty Summoner
gain the ability to decipher their noises and motions. Most
beasts lack the intelligence to convey or understand Starting at 6th level, beasts and fey that you conjure are
sophisticated concepts, but a friendly beast could relay more resilient than normal. Any beast or fey summoned or
what it has seen or heard in the recent past. This ability created by a spell that you cast gains the following benefits:
doesn't grant you friendship with beasts, though you can
combine this ability with gifts to curry favor with them as The creature appears with more hit points than normal:
you would with any nonplayer character. 4 extra hit points per level of the spell cast to summon
or create it.
Circle Spells The damage from its natural weapons is considered
magical for the purpose of overcoming immunity and
Starting at 2nd level, your spiritual bond with natural resistance to nonmagical attacks and damage.
creatures grants you access to some spells when you reach
certain levels in this class, as shown in the Circle of the Guardian Spirit
Shepherd Spells table.
Beginning at 10th level, your Spirit Totem safeguards the
Once you gain access to one of these spells, you always beasts and fey that you call forth with your magic. When a
have it prepared, and it doesn't count against the number of beast or fey that you summoned or created with a spell
spells you can prepare each day. If you gain access to a ends its turn in your Spirit Totem aura, that creature
spell that doesn't appear on the druid spell list, the spell is regains a number of hit points equal to half your druid level.
nonetheless a druid spell for you.
Faithful Summons
Circle of the Shepherd Spells
Starting at 14th level, the nature spirits you commune with
Druid Level Circle Spells protect you when you are the most defenseless. If you are
2nd animal friendship, beast bondXGE reduced to 0 hit points or are incapacitated against your
3rd healing spiritXGE, summon beastTCE will, you can immediately gain the benefits of the summon
5th create food and water, summon feyTCE beast spell as if it were cast using a 9th-level spell slot. The
7th locate creature, polymorph conjured spirit appears within 20 feet of you. If it receives
9th awaken, commune with nature no commands from you, it protects you from harm and
attacks your foes. The spell lasts for 1 hour, requiring no
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.

Ozzifer's Unchained Druid 11

Circle of Spores Circle of Spores Spells
Druids of the Circle of Spores find beauty in decay. They
see within mold and other fungi the ability to transform Druid Level Circle Spells
lifeless material into abundant, albeit strange, life. 2nd false life, ray of sickness
3rd blindness/deafness, gentle repose
These druids believe that life and death are parts of a 5th animate dead, gaseous form
grand cycle, with one leading to the other and then back 7th blight, confusion
again. Death isn't the end of life, but instead a change of 9th cloudkill, contagion
state that sees life shift into a new form.
Halo of Spores
Druids of this circle have a complex relationship with the
undead. Unlike most other druids, they see nothing Starting at 2nd level, you are surrounded by invisible,
inherently wrong with undeath, which they consider to be a necrotic spores that are harmless until you unleash them
companion to life and death. But these druids believe that on a creature nearby. As a bonus action, you can make a
the natural cycle is healthiest when each segment of it is melee spell attack against a creature you can see within 10
vibrant and changing. Undead that seek to replace all life feet of you. On a hit, the spores explode against the target,
with undeath, or that try to avoid passing to a final rest, dealing 1d4 necrotic damage.
violate the cycle and must be thwarted.
The damage die of your spores increases to 1d6 at 6th
Circle Spells level, 1d8 at 10th level, and 1d10 at 14th level.

Starting when you join this circle at 2nd level, your Symbiotic Entity
symbiotic link to fungus allows you to tap into the cycle of
life and death. You learn the chill touch cantrip; for you, this At 2nd level, you gain the ability to channel magic into your
cantrip counts as a druid cantrip. This link also grants you spores. When you hit a creature with a melee attack, you
access to some spells when you reach certain levels in this can expend a use of your Wild Shape feature to awaken
class, as shown in the Circle of Spores Spells table. those spores, rather than transforming into a beast form,
and you gain temporary hit points equal to 4 times your
Once you gain access to one of these spells, you always druid level. While this feature is active, you gain the
have it prepared, and it doesn't count against the number of following benefits:
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 When you deal your Halo of Spores damage, roll the
nonetheless a druid spell for you. damage die a second time and add it to the total.
Your melee weapon attacks deal an extra 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.

