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  INTRODUCTION 
   
  he RPG is a game that promotes imagination 
  and logical reasoning, developing creativity, 
  interpersonal relationship, and mutual 
  cooperation. As pioneer of this game style, 
  D&D brings an atmosphere of mysticism and 
  fantasy to DM and players, allowing then to  
  create and live epic stories and adventures worthy to be 
  tell on books or even in movies. 
  Several memorable and epic sagas known can be 
  revived and even take a different course in the hands of 
  an experienced DM and dedicated players. However, the 
  game is not about only will and storytelling. There are 
  factors that must not be decided only by the desire of 
  the DM or the players. 
  The game rules are fundamental to keep a level of 
  coherency and logic on game tables. A player may want 
  his character knock a huge iron door to the ground with 
  a kick, but the success or the failure of this action is 
  impacted by the physical strength of the character and 
  a die roll. 
  The D&D 5th edition core books present the basic 
  rules to act in an universe create by a DM or in the 
  official campaign setting, like Forgotten Realms. 
  Whereas the core rulebooks are limited in the 
  diversification of races, classes, items, spells, feats, 
  monsters and so on, I decide to create a pack of 
  supplemental rulebooks to expand the options 
  presented on the basic books. 
  To have better use of the supplemental rulebooks of 
  the AlanVenic’s Redbook line, you need the three D&D 
  5th edition core rulebooks: The Player’s Handbook, 
  Monster Manual and Dungeon Master’s Guide. In 
  certain moments, some features presented here, will 
  refer a given chapter of this books, or just the book 
  itself. When you are consult this supplemental 
  rulebook, you should have access to the determined 
  book to delve into the topic discussed by the given 
  feature. 
  At this specific supplemental rulebook will be 
  approached the druid class. Here we have a brief 
  discuss of his abilities and powers, focusing on class 
  gameplay. Additionally, are presented here new class 
  options to players that consider the class options 
  presented in the Player’s Handbook doesn’t fit on the 
  concept they pictured to their characters. 
  You would like to be a druid strongly tied to nature 
  beings, capable of summon those beings to help him at 
  his journey. Or you could be a elementalist capable of 
  manipulate the four elements in unique ways. Or you 
  could even be a tree lord capable of animate trees and to 
  turn yourself in a powerful plant-creature. Or you could 
  be a female druid that has as greater concern the 
  maintenance and preservation of life itself. 
  At this supplemental rulebook are presented ten new 
  druid circles. Certainly, one of than will fit the concept 
  you imagine for your druid. Explore all the possibilities 
  and have fun. 
  Long live to the RPG! 
   
  AlanVenic Gonçalves 
  February 2016
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries.  
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild.  
   
  All other original material in this work is copyright 2016 by Alan Gonçalves and published under the Community Content Agreement for Dungeon Masters 
  Guild. 
  
   
  THE DRUID 
  At the middle of dense woods, an elder hermit moves 
  without difficult through the vines and trees. He hear 
  nature’s call that cries for help while a horde of orcs 
  burn the trees and spread death in the heart of the 
  forest. When he finally sees the nature destroyers, the 
  elder turns in a powerful bear and charge on the gang of 
  orcs. The hermit put the orcs down one by one but they 
  shows outnumber for the druid to confront. 
  In a decisive moment of the battle, the oldman 
  unleash a powerful shout that initially sounds as 
  despair but he is summoning the nature itself to help 
  him. Trees start to walk and powerful beasts rises 
  turning the tide against the horde of orcs that tries 
  desperately to run away from certain death. 
  A druid acts this way. Using nature and its forces to 
  protect itself against its abusers. 
   
  CLASS FEATURES 
  As a druid, you has single mystical abilities with strong 
  bond with nature. You are capable of cast spells when 
  you commune with nature and can use this mystical 
  energy to protect nature, your power source. 
  Nature is the most important thing to you. Defend it 
  is your duty and you should give your life to keep 
  balance of nature on the multiverse. 
   
  DRUIDIC 
  The druids has a secret language understandable only 
  to members of the class. When druids meet within its 
  circles or in the middle of the woods, they talk using 
  this language and no creature can understand its 
  conversation using nonmagical means if they don’t 
  know such language. 
   
  SPELLCASTING 
  One of your main features is your ability to cast divine 
  spells. As any divine caster, you gain your power from a 
  powerful mystical source, in your case, from nature and 
  from elemental energies that permeate the multiverse. 
  While you keep your duty as protector of nature and 
  maintainer of balance, you can keep your ability to cast 
  druid spells. 
   
  WILD SHAPE 
  Surely, the most peculiar feature of a druid is its ability 
  to polymorph into animals. Although your wild shape is 
  not as powerful as your spellcasting, a druid can turn 
  itself in virtually any average animal it had contact. 
  Doing to this, this ability is very versatile, and allow a 
  druid to polymorph into powerful beasts to help its 
  party during combat, or to turn in a creature with 
  singular abilities to move through difficult terrain. 
   
   
  DRUID CIRCLE 
  The choice of your druid circle defines the kind of druid 
  you are, and your action focus. Your druid circle gives 
  you important features that takes you apart from 
  druids of different circles. In the Player’s Handbook are 
  presented two druid circles. Here are presented ten new 
  slopes of this class feature, bringing a huge variety for 
  the kind of druid you want to be. The new druid circles 
  are presented in the final of this brief description of the 
  druid class features. 
   
