Druid Circles

Circle of the Fey

Long have the fey been synonymous with order of the natural world. Druids are a part of the circle of the fey have learned mysterious magics from those of the feywild. This allows them to mimic some of the fey’s powers in order to protect the natural world. It isn’t uncommon for druids of this circle to find themselves employed by mysterious fey entities that task them with guarding magical waypoints that connect the two worlds.

Fey Influence

When you choose this circle at 2nd level, you gain the ability to resist the lure of the feywild and its many denizens. You have advantage on all Charisma ability checks and gain darkvision of up to 60 feet, if you already have darkvision, you can instead see up to 120 feet.

Charming Gaze

Starting at 2nd level, you have learned the ways of the fey. As an action, you can cause one creature that you can see to make a Wisdom saving throw against your druid spell save DC. The creatures that fail their saving throws are charmed or frightened by you (your choice) for the next minute. Once you use this feature, you can't use it again until you finish long rest.

Fey Wild Shape

When you choose this druid circle, you gain the ability alter your wild shape once per long rest to turn into a fey creature. When you use this ability you still follow all the other rules limiting your wildshape. When you wildshape into a fey creature you gain all of their abilities except for innate spellcasting. At 9th level you can use this ability twice per long rest. At 17th level you can use this feature as often as you can wildshape.

Fey Step

Starting at 6th level, you can cast the Misty Step spell unprepared and without using a spell slot. Once you use this feature you can’t use it again until you complete a short or long rest.

Feyblooded

When you reach 10th level you become more like that of the fey. You age only 1 year for every 10 that passes and you gain immunity to Fear and Charm effects.

Crossing Worlds

When you reach 14th level, you have mastered the ability to move between the worlds. Once per short or long rest you can cast Tree Stride on yourself as an action, without having it prepared and without spending a spell slot. While the spell is cast using this feature you can also use this power on large stones that are at least your size or larger.

Circle of the Predator

Circle of the predator druids follow a very simple and direct creed, survival of the fittest is the natural law. Those druids that follow this path have some similarities with lycans in the fact that they can shape shift into a sort of hybrid form between humanoid and animal. Though this change doesn’t last long it allows for the Circle of the Predator Druids to unleash their primal rage on their prey.

Beast Hide

Starting at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10+ your Dexterity modifier + your Constitution modifier.

Predatory Attack

At 2nd level, you gain the ability to shift one of your hand or arm into a claw. When you use your action to make an attack, you can use your bonus action to turn your hand into a claw and then make an attack with it. You may use either your Strength modifier or your Dexterity modifier when making the attack. The attack does a d6+ your Strength or Dexterity modifier slashing or piercing damage. At 6th level your attacks count as magic in order to overcome resistance to non-magical weapons. You can’t use this ability if you are in beast shape.

Predatory Advancement

At 6th level, you gain the ability to use your shape shifting to alter other parts of your body. As a bonus action you can choose to alter some part of your body into that of a predatory animal. This ability can only be used once per rest and its ability lasts for 1 hour, you can’t use this ability while you are beast shaped. When you use this power choose from this list of limbs:

Feet

Your feet become webbed, allowing you to swim faster than normal. You gain a swim speed of 30ft

Legs

Your limbs increase in length allowing you to run faster and pounce further. Your walking movement increases by 15ft and you double you jump distance.

Body

Your body hardens and gains the ability to take damage better. You gain resistance to non-magical bludgeoning, piercing and slashing damage. Arms: Your arms increase in size allowing you to climb better, you gain a climb speed of 30ft.

Neck

You gain gills allowing you to breath underwater.

Your head morphs giving you enhanced sensory abilities. You gain darkvision, you have advantage on Wisdom perception checks that rely on smell and your hearing increases to five times its normal range.

Essence of the Predator

Starting at 10th level you can release a fearsome roar that shakes all enemies that can hear it to their core. Enemies that are within 30 feet of you when you release the roar must make a Wisdom saving throw equal to your druid spell save, Beasts have disadvantage on this saving throw. Targets that fail their save are frightened and must move away from you on their turn. Furthermore, they can only use their action to take the dash action and get no reactions. If there is no place to run or the target cannot move they get can take use their action to perform the dodge action. This is a fear effect that lasts for 1-minute or until the creature takes damage. Once you use this ability you can’t use it again until you take a long rest.