12 Ozzifer's Unchained Druid

Fungal Infestation Circle of Stars Spells

At 6th level, your spores gain the ability to infest a corpse Druid Level Circle Spells
and animate it. If a beast, fey, giant, humanoid, monstrosity, 2nd detect magic, guiding bolt
or plant that is Small or larger dies within 10 feet of you, 3rd augury, moonbeam
you can use your reaction to animate it, causing it to stand 5th nondetection, sending
up immediately with 1 hit point. The creature uses the 7th dimension door, divination
zombie stat block in the Monster Manual, except that it 9th scrying, seeming
retains its size and has temporary hit points equal to 4
times your druid level. It remains animate for 1 hour, after Star Map
which time it collapses and dies.
When you join this circle at 2nd level, you create a star
The zombie is under your control and obeys your mental chart as part of your heavenly studies. It is a Tiny object
commands. In combat, the zombie shares your initiative and can serve as a spellcasting focus for your druid spells.
count, but it takes its turn immediately after yours, and the You determine its form by rolling on the Star Map table or
only action it can take is the Attack action. When the by choosing one.
zombie hits a target with a melee weapon attack, it deals an
extra 1d6 necrotic damage, due to the influence of your Star Map
spores.
d6 Map Form
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once), and you regain all 1 A scroll covered with depictions of constellations.
expended uses of it when you finish a long rest.
2 A stone tablet with fine holes drilled through it.
Spreading Spores
3 A speckled owlbear hide, tooled with raised marks.
At 10th level, you gain the ability to seed an area with
deadly spores. As a bonus action while your Symbiotic 4 A collection of maps bound in an ebony cover.
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 5 A crystal that projects starry patterns when placed
spores disappear early if you use this feature again, if you before a light.
dismiss them as a bonus action, or if your Symbiotic Entity
feature is no longer active. 6 Glass disks that depict constellations.

When a creature enters the cube's area for the first time While you are holding or carrying this map, you gain the
on a turn or starts its turn there, it must succeed on a following benefits:
Constitution saving throw against your spell save DC or
take the damage of your Halo of Spores. You know the guidance cantrip, and it doesn't count
against the number of druid cantrips you know.
While the cube of spores persists, you can't use your You can cast one of your 1st-level circle spells without
Halo of Spores bonus action. expending a spell slot. You can do so a number of times
equal to your proficiency bonus, and you regain all
Fungal Body expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony
At 14th level, the fungal spores in your body alter you: you to magically create a replacement. This ceremony can be
can't be blinded, deafened, frightened, or poisoned, and any performed during a short or long rest, and it destroys the
critical hit against you counts as a normal hit instead, previous map.
unless you're incapacitated.
Circle of Stars Starry Form
The Circle of Stars allows druids to draw on the power of
starlight. These druids have tracked heavenly patterns Starting at 2nd level, you can channel starlight into your
since time immemorial, discovering secrets hidden amid body. As a bonus action, you can expend a use of your Wild
the constellations. By revealing and understanding these Shape feature to take on a starry form, rather than
secrets, they seek to harness the powers of the cosmos. transforming into a beast.

Many druids of this circle keep records of the While in your starry form, you retain your game
constellations and their effects on the world. Some groups statistics, but your body becomes luminous; your joints
document these observations at megalithic sites, which glimmer like stars, and glowing lines connect them as on a
serve as enigmatic libraries of lore. These repositories star chart. This form sheds bright light in a 10-foot radius
might take the form of stone circles, pyramids, petroglyphs, and dim light for an additional 10 feet. The form lasts for
and underground temples — durable enough to protect the 10 minutes. It ends early if you dismiss it (no action
circle's sacred knowledge even against a great cataclysm. required), are incapacitated, die, or use this feature again.

