TEXT:  
  DRUIDS OF THE PLANES
  A COMPLETE GUIDE TO CREATING DRUIDS HAILING FROM ACROSS THE D&D 
  COSMOS, INCLUDING ADJUSTMENTS TO EXISTING CIRCLES AND 11 ALL NEW 
  CIRCLES WITH ORIGINS IN DIFFERENT PLANES OF EXISTENCE.  
   
   
  BY MICAH MULDOWNEY 
  
   
  CREDITS 
  Writing & Game Design: Micah Muldowney 
  Layout & Graphic Design: Micah Muldowney 
  Art / Illustrations: Used under public domain and 
  Creative Commons  
   
   
   
   
   
   
   
   
  CONTENTS 
  PART I: ADAPTING EXISTING CIRCLES  
  CIRCLE SPELLS...…...………….……………… 2 
  CREATURE LISTS...…...……………….............. 4 
  ADJUSTMENTS TO SPELLS……...……............ 9 
  OTHER MODIFICATIONS……......……............ 14 
   
  PART II: COSMIC DRUID CIRCLES 
  UNDERDARK.……………….….……………... 16 
  SHADOWFELL ……………….………………... 18 
  FEYWILD……………………....……………….. 20 
  ELEMENTAL PLANES……..………………….. 22 
  ASTRAL SEA...…...…………………………….. 24 
  ETHEREAL  PLANE …………………………... 26 
  UPPER PLANES...…...…………………………. 27 
  LOWER PLANES ……………….……………... 29 
  MECHANUS.……………….….………………. 32 
  FAR REALM ……………….…………...............34 
  NETHLING ……………….………….................36 
   
   
  ON THE COVER 
  Darkahr the obscure, a Githzerai Druid from wild 
  places of The One In The Void floating in the astral 
  sea, summons a powerful astral being to steal the 
  minds of his enemies. 
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
  CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 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 
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  All other original material in this work is copyright 2020 by Micah Muldowney and published under the Community Content Agreement for 
  Dungeon Master’s Guild. 
   
  
   
  DRUIDS OF THE PLANES  
  All current druid circles have one element in 
  common: they originate from and are tied to the 
  natural powers of the prime material plane. But 
  what if a druid came from another plane – what 
  if they were a native of Shadowfell, or Celestia, 
  or even the Astral Sea? The nature of the 
  “nature” they would attune to and draw on for 
  their power would be distinctly different. How 
  would that affect their abilities, strengths, and 
  weaknesses? The Druids of the Planes 
  supplement is designed to close that gap, 
  allowing players to create and play unique and 
  flavorful druid characters from any plane of 
  existence in the D&D cosmos.  
   
  How to Use This Title 
  There are two main sections to Druids of the 
  planes: the first details on how to adapt existing 
  circles (like the Circle of The Moon or Circle of 
  Spores) to a character from another plane, for 
  instance a Shadar-Kai Druid from the 
  Shadowfell or a Gith Druid from the Astral Sea.  
     This section will include adjustments to circle 
  spells, updates to the lists of creature that can 
  be targeted by druid spells or abilities (like wild 
  form or conjuring spells) based on what 
  wildlife is native to that plane, how to adjust 
  existing druid spells to reflect the druid’s plane 
  of origin, and any other adaptations that are 
  appropriate for your character considering the 
  environment they come from, all organized by 
  plane. Think of these as a menu of options that 
  you can use to customize your character and 
  give them the ‘flavor’ of their plane. You can 
  use as much – or as little – as you like 
  depending on your tastes and your group’s 
  style of gameplay. 
      
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The second section includes eleven all new 
  cosmic druid circles, each rooted in the unique 
  nature and magic of a specific plane. Not only 
  does each of these eleven circles add flavor 
  from their corresponding plane to your 
  character, they also add a specific and cohesive 
  strategy for gameplay that adds to you and 
  your group’s bag of tricks for approaching 
  encounters – all while staying true to the 
  traditional role of Druids as versatile support, 
  area control, and summoning casters.  
     With this supplement, we hope that you can 
  expand the scope and range of your Druid 
  characters, bringing in new and versatile 
  options that will allow you to play (and 
  roleplay) with a renewed sense of purpose, role, 
  and place.  
  1 
  
   
  ADAPTING EXISTING CIRCLES 
  This section focuses on easy adaptions you can 
  use to give a druid character from any of the 
  current official circles a ‘realistic’ flavor of their 
  plane of origin. These adaptions include circle 
  spells, creature lists, adjustments to the effects 
  of current spells, and other modification, which 
  are organized by plane of origin.  
  Circle Spells 
  The tables below list optional circle spells that 
  reflect a druid’s origin. They can be used to 
  replace one or both of your character’s regular 
  circle spells at the discretion of your GM.   
  UNDERDARK 
  Druid Level 
  Circle Spells 
  3rd 
  Darkness, Spider climb 
  5th 
  Counterspell, Magic Circle 
  7th 
  Greater invisibility, Sickening 
  Radiance 
  9th 
  Contagion, Cloudkill 
   
   
   
   
   
   
   
   
   
   
   
   
  SHADOWFELL 
  Druid Level 
  Circle Spells 
  3rd 
  Phantasmal Force, Blur 
  5th 
  Summon Shadowspawn, Phantom 
  Steed 
  7th 
  Shadow of Moil, Fabricate 
  9th 
  Creation, Negative Energy Flood 
   
  FEYWILD 
  Druid Level 
  Circle Spells 
  3rd 
  Misty Step, Suggestion 
  5th 
  Hypnotic Pattern, Major Image 
  7th 
  Compulsion, Confusion 
  9th 
  Dominate Person, Seeming 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2 
  
   
   
  ELEMENTAL PLANES 
  Druid Level 
  Circle Spells 
  3rd 
  Dragon’s Breath, Heat Metal 
  5th 
  Elemental Weapon, Fireball 
  7th 
  Summon Elemental, Fire Shield 
  9th 
  Wall of Ice, Cone of Cold 
   
  ASTRAL SEA 
  Druid Level 
  Circle Spells 
  3rd 
  Mind Spike, Detect Thoughts 
  5th 
  Nondetection, Intellect Fortress 
  7th 
  Ego Whip, Banishment 
  9th 
  Modify Memory, Synaptic Static 
   
  ETHEREAL PLANE 
  Druid Level 
  Circle Spells 
  3rd 
  Blur, Silence 
  5th 
  Blink, Gaseous Form 
  7th 
  Arcane Eye, Dimension Door 
  9th 
  Contact Other Plane, Far Step 
   
  UPPER PLANES 
  Druid Level 
  Circle Spells 
  3rd 
  Spiritual Weapon, Enhance 
  Ability 
  5th 
  Beacon in Hope, Spirit Guardians 
  7th 
  Aura of Purity, Guardian of Faith 
  9th 
  Skill Emprovement, Circle of 
  Power 
   
   
   
   
   
   
   
   
  LOWER PLANES 
  Druid Level 
  Circle Spells 
  3rd 
  Scorching Ray, Flock of Familiars 
  5th 
  Summon Lesser Demons, Spirit 
  Shroud 
  7th 
  Summon Greater Demon, Fire 
  Shield 
  9th 
  Tasha’s Otherworldly Guise, 
  Infernal Calling 
  MECHANUS 
  Druid Level 
  Circle Spells 
  3rd 
  Arcane Lock, Calm Emotion 
  5th 
  Lesser Restoration, Dispel Magic 
  7th 
  Freedom of Movement, Summon 
  Construct 
  9th 
  Greater Restoration, Animate 
  Objects 
   