Chimera Aspect

Starting at 14th level, you may use choose up to two limbs when you use your predatory aspect. Furthermore, you are no longer prohibited from using Predatory aspect and Predatory Attack while in beast shape.

Circle of the Decay

Death is a part of nature, as all things must one day die. Those that walk the decayed wastes know this more than anyone. The necrotic energy that gathers in these lands are harnessed by Druids that live in these wastes to control the flow of decay. Thus, these Druids walk a very different path than many of their ilk. One that is laced in the power of necrotic energy and the spread of decay.

Decaying Presence

When you choose this circle at 2nd level, your body has become imbued with the natural power of decay lending you a disturbing presence. You gain Proficiency with Intimidation and you have resistance to Necrotic damage.

Gloom Shroud

At 2nd level, you gain the ability to unleash a shroud of decay, covering a small area in gloom. As an action you can cast darkness spell once per day. Creatures other than you that start their turn in the area of darkness created by this ability take necrotic damage equal to your Wisdom Modifier.

Wasteland Walker

At 6th level, your body has adapted to the decay of wastelands giving you greater resistance to hazards of the world. You gain resistance to poison damage and have advantage on saves against poison. You also have advantage on Constitution checks to avoid exhaustion.

Decaying Touch

Starting at 10th level, you can channel your control over decay into a deathly touch. As an action you can touch a creature. The target must make a Constitution saving throw equal to your Druid spell save DC or take 10d8 necrotic damage to or half as much on a successful one. Once you use this feature you can’t use it again until you complete a long rest.

Lord of Decay

Starting at 14th level, you have body has turned into a powerful conduit for natural decay. As an action you can assume the form of decay. While in this form you are immune to poison and necrotic damage. Creatures that attack you with melee attacks take Necrotic damage. You can assume this form for 1 minute. Once you use this feature you can’t use it again until you complete a long rest.

Circle of the Storm

The flash of lightening and the resounding crash of thunder, represent the fierce and unbridled power of nature. Druids that gather under the power of the storm are bathed in the majestic might of nature, allowing to wield the power to protect nature. Some however, see the power that the Druids of this Circle wields are dangerous and more destructive than those that the Druids punish. Despite that the storm still rolls and brings about a power that is both terrible and awe inspiring in its outcome.

Lightning Step

Starting at 2nd level, you have learned to be as swift as lightning. You can as an action travel up to 100 feet in a straight line. You stop if you hit an object or a creature. Once you use this feature you can’t use it again until you complete a short or long rest.

Call of the Storm

Starting at 2nd level, you have learned to channel the power of the storm. You may add any 2nd level spell from any spell list to your druid spell list as long as it does Thunder or Lightning damage. As you level up and gain new spell levels you add one extra spell from any spell list to your druid spell list as long as it does Thunder or Lightning damage.

Updraft

Starting at 6th level, you can cause an updraft to lift you high. You take no damage from falling, as if under the constant effect of feather fall. As a bonus action on your turn you can cause yourself to levitate 30 feet straight up. On substantial turns if you don’t use your bonus action to either maintain the levitation or float higher, you descend 30 feet. You can end this ability at any time falling directly back down.

Empowered Storm

At 10th level, when you roll damage for a spell that does Thunder or Lightning damage, you may reroll the damage dice. You must use the new result that you rolled.

Whirlwind

At 14th level, as an action you can choose you can create a 20 foot radius whirlwind within 60 feet of you, the whirlwind’s funnel extends 60 feet into the air. Creatures caught in the burst must make a Strength Saving throw against your druid spell save or be restrained and pulled 60 feet into the air, huge and larger creatures have advantage on the save. A target, caught in the whirlwind can attempt to make a new save at the end of their turn. Non-magical ranged attacks into and out of the funnel automatically miss. The whirlwind lasts for 1 minute and can be moved up to 30 feet as a bonus action on subsequent turns. Once you use this feature you can’t use it again until you complete a short or long rest.