Circle Spells Whenever you assume your starry form, choose which of
the following constellations glimmers on your body; your
Starting at 2nd level, your attunement to the cosmos grants choice gives you certain benefits while in the form:
you access to some spells when you reach certain levels in
this class, as shown in the Circle of Stars Spells table. Archer. A constellation of an archer appears on you.
When you activate this form, and as a bonus action on your
Once you gain access to one of these spells, you always subsequent turns while it lasts, you can make a ranged
have it prepared, and it doesn't count against the number of spell attack, hurling a luminous arrow that targets one
spells you can prepare each day. If you gain access to a creature within 60 feet of you. On a hit, the attack deals
spell that doesn't appear on the druid spell list, the spell is radiant damage equal to 1d8 + your Wisdom modifier.
nonetheless a druid spell for you.

Ozzifer's Unchained Druid 13

  Circle of Wildfire
Chalice. A constellation of a life-giving goblet appears on Druids within the Circle of Wildfire understand that
destruction is sometimes the precursor of creation, such as
you. Whenever you cast a spell using a spell slot that when a forest fire promotes later growth. These druids
restores hit points to a creature, you or another creature bond with a primal spirit that harbors both destructive and
within 30 feet of you can regain hit points equal to 1d8 + creative power, allowing the druids to create controlled
your Wisdom modifier. flames that burn away one thing but give life to another.

Dragon. A constellation of a wise dragon appears on you. Circle Spells
When you make an Intelligence or a Wisdom check or a
Constitution saving throw to maintain concentration on a Starting when you join this circle at 2nd level, you have
spell, you can treat a roll of 9 or lower on the d20 as a 10. formed a bond with a wildfire spirit, a primal being of
creation and destruction. Your link with this spirit grants
Cosmic Omen you access to some spells when you reach certain levels in
this class, as shown in the Circle of Wildfire Spells table.
At 6th level, you learn to read your star chart as a harbinger
for imminent events. Whenever you finish a long rest, you Once you gain access to one of these spells, you always
can consult your Star Map for omens. When you do so, roll have it prepared, and it doesn't count against the number of
a die. Until you finish your next long rest, you gain access spells you can prepare each day. If you gain access to a
to a special reaction based on whether you rolled an even spell that doesn't appear on the druid spell list, the spell is
or an odd number on the die: nonetheless a druid spell for you.

Weal (even). Whenever a creature you can see within 30 Circle of Wildfire Spells
feet of you is about to make an attack roll, a saving throw, or
an ability check, you can use your reaction to roll a d6 and Druid Level Circle Spells
add the number rolled to the total. 2nd burning hands, cure wounds
3rd healing spiritXGE, scorching ray
Woe (odd). Whenever a creature you can see within 30 5th fireball, plant growth
feet of you is about to make an attack roll, a saving throw, or 7th aura of life, fire shield
an ability check, you can use your reaction to roll a d6 and 9th immolationXGE, mass cure wounds
subtract the number rolled from the total.
Summon Wildfire Spirit
You can use this reaction a number of times equal to
your proficiency bonus, and you regain all expended uses At 2nd level, you learn how to summon the primal spirit
when you finish a long rest. bound to your soul. As an action, you can expend one use of
your Wild Shape feature to summon your wildfire spirit,
Twinkling Constellations rather than assuming a beast form.

At 10th level, the constellations of your Starry Form The spirit appears in an unoccupied space of your choice
improve. The 1d8 of the Archer and the Chalice becomes that you can see within 30 feet of you. Each creature within
2d8, and while the Dragon is active, you have a flying speed 10 feet of the spirit (other than you) when it appears must
of 20 feet and can hover. succeed on a Dexterity saving throw against your spell save
DC or take 2d6 fire damage.
Moreover, at the start of each of your turns while in your
Starry Form, you can change which constellation glimmers The spirit is friendly to you and your companions and
on your body. obeys your commands. See this creature's game statistics
in the Wildfire Spirit stat block, which uses your
Full of Stars proficiency bonus (PB) in several places. You determine the
spirit's appearance. Some spirits take the form of a
At 14th level, the stars make your body partially humanoid figure made of gnarled branches covered in
incorporeal. While in your Starry Form, you have flame, while others look like beasts wreathed in fire.
resistance to bludgeoning, piercing, and slashing damage.