  FAR REALM 
  Druid Level 
  Circle Spells 
  3rd 
  Crown of Madness, Nystul’s 
  Magic Aura 
  5th 
  Enemies Abound, Fear, Hunger 
  of Hadar 
  7th 
  Phantasmal Killer, Evard’s Black 
  Tentacles 
  9th 
  Summon Aberation, Dominate 
  Person 
   
   
   
   
   
   
   
  3 
  
   
   
   
   
   
   
   
   
   
   
   
  Creature Lists 
  While many Druid spells and abilities target 
  Beasts or Fey, They may not make up a part of 
  an extraplanar environment. Below are lists of 
  creatures native to the plane that can be 
  substituted for or supplement beasts or fey for 
  spells that target or summon beasts (Conjure 
  Animals, Beast Sense, Animal Friendship, 
  Conjure Fey, etc.) or abilities that include beasts 
  (wild shape). 
     As a general rule, creatures with an 
  intelligence of less than six would be treated as 
  beasts, whereas humanoids and creatures with 
  an intelligence greater than six would be 
  treated as a Fey. Feel free to also use creatures 
  of a similar type beyond those listed. 
  UNDERDARK 
  Beasts 
  CR Level 
  Creature Name 
  1/8 
  Neogi Hatchling 
  1/8 
  Young Kruthik 
  1/4 
  Male Steeder 
  1/2 
  Darkmantle 
  1/2 
  Gas Spore 
  1/2 
  Gazer 
  1/2 
  Gray Ooze 
  1/2 
  Piercer 
  1/2 
  Rust Monster 
  1 
  Choker 
  1 
  Female Steeder 
  2 
  Carrion Crawler 
  2 
  Gargoyle 
  2 
  Gelatinous Cube 
  2 
  Gibbering Mouther 
  2 
  Grick 
  2 
  Mimic 
  2 
  Ochre Jelly 
  3 
  Cave Fisher 
  3 
  Flail Snail 
  3 
  Hooked Horrors 
  3 
  Trapper 
  4 
  Black Pudding 
  4 
  Chuul 
  5 
  Kruthik Hive Lord 
  5 
  Otyugh 
  5 
  Roper 
  7 
  Grick Alpha 
  7 
  The Lost 
  9 
  The Lonely 
   
  Fey 
  CR Level 
  Creature Name 
  1/8 
  Flumph 
  1/4 
  Drow 
  1/4 
  Grimlock 
  1/4 
  Kuo-toa 
  1/4 
  Troglodyte 
  1/2 
  Chitine 
  1/2 
  Deep Gnome 
  1/2 
  Firenewt Warrior 
  1/2 
  Myconid 
  1 
  Druerger 
  1 
  Drueger Soulblade 
  1 
  Firenewt Warlock of Imix 
  1 
  Kuo-tao Whip 
  2 
  Adult Kruthik 
  2 
  Druergar Kavalrachni 
  2 
  Duergar Mind Master 
  4 
  
   
  2 
  Duergar Stone Guard 
  2 
  Duergar Xarrorn 
  2 
  Myconid Sovereign 
  2 
  Nothic 
  2 
  Quaggoth 
  2 
  Yuan-ti Broodguard 
  3 
  Choldrith 
  3 
  Derro Savant 
  3 
  Grell 
  3 
  Neogi 
  3 
  Slithering Tracker 
  3 
  Quagoth Thonot 
  4 
  Bone Naga 
  4 
  Flameskull 
  4 
  Neogi Master 
  4 
  Yuan-ti Whisperer 
  4 
  Yuan-ti Nightmare Speaker 
  5 
  Adult Oblex 
  5 
  Drow Elite Warrior 
  5 
  Mindwitness 
  5 
  Umber Hulk 
  5 
  Yuan-ti Pit Master 
  6 
  Drider 
  6 
  Duergar Warlord 
  6 
  Kuo-toa Archpriest 
  7 
  Drow Mage 
  7 
  Venom Troll 
  8 
  Cloaker 
  8 
  Drow Priestess of Lolth 
  8 
  Fomorian 
  8 
  Spirit Naga 
  9 
  Drow House Captain 
  9 
  Gloom Weaver 
   
  SHADOWFELL 
  Beasts 
  CR Level 
  Creature Name 
  1/4 
  Ash Zombie 
  1/4 
  Gnoll Witherling 
  1/4 
  Skeleton 
  1/4 
  Yellow Musk Zombie 
  1/4 
  Zombie 
  1/2 
  Death’s Head 
  1/2 
  Reflection 
  1/2 
  Shadow 
  1 
  Boneless 
  1 
  Strahd Zombie 
  2 
  Drowned Blade 
  2 
  Ogre Zombie 
  2 
  Shadow Mastiff 
  3 
  Drowned Ascetic 
  3 
  Mummy 
  3 
  Sword Wraith Warrior 
  3 
  Vampyric mist 
  4 
  Zombie Swarm Spreader 
  5 
  Greater Zombie 
  5 
  Skeletal Juggernaut 
  5 
  Spawn of Kyuss 
  5 
  Vampiric Mind Flayer 
  6 
  Zombie Clot 
  8 
  Gnoll Vampire 
  8 
  Nosferatu 
  9 
  Shadow Horror 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5 
  
   
  Fey 
  CR Level 
  Creature Name 
  1/4 
  Returned Drifter 
  1 
  Skulk 
  1 
  Aquatic Ghoul 
  1 
  Ghoul 
  1 
  Meazel 
  1 
  Returned Sentry 
  1 
  Specter 
  2 
  Ghast 
  2 
  Poltergeist 
  2 
  Will-o’-Wisp 
  3 
  Deathlock Wight 
  3 
  Flitterstep Eidolon 
  3 
  Phantom Warrior 
  3 
  Wight 
  4 
  Banshee 
  4 
  Deathlock 
  4 
  Drowned Assassin 
  4 
  Ghost 
  4 
  Returned Kakomantis 
  4 
  Returned Palamnite 
  5 
  Allip 
  5 
  Coldlight Walker 
  5 
  Ghostblade Eidolon 
  5 
  Revenant 
  5 
  Shadowghast 
  5 
  Vampire Spawn 
  5 
  Wraith 
  6 
  Bodach 
  6 
  Gallows Speaker 
  7 
  Nechricor 
  7 
  Shadow Dancer 
  8 
  Deathlock Mastermind 
  8 
  Sword Wraith Commander 
  9 
  Drowned Master 
  9 
  Jiangshi 
  9 
  Phylaski 
   
   
   
   
  FEYWILD 
  Beasts 
  CR Level 
  Creature Name 
  1/4 
  Blink Dog 
  2 
  Faerie Dragon 
  3 
  Displacer Beast 
  4 
  Yeth Hound 
  9 
  Treant 
  In addition to the added Fey creatures, any 
  beasts summoned by a Fey Druid is awakened.  
    
  ELEMENTAL PLANES  
  Beasts 
  CR Level 
  Creature Name 
  1 
  Fire Snake 
  1 
  Galvanice Weird 
  2 
  Four-armed Gargoyle 
  2 
  Gargoyle 
  3 
  Flail Snail 
  4 
  Blistercoil Weird 
  5 
  Air Elemental 
  5 
  Earth Elemental 
  5 
  Fire Elemental 
  5 
  Water Elemental 
  7 
  Fluxcharger 
  8 
  Frost Salamander 
   
  Fey 
  CR Level 
  Creature Name 
  0 
  Chwinga 
  1/4 - 1/2 
  Mephit 
  1/2 
  Magmin 
  2 
  Azer 
  3 
  Water Weird 
  5 
  Salamander 
  5 
  Xorn 
  6 
  Galeb Duhr 
  6 
  Invisible Stalker 
  7 
  Elemental Myrmidon 
   
  6 
  
   
  ASTRAL SEA 
  Beasts 
  Beasts of fey summoned by a Druid from the 
  Astral sea gain the Magic Resistance trait. 
   