  ABILITY SCORE IMPROVEMENT 
  Increase Wisdom score is the obvious decision to make 
  when you play a druid. Wisdom affects your spellcasting 
  and almost your relevant skills like animal handling, 
  nature lore, senses, and ability to survive into the wild. 
  However, you can find some feats that can expend even 
  more your versatility, or improves the focus in some 
  aspect you wish to exalt on your character (see chapter 
  6 on Player’s Handbook). 
   
  TIMELESS BODY 
  An experienced druid has the power of nature 
  impregnated on its body that starts to age slowly. This 
  is the way nature finds to reward you from your 
  services, and the way nature keeps you alive to protect 
  it as long as you can. 
   
  BEAST SPELLS 
  This ability let you join both your most powerful 
  features. You are able to cast spells in animal form, 
  given you even more utility in hard times. 
   
  ARCHDRUID 
  At the apex of your power, you became an archdruid. 
  You can assume animal forms at will. This ability 
  improves even more your spellcasting power when you 
  are in animal shape and your ability to fight, since you 
  can change to an animal shape to another whenever you 
  want without limit. 
   
  DRUID CIRCLES 
  At this supplemental rulebook are presented ten new 
  druid circles you can choose instead of the druid circles 
  presented in the Player’s Handbook. The Circle of 
  Arcana, the Circle of the Beasts, the Circle of Defile, the 
  Circle of the Elements, the Circle of the Fey, the Circle 
  of the Groveling, the Circle of the Guardians, the Circle 
  of Life, the Circle of Verdant, and the Circle of Worlds. 
   
   
   
   
   
  
   
  CIRCLE OF ARCANA 
  The Circle of Arcana is made up of druids indoctrinated 
  in arcane art. Mostly made of elves that join its arcane 
  talents with its bond with nature, the arcane 
  hierophants, as are known the druids of this circle, 
  meet within places imbued with magic, and those 
  druids are focused in protect the magical secrets hidden 
  in wild lands from powerful creatures. The arcane 
  hierophants study arcane magic and are capable to cast 
  arcane spells like wizards do, but without lose its druid 
  features. 
    
  ARCANE HIEROPHANT 
  Starting at 2nd level, you become an arcane hierophant. 
  You gain proficiency in the Arcana skill, and gain two 
  cantrips of your choice from the wizard spell list. For 
  you, these cantrips count as druid cantrips. 
  Additionally, you can add a 1st level spell of your 
  choice from the wizard spell list to your druid spell list. 
  You can add a 2nd level spell from the wizard spell list 
  to your druid spell list at 4th level, a 3rd level spell 
  when you reach 6th level, a 4th level spell when you 
  reach the 8th level, and a 5th level spell when you reach 
  the 10th level. These spells count as druid spells for 
  you, and you always have these spells prepared. 
   
  HIEROPHANT RECOVERY 
  Also at 2nd level, you learn to regain some of your 
  mystical energy by commune with nature while you 
  study your spells. Once per day when you finish a short 
  rest, you can 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 up), and none of 
  the slots can be 6th level or higher. 
  For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can 
  recover either a 2nd-level spell slot or two 1st-level spell 
  slots. 
   
  FAMILIAR COMPANION 
  At 6th level, you can summon a creature and create a 
  powerful mystical bond with this creature. You add the 
  find familiar spell to your druid spell list, if you don’t 
  have it yet. This spell doesn’t count on the number of 
  spells you can learn from the wizard spell list. 
  When you cast the spell find familiar to summon a 
  familiar, you can summon any creature of the beast, fey, 
  elemental, or plant type of Medium size or smaller with 
  a challenge rating 1 or lesser as your familiar. Your 
  familiar keeps its creature’s type. Furthermore, the 
  spell works as the standard version of find familiar. 
   
  WILD CHANNELING 
  Starting at 10th level, you can touch a creature from 
  nature and channel your magical power through it. As 
  an action, you can touch a beast, fey, elemental, or plant 
  friendly to you (including your familiar) that you can 
  see and create a magical link between you and this 
  creature for 1 minute. While the link exists, when you 
  cast a spell that require a melee spell attack, you can 
  deliver the spell through the creature you are linked 
  through this feature. The first melee attack the 
  creature hit on its next turn discharge the spell on the 
  target the creature hit. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
  ARCANE SHAPE 
  At 14th level, you can use you wild shape to assume the 
  form of mystical creatures. When you use your wild 
  shape, you can assume the shape of a beast, dragon, fey, 
  or elemental that has a challenge rating of 2 or lower. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  CIRCLE OF THE BEASTS 
  The Circle of the Beast is made up of hermits and 
  shamans that focus on improves its contact and 
  relationship with wild creatures. These druids called 
  themselves as Beast Lords and form small groups that 
  meet within glades in the wildest and dangerous places 
  of the wild. On such places, this druids find the most 
  prosperous fauna and flora with which they commune 
  and help on protection and growth of this fauna and 
  flora. When the ecosystem is under threat, the beast 
  lords can call its dwellers to help them against such 
  threats. As your link with nature grows, the beast lords 
  can forge bonds with more powerful wild beasts.  
   