14 Ozzifer's Unchained Druid

    In combat, the spirit shares your initiative count, but it Blazing Revival
takes its turn immediately after yours. The only action it
takes on its turn is the Dodge action, unless you take a From 14th level, the bond with your wildfire spirit can save
bonus action on your turn to command it to take another you from death. If the spirit is within 120 feet of you when
action. That action can be one in its stat block or some you are reduced to 0 hit points but not killed outright, you
other action. If you are incapacitated, the spirit can take any can dismiss the spirit and have its power return to you. You
action of its choice, not just Dodge. then regain half your hit points and immediately rise to
your feet amid a whirl of flames, and each creature of your
The spirit manifests for 1 hour, until it is reduced to 0 hit choice within 10 feet of you takes fire damage equal to your
points, until you summon the spirit again, or until you die. druid level.

Wildfire Spirit Once you use this feature, you can't use it again until you
finish a long rest.
Small elemental, unaligned
Armor Class 13 (natural armor) Druid Spells
Hit Points 5 + five times your druid level
Speed 30 ft., fly 30 ft. (hover) The list of druid spells below is presented in alphabetical
order, sorted by spell level. The spell list notes which druid
STR DEX CON INT WIS CHA spells are rituals, and spells which were not originally
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (-0) included in the druid spell list are written in bolded italics.
Damage Immunities fire
Condition Immunities charmed, frightened, Each spell is in the Player's Handbook, unless it has one
asterisk (a spell in Xanathar's Guide to Everything) or two
grappled, prone, restrained asterisks (a spell in Tasha's Cauldron of Everything).
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak List of Spells Longstrider
Proficiency Bonus (PB) equals your bonus Protection from Evil and
Cantrips (0 Level)
Actions Good
Control Flames * Purify Food and Drink
Flame Seed. Ranged Weapon Attack: your spell Create Bonfire *
attack modifier to hit. Hit: 1d6 + PB fire damage. Druidcraft (ritual)
Fiery Teleportation. The spirit and each willing Frostbite * Sleep
creature of your choice within 5 feet of it teleport Guidance Snare*
up to 15 feet to unoccupied spaces you can see. Gust * Speak with Animals (ritual)
Each creature within 5 feet of the space that the Infestation * Thunderwave
spirit left must succeed on a Dexterity saving Magic Stone *
throw against your spell save DC or take 1d6 + PB Mending 2nd Level
fire damage. Mold Earth *
Poison Spray Alter Self
Enhanced Bond Primal Savagery * Animal Messenger (ritual)
Produce Flame Augury (ritual)
Starting at 6th level, the bond with your wildfire spirit Resistance Barkskin
enhances your destructive and restorative spells. Whenever Shape Water * Beast Sense (ritual)
you cast a spell that deals fire damage or restores hit points Shillelagh Continual Flame
while your wildfire spirit is summoned, roll a d8, and you Thorn Whip Darkvision
gain a bonus equal to the number rolled to one damage or Thunderclap * Dust Devil *
healing roll of the spell. Earthbind *
1st Level Enhance Ability
In addition, when you cast a spell with a range other than Enlarge/Reduce
self, the spell can originate from you or your wildfire spirit. Absorb Elements * Find Traps
Animal Friendship Flame Blade
Cauterizing Flames Beast Bond* Flaming Sphere
Charm Person Gust of Wind
At 10th level, you gain the ability to turn death into magical Create or Destroy Water Healing Spirit *
flames that can heal or incinerate. When a Small or larger Cure Wounds Heat Metal
creature dies within 30 feet of you or your wildfire spirit, a Detect Magic (ritual) Hold Person
harmless spectral flame springs forth in the dead creature's Detect Poison and Disease Lesser Restoration
space and flickers there for 1 minute. When a creature you Locate Animals or Plants
can see enters that space, you can use your reaction to (ritual)
extinguish the spectral flame there and either heal the Earth Tremor * (ritual)
creature or deal fire damage to it. The healing or damage Entangle Locate Object
equals 2d10 + your Wisdom modifier. Faerie Fire Moonbeam
Fog Cloud Pass without Trace
You can use this reaction a number of times equal to Goodberry Protection from Poison
your proficiency bonus, and you regain all expended uses Healing Word Skywrite * (ritual)
when you finish a long rest. Ice Knife * Spike Growth
Jump Summon Beast **
Warding Wind *

