Druid circles 5e list

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Druid circles 5e list

Druids of this circle see themselves as servants of the natural cycle of decomposition and growth. They use borderline necromancy to perform their tasks, and as such are often shunned by Druid society. At 2nd level the druid gains the ability to channel the energy created at a living creature's death to heal themselves or allies.

This means that when a druid of this circle deals lethal damage to a creature with a Druid spell, they channel hit-points equal to twice that spells level Cantrips count as 1st level.

druid circles 5e list

This is applied as temporary hit-points to either their own hit point total, or the hit-point total of an ally within 60 ft. As the druid levels up the amount of energy channelled is increased. At 2nd level the druid gains the ability to speed the growth of all manner of fungi, and can infect an enemy with a draining fungus.

By using a bonus action at touch range the druid can implant the spores on the skin of their opponent. The fungus sprouts immedietly. It deals 5 hit point of damage per round for 5 rounds. At 6th level it becomes 7, at 10 it becomes 9, at 14 it becomes 12, and at 18 it becomes You can use this ability a number of times equal to your Wisdom modifier minimum once.

At level 6 the druid gains the ability to channel the energies of life and death to create a servant. They may choose either Rot, or Growth. The effect is similar to the spell Animate Dead, and as such the 'zombie' will follow only basic orders however the 'zombie' will break apart after it preforms three attacks.

If Growth is chosen they gain the ability to grow a fungal being similar to a myconid, up to five per use. They are more adept at following commands, but will break apart after three damage is dealt to them. This ability can not be used again until the previous servant has been destroyed. You can only use this feature once per long rest.

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You can use this ability twice per long rest starting at 14th level. At level 10 the druid's very body becomes aligned with the processes of decay. The druid becomes resistant to necrotic damage.

Dealing fatal melee damage to living opponents triggers Refreshing Rot as though it were a cantrip. As an additional bonus, you may add your wisdom modifier to hit points gained through refreshing rot.Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid.

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

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.

Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you.

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The spirit creates an aura in a foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Bear Spirit. The bear spirit grants you and your allies its might and endurance.

Circle of the Seasons (5e Subclass)

In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. In addition, you and your allies have advantage on Wisdom Perception checks while in the aura. Unicorn Spirit.Free Resources on Roll All rights reserved. Advertisement Create a free account. Sign In. New Pro Feature: Custom Sheet Sandbox Making custom character sheets is easier than ever with a special, streamlined game type to build and test them!

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druid circles 5e list

Call of Cthulhu Now on Roll20! Don't let sleeping horrors lie. Get started with a free Quick Start module or unleash the Keeper Rulebook! Play Now. Join a Game. Marketplace Toggle Dropdown. Gamemastery Guide by Paizo. Explorer's Guide to Wildemount by Wizards of the Coast. Tools Toggle Dropdown. Character Vault. Roll20 for Android. Roll20 for iPad. Community Toggle Dropdown. Searches must be at least 3 characters. The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition.

These druids meet within sacred circles of trees or standing stones to Whisper primal Secrets in Druidic. Bonus Cantrip When you choose this circle at 2nd Levelyou learn one additional druid cantrip of your choice.

Natural Recovery Starting at 2nd Levelyou can regain some of your magical energy by sitting in meditation and communing with Nature. During a Short Restyou choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your druid level rounded upand none of the slots can be 6th level or higher. For example, when you are a 4th-level druid, you can recover up to two levels worth of Spell Slots.

You can recover either a 2nd-level slot or two 1st-level slots.When considering the best race for playing a druid, there are several options to consider: wood elves, water genasi, ghostwise halflings, variant humans, and firbolgs all make an outstanding start to a druidic build.

Water genasi have a nice boost to wisdom and constitution, plus the ability to breath underwater, acid resistance, and two free spells, making them a great pick too.

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Meanwhile, variant humans are perfect in any situation: whatever class they're put intothey'll excel, as players can choose their ability stat boosts and a starting feat. A druid without wisdom just can't really function as a druid. Next up are dexterity and constitution; dexterity determines AC so it's always good to have, just as constitution determines how many hit points a character gets, although it's the player's choice which ability gets the higher score.