  Fey 
  CR Level 
  Creature Name 
  2 
  Gthzerai Monk 
  3 
  Githyanki Warrior 
  6 
  Githzerai Zerth 
  8 
  Githyanki Knight 
   
  ETHEREAL PLANE 
  Beasts 
  CR Level 
  Creature Name 
  3 
  Phase Spider 
  Druids from Ethereal Plane can use their bonus 
  action to cause a summoned Beasts or Fey to 
  shift to the ethereal plane. They can then use 
  their action at any time while the spell is still 
  active to shift it back in a place they can see 
  within 90 feet. 
   
  UPPER PLANES 
  Beasts 
  CR Level 
  Creature Name 
  2 
  Pegasus 
  4 
  Winged Bull 
  4 
  Winged Lion 
  5 
  Felidar 
  5 
  Unicorn 
   
  Fey 
  CR Level 
  Creature Name 
  4 
  Couatl 
  5 
  Holyphant 
  5 
  Battleforce Angel 
   
  LOWER PLANES 
  Beasts 
  CR Level 
  Creature Name 
  1/8 
  Manes 
  1/4 
  Abyssal Chicken 
  1/4 
  Abyssal Wretch 
  1/4 
  Dretch 
  1/2 
  Nupperibo 
  1 
  Maw Demon 
  1 
  Quasit 
  1 
  Vargouille 
  2 
  Rutterkin 
  3 
  Hellhound 
  4 
  Merregon 
  5 
  Balgura 
  5 
  Hellwasp 
  5 
  Mezzoloth 
  6 
  Chasme 
  7 
  Dhergoloth 
  8 
  Canoloth 
  8 
  Hezrou 
  8 
  Howler 
  8 
  Shoosuva 
   
  Fey 
  CR Level 
  Creature Name 
  1/2 
  Cackler 
  1 
  Imp 
  2 
  Spined Devil 
  3 
  Bearded Devil 
  3 
  Bulezau 
  3 
  Merrenoloth 
  3 
  Nergaliid 
  3 
  Nightmare 
  4 
  Babau 
  4 
  Barghest 
  4 
  Chardalyn Berserker 
  4 
  Dybbuk 
  4 
  Gnoll Fang of Yeenoghu 
  4 
  Incubus 
  4 
  Succubus 
  5 
  Barbed Devil 
  7 
  
   
  5 
  Cambion 
  5 
  Tanarukk 
  6 
  Eater of Hope 
  6 
  Vrock 
  6 
  White Abishai 
  7 
  Armanite 
  7 
  Black Abishai 
  7 
  Draegloth 
  7 
  Maurezhi 
  8 
  Chain Devil 
  8 
  Relentless Slasher 
  9 
  Bone Devil 
  9 
  Glabrezu 
  9 
  Hydroloth 
  9 
  Nycaloth 
   
  MECHANUS 
  Beast 
  CR Level 
  Creature Name 
  1/8 
  Monodrone 
  1/4 
  Duodrone 
  1/2 
  Tridone 
  1 
  Bronze Scout 
  1 
  Quadrone 
  1 
  Terracotta Warrior 
  2 
  Pentradone 
  3 
  Snow Golem 
  4 
  Iron Cobra 
  4 
  Stone Defender 
  5 
  Flesh Golem 
  5 
  Lightening Golem 
  5 
  Oaken Bolter 
  9 
  Clay Golem 
   
  Fey 
  CR Level 
  Creature Name 
  1 
  Scarecrow 
  4 
  Helmed Horror 
  7 
  Shield Guardian 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  FAR REALM 
  CR Level 
  Creature Name 
  1/8 
  Slaad Tadpole 
  1/2 
  Gazer 
  1/2 
  Gnome Squidling 
  1 
  Choker 
  2 
  Gingwatzim 
  2 
  Sharkbody Abomination 
  3 
  Flying Horror 
  4 
  Chaos Quadrapod 
  4 
  Chuul 
  5 
  Otyugh 
  5 
  Red Slaad 
   
  Fey 
  CR Level 
  Creature Name 
  1/4 
  Ixitxachitl 
  1/4 
  Ixitxachitl Cleric 
  1/4 
  Star Spawn Grue 
  1/2 
  Dolgrim 
  2 
  Intellect Devourer 
  2 
  Vampiric Ixitxachitl 
  3 
  Dolgaunt 
  3 
  Spectator 
  8 
  
   
  5 
  Gnome Ceremorph 
  5 
  Mindwitness 
  5 
  Starspawn Mangler 
  6 
  Gauth 
  7 
  Mind Flayer 
  7 
  Tsucora Quori 
  7 
  Woe Strider 
  8 
  Green Slaad 
  8 
  Mind Flayer Arcanist 
  8 
  Mind Flayer Psion 
  9 
  Gray Slaad 
  9 
  Hashalaq Quori 
  9 
  Ilitharid 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adjustments to Spells 
  Notoriously slippery and masters of the second 
  chance, Quicksilver Rogues are highly prized 
  for their ability to disappear and reappear in 
  impossibly secure locations. Even after the 
  worst has already happened, they have a knack 
  for coming out on top and pulling off the job. 
  Thorn Whip 
  Underdark: The whip appears like razor sharp 
  fungal filaments, and the damage is slashing.  
  Shadowfell: In addition to the normal effects, 
  the spell deals necrotic damage and the target 
  has disadvantage on saving throws against 
  being frightened until the end of its next turn. 
  Feywild: In addition to the normal effects, the 
  target has disadvantage on saving throws 
  against being charmed until the end of its next 
  turn. 
  Elemental Planes: The whip has the 
  appearance of and deals the damage of the 
  elemental type of your choice (fire, cold, 
  lightening, acid). 
  Astral Sea: The whip is a tendril of pure astral 
  energy, and deals psychic damage instead of 
  piercing. 
  Ethereal Plane: The whip is a tendril of ether, 
  and deals force damage instead of piercing. 
  Target gets a -1 penalty to wisdom saves until 
  the end of their next turn. 
  Upper Planes: The whip gives off a glow of 
  dim light for ten feet, and deals radiant 
  damage.  
  Lower Planes: The whip deals necrotic damage, 
  has -1 to hit, and a 19-20 is a critical hit.  
  Mechanus: +1 to hit against chaotically aligned 
  targets.  
  Far Realm: The whip is an inky black tentacle, 
  and deals cold damage instead of piercing. 
  9 
  
   
  Beast Spells  
  Spells that either target or conjure beasts, 
  (including Animal Friendship, Beast Bond, 
  Speak with Animals, Animal Messenger, 
  Beast Sense, Locate Animals or Plants, 
  Conjure Animals, Dominate Beast, and 
  Awaken) can additionally target or conjure any 
  creature on your plane’s beast list. For 
  conjuring, if your plane’s beast list is very 
  extensive, your DM may decide that you can 
  exclusively summon those creatures instead of 
  beasts. 
     For Animal Messenger, you may transport 
  that creature to a random location on your 
  plane of origin as a free action at the beginning 
  of the spell if you choose. If you are from the 
  ethereal or astral planes, They arrive at any 
  location you give in the material plane in 1d12 
  turns. 
  Elemental Energy Spells 
  For spells that use a list of elemental damage 
  types (like Absorb Elements, Elemental 
  Weapon, Protection from Energy, Elemental 
  Bane, and Primordial Ward) You may add the 
  following energy types for Druids from the 
  given planes: 
  Shadowfell & Lower Planes: Necrotic 
  Far Realms & Astral: Psychic 
  Feywild & Underdark: Poison 
  Ethereal & Mechanus: Force 
  Upper Planes: Radiant 
  Entangle 
  The nature of the undergrowth may manifest 
  differently depending on the Druid’s plane of 
  origin.  
  Underdark: Spell sprouts an Umbral Banyan 
  tree that can reach within the range. It can only  
   