  WILD CALL 
  Starting at 2nd level, you can issue a cry for help that 
  only beasts can understand. After you issue this cry 
  using an action, a beast of challenge rating equal or 
  lower your druid level divided by 3 (rounded down) at 
  DM’s discretion will rise in 1d4 rounds. This beast is 
  friendly to you and to your allies, and attacks your 
  enemies as best it can. The beast doesn’t obey any order 
  you issue, but will defend you against threats, attacking 
  an enemy that are threating you or a friend of yours. 
  This beast remain at your side until the combat ends, or 
  it drops to 1 hit point, when it will run away to protects 
  its own life. 
  Starting at 8th level, you can summon a beast, 
  elemental, fey, or plant with your Wild Call. 
  Once you use this feature, you must finish a short or 
  long rest before you can use it again. 
   
  WILD EMPATHY 
  Also at 2nd level, you can make a Wisdom (Animal 
  Handling) check to influence the attitude of any beast, 
  fey, elemental, or plant you find. You don’t need to 
  share a language with the creature to influence it this 
  way, the creature understand your gestures and 
  vocalization as if both of you share a dialect. You gain 
  advantage on this check if the creature’s current 
  attitude is not hostile to you, since such creatures are 
  predisposed to help a druid on the causes of nature. 
   
  BEAST BOND 
  Starting at 6th level, you can forge a strong link 
  between you and the creatures you summon through 
  your abilities and spells. As a bonus action, you can 
  take the Help action to aid a beast, elemental, fey, or 
  plant friendly to you of your choice within 30 feet of you 
  that you can see. Alternatively, as an action, you can 
  take Help action to aid any beast, elemental, fey, or 
  plant friendly to you within 30 feet of you that you can 
  see. 
  Additionally, when you cast a spell on yourself, you 
  can make the spell effect target a beast, elemental, fey, 
  or plant friendly to you of your choice that you can see 
  within 30 feet of you. 
   
   
   
  EMPOWER SUMMONS 
  At 10th level, your knowledge of mysticism and your 
  bond with nature allow you to summon creatures more 
  resilient than normal. Any creature you summon 
  through the spells conjure animals, conjure elemental, 
  conjure minor elementals, conjure fey, or conjure 
  woodland beings, or that you summon through your 
  Wild Call or your Summon Ancient, have resistance to 
  bludgeoning, piercing, and slashing damage from 
  nonmagical attacks. Additionally, the natural attacks of 
  such creatures count as magical for the purpose of 
  overcoming resistance and immunity to nonmagical 
  attacks and damage. 
   
  SUMMON ANCIENT 
  At 14th level, your prominence as a wild keeper is so 
  notorious that even the most ancient and powerful 
  forces of nature are susceptible to help you. After make 
  a ritual that takes 1 hour in a wild place, you can 
  converge the forces of nature to aid you in the form of a 
  powerful wild being that appears and remain at your 
  side while your maintain concentration (as if you 
  concentrate on a spell) up to 8 hours. You can summon 
  any beast, elemental, fey, or plant with a challenge 
  rating equal or lower half your druid level, or a group of 
  beasts that the sum of the challenge rating are equal or 
  lower half your druid level. If you summon multiple 
  creatures, they must be identical creatures. For 
  example, if you are a 20th-level druid, you can summon 
  two giant crocodiles (beasts of ND 5) or a treant (plant 
  of ND 9) with this feature. 
  The summoned creatures are friendly to you and to 
  your allies, and they acts on your turn. During combat, 
  you need to use your action to issue verbal commands to 
  this creatures, otherwise they defends themselves from 
  hostile creatures but take no actions.  
  Starting at 20th level, you can use a bonus action to 
  issue verbal command to the creatures summoned with 
  this feature. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  CIRCLE OF DEFILE 
  The Circle of Defile is made up of druids that abdicate 
  of their duties as guardians of nature. The defilers 
  discover a way to drain the magical energy from nature, 
  gaining druid powers by destroy the nature instead of 
  protect it. Defilers meet within places with vivid woods 
  with the only purpose of waste it, leaving just a glade 
  full of dead plants and barren land behind. Since the 
  defilers are entirely opposed to the druid teachings, 
  they are hunted by druids, rangers, and other 
  guardians of nature. They always meet secretly and 
  never stay in the same place for a long time. 
   
  BONUS PROFICIENCIES  
  At 2nd level, you are no longer restrict as the standard 
  druids. You gain proficiency with heavy armor and with 
  poisoner’s kit. 
   
  DEFILER PATH 
  Also at 2nd level, you trail a path entirely opposed to 
  the path teach by traditional druids, and you drain the 
  power of nature instead of commune with nature to gain 
  such powers. Any time you cast a spell, the vegetation 
  withers and the animals near you run away, leaving 
  just a black glade of dead plants behind. Additionally, 
  you add the spells from the Circle of Defile Spells table 
  to your list of prepared spells and such spells doesn’t 
  count on the number of spells you can prepare daily. 
  If one of these spells are not on your druid spell list, 
  such spell still be a druid spell for you.  
   
