TEXT: Druid Circles
  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    
  CR 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         
  CR of the summoned creatures instead          
  of the amount. If you could summon twice        
  as many creatures with the higher-level
  Credits
   Art by Neocore Games
  Homebrewery Template               
  by stolksdorf (homebrewery.           
  naturalcrit.com)
  spell slot, you may double the maximum CR of creatures
  summoned instead. If you could summon three times as
  many, triple the maximum CR, 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.
  PART 1 | CLASSES
  
  -
  Credits
   Background Image Morgana le Fay by Neocore
  Games
  Golemite Image Earth Elemental Imp by Koryface
  Template Homebrewery Template by stolksdorf
  (homebrewery.naturalcrit.com)
  2
  PART 2 | CREATURE STATISTICS
  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.
  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.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Stray Chow Chow/Stray Chow Chow - Druid Circle - Circle of the Planes.pdf