   
   
   
   
   
   
   
   
   
   
   
   
  entangle up to four creatures, but restrained 
  creatures are hoisted 20 feet in the air when 
  they fail a second save, and they fall prone and 
  take 2d6 falling damage when they free 
  themselves. 
  Shadowfell & Far Realm: The spell takes the 
  form of tendrils of shadowstuff or tentacles 
  respectively. The target has disadvantage on 
  saving throws against being frightened while 
  restrained 
  Feywild: Restrained targets have disadvantage 
  on saving throws against perception checks to 
  discern illusions while they remain restrained. 
  Ethereal & Astral: The vines are made of 
  tendons of pure ethereal or astral energy, and 
  require a Wisdom or Intelligence saving throw 
  respectively, in place of strength. 
  Upper Planes: The vines grow, giving off 10 
  feet of dim light, and the spell save DC gains +1 
  against Lower Plane creatures. 
  Lower and Material Planes: The growth 
  crackles and burns red with elemental heat. 
  You may choose to lower the spell save DC and 
  have the spell deal 2 fire damage to restrained 
  creatures for each point it has been lowered 
  each turn they remain restrained.  
  Mechanus: The Spell DC gains +1 against 
  chaotic aligned targets. 
  10 
  
   
  Cloud Effect Spells 
  Spells that create clouded, heavily obscured 
  effects (Like Fog Cloud and Sleet Storm) may 
  produce addition effects beyond heavily 
  obscuring the area depending on a druid’s 
  plane of origin.  
  Underdark, Shadowfell, & Far Realm: An 
  ominous presence seems to lurk out of sight. 
  Creatures within the cloud have disadvantage 
  on saving spells against being frightened while 
  in the cloud.  
  Ethereal & Astral: Direction and distance are 
  impossible to determine within the cloud. 
  When a creature moves to exit the cloud, it does 
  so at a random location. 
  Lower Planes: The heady sulfurous stink of the 
  cloud causes tempers to flair. If a creature in the 
  cloud runs into another creature in the cloud 
  without intending to, they make a wisdom save 
  against your spell DC. On a failure, they make 
  an attack against the creature if they are able.  
  Feywild & Upper Planes: A faint, enticing odor 
  makes creatures loathe to leave the cloud. If 
  they have not been harmed in any way during 
  this round, they must make a DC 10 wisdom 
  save in order to leave the AOE. 
  Mechanus & Elemental Planes: Difficult 
  terrain seems to attract travelers feet. If the 
  cloud is over difficult terrain, creatures add an 
  additional foot of movement per foot. 
   
   
   
   
   
   
  Spike Growth 
  The nature of the hazard may manifest 
  differently depending on the Druid’s plane of 
  origin. 
  Underdark: The spikes manifest as spore-
  releasing fungus, dealing the same amount of 
  poison damage. 
  Astral & Ethereal: The spikes syphon mental 
  energy instead of dealing piercing damage. The 
  damage is psychic, and If a creature takes 20 or 
  more damage this way in a single turn, they 
  must make a saving throw (Intelligence and 
  Wisdom respectively) against your Spell DC, 
  falling prone on a failed save. 
  Lower Planes & Far Realm: The wounds from 
  the spike burn painfully. On leaving the area, 
  creatures make a DC 10 constitution saving 
  throw. On a failure, they take an additional 1 
  point of damage for each 5 feet they traveled 
  over the spikes at the end of their turn. 
  Flame Arrows 
  The arrows give extra damage of the following 
  type instead of fire: 
  Shadowfell & Lower Planes: Necrotic 
  Far Realm & Astral: Psychic 
  Feywild & Underdark: Poison 
  Ethereal & Mechanus: Force 
  Upper Planes: Radiant 
  Plant Growth 
  A number of options around the nature of the 
  plant growth manifested by the spell can be 
  chosen based on the Druid’s plane of origin. All 
  of these effects only count as regular difficult 
  terrain, except for torchstalk, timmask, and 
  brown mold, which count as regular terrain.   
  Shrieker: The area is filled with shrieker 
  mushrooms that emit a shriek audible for 300 
  feet any time a creature moves within the 
  11 
  
   
  radius. (Underdark, Mechanus, Feywild, Upper 
  Planes) 
  Tongue of Madness: The tongue of madness 
  plant fills the area. Creatures within the area of 
  the spell compulsively speak aloud their every 
  thought. (Astral, Ethereal, Feywild)  
  Brown Mold: The mold feeds on the body heat 
  of living creatures. When first entering the area 
  and at the beginning of every turn spent within 
  the area, creatures must make a DC 12 
  Constitution saving throw, taking 2d10 cold 
  damage on a failed save. Creatures without 
  body heat (undead or constructs) or that have 
  resistance to cold damage are immune to the 
  effect. Damage is doubled if the creature carries 
  or creates a heat source, or has resistance or 
  immunity to fire damage. (Underdark, 
  Elemental) 
  Russet Mold: The mold releases sickness-
  spreading spores. When first entering the area 
  and at the beginning of every turn spent within 
  the area, creatures must make a DC 12 
  Constitution saving throw. On a failed save, the 
  creature contracts fungal rot. Until the disease 
  is removed or cured, the creature takes 1d4 
  necrotic at the beginning of every turn, and 
  their hit point maximum is lower by the same 
  amount for the duration of the disease. A 
  successful medicine check against the spell’s 
  DC will end the disease. If a creature dies of 
  this disease, it comes back to life as a 
  vegepygmy in 4d6 hours. (Underdark, 
  Shadowfell, Lower Planes) 
  Yellow Mold: The mold releases noxious 
  spores when handled. When first entering the 
  area and at the beginning of every turn spent 
  within the area, creatures must make a 
  Constitution saving throw against the spell’s 
  DC. After one failure, they are poisoned. On a 
  second failure, they see everything as lightly 
  obscured until they exit the area. On a third 
  failure, they see everything as heavily obscured, 
  and on a fourth failure, they are incapacitated. 
  All effects end as soon as the creature leaves the 
  area. (Underdark, Shadowfell, Lower Planes) 
  Obliviax (memory moss): While within 60 feet 
  of the moss, you may use your turn to make a 
  spell attack targeting a creature standing on the 
  obliviax. On a hit, the creature losses all of its 
  memories for the last 24 hours and may act 
  confused. Any creature, including yourself, 
  may eat some of the moss to gain the lost 
  memories. They must make a DC 14 
  Constitution save. On a success, they gain the 
  memories. On a failure, they are poisoned for 
  2d10 turns. Any lost memories return to a 
  creature after 1d6 hours. (Feywild, Far Realm, 
  Astral, Ethereal) 
  Timmask: When first entering the area and at 
  the beginning of every turn spent within the 
  area, creatures must make a DC 12 Constitution 
  saving throw or suffer the effect of a confusion 
  spell for the duration of their turn. The effect 
  ends immediately for any creature that leaves 
  the area. (Far Realm, Shadowfell) 
   