  CIRCLE OF DEFILE SPELLS 
  Druid Level 
  Spells 
  1st 
  false life, ray of sickness 
  3rd 
  ray of enfeeblement, web 
  5th 
  bestow curse, vampiric touch 
  7th 
  blight, Evard’s black tentacles 
  9th 
  cloudkill, contagion 
   
  ENERGY DRAIN 
  Starting at 6th level, while you are in a terrain with 
  living plants, like a forest or a grove, you can drain the 
  energy of the place to recover your mystical ability. 
  During a short rest, you can destroy the flora in a 20 
  feet radius centered on you to roll a d6. You recover 
  spell slots with a level equal to the number rolled. You 
  cannot recover a spell slot of 6th level or higher with 
  this feature. 
  You can roll two d6 at 11th level, and three d6 at 17th 
  level when you use this feature. 
  For instance, if you are a 11th-level druid, and rolled 
  a 8 in the roll of 2d6, you can recover two spell slots of 
  4th level, or four spell slots of 2nd level, or any other 
  combination of spell levels equal or lower than 8. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
  UNNATURAL AURA 
  At 10th level, you start to emanate an aura that lets 
  living beings uncomfortable. Any creature of beast or 
  plant type within 20 feet of you becomes afflicted and 
  will move away from you the maximum they can in its 
  turns. Any creature of a type different of fiend or 
  undead that move closer than 20 feet of your for the 
  first time, must make a Wisdom saving throw or suffer 
  disadvantage on ability checks and saving throws while 
  remain on the aura. A creature can repeat the save in 
  the end of its turn, ending the effect with a successful 
  save. 
  A creature that succeeds on its saving throw is 
  immune to your Unnatural Aura for the next 24 hours. 
   
  DEFILE NATURE 
  At 14th level, in addition to drain the power of nature 
  by destroying it, you starts to defile plants turning them 
  against nature itself. While you are in a natural terrain 
  with plants, like a forest or a grove, you can use an 
  action to animate plants around you. You create blights 
  (see Monster Manual for the statistics) among the 
  options bellow: 
   Eight twig blights 
   Four needle blights 
   Two vine blights 
  Roll initiative for the creatures you create, which has 
  its own turns and obeys any verbal commands that you 
  issue to it (no action required by you). If you don’t issue 
  any commands to the blights, they will attack the living 
  creature or plant closest to them. 
  The blights created by you are strongest than the 
  standard blights. They have resistance to bludgeoning, 
  piercing, and slashing damage from nonmagical 
  attacks. They gain advantage on attack rolls while are 
  within 30 feet of you. Additionally, when a blight drops 
  to 0 hit points, it is destroyed and cause an explosion in 
  a 10 feet radius centered on the blight. Any creature in 
  the area must make a DC 15 Dexterity saving throw or 
  take 1d8 necrotic damage for each Hit Die the blight 
  possess. A successful save halves this damage. 
  The blights you create remain under your control 
  until your use this feature again. After that, they 
  become standard blights and are free of your control, 
  but they will not be hostile to you. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  CIRCLE OF THE ELEMENTS 
  The Circle of the Elements are made up of druids that 
  are strongly bond to the prime elements. Air, earth, fire, 
  and water compose the breeding base of multiverse, and 
  control such elements is a way to control the creation 
  and spread of life itself. The elementalists meet within 
  places where the four elements converge harmonically, 
  as around a majestic campfire in a high stony terrain 
  with great waterfalls near, and winds from the four 
  corners whispering stories from the elemental planes. 
  The elementalists usually travels from an elemental 
  plane to another to catalog the landscape such planes 
  has in common with the Material Plane. 
   
  ELEMENTALIST ADEPT 
  Starting at 2nd level, you focus your druid teachings on 
  the manipulation of the four elements: air, earth, fire, 
  and water. You can speak, read, and write Primordial. 
  Additionally, you add the cantrips acid splash, fire bolt, 
  ray of frost, and shocking grasp to your druid spell list. 
  You also gain advantage on Charisma checks to deal 
  with elemental creatures, and such creatures are 
  friendly to you. 
   
  POTENT ELEMENT 
  At 6th level, you can empower the effects of any 1st 
  level or higher spell that cause elemental damage (acid, 
  cold, fire, lightning, radiant, or thunder) you cast. When 
  you roll the damage of such spells, you can use a bonus 
  action to roll a number of damage dice, up to your 
  Wisdom modifier (minimum of one). 
  Starting at 9th level, you can add your Wisdom 
  modifier to the damage deal by any cantrip that cause 
  elemental damage. 
   
  ELEMENTAL COMMUNE 
  At 10th level, you can commune with the elements in a 
  special ritual. When you finish a short rest, you can 
  choose one of the four elements and commune with it. 
  When you do so, you know if exists any portal within 6 
  miles of you that leads to the chosen elemental plane 
  and its location. Additionally, you can cast the spells of 
  the Elemental Commune Spells table at will, but in a 
  limited way. 
   
  ELEMENTAL COMMUNE SPELLS 
  Chosen Element Spells 
  Air 
  gust of wind, wind wall 
  Earth 
  longstrider, meld into stone 
  Fire 
  faerie fire, flaming sphere 
  Water 
  create or destroy water, water walk 
   
  These spells are cast using the lowest level possible 
  and you must use an action to concentrate in a turn if 
  you want to maintain the duration of a spell you cast 
  with this feature. 
  This benefits lasts for 1 hour, or until you finish a 
  short or long rest, when you can choose another element 
  to commune with. 
   
