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yoonmoonsik edited this page Jun 29, 2026 · 7 revisions

Druid Circles

Your Subclass is chosen at Level 3 and defines what natural force you draw power from.

Core Druid Traits

TRAIT DETAIL
Primary Ability Wisdom
Hit Point Die D8 per Druid level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies Simple weapons
Armor Training Light armor and Shields

Class Features

Progression Overview

LEVEL FEATURE
1 Spellcasting, Druidic, Primal Order
2 Wild Shape, Wild Companion
3 Subclass
5 Wild Resurgence
7 Elemental Fury

Level 1

Spellcasting You cast Druid spells using Wisdom as your spellcasting modifier. You prepare a list of Druid spells from the full Druid spell list, choosing from spells whose level you have slots for.

Druidic You know Druidic — the secret language of Druids.

Primal Order You align yourself with one of the following natural disciplines at Level 1:

Primal Order: Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

Primal Order: Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Level 2

Wild Shape You can use a Bonus Action to transform into a known Beast form using Wild Shape. You can end the transformation early as a Bonus Action.

You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level. You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.

Wild Companion You can summon a Familiar using Find Familiar as a ritual.

Level 3

Druid Circle Choose a subclass. See Druid Circles below.

Level 5

Wild Resurgence You can restore one use of Wild Shape by expending a spell slot (no action required).

Level 7

Elemental Fury You channel elemental energy into your attacks. Choose one of the following options:

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 elemental damage (Cold, Fire, Lightning, or Thunder — chosen when you select this feature).

Playstyle Notes

The Druid's defining advantage is dual-body economy: Wild Shape gives you a second pool of hit points that absorbs damage while your spell slots stay intact. Enter Wild Shape when under threat — take damage as the beast, return as the caster with full HP and spells ready. Concentration spells like Entangle and Spike Growth survive the transformation, letting you set up control before shifting.

Primal Order at Level 1 provides an immediate identity split. Warden Druids pick up Medium Armor and Martial Weapons, pairing well with melee-range subclasses like Circle of the Moon and Circle of the Unbroken. Magician Druids add a cantrip plus Wisdom-to-Arcana/Nature, fitting pure caster builds.

Elemental Fury at Level 7 follows the same split: Potent Spellcasting for caster builds, Primal Strike for melee and Wild Shape builds.

Subclass defines the secondary role:

  • Circle of Dragons — Wild Shape becomes a dragon form; scale AC and eventually cast while transformed
  • Circle of Dreams — fey healing and teleportation support; Balm of the Summer Court is a scalable healing pool
  • Circle of the Land — expanded spell list based on terrain choice; land-attuned damage and Natural Recovery restores spell slots on Short Rest
  • Circle of the Moon — maximum Wild Shape survivability; triple Temp HP from Circle Forms, Moonlight Step for tactical repositioning
  • Circle of the Sea — ocean-spray combat aura with Cold and Lightning themed control spells
  • Circle of the Spores — necromantic flavor; Fungal Infestation animates corpses as fungal zombies
  • Circle of the Stars — three distinct buff forms via Starry Form; Cosmic Omen manipulates rolls each Short Rest
  • Circle of the Unbroken — melee caster using Shillelagh as spellcasting focus; Extra Attack at Level 6, War Magic at Level 10

Classes, Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Gunslinger, Illrigger, Monk, Monster Hunter, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard

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