   
   
   
   
   
   
   
   
   
  12 
  
   
  Torchstalk: Using fire, exposed flames, or 
  lightening in the area causes an explosion of 
  flammable gas emitted by the plants. Creatures 
  within 5 feet of the explosion take 3d6 fire 
  damage. If a creature moves more than 10 feet 
  on their turn, they must make a Dexterity save 
  against your Spell DC or trigger an explosion. 
  (Elemental, Lower Plains) 
  Fey Summoning Spells 
  For spells that conjure fey like Conjure 
  Woodland Beings and Conjure Fey, you may 
  add the creatures on your plane’s Fey list to 
  potential summons. 
  Grasping Vine 
  The saving throw can be exchanged as follow: 
  Intelligence for Astral, Wisdom for Ethereal, 
  Charisma for Upper or Lower Planes.  
  Commune with Nature 
  This spell operates in a Druid’s native plane as 
  well as on the prime material plane. 
  Druid Grove 
  Druids have additional options for customizing 
  their grove to match their plane. You may use  
  any options available for spike growth or plant 
  growth for the spike growth location, which 
  uses your Spell save DC to trigger effects. You 
  may also modify the grove options as follows: 
  Underdark: You may replace grove guardians 
  with large mushrooms that use the stat block of 
  a Myconid Sovereign. The grove is perpetually 
  filled with dim light that cannot be lit further 
  by a spell of a level less than 3. 
  Shadowfell: You may replace the grove 
  guardians with Umbral Banyan that act as the 
  Umbral Banyan described in entangle, except 
  that they have an AC of 13, 59 HP, and 
  retrained creatures take 2d6 + 4 force damage at 
  the beginning of their turn each round that they 
  are restrained. While in the solid cloud effect, 
  creatures see, but from the perspective of 
  another part of the grove, not the location they 
  are in, giving them a 25 percent chance of losing 
  their orientation and randomly changing 
  direction. If you use a wind wall, it if filled with 
  the sound of wailing despair, and creatures 
  must make a DC 11 Wisdom save or suffer the 
  frightened condition for 1d4 rounds. 
  Feywild: You may replace the wind wall effect 
  with a similarly shaped permeable barrier that 
  causes the effect of the hypnotic pattern spell. 
  Creatures that move through the solid fog are 
  under the effect of the faerie fire spell for 1d4 
  turns.  
  Elemental Plane: You may replace grove 
  guardians with Gargoyles and the solid fog 
  with squares of molten lava, which does 4d10 
  damage on contact. 
  Astral Sea: Instead of having the solid fog, the 
  inside of the grove is filled with infinite Astral 
  space which must be navigated to find the 
  floating 90 ft. cube that houses the grove. A 
  creature must use its action to make an 
  intelligence check against your spell DC to 
  navigate the Astral space in search of your 
  grove, and finds it on a success. There is a 10% 
  chance that they will encounter an Astral wind. 
  There is no gravity, and creatures move at a 
  rate of d20x their intelligence modifier per turn 
  (minimum of 10 feet) in any direction. 
  Intelligence and strength and Wisdom and 
  Dexterity are interchanged within the grove. 
  Ethereal Plane: You and creatures you choose 
  can use your bonus action to teleport to any 
  unoccupied location in the grove. 
  Upper Planes: You may replace the walls of 
  wind with a magic circle. Allies within the solid 
  fog enjoy the benefit of a resistance spell. 
  13 
  
   
  Lower Planes: Any amount of Solid fog can be 
  replaced with similar sized pools of demon 
  ichor. The grove guardians can be replaced 
  with two awakened death’s head trees (same 
  stats as an awakened tree but with no attack 
  except dethatching death’s heads) with 2d6 
  death’s head fruit each. You choose the form 
  detached death’s heads take. Unfriendly 
  creatures that pass through the gust of wind 
  must roll a DC 10 wisdom saving throw or be 
  subject to the effects of the crown of madness 
  spell for 1d4 turns. 
  Mechanus: You may replace the grove 
  guardians with two stone defenders. Creatures 
  who move through the wind walls make a 
  charisma saving throw against your spell DC, 
  experiencing the effect of a calm emotions spell 
  for 1d4 turns on a failed save.  
  Far Realm: The solid cloud effect can be 
  replaced by the effect of a hunger of hadar 
  spell, except without dealing damage. Upon 
  entering or at the beginning of each turn inside 
  the area, creatures must make a wisdom and 
  become frightened for 1d4 turns on a failed 
  save. The grove is perpetually filled with dim 
  light that cannot be lit further by a spell of a 
  level less than 3. Unfriendly creatures must roll 
  a wisdom saving throw against your spell DC 
  or roll on the temporary madness table every 
  3d4 turns spent in the grove.  
   
   
   
   
   
   
  Other Modifications 
  To further align your Druid with the themes of 
  their plane of origin, you can use the following 
  modifications to the base Druid traits and 
  abilities.  
  Underdark 
  You have darkvision up to 120 feet regardless 
  of your race. You gain proficiency in the stealth 
  skill and have the Shadow Stealth trait. 
  Shadowfell  
  If you are reduced to 0 hit points, make a 
  Wisdom saving throw (DC of 5+damage taken) 
  unless the damage is radiant or from a critical 
  hit. On a success, drop to 1 hit point instead. 
  You may use this ability once per long rest 
  Feywild 
  You have the Fey Ancestry trait and may cast 
  misty step without expending a spell spot once 
  every short rest. 
  Elemental Planes 
  Choose an elemental damage type at the end of 
  each long rest (fire, cold, acid, lightening, or 
  thunder). Until the end of your next long rest, 
  you may add your spellcasting modifier to 
  damage dealt of that type by your spells once 
  per turn. 
   
   
   
   
   
   
  14 
  
   
  Astral Sea 
  Intelligence replaces Wisdom as your 
  spellcasting ability, and your spells are cast 
  psionically. 
  Ethereal Plane 
  You can see 60 feet into the ethereal plane. Once 
  per long rest you may step into the border of 
  the Ethereal plane as per the etherealness spell, 
  except the duration is 1 minute, and when you 
  return to the material plane, you occupy the 
  same location where you left.  
  Upper Planes 
  You roll Charisma (persuasion) checks with 
  advantage, and have resistance to radiant 
  damage. You may substitute radiant damage 
  for fire damage for your spells. 
  Lower Planes 
  You have the dark one’s own luck. When you 
  make an ability check or a saving throw, you 
  can add a d10 to your roll. You can do so after 
  seeing the initial roll but before any of the roll's 
  effects occur. You may use this feature once per 
  short or long rest. 
  Mechanus 
  Since you come from a mechanical realm, you 
  do not have the regular druid’s distaste for 
  wearing metal armor. You also have proficiency 
  with heavy armor and the Constructed 
  Resilience and Sentries Rest traits. 
  Far Realm  
  You can telepathically speak to any creature 
  you can see within 30 feet of you. You don't 
  need to share a language with the creature for it 
  to understand your telepathic utterances, but 
  the creature must be able to understand at least 
  one language. If the creature you are speaking 
  to cannot see you, you have advantage on any 
  Charisma (intimidation) rolls to frighten it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  15 
  
   
   
   
   
   
   