  ELEMENTAL SWARM 
  At 14th level, you can summon an elemental swarm to 
  aid you. As an action, you start a casting that can last 
  up to four rounds. At the first turn, you summon a 
  water elemental that appears in an unoccupied space 
  you can see within 60 feet of you. At the second turn, 
  you summon an air elemental that appears in an 
  unoccupied space you can see within 60 feet of you. At 
  the third turn, you summon a fire elemental that 
  appears in an unoccupied space you can see within 60 
  feet of you. At the fourth turn, you summon an earth 
  elemental that appears in an unoccupied space you can 
  see within 60 feet of you. These elementals are friendly 
  to you and to your companions, but act freely rolling its 
  initiative and take its own turns. An elemental attacks 
  the creature hostile to you that it can see that are 
  nearest to it, or moves up to 10 feet closer to you if the 
  elemental don’t see any threat. Such elementals remain 
  while you maintain concentration, up to 10 minutes. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  CIRCLE OF THE FEY 
  The Circle of the Fey, also known as Faerie Circle, bond 
  the druids that made this circle to the Plane of Faerie. 
  These druids dedicate themselves to protect the 
  crossing that leads to the Feywild. These druids usually 
  serve the Seelie Court and helps such creatures against 
  the Unseelie, but a few druids ally to the Unseelie 
  against the Seelie Court. As a faerie druid, you 
  strengthens your natural bond with faerie beings and 
  start to share many traits of these creatures. You start 
  to visit the Plane of Faerie frequently, and focus on 
  protect it instead of the Material Plane. 
   
  FEY LANGUAGE 
  Starting at 2nd level, you forge a powerful link with the 
  Feywild. You know speak, read, and write Sylvan. 
  Additionally, you add the spells from the Circle of the 
  Fey Spells table to your list of prepared spells and such 
  spells doesn’t count on the number of spells you can 
  prepare daily. 
  If one of these spells are not on your druid spell list, 
  such spell still be a druid spell for you.  
   
  CIRCLE OF THE FEY SPELLS 
  Druid Level 
  Spells 
  1st 
  animal friendship, faerie fire 
  3rd 
  enthrall, invisibility 
  5th 
  major image, speak with plants 
  7th 
  confusion, hallucinatory terrain 
  9th 
  awaken, dream 
   
  FAERIE SPIRIT 
  Also at 2nd level, you can easily influence the usual 
  creatures from the Plane of Faerie. You gain advantage 
  on Charisma checks when you deal with creatures of 
  beast, fey, or plant type. Additionally, you gain 
  advantage on saving throws against spells and abilities 
  of such creatures. 
  Starting at 10th level, you cannot be charmed or 
  frightened by fey creatures.  
   
  FAERIE COMPANION 
  Starting at 6th level, a small fey becomes friendly to 
  you and start to follow and help you in your journey. 
  You gain the companion of a pixie. The pixie helps you 
  the best it can but will not risk itself, unless to defend 
  itself. This shy companion remain invisible the most of 
  the time, appearing only when alone with you on brief 
  moments.  
  During combat, you can use your action to ask the 
  pixie to cast a certain spell, otherwise the pixie will only 
  move or speak with you. Additionally, the pixie will cast 
  the spell polymorph as a last resource, and only if its 
  life is on risk. 
  If your faerie companion drop to 0 hit point, it is send 
  back to the Feywild and you can summon it again when 
  you finish a long rest. 
   
   
   
  FIND CROSSING 
  At 10th level, as a protector of the Plane of Faerie, you 
  know the traits that made a crossing between the 
  Material Plane and it faerie echo. As a ritual that takes 
  10 minutes, you can find the location of any crossing to 
  the Feywild within 6 miles of you. Additionally, you 
  know how to access the Plane of Faerie through such 
  crossings. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
  FEYWILD BEING 
  At 14th level, your bond with the Plane of Faerie 
  become stronger, and you can assume a faerie shape 
  similar to a dryad. This shape gives you the following 
  benefits for 1 hour: 
   You gain advantage on saving throws against spells 
  and other magical effects. 
   Once in your turn, you can use 10 feet of your 
  movement to step magically into one living tree 
  within your reach and emerge from a second living 
  tree within 60 feet of the first tree, appearing in an 
  unoccupied space within 5 feet of the second tree. 
  Both trees must be Large of bigger. 
   As a bonus action, you can cast invisibility at will 
  while you are in a forest area or in similar natural 
  terrain.  
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  CIRCLE OF THEGROVELING 
  Usually made up of druids that lives in Underdark or in 
  marshy places, the Circle of the Groveling had a strong 
  bond with creatures most of smart beings avoid. 
  However, the druids of swarm as are known the 
  members of this circle, forge a strong link with worms, 
  oozes, and swarms of creatures, and can communicate 
  with such creatures and even assume the shape of such 
  disgusting beasts. These druids are usually secluded 
  and occasionally meet within swamps or other desolated 
  places to make rituals and learn more about the 
  crawling creatures. 
   
