TEXT: Druid Circles
  Circle of the Beast
  Circle of the Beast druids share a deep love and respect for
  the beasts of the wild. When initiating into the circle, they
  bond with a life-long animal companion. Their companions
  are often an extension of themselves as well as their physical
  and emotional connection to nature.
  Animal Companion
  When you choose this circle at 2nd level, you gain a beast
  companion that accompanies you on your adventures and is
  trained to fight alongside you. Choose a beast that is no
  larger than Medium and that has a challenge rating of 1/4 or
  lower. Add your proficiency bonus to the beast’s AC, attack
  rolls, and damage rolls, as well as to any skills and saving
  throws it is proficient in. Its hit point maximum is equal to its
  normal maximum plus four times your druid level. It gains a
  number of hit dice equal to your druid level appropriate for its
  size (see the Hit Dice by Size table in the Monster Manual),
  which you can choose to spend during a short rest to heal it.
  It regains these hit dice when you take a long rest.
  The beast obeys your commands as best as it can. It takes
  its turn on your initiative, though it doesn’t take an action
  unless you command it to. On your turn, you can verbally
  command the beast where to move (no action required by
  you). You can use a bonus action to verbally command it to
  take the Attack, Dash, Disengage, Dodge, or Help action. If
  you are incapacitated, the beast will do its best to defend you
  and itself from hostile creatures, but otherwise takes no
  actions.
  Your companion is considered to be trained to accept you
  as rider and may be controlled by you when mounted in
  combat.
  If the beast dies, you can obtain another one by spending 8
  hours magically bonding with another beast that isn’t hostile
  to you, either the same type of beast as before or a different
  one.
  Nature's Bond
  When you gain your animal companion at 2nd level, you can
  cast the spell beast bond on it as a ritual. At 3rd level, you can
  cast beast sense. You do not need to have these spells
  prepared to cast them as rituals on your animal companion.
  Additionally, at 5th level, your bond to your companion
  allows you cast revivify on it. You always have this spell
  prepared and it does not count against the number of spells
  you can have prepared each day. This spell has no effect if
  cast on
  Companion Wild Shape
  Starting at 6th level, you may touch your companion to use
  your Wild Shape to shape shift it into a form of your
  choosing. You may choose any form that obeys the druid Wild
  Shape limitations or to enhance its current form as if it were
  under the effects of enlarge. If your companion is shape
  shifted, it follows the transformation rules of Wild Shape. It
  retains the benefits of your Companion's Bond feature, but it
  does not lose its Multiattack action, if the new form has one.
  Natural Selection
  At 10th level, your animal companion gains one of the
  following traits, if it doesn't have it already. If your companion
  dies and you bond with a new one, you may select a different
  trait for it.
  Onslaught. Your companion can use its action to make a
  melee attack against each creature of its choice within 5 feet
  of it, with a separate attack roll for each target.
  Pack Tactics. Your companion gains advantage on an
  attack roll against a creature if at least one of your allies is
  within 5 feet of the creature and the ally isn't incapacitated.
  Pounce. If your companion moves at least 20 feet straight
  toward a creature and hits it with a melee attack on the same
  turn, the creature must make a DC 8 + your proficiency
  bonus + your pet's Strength modifier Strength saving throw
  or be knocked prone. If the target is knocked prone, your
  companion can make a single melee attack against it.
  Rampage. Once per round, when your companion reduces
  a creature to 0 hit points with an attack on its turn, it can to
  move up to half its speed and make a single melee attack.
  Relentless. If your companion takes damage equal to your
  druid level or less that would reduce it to 0 hit points, it is
  reduced to 1 hit point instead. This can only be used once and
  recharges on a short or long rest.
  Resistance. Choose acid, cold, fire, lightning, necrotic, or
  poison. Your companion gains resistance to the selected
  damage type.
  Fight As One
  When you reach 14th level, when you cast a spell or make an
  attack, your companion can move up to half its speed and
  make a melee attack against a creature targeted by that spell
  or attack as a part of that action.
  In addition, when you and your companion can see each
  other, you both gain advantage on saving throws to resist or
  overcome being charmed or frightened.
  Circle of the Deathbloom
  The Circle of the Deathbloom is composed of druids who
  revere the process of decomposition as the ultimate form of
  rebirth and renewal. They often spend their lives in solitude,
  releasing the energy trapped in the dead and imbuing the
  earth with fertility and growth. The druids have a strong
  affinity for the fungus and vermin who act as natural
  decomposers. Although they are commonly associated with
  the dark art of necromancy, these druids consider undeath
  the ultimate violation of nature and the cycle of life.
  Natural Necromancy
  At 2nd level, you learn how to cast certain necromancy spells.
  Abi-dalzam's horrid wilting, ray of enfeeblement, ray of
  sickness, revivify, and vampiric touch are added to your druid
  spell list.
  Fungal Wild Shape
  When you take this circle at 2nd level, you may also take the
  shape of blights, fungi, and spores when using Wild Shape.