   
  COSMIC DRUID CIRCLES 
  The natural magics and that make up the fabric 
  of reality in each of the planes of existence 
  differs as greatly as do their inhabitants, which 
  has shaped druidic culture and powers across 
  the cosmos for millenia. These differences have 
  led to unique druid circles and practices, as 
  each strives to adapt to their own environment. 
  Underdark 
  Some say that the mysterious magical radiation 
  of Faerzress that permeates the underdark is 
  the raw stuff left over from its creation. Without 
  it, very little could live in the subterranean 
  depths, as much of the plant life its denizens 
  consume rely on it for life and energy. Druids 
  of the underdark tap this ancient power to fuel 
  their spells – and in return, it has shaped their 
  philosophy towards their magic. 
  Circle Spells 
  When you join this circle at 2nd level, your long 
  contact with Faerzress has permanently infused 
  you with its power. Your link with this magical 
  force grants you access to some spells when 
   
   
   
   
   
   
   
   
   
  you reach certain levels in this class, as shown 
  on the Underdark Spells table (See page 2). 
  Once you gain access to these spells, you 
  always have it prepared, and they don't count 
  against the number of spells you can prepare 
  each day. Even if a spell that doesn't appear on 
  the druid list, it is a druid spell for you. 
  Additionally, when using beast spells or wild 
  shape you may use the underdark beast table, 
  or use the underdark fey table for conjuring fey. 
  Dark Conduit 
  Starting at the 2nd level, you gain the ability to 
  draw faezress from the underdark to shape the 
  world around you. This power radiates from 
  you out to ten feet and lasts for 10 minutes or 
  until dismissed. That distance increases to 15 
  feet at the 6th level, 20 feet at the 10th level, and 
  25 feet at the 14th level.  
  Faerzress radiation has several peculiar 
  properties that effect the suffused area: 
   The area is filled with dim light. 
   Within the area, creatures have advantage on 
  saving throws against conjuration and 
  divination spells. If a conjuration or 
  16 
  
   
  divination spell doesn't allow a saving throw 
  but either targets a location or creature 
  within the area or is cast from inside the 
  area, the caster must succeed on a DC 10 
  Constitution saving throw to cast the spell. 
  Failing this save means the spell is wasted 
  and has no effect. The DC rises to 12, 15, and 
  17 at the 6th, 10th, and 14th levels respectively. 
   Any creature attempting to teleport into, 
  within, or out of the area in any way must 
  make the conjuration Constitution saving 
  throw. On a failed save, the creature takes 
  1d10 force damage and the teleportation 
  attempt fails. If the save succeeds by two or 
  less, the creature teleports to a random 
  location within 1d6x 10 feet of their intended 
  destination 
  The faerzress does not affect spells that you 
  cast. You can activate this ability a number of 
  times equal to your proficiency bonus per long 
  rest. 
  Denizen of the Underdark 
  Growing up in the underdark has shaped you. 
  Starting at level 2, You have darkvision up to 
  120 feet regardless of your race. You gain 
  proficiency in the stealth skill and have the 
  Shadow Stealth trait. 
  Deep Aegis 
  The power of your faerzress emanations both 
  protects and empowers you. At the 6th level, 
  you impose disadvantage on all spell attacks 
  and advantage on dexterity saving throws 
  against spell effects while dark conduit is 
  active, and can add your proficiency bonus to 
  spell damage provided the target is within the 
  area of your faerzress. At the 14th level, you 
  may extend the protective bonuses to a number 
  of creatures equal to your spellcasting ability 
  modifier within the area of your faerzress. 
  Arcane Interference 
  Your faerzress emanations have become so 
  powerful that magic becomes harder to tame 
  for your enemies within their confines. At the 
  10th level, as a reaction, when another creature 
  casts a spell from or effecting creatures within 
  the area of your faerzress, you may make a 
  wisdom saving throw against their spell DC. 
  On a successful save, you force them to roll 
  from the wild magic table and have that replace 
  the effect of their spell. You must use this 
  ability before any rolls that determine whether 
  the spell is successful or not. You may use this 
  ability once per short or long rest. 
  Blindspot 
  At the 14th level, while your Faerzress is active, 
  you enjoy the effects of the nondetection and 
  detect magic spells. Starting at the 18th level, 
  this trait becomes permanent. 
   
   
   
   
   
   
   
   
   
   
   
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  Shadowfell 
  More than any other spellcaster, Druids of the 
  Shadowfell are deeply connected the shadow 
  weave, which gives them power over 
  shadowstuff, the basic element of the plane. 
  The power of the shadow allows them to bend 
  magic and alter reality in unprecedented ways. 
  Circle Spells 
  When you join this circle at 2nd level, your 
  connection with the shadow weave grants you 
  access to spells when you reach certain levels in 
  this class, as shown on the Shadowfell Spells 
  table (See page 2). 
  Once you gain access to these spells, you 
  always have it prepared, and they don't count 
  against the number of spells you can prepare 
  each day. Even if a spell that doesn't appear on 
  the druid list, it is a druid spell for you. 
  Additionally, when using beast spells or wild 
  shape you may use the shadowfell beast table, 
  or use the shadowfell table for conjuring fey. 
   
   
   
   
   
   
   
   
   
   
   
  Shadowshaping 
  Starting at level 2, your mastery of shadow 
  magic allows you to sculpt and alter objects and 
  creatures under the influence of your magic.  
  When you summon creatures or take wild 
  shape, you may choose to switch out one trait 
  that the creature has with a similar one of 
  another eligible creature from the list (for 
  instance, switching out undead fortitude for 
  pack tactics, a swimming speed for a flying 
  speed, a perception bonus for a stealth bonus, 
  creature sizes, one spell for another of the same 
  level if both creatures are spellcasters, etc.). All 
  other creature stats remain the same. 
  Alternately, you can use shadowshaping as an 
  action to create the effect of a disguise self spell 
  on you or a creature you are touching.  
   You can use your shadowshaping ability a 
  number of times equal to your spellcasting 
  modifier per long rest (minimum of 1). 
  Spellshaping 
  As your shadowshaping ability improves, you 
  can use it to alter your own and other peoples 
  spells. At the 6th level, you can use your 
  18 
  