  OOZE EMPATHY 
  Starting at 2nd level, you can manipulate creatures you 
  are not able to contact verbally. You can communicate 
  with oozes and swarms of beasts as if you share a 
  language with them.  
  Additionally, you can expend a 1st level spell slot to 
  charm a swarm of beasts or a ooze that you can see 
  within 30 feet of you. The target must make a Wisdom 
  saving throw, and does so with advantage if you or your 
  companions are fighting it. If it fails the saving throw, it 
  is charmed by for 1 hour, or until you or your 
  companions do anything harmful to it. The charmed 
  creature regards you as a friendly acquaintance. 
  This feature ignore the charmed condition immunity 
  the target could have. 
   
  GROVELING SHAPE 
  At 6th level, you can assume the shape of creatures 
  from unhealthy and confined environments. When you 
  use your wild shape, you can assume the shape of an 
  ooze or a swarm of beasts of a challenge level equal or 
  lower of your druid level divided by 3 (rounded down). 
   
  FORMLESS BODY 
  Starting at 10th level, you gain some permanent traits 
  of the creatures you usually relate, assuming a 
  disgusting and unrecognizable anatomy. You gain 
  immunity to the conditions charmed, paralyzed, and 
  prone. Additionally, you gain blindsight out to a range 
  of 30 feet.   
   
  RESTORE FORM 
  At 14th level, while you are in an amorphous form, you 
  can recover portions of your body mass lost when you 
  are hit. While you are in the shape of a swarm of beasts 
  or the shape of an ooze through your wild shape, you 
  can use a bonus action to recover a number of hit points 
  equal to half your druid level (round down). 
   
   
   
   
   
   
   
   
  CIRCLE OF THE GUARDIANS 
  The Circle of the Guardians is made up of nomad druids 
  that wander through wild lands seeking threats to the 
  nature balance. When these druids fell the presence of a 
  threat to the balance, they settle in that place and focus 
  on fight such threat. These druids rarely meet 
  themselves more than once in a lifetime and this 
  usually happen when they want to indoctrinate new 
  guardian for the circle, teaching them precepts of 
  commitment and protection which the wild guardians 
  are based.  
   
  WILD GUARDIAN 
  Starting at 2nd level, you become a dedicated protector 
  of the wild lands and its dwellers. While you are in a 
  wild land, you can fell when a beast, elemental, fey, or 
  plant within 6 miles of you are suffering some kind of 
  harm. You also can fell when the flora are being 
  intentionally harmed in the same radius. Additionally, 
  if a hostile creature you can see, attacks a beast, 
  elemental, fey, or plant, or harm the local flora 
  somehow, you gain advantage on the next attack roll 
  with weapon you make against this creature until the 
  end of your next turn. 
  You don’t know the nature or source of the problem, 
  but you fell that is something wrong and you know the 
  direction you need to go. 
   
  EXTRA ATTACK 
  Starting at 6th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn. 
   
  NATURE RETALIATION 
  At 10th level, you can make nature rebel itself against 
  its defilers. When a creature you can see within 60 feet 
  of you attack a beast, elemental, fey, or plant, you can 
  use your reaction to make the creature make a melee 
  weapon attack against its aggressor. If the creature hit, 
  the attack cause 1d8 extra damage. 
  Alternatively, if a creature you can see within 60 feet 
  of you cause damage to a plant within 60 feet of that 
  creature, you can use your reaction to make spikes 
  sprout from that plant and attack the creature. Make a 
  ranged spell attack against the target. If you hit, the 
  target takes 2d8 piercing damage. 
   
  PROTECT THE FOREST 
  At 14th level, you can create an invisible and intangible 
  dome that prevents evil creatures to cross. While you 
  are in a wild land, you can make a ritual that requires 1 
  hour to create a protector dome in 6 miles radius 
  centered on you that remain while you maintain 
  concentration up to 8 hours. While the dome exists, 
  fiends and undead cannot enter the area of the dome. A 
  fiend or undead inside the area of the dome when the 
  dome is created, must be successful in a Wisdom saving 
  throw or being ejected out of the dome to an unoccupied 
  space within 5 feet of the dome nearest the space it 
  currently occupies. A creature successful on the save 
  can remain inside the dome, but it suffer disadvantage 
  on attack rolls and saving throws while remain inside 
  the dome. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
  
   
  CIRCLE OF LIFE 
  The Circle of Life is made up only by female druids that 
  celebrate the natural cycle of life and the beauty of 
  nature. The white witches, or wiccas as are known the 
  druids of this circle meet within wooded places full of 
  life to celebrate the birth of noble creatures or the 
  sprout of leafy trees. These druids life in peace and help 
  tribes and villages near their forests or groves to obtain 
  food in abundance. These druids protects the life inside 
  their groves using typical tricks from faerie. Usually, 
  trying to deceive or lure invader out of their sacred 
  gardens instead of face those invaders directly.  
   
  BONUS PROFICIENCIES  
  At 2nd level, you become a protector and guardian of all 
  forms of life. You gain proficiency in the Medicine skill, 
  if you don’t have yet. Additionally, you gain proficiency 
  with the herbalism kit. 
   