As long as they're the druid's second and third-highest stats, everything is in order. Then, there are the bottom three stats: strength, intelligence, and charisma. Meanwhile, a druid has next to no use for charisma and, in a party of adventurers, likely won't be the party's Face anyway. The different druidic circles serve as subclasses, and there are five in total though technically, one subclass has several offshoots within it too : Circle of Dreams, Circle of the Land, Circle of the Moon, Circle of Spores, and Circle of the Shepherd.

This circle is the one that lets druids use their Wild Shape ability as a combat form; if needed, this could even allow the druid to be the equivalent of a party's fighter.

It's insanely useful at any level, and at high levels, a Circle of the Moon druid can take on some truly terrifying forms in battle--fire elemental, anyone? But to give players some choice, Circle of Spores is also a strong pick for the druid's subclass. Through this Circle, players can gain some other nice offensive abilities and even experiment with necromancy and raising undead. At higher levels, Spores druids gain a whole host of condition immunities and can spread a halo of damaging spores to nearby enemies.

They also get the Symbiotic Entity ability, which allows the druid to participate in melee combat without being wild-shaped aka, a Moon druid and some delightfully creepy spellcasting options. The most important of a druid's class skills to consider are perception, arcana, nature, insight, and religion; survival is situationally useful, while animal handling really has no use outside of adding a little flavor to roleplaying.

Arcana and religion are two extremely important knowledge skills, which is why it's worth not making a druid's intelligence their lowest ability score. Nature and insight are pretty classic as druid skills go, and they're ruled by intelligence and wisdom respectively, so getting a good skill bonus for each shouldn't be difficult.

When it comes to leveling are there are a few feats to consider as well; players should keep an eye on Elemental Adept, Mobile, and Observant as good druid feats. Druids tend to do a lot of elemental damage with their spells, so Elemental Adept can capitalize on this, while Mobile makes Wild Shape that much more effective and Observant gives a boost to the druid's wisdom and passive perception. If those aren't appealing, then go with Lucky--it's the one feat that suits any class in the game.

Wrapping up character creation by selecting a background for the druid such as Hermit, Faction Agent, or Sage would also be a smart move, as each background grants extra skills that a druid could make use of.I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.


I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew. I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games. The Circle of Spores Druid is a complex, challenging subclass. It offers a number of interesting features which will ensure that no part of your turn goes unused, and that you always have something interesting to do.

However, it is complicated to build and play, and players will need to make complex risk-reward decisions almost constantly. This guide is specifically for the Circle of Spores Druid, and omits sections of my typicaly class handbooks when those sections aren't meaningfully different from other members of the class. For more information on the Druid, see my Druid Handbook. Unlike other druids, the Circle of Spores Druid needs to be concerned with their physical ability scores.

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Because you're not relying on turning into an animal but you still need to function in melee or near-melee range, you need to be able to survive melee combat on your own. Strangely, this also means that your ability score requirements match those of the Monk. Str : You can't afford to have high ability scores in four abilities, and Strength simply isn't useful enough.

The only thing you would need from Strength is melee attacks, and you can solve that by using finesse weapons or by casting Shillelagh. Dex : Druids have notoriously poor AC, and anything you can do to address that will still require high Dexterity.

Yes, Symbiotic Entity gives you a huge pile of temporary hit points, but you will inevitably take damage which goes beyond your temporary hit points, and you don't want to die because you have 10 Constitution. Ability scores are absolutely critical for the Circle of Spores Druid.

Look for some combination of Dexterity, Constitution, and Wisdom in most cases. But beyond that, look for ways to make yourself more durable. Natural armor is offered by several races, and it's nearly always more effective than the meager options for manufactured armor which druids can wear.

All really great on their own, but the natural weapons are Strength-based, and you still need to be in melee or near-melee range for much of the Circle of Spores to function, so you'll sacrifice the Aarakocra's biggest selling point. Unfortunately, we won't be able to make use of Dwarven Combat Training because were dumping Strength and relying on shillelagh.

Numerically mostly sounds, but races which provide a way to address the Druid's terrible AC will still be more effective. Hiden Step is great when Symbiotic Entity runs out while you're stuck in melee, but that's basically the only unique thing here. Air : Nothing useful for the Druid. Earth : Nothing useful for the Druid. Fire : The extra spells are nice, but that's not nearly enough. Water : Bonus Wisdom, acid resistance, and some extra spellcasting.