   
  shadowshaping trait as a reaction to alter a 
  spell that has been cast at the 5th level of lower. 
  Some changes are harder than others to create. 
  Any time that you use your shadowshaping 
  trait in this way, you must roll (plus your spell 
  attack bonus) against the given DC of the 
  modification. If the spellcaster is unwilling, you 
  add their proficiency bonus to the DC. 
  Energy: If the spell deals damage, you may 
  choose the type of damage it deals. DC 9 
  Condition: If the spell inflicts a condition, you 
  may choose to change the condition. If the 
  condition is more harmful than the stated 
  condition of the spell, it only lasts until the 
  beginning of your next turn and the shaping 
  DC is increased by 3. You may also cancel a 
  condition for an additional DC of 3. DC 15 
  Save: For spells with a save, you may choose 
  the type of save. DC 10 
  Range: You may double or halve the range of a 
  spell, or give a spell with the range of touch a 
  range of 20 feet. DC 15 
  Color: you can change the color and visual 
  effect of the spell. DC 7 
  Target: you can change the target of a spell to 
  another creature within 20 feet. DC 17 
  Location: you can change the locus or location 
  of a spell by 10 feet as long as the new location 
  is still within range. You can increase that range 
  by 5 feet for each additional DC. DC 15 
  Potency you can add or decrease the effect of a 
  spell that rolls for damage or other die-driven 
  effects with by one die. You can increase by 1 
  die for each additional 3 CR. DC 12 
  Casting time: you may change the casting time 
  to a bonus action, and action, or two actions. 
  DC 14 shorter, DC 16 longer 
  Profusion: You can add or subtract a target or 
  creature effected by an area of effect for a spell 
  that can target more than one creature or 
  multiple creatures within an area. It must still 
  have at least 1 target. You choose who is 
  targeted or not targeted. DC 13, plus 3 DC for 
  each additional creature. 
  Precision: you may give the spell or its target 
  advantage or disadvantage. DC 15 
  Shadow’s Sight 
  Due to the transitory nature of shadowstuff, 
  shadowfell is constantly shifting. At the 10th 
  level, by peering through the twisted space of 
  shadowfell, you can use an action to view your 
  surroundings from any point you can see 
  within range. While using shadow’s sight, you 
  can move and act normally, but cannot see from 
  your own eyes. If you cannot see yourself from 
  your viewpoint, you act as if blinded. If you 
  can, you see yourself in the third person, and 
  suffer disadvantage to dexterity and charisma 
  based skills and checks and all attack rolls. You 
  can see anything that you could see from the 
  new vantage point however, potentially 
  creating line of sight to creatures that would 
  otherwise be hidden from your view. 
  Protean Terrain 
  At the 14th level, you can call on your mastery 
  of shadow stuff to cause the terrain around you 
  to temporarily shift. Choose a 1000 foot cube of 
  terrain that includes your location within it. 
  You may rearrange the landscape however you 
  wish, provided it retains the same features (size 
  and shape of hill or wooded areas, number of 
  streams, etc.). All creatures remain where they 
  were relative to the feature they are located on 
  or above. You can place your shadow’s sight 
  anywhere within the range. You can use this 
  ability once per short rest.  
  If you’ve expended all shadowshaping uses, 
  you regain one each time you roll for initiative. 
  19 
  
   
   
   
   
   
   
   
  Feywild 
  In the Feywild, appearances and desires dictate 
  reality, and every living thing is driven by 
  personality, from tree spirits to awakened 
  beasts. For a Feywild Druid, nature itself is a 
  court and must be treated as such – with all of 
  the intrigue, deceit, entertainment, and 
  positioning that that implies.  
  Circle Spells 
  When you join this circle at 2nd level, your 
  connection with the feywild grants you access 
  to spells when you reach certain levels in this 
  class, as shown on the Feywild Spells table (See 
  page 2). 
  Once you gain access to these spells, you 
  always have it prepared, and they don't count 
  against the number of spells you can prepare 
  each day. Even if a spell that doesn't appear on 
  the druid list, it is a druid spell for you. 
  Additionally, when using beast spells or wild 
  shape you may use the Feywild beast table. 
  Fey Nature 
  Beginning at level two, your exposure to the 
  Feywild has given you the Fey Ancestry trait 
  regardless of race, may choose a cantrip from 
  the wizard cantrip list to add in addition to  
   
   
   
   
   
   
   
  your druid cantrips. 
  Fey Subtlety 
  Beginning at level two, you gain proficiency in 
  the insight, deception, and persuasion skills or 
  expertise if you already have proficiency 
  provided the target is not a fiend, undead, or 
  celestial.  
  You can always tell if people are trying to read 
  you mind and can lie telepathically or to magic 
  used to read you thoughts by rolling a 
  deception check against their spell DC. On a 
  successful roll, they do not realize the deceit. 
  Fey Mischief 
  The fey propensity for tricks and mischief runs 
  through your veins. At the 6th level, if, during a 
  conversation with one of more creature, you are 
  able to successfully deceive and persuade them 
  that something false is true, you may expend a 
  level 2 or greater spell slot use to implant a 
  vivid false memory of the supposed thing in 
  their mind that lasts 24 hours. During that 
  period the creature is charmed by you, will 
  advocate for you, and cannot be dissuaded of 
  the lie. This effect ends if it takes any damage, if 
  you attack it, or if it witnesses you attacking or 
  damaging any of its allies. 
  20 
  
   
  Fey Bearing 
  At 10th level, you gain the ability to wrap 
  yourself in a fey magic that makes others want 
  to serve you. You can expend a wild shape use 
  to cast Command as a bonus action or sleep as 
  an action without expending a spell slot, and 
  you take on an appearance of unearthly beauty 
  for 1 minute. During this time, you can cast 
  Command as a bonus action or Sleep on a 
  single target as an action on each your turns, 
  without expending a spell slot. 
  Any creature charmed by you automatically 
  fails its saving throw against the Command you 
  cast with this feature, and the Sleep spell acts as 
  if you had rolled the maximum HP. 
  Fey Splendour 
  At 14th level, your appearance permanently 
  gains an otherworldly aspect that makes you 
  appear strong and beneficent. You may treat 
  any deception or persuasion check roll that is 
  less than 10 as a 10.  
  In addition, you can expend a wild shape use to 
  assume a supernaturally magnificent 
  appearance for 2 minutes or until you are 
  incapacitated. During that time, whenever any 
  creature tries to attack or otherwise targets you 
  for harm for the first time on a turn, they must 
  make a Charisma saving throw against your 
  spell save DC. On a failed save, it can't attack 
  you on this turn, and it must choose a new 
  target for its attack or the attack is wasted. They 
  automatically fail this save if you have never 
  harmed them, and have advantage on this roll 
  if you harmed them during your last turn. On a 
  successful save, it can attack you on this turn, 
  but it has disadvantage on any saving throw it 
  makes against your spells, social skills, or 
  abilities on your next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  21 
  
   
   
   
   
   
   
   
   
   
   
   
  Elemental Planes 
  Working with the raw building blocks of the 
  material planes, Druids from the elemental 
  planes know the power of being direct and 
  forceful. After all, if something doesn’t work, 
  you can simply break and remake it.  
  Circle Spells 
  When you join this circle at 2nd level, your 
  connection with the Elemental Plane grants you 
  access to spells when you reach certain levels in 
  this class, as shown on the Elemental Planes 
  Spells table (See page 3). 
  Once you gain access to these spells, you 
  always have it prepared, and they don't count 
  against the number of spells you can prepare 
  each day. Even if a spell that doesn't appear on 
  the druid list, it is a druid spell for you. 
  Additionally, when using beast spells or wild 
  shape you may use the Elemental Planes beast 
  table, or use the Elemental Planes fey table for 
  conjuring fey. 
   
   
   
   
   
   
   
   
   
   
   
  Muster Elements 
  Beginning at level 2, at the beginning of each 
  long rest you choose one element (Fire, Water, 
  Air, Earth). During your long rest, you 
  commune with the spirits of that elemental 
  plane and gain an extraordinary affinity to its 
  power. Until the end of your next long rest, 
  whenever you roll damage of the 
  corresponding type for the first time each turn 
  (fire, cold, lightening/thunder, bludgeoning), 
  you add your wisdom modifier.   
  Elemental Shield 
  Your elemental affinities protect you from 
  harm. Starting at the 6th level, when you choose 
  an element with your muster elements trait, 
  you get the additional benefit of resistance to 
  that elemental damage type for the chosen 
  element. Using the absorb element spell for that 
  damage type makes you immune. 
  Elemental Blast 
  When you conjure elemental powers you do so 
  with incredible force. Starting at level 10, the 
  22 
  