  HEALING HERBS 
  Also at 2nd level, you can treat wound of your friends 
  using natural herbs and salves. You can use an 
  herbalism kit to treat the wound of your companions. 
  The targets of the treatment must take a short rest 
  while you treat them. When they finish the rest, each 
  creature treated recover a number of hit points equal to 
  1d8 + your Wisdom modifier. 
  When you use this feature, you can treat a number of 
  creatures equal to your Wisdom modifier (a minimum of 
  one) simultaneously. An herbalism kit has enough 
  herbs to treat up to five creatures this way. After 
  expend all charges, you need a new herbalism kit to use 
  this feature again. 
   
  RITUAL OF ABUNDANCE 
  Starting at 6th level, you can do a ritual that makes the 
  plants and animals of the region extremely fertile and 
  plentiful. After make a ritual that requires 1 hour, you 
  and any creature that participate in the ritual can 
  easily hunt and forage on the region. Any participants 
  of the ritual gain advantage on Wisdom (Survival) 
  checks to find water and food sources in the next 24 
  hours. A creature successful in such checks finds double 
  of the water and food it usually find (see chapter 5 on 
  Dungeon Master’s Guide) with a successful check. 
  Additionally, the participants of the ritual gain the 
  benefits of finish a short rest. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
  CYCLE RENEWAL 
  At 10th level, you can give life back to a creature 
  through your own womb. You can make a ritual that 
  require a portion of a creature (like a wad of hair or 
  drops of blood) that has died in a number of days lower 
  than your druid level. At the end of the ritual that 
  requires 8 hours of festivities to celebrate life, you gets 
  pregnant and gives birth after 24 hours. The child is the 
  dead creature reborn in an identical body of its previous 
  body, without any harms, but a child. The creature age 
  faster, reaching the age it dies in one week, when it 
  starts to age as normal. Give birth this way is 
  extenuating. You suffer a penalty of –4 on attack rolls, 
  saving throws and ability checks. Each time you finish a 
  long rest, this penalties is reduced by 1, until disappear. 
  You can’t use this feature again while you still suffer 
  any penalties on rolls doing to the effects of the 
  childbirth cause by this feature. 
   
  CELEBRATION OF LIFE 
  At 14th level, you can feast and celebrate the cycle of 
  life, granting some benefits to the participants of the 
  festivity. After 8 hours of celebration, you and the 
  creatures friendly to you that participates on the 
  festivity gain the benefits of finish a long rest. 
  Additionally, such creatures gain advantage on 
  Constitution checks, on Constitution saving throws, and 
  recover 1 hit point per minute in the next 24 hours. A 
  creature lose the advantage on Constitution checks, on 
  Constitution saving throws, and the recovery of hit 
  points granted by this feature if it kill a living creature. 
  If a creature under these effects drops a living creature 
  to 0 hit points but don’t kill it, the creature don’t lose 
  these benefits. The creature maintain such benefits if it 
  destroy an undead or a construct.  
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  CIRCLE OF VERDANT 
  The Circle of Verdant is made up of druids that worship 
  trees and plants above other forms of life. These druids 
  believe in the existence of the tree of life, an 
  immeasurable tree that coexists in all planes of 
  existence and is responsible for produce the seeds of life. 
  Such druids meet around ancient oaks, and protects 
  forests and groves against attacks of wandering 
  monsters, and even against the attacks of beasts that 
  dweller there. To these druids, the most important 
  thing is keep the plants alive cause the plants are the 
  primordial source of life of all kinds of beings. 
   
  TREE TRAITS 
  Starting at 2nd level, your skin hardens and assume a 
  green tone, like a tree bark. You gain +1 bonus of 
  natural armor in your AC. When you assume another 
  form using your Wild Shape, the new form also gain 
  this benefit, increasing its natural armor bonus by +1. 
  Additionally, you gain advantage on Dexterity (Stealth) 
  checks to hide in areas of forest or wooded. 
   
  PLANT ALLY 
  Also at 2nd level, you gain the services of a small plant 
  captivated by you. Choose a plant that is no larger than 
  Small and that has a challenge rating of 1/4 or lower 
  (see Monster Manual for the statistics of appropriated 
  plants). This plant must be appropriated for the 
  environment you are, at DM’s discretion, and the plant 
  has the same alignment you have. Add your proficiency 
  bonus to the plant’s AC, attack rolls, and damage rolls, 
  as well as to any saving throws and skills it is 
  proficient.  Its hit point maximum equals its normal 
  maximum or four times your druid level, whichever is 
  higher. As any creature, your plant ally can expend Hit 
  Dies during a short rest and recover all its hit points 
  when finish a long rest. 
  The plant takes its turn on your initiative and obeys 
  your commands as best as it can. On your turn, you can 
  verbally command the plant 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. The plant acts on its own if you 
  are incapacitated or absent, focusing on defend you. 
  If the plant dies, you can obtain another plant spend 
  8 hours to create a magical connection with another 
  plant of the same kind of the previous plant or a 
  different one, that are not hostile to you. 
  Starting at 9th level, you can choose a plant of 
  Medium size or smaller that has a challenge rating of 
  1/2 or lower as your plant ally. When you reach the 13th 
  level, you can choose a plant of Large size or smaller 
  that has a challenge rating of 1 or lower as your plant 
  ally. 
   