Ozzifer's Unchained Druid 15

3rd Level Control Winds * Class Changes
Geas
Aura of Vitality Greater Restoration The changes to the druid class presented in this document
Call Lightning Insect Plague are designed to reflect the depth of the druid's relationship
Conjure Animals Maelstrom * with nature. They are also intended to provide a more
Daylight Mass Cure Wounds natural progression of class features, by ensuring that the
Dispel Magic Planar Binding class receives meaningful additional benefits at each level.
Elemental Weapon Reincarnate
Erupting Earth * Scrying Animal Form. This is a new feature, which introduces
Feign Death (ritual) Transmute Rock * the concept of beast shapes and transformations to the
Flame Arrows * Tree Stride druid at 1st level, rather than via the Wild Shape feature at
Meld into Stone (ritual) Wall of Stone 2nd level.
Plant Growth Wrath of Nature *
Protection from Energy Wild Shape. This feature now also improves at 16th
Revivify 6th Level level.
Sending
Sleet Storm Bones of the Earth * Druid Circle. Druid Circles which provide access to
Speak with Plants Conjure Fey additional spells as part of the Circle Spells feature now
Summon Fey ** Druid Grove * also provide access to 1st-level spells at 2nd level, in order
Tidal Wave * Find the Path to bring the features in line with the subclass-based
Wall of Sand * Flesh to Stone spellcasting features of the paladin and ranger (which also
Wall of Water * Heal receive additional spells at levels other than the level their
Water Breathing (ritual) Heroes' Feast Spellcasting feature grants them new spell slots).
Water Walk (ritual) Investiture of Flame *
Wind Wall Investiture of Ice * In addition, two new circles, the Circle of Night and
Investiture of Stone * Circle of Roots, have been added.
4th Level Investiture of Wind *
Move Earth Wild Companion. The druid gains this feature at 3rd
Blight Primordial Ward * level, instead of 2nd level. The familiar summoned by this
Charm Monster * Sunbeam feature disappears early when the druid expends a use of
Confusion Transport via Plants their Wild Shape again.
Conjure Minor Elementals Wall of Ice
Conjure Woodland Beings Wall of Thorns Land's Stride. The druid gains this feature, formerly the
Control Water Wind Walk 6th-level Circle of the Land feature, at 7th level, regardless
Divination (ritual) of the circle they choose.
Dominate Beast 7th Level
Elemental Bane * Thousand Faces. The druid gains this feature, formerly
Fire Shield Fire Storm the 14th-level Circle of the Moon feature, at 13th level,
Freedom of Movement Mirage Arcane regardless of the circle they choose. The feature now also
Giant Insect Plane Shift expends a use of the druid's Wild Shape.
Grasping Vine Project Image
Guardian of Nature * Regenerate Circle of Dreams
Hallucinatory Terrain Reverse Gravity
Ice Storm Symbol The changes to the Circle of Dreams are listed below.
Locate Creature Whirlwind * Balm of the Summer Court. The number of dice in this
Polymorph
Stone Shape 8th Level feature's pool equals 1 + the druid's class level (previously
Stoneskin equal to the druid's class level). In exchange, the maximum
Storm Sphere* Animal Shapes number of dice that can be spent at once equals the druid's
Summon Elemental ** Antipathy/Sympathy proficiency bonus, instead of half their druid level. This
Wall of Fire Control Weather brings the feature more in line with similar features from
Watery Sphere * Earthquake other classes.
Feeblemind
5th Level Incendiary Cloud Circle of the Land
Sunburst
Antilife Shell Tsunami The changes to the Circle of the Land are listed below.
Awaken Circle Spells. In addition to the new spells granted to
Commune with Nature 9th Level
the druid at 2nd level, there are changes to the list of circle
(ritual) Foresight spells for several land types.
Cone of Cold Shapechange
Conjure Elemental Storm of Vengeance The Coast grants access to the spell maelstrom at 9th
Contagion True Resurrection level, instead of conjure elemental.

The Desert grants dust devil at 3rd level, instead of blur;
wall of sand at 5th level, instead of protection from energy;
and transmute rock at 9th level, instead of wall of stone.

The Forest grants guardian of nature at 7th level, instead
of freedom of movement.

The Grassland grants wrath of nature at 9th level,
instead of dream.