  When assuming a beast form with Wild Shape, you can
  choose to apply the Spore Servant template to it.
  1
  PART I | CLASSES
  
  Regrowth
  Starting at 2nd level, you can harness the energy of the fallen
  to germinate new life. Up to 1 minute after a Small or larger
  creature's death, you can use an action to magically
  decompose its corpse to grow plants or plant creatures. You
  may summon any number of plant creatures whose combined
  challenge rating does not exceed your druid level divided by 4
  (rounded down to the nearest 1/2). CR 0 creatures count as
  1/8 for the purpose of calculating combined challenge rating.
  The summoned creatures are friendly to you and your
  companions. Roll initiative for the summoned creatures as a
  group, which has its own turns. They obey any verbal
  commands that you issue to them (no action required by you).
  If you don’t issue any commands to them, they defend
  themselves from hostile creatures, but otherwise take no
  actions. The DM has the creatures’ statistics.
  The creatures will return to their spawning location when
  you take a long rest and will not obey further commands from
  you. You must finish a long rest before you can use this
  feature again. Corpses decomposed this way cannot be raised
  as corporeal undead.
  Return to the Earth
  When you reach 6th level, you can return the energy used to
  summon plant or beast creatures back to the earth. You can
  use a bonus action, or a reaction if the creature is reduced to
  0 hit points, to destroy and release a burst of healing energy
  from the creature. The creature within 5 feet regain 1d8 hit
  points for every 1 challenge rating the summoned creature
  had. Creatures with a challenge rating lower than 1 do not
  release enough energy to heal.
  Putrid Inoculation
  Beginning at 10th level, you are immune to disease and
  poison. You also have resistance to necrotic damage.
  Fertilize
  At 14th level, you can use your action to decompose one dead
  or rotting plant, beast, or humanoid that you touch. Whenever
  you decay something this way, the biomass is absorbed into
  the ground and you can harness its energy in one of the
  following ways as part of the action. Corpses decomposed
  this way cannot be raised as corporeal undead.
  Grow a mundane plant or fungus. The size of the plant
  that grows cannot exceed the size of the corpse decayed.
  Cause plants to overgrow. If the corpse is medium or
  larger, the area in a 5 foot radius around the corpse becomes
  difficult terrain. If the corpse is small or smaller, the 5 foot
  area surrounding the corpse is treated as difficult terrain. If a
  creature is standing on an area when it becomes overgrown,
  they must make a DC 13 Dexterity saving throw or become
  entangled in the undergrowth. If the creature fails its save, it
  is grappled until it succeeds a DC 13 Strength check to break
  free of the brush.
  Siphon its trapped life energy. You gain temporary hit
  points equal to the corpse's hit die. Follow the Hit Dice by
  Size table in the Monster Manual. For example, if you
  decomposed a medium creature, you would gain 1d8
  temporary hit points.
  Enrich the land for one season. All plants in a 50 foot
  radius centered on the corpse become enriched for one
  season. The plants yield twice the normal amount of food
  when harvested.
  Circle of the Fountain
  Circle of the Fountain
  Myths of a mystical fountain where anti-aging water flows
  have filled tomes for centuries. The Circle of the Fountain is
  rumored to have partaken in the waters which enhance their
  healing magic. No one but the Circle knows for sure, but
  Fountain druids use the rejuvenating properties of water to
  repair and enhance the body and nature itself.
  Additional Cantrips
  When you join this circle at 2nd level, you learn the spare the
  dying and shape water cantrips. If you already know one or
  both of these cantrips, you may learn 1 additional druid
  cantrip.
  Enchant Water
  Beginning at 2nd level, when you are preparing your spells
  after a long rest, you can enchant vials of water with healing
  power. You have the power for a number of enchantments
  equal to one half your druid level (rounded up). You may also
  choose to expend spell slots to enchant additional vials. Each
  expended spell slot grants you a number of enchantments
  equal to the spell's level. You may imbue a vial with more than
  1 enchantment, but with no more than 6. When fully
  consumed, the water restores hit points equal to 1d8 per
  enchantment plus your Wisdom modifier. When healed by an
  enchanted vial, the target is considered to have been healed
  by a spell cast by you. When you take a long rest, all
  enchanted vials lose their magical properties and become
  mundane water.
  Circle Spells
  At 3rd, 5th, 7th, and 9th level you gain access to circle spells.
  nce 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. If you gain access to a spell that
  doesn’t appear on the druid spell list, the spell is nonetheless
  a druid spell for you.
  Druid Level
  Circle Spells
  3rd
  aid, cure wounds
  5th
  revivify, wall of water
  7th
  control water, death ward
  9th
  mass cure wounds, raise dead
  Life Giving
  At 6th level, whenever you spend a druid hit die to heal during
  a short rest, you may instead choose to restore 8 + your
  Wisdom modifier + the target's Constitution modifier hit
  points to a target.
  Soothing Waters
  When you reach 10th level, you gain swim speed equal to
  your walking speed and you can breathe and speak in water
  as if it were air.