  PLANT SHAPE 
  Starting at 6th level, you can use your Wild Shape to 
  assume a shape of a plant that has a challenge rating 
  equal or lower your druid level divided by 3 (rounded 
  down). 
  VERDANT GROWTH 
  At 10th level, you can make life thrives in any place. As 
  an action, you can throw seeds in a nonmagical ground 
  and 1d4 fruit trees will sprout from the ground in 
  unoccupied spaces of your choice within 30 feet of you. 
  The trees are fully grown at the end of your turn and 
  are full of fruits. Each tree bears enough fruits to feed 
  up to 10 creatures daily. These trees are not different 
  from mundane trees, and need water and sunlight to 
  survive. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
  VERDANT LORD’S CALL 
  At 14th level, you can animate the trees around you to 
  make them protects you and your allies. As an action, 
  you animate a single tree that you can see within 60 
  feet of you. This tree has the statistics of a treant (see 
  Monster Manual for the statistics), except for its 
  Intelligence and Charisma score that are both 1, it 
  cannot speak, and don’t have the Animate Trees action. 
  A tree animated by you acts on your turn and is friendly 
  to you and to your companions. You need to use your 
  action to verbally command the tree. If you don’t issue 
  any verbal command to the tree, it defends itself from 
  hostile creatures but otherwise takes no action. The tree 
  remain animated while you maintain your 
  concentration up to 1 hour. The tree then takes roof if 
  possible.   
  When you reach the 20th level, you can animate two 
  trees when you use this feature. You can command both 
  trees using a single action. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  CIRCLE OF WORLDS 
  The Circle of Worlds is a cult made up of druids that 
  transcend the bonds with wild nature. They become 
  hermits that wander between the planes trying to keep 
  the harmony and balance. A druid of this circle, known 
  as planar shepherd are never bond to a specific plane, 
  keeping up in a constant peregrination between the 
  planes of existence. The member of this circle usually 
  meet within a plane of transition. The Astral Plane or 
  the Ethereal Plane. When a conclave is requested, when 
  the shepherd arrives on the specific plane, it knows 
  where its druid circle will meet. Few druids know this 
  circler, and its members keep secret of their activities, 
  working as secret agents with the single purpose of 
  keep the balance on the multiverse. 
   
  HERMIT OF THE PLANES 
  Starting at 2nd level, you become a druid of the planes. 
  You gain proficiency in the Arcana skill, if you don’t 
  have yet. Additionally, you gain advantage on 
  Intelligence (Arcana) checks related to other planes of 
  existence. Additionally, you add the spells from the 
  Circle of Worlds Spells table to your list of prepared 
  spells and such spells doesn’t count on the number of 
  spells you can prepare daily. 
  If one of these spells are not on your druid spell list, 
  such spell still be a druid spell for you.  
   
  CIRCLE OF WORLDS SPELLS 
  Druid Level Spells 
  1st 
  comprehend languages, protection against evil 
  and good 
  3rd 
  misty step, moonbeam 
  5th 
  blink, protection from energy 
  7th 
  banishment, dimension door 
  9th 
  contact other plane, planar binding 
   
  PLANAR SHORTCUT 
  At 6th level, you can do a ritual that let you discover 
  rifts on the planar weave. You can expend a spell slot of 
  3rd level to make a ritual that takes 1 hour to be 
  completed. When you finish the ritual, you must choose 
  a plane of existence you already study about, and make 
  a DC 15 Intelligence (Arcana) check to discover the 
  location of the nearest portal leading to this plane. If 
  has no portal to the plane you wish to go in the plane 
  you are, the effect fail. If a portal exists, you will know 
  the location of such portal and the way to activate it, 
  like a key, command word, or similar. 
  Once you use this feature, you must finish a long rest 
  before you can use it again. 
   
  NATIVE SHAPE 
  At 10th level, when you are in another plane of 
  existence, you can assume a form of a creature native of 
  this plane. When you cast the polymorph spell on 
  yourself while you are in a plane of existence different 
  of the Material Plane, you can assume the form of a 
  creature of any type native from the plane you are. The 
  challenge rating of the chosen creature can’t be higher 
  than half your druid level. At the most, this spell follow 
  the normal rules of the polymorph spell. The DM has 
  the last word about which creatures are native of the 
  plane of existence you are.  
   
  PROTECTOR OF WORLDS 
  At 14th level, you get an important position on the 
  Circle of Worlds. You get the title of Protector of 
  Worlds, gaining some benefits and obligations. When 
  external forces unbalance a plane of existence, you will 
  know. You don’t know the exact location of the 
  unbalance but you can travel to this plane of existence 
  with all friendly creatures to you within 30 feet of you, 
  to a place you know on the specific plane. To do so, you 
  must expend a 7th level spell slot and make a ritual 
  that lasts 1 minute. 
  Once in the unbalanced plane of existence, you will 
  know the source that are interfering on the balance, 
  and must act to prevent this threat remains. You and 
  the creatures friendly to you, are not affected by 
  harmful effects of this plane like psychic winds from the 
  Astral Plane, ether cyclones from Ethereal Plane, 
  memory loss from Feywild, extreme heat from the Plane 
  of Fire, etc. Additionally, move through difficult terrain 
  no this plane doesn’t cost additional movement to you or 
  to your companions. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/Alan Venic's Redbook - Tome of the Druid.pdf