The Mountain grants Maximillian's earthen grasp at 3rd
level, instead of spider climb; and transmute rock at 9th
level, instead of passwall.

The Swamp grants blindness/deafness at 3rd level,
instead of darkness; sickening radiance at 7th level, instead
of freedom of movement; and seeming at 9th level, instead
of scrying.

The Underdark grants contagion at 9th level, instead of
insect plague.

16 Ozzifer's Unchained Druid

  Circle of Wildfire
Wild Growth. This is a new feature, which replaces the
The changes to the Circle of Wildfire are listed below.
former 6th-level feature Land's Stride (now a base class Circle Spells. In addition to the new spells granted to
feature).
the druid at 2nd level, there are other changes to the list of
Nature's Mirror. This is a new feature, which replaces circle spells. At 3rd level, the druid gains access to the spell
Nature's Sanctuary, a feature largely considered healing spirit, instead of flaming sphere. At 5th level, they
underwhelming for its narrow field of use. gain access to fireball, instead of revivify. At 9th level, they
gain access to immolation, instead of flame strike.
Circle of the Moon
Blazing Revival. When the druid regains hit points, they
The changes to the Circle of the Moon are listed below. can cause fire damage equal to their druid level to
Combat Wild Shape. When the druid expends a spell creatures they choose within 10 feet of them.

slot to regain hit points while in a Wild Shape form, they Art Credits
regain additional hit points equal to their Wisdom modifier
(minimum of 1 additional hit point). The artists below are credited in alphabetical order. Where
possible, an art credit includes the website where the
Circle Spells. This is a new feature, and grants the druid artist's work can be found, and the pages on which their
additional spells in order to standardize the subclasses. illustrations appear.

Circle Forms. At 2nd and 3rd levels, the maximum CR Alejandro Pacheco (ArtStation; pg 5)
of the druid's beast form now equals 1/2, instead of 1. Castaguer (DeviantArt; pg 17)
Cristi Balanescu (ArtStation; pg 10)
Reactive Transformation. This is a new feature, which Ivan Sevic (ArtStation; cover)
replaces the former 14th-level feature Thousand Faces Wizards of the Coast (© Wizards; pg 2, 7, 12, 14)
(now a base class feature).
Thank You ...
Circle of Night
... for taking the time to read this reimagining of the Cleric
While it draws inspiration from the Circle of Twilight (a class! If you have any feedback or suggestions, please
playtest-exclusive druid circle that was never officially contact the author ─ /u/Ozzifer on Reddit ─ or consider
published), the Circle of Night is a new circle included to joining their Patreon.
give druids a different choice of subclass. As such, there
are no changes to official material to be detailed here.

Circle of the Shepherd

The changes to the Circle of the Shepherd are listed below.
Circle Spells. This is a new feature, and grants the druid

additional spells in order to standardize the subclasses.
Spirit Totem. This feature is now tied to the druid's use

of Wild Shape.
Mighty Summoner. The extra hit points granted to

eligible creatures have been changed, in order to
accommodate the introduction of spells such as summon
beast and summon fey.

Faithful Summons. The spell effect triggered by this
feature is now summon beast, instead of conjure animals.
This change is intended to reduce clutter and clerical
upkeep, and also to prevent unnecessary slowing of
gameplay during combat.

Circle of Spores

The changes to the Circle of Spores are listed below.
Halo of Spores. Instead of forcing a target to make a

saving throw as a reaction, the druid can use this feature as
a bonus action to make a melee spell attack.

Symbiotic Entity. The druid can activate this feature
when they hit with a melee attack, rather than using an
action. This change is intended to allow the druid to
function more effectively in melee combat.

Fungal Infestation. The zombie animated with this
feature's effect gains temporary hit points and a bonus to
its melee weapon damage; these benefits are intended to
mirror the bonuses to the druid from Symbiotic Entity.

Circle of Stars

The changes to the Circle of Stars are listed below.
Circle Spells. This is a new feature, and grants the druid

additional spells in order to standardize the subclasses.
Star Map. This feature has been rewritten to

accommodate the addition of circle spells, but its overall
effect is largely unchanged.

Ozzifer's Unchained Druid 17


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