Gith : Githzerai is a decent option, but the Intelligence option is wasted. Goblin VGtM : Dexterity and Constitution are good, but falling behind on Wisdom is a serious handicap for a long time. Nimble Escape is a great addition for when Symbiotic Entity runns out, and Fury of the Small can be a helpful damage boost since most enemies are medium or larger.

Half-Elf : The abilities work great, and bonus skills are always nice, but Variant Human is strictly better. However, at that point you'll get a lot more from playing a Variant Human and taking Magic Initiate. Keen Senses give you a single fixed skill, and you're giving up proficiency in any two skills. It should be immediately apparent that this is a terrible trade.Druids in this circle are devoted to their season, and herald its coming.

They hold ceremonies for the changing of all seasons, but one in particular holds great importance to them.

At levels 3, 5, 7, and 9, you gain access to circle spells connected to the season you became a druid. Consult the associated list of spells below. 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.

Starting at 2nd Level, you can regain some of your magical energy by sitting in meditation and communing with Nature. During a Short Rest, you choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your druid level rounded upand none of the slots can be 6th level or higher.

For example, when you are a 4th-level druid, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level slot or two 1st-level slots. Starting at 6th level, you have become more in-touch with your season. Depending on your season, you gain resistance to a certain type of damage. At level 11, this becomes an immunity. Also, when you deal weapon damage, you roll 1d6 additional damage of this type.

At level 14, the damage increases to 2d6, and to 3d6 at level At 10th level, your dedication to your season has enhanced your abilities, and you are granted a special feature:. At 14th level, you can spend an action to cast an aura around you in a ft radius sphere.

You can use this feature a number of times equal to your wisdom modifier. You regain all uses after a long rest. Jump to: navigationsearch. Seasonal Druids are the embodiment of their chosen seasons Contents. Views Page Discussion Edit History. Personal tools Talk Contributions Create account Log in. Home of user-generated, homebrew pages!I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew. I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games. Druids are a very versatile class.

Between their available archetypes, they're able to serve mixes roles as scouts, strikers, blaster, support casters, and controllers. Their spell list has a lot of unique options, and there is a strong emphasis on area control spells, and most of the Druid's best spells require Concentration. By spellcaster standards, this makes the Druid relatively simple to play because you so rarely need to track more than one ongoing spell effect, but it certainly doesn't make them less fun or less powerful.

Saves : Two mental saves. Intelligence is a dump stat for Druids, so even with proficiency it won't be a great save. Your weapon proficiencies really don't matter for most builds, and even in builds that rely on weapon you'll be using a club.

Druidic : This will probably never matter unless your DM specifically writes something into the campaign to use it. Spellcasting : The Druid's spell list includes a lot of really fantastic options which are only available to the Druid and a handful which are only available to Druids and Rangers.

Circle of Rot (5e Subclass)

The Druid has many of the best area control effects, like Entangle and Spike Growth, and a lot of unique damage spells like Call Lightning. However, Druids don't have the healing options of the Cleric, and lack many utility options available to Clerics and Wizards.

Turn into a small animal to scout, but turning into an animal to go into melee is not likely to end well since your available forms are so weak. Beast Spells : Fly around as a bird and shoot spells at unsuspecting foes. Archdruid : Like Wild Shape, this is much better for the Circle of the Moon Druids, who can switch back into an animal form at the beginning of every turn, thereby making themselves extremely difficult to damage. For other Druids, this just means extra utility.

Wisdom is everything for the Druid. Moon Druids use their Wild Shape form's ability scores and hit points, so physical ability scores are essentially wasted on the Druid.

Str : If you're in melee, you should be an animal. And if you're an animal, you're not using your own Strength score. If you can't be an animal but you're still in melee, cast Shillelagh.

Con : A bit for hit points is nice, but even the Moon Druid will spend most of their time burning through Wild Shape hit points, which don't rely on your Constitution at all. Int : Only needed for Knowledge skills. Dump unless you want Knowledge skills.

druid circles 5e list

It's unclear which, if any, of the aasimar's racial traits work while wildshaped. Fallen : Nothing useful for the Druid. Protector : Wisdom bonus.


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