
Druid
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
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For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain 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.
Subclasses




Basics
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Base Hit Points: 52
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Hit Points per Advancement: 10
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Actions: 1 Attack, 1 Bonus, 1 Reaction
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Casting Attribute: Wisdom
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​Starting Kit:​
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Wooden Club​
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Shield
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Leather Armor
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Proficiencies
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Armor: Light armor, medium armor, shields (druids will not use any that are made of metal.)
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Weapons: Clubs, Dagger, Mace, Staff, Sickle, Spear
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Saving Throws: Intelligence, Wisdom
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Skills: Animal Handling, Nature
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Proficiency Bonus:
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Level 8: +2
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Level 10: +1 (3)
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Level 12: +1 (4)​
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Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Perception check, but can’t decipher it without magic.
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Wild Shapes
You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a long rest. While wild shaped, you cannot cast spells or speak.
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The act of Wild Shaping for combat is stressful on the druid's true form. Each turn spent within another form causes the druid to take 8 points of unavoidable damage to their true Hit Points. Any healing received while Wild Shaped goes towards the druid's Temporary Hit Points and may not exceed that maximum.
Once a shape's temporary hit points have been exhausted the form is removed.
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Dire Wolf
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Armor Class: 14
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Temp HP: 32
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4 Tiles of Movement
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1 Attack Action
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2d6+ Str/Dex Bite Attack. If it lands, target has to succeed a DC (13 + Athletics) Strength Saving Throw or be knocked prone.
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Pack Tactics: As a bonus action on your turn you may inspire your allies on their hunt. Granting +2 to Hit Bonus (Melee) and Hit Bonus (Unarmed).
Rune choices: Shapeshifting (Grey Wolf), Shapeshifting (Black Wolf), & Shapeshifting (White Wolf)
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Bear (Level 12)
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Armor Class: 20
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Temp HP: 48
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3 Tiles of Movement, Climb Speed
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Physical Damage Resistance
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2 Attack Actions
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1d6+ Str/Dex Claw Attack
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1d6 + Str/Dex Off Hand Claw Attack
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​Growl: Unleash a savage growl. When your transform each hostile creature within 6 tiles must succeed a DC 14 Wisdom Saving Throw or be Frightened for up to two turns. Once a creature is frightened or succeeds this saving throw they are immune to the ability for the rest of the combat.
Rune: Shapeshifting (Bear)
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Critters
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All druids may learn to wild shape into small critters that have no combat purpose. These include:
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Cat
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Chicken
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Cobra
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Doe
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Fox
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Frog
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Horse
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Piglet
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Rabbit
These wild shapes can be learned through a quest by speaking to Druidess Pichor in the Oasis opposite the Blacksmith quarter. Druids will be allowed to learn 3 total critters, so choose wisely!
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Druid Circle
All druids identify with a circle of druids. Choose your druid circle (subclass) from the six listed below. These will be unlocked at Level 10 and reach their full potential at Level 12.
Class Expectations
Druids exist to maintain the balance of nature. Anything disrupting the balance of nature is considered vile and unnatural. As such druids are not allowed to associate in a friendly manner with Vampires, Soul Wights, or any such undead beings. This includes clanning with them even if you are 'IC' unaware. All circles, including Spores, falls under this expectation.

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
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Spell Slots
Level 8
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1st: +4
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2nd: +3
Level 10​
- 3rd: +3
- 4th: +2
Level 12​
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4th: +1
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5th: +2
Combat Spells
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The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters.
Produce Flame
Conjuration
1 Action
V, S
A flickering flame appears in your hand. The flame sheds bright light for 1 tile.
You can make an attack with the flame.
2d8 Fire Damage
Flavor Spells
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The following spells are included in the druid's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10.
Control Flames
Transmutation
1 Action
S
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You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
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You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
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You instantaneously extinguish the flames within the cube.
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You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
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You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
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If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Ritual Spells
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Spells that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does. If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand.
This is an RPR Spell, and does not require a DM Ticket!
Detect Magic
Divination
1 Action
V, S, M
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Class Required:​
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Artificer
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Cleric
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Bard
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Druid
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Paladin
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Ranger
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Sorcerer
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Wizard
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Components Required:
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1x Unstable Essence
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5x Arcane Residue
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For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any.
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The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dirt.


Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between the good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
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Bonus Proficiencies​
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Skills: Medicine
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Class Resources:
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Level 10: +10
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Level 12: +2 (12)
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Balm of the Summer Court
As a bonus action, you can choose any ally you can see within 12 tiles of you and spend 4 class resources. The target regains 4d4 + 4 hit points.
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Hidden Paths
You can use hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport a creature up to 2 tiles away to an unoccupied space that you can see. You may use this twice per Long Rest.
Walker in Dreams
Requires Level 12
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Once per long rest, you may magically teleport yourself and up to two willing allies who touch you back to the last location where you finished a long rest on the current plane. Upon casting this ability you may not move, or take any actions for three turns. If you are not stunned, or brought to 0 hit points after this time you may PvP Flee from combat with up to two allies.
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Circle Spells
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Poison Spray
Evocation
1 Action
V, S
You extend your hand toward a creature and project a puff of noxious gas from your palm.
2d12 Poison Damage
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(8 + Spell Bonus vs CON Save)
Rituals
Dream
Illusion
1 Minute
V, S, M
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Class Required:​
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Cleric: Twilight Domain
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Druid: Circle of Dreams
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Bard: College of Glamour
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Warlock
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Component Required:​
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Ground up Valor Bell (Flavor)
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Ground up Brisk Leaf (Flavor)
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Ground up Mother's Leaf (Flavor)
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.
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If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.
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You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.


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. 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.
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Bonus Proficiencies​
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Skills: Survival
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Class Resources:
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Level 12: +4​
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Land's Stride
Your attunement to nature allows you to brush off any slows, restrains, or grapples as a reaction.
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Nature's Ward
You are immune to charm, fear, poison, and disease.
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Nature's Sanctuary
Requires Level 12
When a creature makes a melee attack against you, as a reaction and 1 class resource you can force them to make a Wisdom Saving Throw. On a failure the, attack misses.
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Circle Spells
Poison Spray
Evocation
1 Action
V, S
You extend your hand toward a creature and project a puff of noxious gas from your palm.
2d12 Poison Damage
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(8 + Spell Bonus vs CON Save)
Terrestrial Alignment
Requires Level 12
Additionally, Circle of the Land druids will be able to commune with the land around them to further augment their spell list. Once every there days they may change their active land to add the following spells.
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Artic Spell List
Sleet Storm
Conjuration
1 Action
V, S
Freezing rain and sleet fall in a 4 tile radius centered at a point you choose within range. The ground in the area is covered with slick ice. Any creature within the area must succeed a Dexterity Saving Throw (8 + Spell Bonus) or be knocked prone.
Desert Spell List
Silence
Illusion
1 Action
V, S
Create a 2x2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn.
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Acquired at Level 12.
Grassland Spell List
Invisibility
Illusion
1 Action
V, S
A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target attacks or casts a spell.
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Acquired at 10th Level
Underdark Spell List
Fog Cloud
Conjuration
Full Round Action
V, S
Create a cloud of thick smoke in a 2 tile radius. The cloud's area is heavily obscured, dim light, and any targets within cannot be targeted with any attack or ability that requires sight of them until the start of their next turn.


Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
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Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.
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Bonus Proficiencies​​
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Skills: Athletics
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Class Resources:
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Level 10: +2​​
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Level 12: +1 (3)
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Combat Wild Shape
You gain the ability to use Wild Shape on your turn as a bonus action instead of a full round action.
The wild is in your blood. When your wildshape's Temp HP is reduced to 0 you are not forced to revert back to your true form. Instead you may remain and take damage to your natural hit points instead.
Additionally while you are transformed by Wild Shape, you can use a bonus action to expend a 5th level spell slot to regain 5d8 hit points.
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Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. You gain an additional 10 Temp Hit Points in your Beast Wild Shapes and deal an additional 4 damage per attack.
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Elemental Wild Shape
You may expend two uses of Wild Shape at the same time to transform into an Air, Earth, Fire, or Water elemental. Which grant the following features:
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Air Elemental
Requires Level 10
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Armor Class: 17
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Temp HP: 20
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Immunities: Poison
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Resistances: Thunder, Lightning
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2 Attack Actions
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To Hit: 1d20 + STR/DEX + Proficiency Bonus + Hit Bonus (Unarmed)
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Damage: 2d6 + STR/DEX + Unarmed Damage Bonus
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Elemental Immunities: You are immune to the Grappled, Poisoned, Prone, and Restrained statuses.
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You gain a flying speed.
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Once per turn, each creature within 1 tile of the elemental must make a DC 13 Strength Save or take 3d8 + WIS bludgeoning damage and be pushed 2 tiles away from the elemental and knocked prone. Taking half as much damage and remaining in place on a successful save.
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Water Elemental
Requires Level 10
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Armor Class: 17
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Temp HP: 20
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Immunities: Poison
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Resistances: Acid
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Attack Actions: 2
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To Hit: 1d20 + STR/DEX + Proficiency Bonus + Hit Bonus (Unarmed)
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Damage: 2d6 + STR/DEX + Unarmed Damage Bonus
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Elemental Immunities: You are immune to the Grappled, Poisoned, Prone, and Restrained statuses.
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You have double movement speed while swimming.
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Once per turn, up to two targets within 1 tile of the elemental must make a DC 15 Strength Save or take 2d8 + WIS damage and be grappled for one turn.
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Earth Elemental
Requires Level 12
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Armor Class: 23
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Temp HP: 20
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Immunities: Poison
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Resistance: Physical Damage
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Attack Actions: 2
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To Hit: 1d20 + STR/DEX + Proficiency Bonus + Hit Bonus (Unarmed)
Damage: 2d6 + STR/DEX + Unarmed Damage Bonus -
Elemental Immunities: You are immune to the Grappled, Poisoned, Prone, and Restrained statuses.
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You are vulnerable to Thunder Damage.
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Once per turn, assuming you have not moved already, you may trade your movement to burrow from your location to another within 4 tiles along the same connected patch of ground. Moving through the earth does not provoke attacks of opportunity when you dive or emerge.
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Fire Elemental
Requires Level 12
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Armor Class: 17
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Temp HP: 20
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Immunities: Poison, Fire
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Attack Actions: 2
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To Hit: 1d20 + STR/DEX + Proficiency Bonus + Hit Bonus (Unarmed)
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Damage: 2d6 + STR/DEX + Unarmed Damage Bonus
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Elemental Immunities: You are immune to the Grappled, Poisoned, Prone, and Restrained statuses.
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At the start of each turn, all creature within 1 tile of the elemental takes 1d10 fire damage and receives the burning status.
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Thousand Forms
You have learned to use magic to alter your physical form as second nature. You are immune to the Polymorph spell and Moonbeam cannot force you out of your Wild Shape transformations.
Circle Spells
Poison Spray
Evocation
1 Action
V, S
You extend your hand toward a creature and project a puff of noxious gas from your palm.
2d12 Poison Damage
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(8 + Spell Bonus vs CON Save)


Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.
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These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.
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Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
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Bonus Proficiencies
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Skills: Intimidation
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Class Resources:
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Level 10: +2​
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Level 12: +2 (4)
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Halo of Spores
When a creature moves within 1 tile of you or ends their turn there, you may, as a reaction, cause your invisible necrotic spores to be unleashed upon them. They must succeed on a Constitution Saving Throw (DC 8 + Proficiency Bonus + Wisdom) or take 1d10 necrotic damage.
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Symbiotic Entity
Requires Level 12
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You gain the ability to channel magic into your spores. As a full round action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 40 temporary hit points. Additionally your attacks (Including Spells that target AC) deal an additional 1d6 necrotic damage on hit if the target is within 1 tile. You may also apply 1d6 additional necrotic damage to your Halo of Spores damage from any range while this effect is active.
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This effect ends when your temporary hit points are exhausted like all other Wild Shapes.
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Spreading Spores
You gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl the spores at a target up to 3 tiles away. The target, and any creature within 1 tile must succeed on a Constitution Saving Throw (DC 8 + Proficiency Bonus + Wisdom) or take 1d10 necrotic damage from your Halo of Spore feature. You may not activate Halo of Spores as a reaction until the start of your next turn after using this ability.
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Fungal Infestation
Requires Level 12
Your spores gain the ability to infest a corpse and animate it. Using the listed resources you may create Fungal Zombie minions and summon them in combat. The Fungal Zombie has 22 hit points. As a bonus action on each of your turns you may order the Fungal Zombie to perform one of the following:
Attack: Move up to 2 tiles and attack a target. +3 to hit, 1d6 + 1 damage.
Symbiosis: Deal damage to the Fungal Zombie equal to it's remaining hit points. You heal for half of the damage done in this way.
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Resources: 20x Mysterious Mushrooms, 1 Blood Vial.
Circle Spells
Chill Touch
Necromancy
1 Action
V, S
You create a ghostly, skeletal hand in the space of a creature within range. On a hit the target cannot regain hit points until the start of your next turn.
3d8 Necrotic Damage
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(1d20 + Spell Bonus vs AC)

The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep records of the constellations and the stars' effect on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples; any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.
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Bonus Proficiencies
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Skills: History
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Class Resources:
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Level 10: +3
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Level 12: +1 (4)
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Starry Form (Archer)
At the cost of one use of your wildshape feature you may assume the starry form of the archer. Granting you the ability to deal 2d8 + Wisdom radiant damage as a bonus action.
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Starry Form (Chalice)
At the cost of one use of your wildshape feature you may assume the starry form of the chalice. Allow you to heal your target for an additional 2d8 + Wisdom when targeting them with a healing spell.
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Cosmic Omen (Woe)
As a reaction to an attack and 1 CR, you may roll 1d6 and subtract that amount from the target's roll. If this would make the attack miss, damage may be reverted.
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Full of Stars
Requires Level 12
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You become partially incorporeal, giving you physical damage resistance.
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Circle of the Spells
Frostbite
Evocation
1 Action
V, S
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution Saving Throw. On a failed save the target takes 3d6 cold damage and has disadvantage on weapon attacks until the end of its next turn.
3d6 Cold Damage
(8 + Spell Bonus vs CON)
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Acquired at 12th Level

Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.
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Bonus Proficiencies
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Skills: Arcana
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Class Resources:
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Level 10: +3
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Level 12: +2 (5)
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Summon Wildfire Spirit
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
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Each creature within 1 tile of you (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
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The Wildfire Spirit has 55 hit points. As a bonus action on each of your turns you may order the Wildfire Spirit to perform one of the following: Attack: 6 tile range, 1d20 + Proficiency Bonus + Spell Bonus (WIS) to hit. 1d6 + 4 fire damage.
Fiery Teleportation: Up to one willing creature within 1 tile of you to a location you can see up to two tiles away.
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Enhanced Bond
The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
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Cauterizing Flames
You gain the ability to turn death into magical flames that can heal or incinerate. When a creature's hit points reach 0 within 30 feet of you , a harmless spectral flame springs forth in the dead creature's space. When another creature you can see is within 1 tile of this location you can use your reaction to extinguish the spectral flame there and heal them for 2d10 + your Wisdom.
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You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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Blazing Revival
Requires Level 12
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The bond with your wildfire spirit can save you from death. When you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain 50 hit points and immediately rise to your feet.
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Once you use this feature, you can't use it again until you finish a long rest.
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Circle of Spells
Frostbite
Evocation
1 Action
V, S
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution Saving Throw. On a failed save the target takes 3d6 cold damage and has disadvantage on weapon attacks until the end of its next turn.
3d6 Cold Damage
(8 + Spell Bonus vs CON)
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Acquired at 12th Level