  In addition, when at least half of your body is submerged in
  water and you are conscious, you regain 1 hit point at the
  start of each of your turns (10 hit points each minute).
  2
  PART 1 | CLASSES
  
  Healing Flow
  Starting at 14th level, any creature that is healed by one of
  your druid spells regains hit points equal to the spell's level at
  the start of each of their turns for a number of turns equal to
  your Wisdom modifier. A creature can only benefit from the
  flow of one spell at a time.
  Circle of the Planes
  Druids initiated into the Circle of the Planes have imbued a
  portion of themselves in planes of existence, primarily the
  Feywild and the Elemental Planes, where the natural and
  primordial reign. This tether allows them to easily summon
  creatures from these planes into the Material plane.
  Summon Nature's Ally
  At 2nd level, when you join this circle, you learn the find
  familiar spell. You always have this spell prepared and it does
  not count against the number of spells you can prepare each
  day. When you cast the spell, you choose one of the normal
  forms for your familiar, or one of these special forms:
  golemite, treant sprout, sprite, or flying snake. If the familiar
  is a beast or plant, it is fey instead.
  Additionally, when you take the Attack action, you can forgo
  your own attack to allow your familiar to make one attack of
  its own.
  Planecaller
  Also at 2nd level, you can use your action summon a creature
  of the beast, plant, fey, or elemental type of challenge rating
  1/8 or less. If the summoned creature is a plant or beast, it is
  also considered fey. The creature will not attack or otherwise
  put itself in harm's way, but will obey your commands. The
  creature disappears after 1 hour, when you use this feature
  again, or if it takes any damage.
  Empowered Conjuration
  Upon reaching 6th level, when you summon or conjure
  creatures using a higher-level spell slot you can choose to
  increase the challenge rating of the summoned creatures
  instead of the amount. If you could summon twice as many
  creatures with the higher-level spell slot, you may double the
  maximum challenge rating of creatures summoned instead. If
  you could summon three times as many, triple the maximum
  challenge rating, and so on.
  Thick Hide
  Starting at 10th level, any creature that you summon or
  create with a conjuration spell has a natural armor bonus of
  half of your Wisdom modifier (rounded down).
  Attuned to the Planes
  Beginning at 14th level, you no longer need to concentrate to
  maintain conjured beings, but you may only have one
  conjuration spell active. You may cast and concentrate on
  other spells.
  3
  PART 1 | CLASSES
  
  Credits
      Homebrewery Template by stolksdorf
  (homebrewery.naturalcrit.com/)
  Druid Circles by Stray Chow Chow
  4
  PART 2 | CREATURE STATISTICS
  Treant Sprout
  Tiny plant, chaotic good
  Armor Class 13 (natural armor)
  Hit Points 13 (3d4 + 6)
  Speed 20ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 6 (-2) 14 (+2) 7 (-1) 10 (+0)
  5 (-2)
  Damage Resistances. bludgeoning, piercing
  Damage Vulnerabilities. fire
  Senses passive Perception 10
  Languages Elvish, Sylvan
  Challenge 1/2 (100 XP)
  False Appearance. While the sprout remains
  motionless, it is indistiguishable from a normal
  sprout.
  Magic Resistance. The sprout has advantage on
  saving throws against spells and other magical
  effects.
  Actions
  Roots. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one creature. Hit: 5 (1d4 + 3) bludgeoning damage,
  and the target must succeed on a DC 11 Dexterity
  saving throw or become grappled (escape DC 13).
  Until this grapple ends, the creature is restrained,
  and the sprout can't use its roots on another target.
  Golemite
  Tiny elemental, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 10 (3d4 + 3)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 12 (+1) 8 (-1) 10 (+0) 8 (-1)
  Damage Resistances bludgeoning, slashing, and
  piercing
  Damage Immunities poison, other (see elemental
  origin)
  Condition Immunities poisoned
  Senses passive Perception 10
  Languages Primordial
  Challenge 1 (200 XP)
  Elemental Origin. Each golemite is summoned from
  an elemental plane: Fire, Air, Water, or Earth. The
  plane it is summoned from determines the type of
  elemental damage it deals and its immunity to
  damage. Fire golemites deal and are immune to fire
  damage. Air golemites deal and are immune to
  thunder damage. Water golemites deal and are
  immune to cold damage. Earth golemites deal
  bludgeoning damage and are immune to lightning
  damage.
  Actions
  Fists. Melee Weapon Attack: +3 to hit, reach 5ft.,
  one target. Hit: 5 (1d4 + 3) bludgeoning damage
  plus 2 (1d4) elemental damage (see elemental
  origin).
  Breath. (1/Day) The golemite exhales a 15-foot cone
  of primordial energy. Each creature in the area must
  succeed a DC 11 Dexterity saving throw, taking 5
  (2d4) elemental damage (see elemental origin) on a
  failed save, or half as much on a successful one.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Stray Chow Chow/Stray Chow Chow - Druid Circle - Circle of the Beast.pdf