   
  first time you roll elemental damage 
  corresponding to the type of your elemental 
  muster, the spell or attack gains the following 
  traits if they do not have them already: 
  Fire: The creature is on fire. At the start of each 
  of its turns, the target must make a Constitution 
  saving throw against your spell DC. On a failed 
  save, it takes 1d6 fire damage. On a successful 
  save, the effect ends. If the target or a creature 
  within 5 feet of it uses an action to put out the 
  flames, or if some other effect douses the flames 
  (such as the target being submerged in water), 
  the effect ends. 
  Cold: The creature’s speed is reduced by 10 feet 
  until the start of your next turn. 
  Lightening/Thunder: Creature makes 
  Constitution saving throw against your spell 
  DC. On a failed save, they are blinded/deafened 
  until the end of their next turn.  
  Bludgeoning: Move the creature 10 feet to an 
  unoccupied space. If you score a critical hit, 
  attack rolls against that creature are made with 
  advantage until the start of your next turn. 
  Master of Elements 
  At the 14th level, you ability to draw power 
  from the elemental plane reaches its peak. 
  Whenever you cast a spell that either deals 
  damage or otherwise relates to the element 
  from your muster elements trait, you cast it one 
  level higher than the spell slot you used.  
  Creatures that have immunity to the damage 
  type corresponding to your muster elements 
  type now only have resistance to damage of 
  that type from your spells. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Astral Sea 
  The Druids that inhabit the world of the Astral 
  Sea peddle in the magic of pure thought. Their 
  approach to magic, and indeed life, is that in 
  most situations, understanding your enemies’ 
  mentality and mind over matter will always 
  prevail.   
  Circle Spells 
  When you join this circle at 2nd level, your 
  connection with the Astral Sea grants you 
  access to spells when you reach certain levels in 
  this class, as shown on the Astral Sea Spells 
  table (See page 3). 
  Once you gain access to these spells, you 
  always have it prepared, and they don't count 
  against the number of spells you can prepare 
  each day. Even if a spell that doesn't appear on 
  the druid list, it is a druid spell for you. 
  Additionally, when using beast spells or wild 
  shape you may use the Astral Sea beast table, or 
  use the Astral Sea fey table for conjuring fey. 
  Mental Magic 
  Beings from the Astral Sea rely on their intellect 
  to navigate their world. Intelligence is you 
  spellcasting ability, and your spells are psionic.  
   
   
   
   
   
   
   
   
  Mindbeast 
  Beginning at level 2, you may expend a wild 
  shape use to summon a mindbeast from the 
  Astral Sea. Summoned mindbeasts remain 
  physically in the Astral, and can neither deal 
  nor receive damage. They can only interact 
  with creatures as described below, and can be 
  unsummoned or banish similar to any other 
  summoned creature. You can only have one 
  summoned one mindbeast at a time.  
  Like other summons, the duration is 
  concentration, up to 1 hour, but the effects they 
  create on other creatures remain even when 
  concentration has been broken. 
  Garmorm: You can use your action to have the 
  Garamorm swallow the soul of a creature 
  within 30 feet that has died in the last 5 
  minutes. If you do so, that creature’s mouth 
  appears on the Garmorm, and you gain all of 
  the spell slots or uses the creature had when it 
  died. You can only use these for spells the 
  creature knew, all of which you can cast using 
  this ability. This does not make you know the 
  spells the creature knew. You cannot gain spell 
  slots or cast spells using this ability that are 
  24 
  
   
  above your casting level. These slots and spells 
  disappear at the end of your next long rest. 
  Astral Searcher: You can use your action to 
  have your Astral Searcher touch a creature 
  within 30 feet that does not have its full HP. It 
  makes an intelligence save against your spell 
  DC. On a failed roll, you gain the use of one of 
  the creature’s abilities. This can include traits 
  like pack tactics or aggressive, racial traits like 
  darkvision, saves, or skill proficiencies. It 
  cannot include spellcasting, channel divinity, 
  other magically powered abilities, or abilities 
  that can only be used a limited number of times 
  per rest or day, though it can steal traits with 
  recharge. If the trait scales over time (for 
  instance sneak attack damage), you would gain 
  it at the level corresponding to your Druid 
  level. While you have the use of this trait, the 
  target does not. They can make and intelligence 
  saving roll at the beginning of each turn to end 
  the effect. The effect also ends if you use this 
  ability on another target. 
  Intellectual Savant  
  Starting at the 6th level, you may communicate 
  telepathically within 30 feet and are 
  permanently under the effect of the detect 
  thoughts spell. 
  Improved Mindbeast 
  Starting at the 10th level, you gain access to the 
  following mindbeast options. Additionally, if 
  you summon a Garmorm or an Astral Searcher, 
  creatures at once. 
  Berbalang: You may cast the Speak With Dead 
  spell at will. Since the Berbalang is casting the 
  spell, the dead you speak to in this way do not 
  know who you are, and therefore cannot hold 
  animus towards you. 
  Astral Streaker: You may cast the Sending spell 
  a number of times equal to your spellcasting 
  modifier without expending a spell slot. 
  Psurlon: Through the Psurlon you are able to 
  speak telepathically to creatures within 90 feet, 
  regardless of whether you speak a common 
  language. While this mindbeast is active, you 
  may use a bonus action to create an effect 
  identical to the suggestion spell that lasts for 
  1d6 turns on a creature you are communicating 
  with telepathically. 
  Mind Palace 
  Starting at the 14th level, you gain immunity to 
  psychic damage and roll with advantage on all 
  saves against magic that would effect your 
  mind or gain information from you against 
  your will. Any roll that you do on an arcana, 
  nature, history, or religion check that is less 
  than a 10 is treated as a 10. 
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Ethereal Plane 
  Like the plane that spawned the, Druids of the 
  ethereal plane are far travelers. They see and 
  hear much of what happens elsewhere, and 
  they will nearly always get where they are 
  going. 
  Circle Spells 
  When you join this circle at 2nd level, your 
  connection with the Ethereal Plane grants you 
  access to spells when you reach certain levels in 
  this class, as shown on the Ethereal Plane Spells 
  table (See page 3). 
  Once you gain access to these spells, you 
  always have it prepared, and they don't count 
  against the number of spells you can prepare 
  each day. Even if a spell that doesn't appear on 
  the druid list, it is a druid spell for you. 
  Additionally, when using beast spells or wild 
  shape you may use the Ethereal beast table.  
  The Sight 
  At the second level, you can see 80 feet into the 
  ethereal plane, and can interact with any 
  creatures there as if they were on the material 
  plane. When you summon a beast or fey, you 
  can use their bonus action at any time during 
  the duration to cause them to shift to the  
   
   
   
   
   
   
   
   
  ethereal plane. They can then use their bonus 
  action at any time while the spell is still active 
  to shift it back, assuming it is within 90 feet.  
  Far Wanderer 
  Starting at level 6, whenever you cast a 
  teleportation related spell that only targets 
  yourself, you can also take a number of 
  creatures within 5 feet of you with you equal to 
  your spellcasting modifier. If the creature is 
  unwilling, they can make a Wisdom saving 
  throw against your spell DC, remaining on a 
  successful save. 
  Ethereal Jaunt 
  At the 10th level, you may allow one creature 
  you are touching (including yourself) to step 
  into the border of the Ethereal plane as per the 
  etherealness spell, except the duration is 
  concentration, up to 2 minutes, and when you 
  return to the material plane, you occupy the 
  same location where you left.  
  Master Etherium 
  At the 14th level, you may expend a wild shape 
  to cast the etherealness spell without expending 
  a spell slot, or to give yourself or a creature you 
  touch a flying speed of 60 for 1 hour. 
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  Upper Planes 
  The very land of the upper planes breathe 
  blessings upon their inhabitants, and the 
  Druids that call them how likewise live to 
  kindle the spark of bliss divine in the hearts of 
  every living thing. 
  Circle Spells 
  When you join this circle at 2nd level, your 
  connection with the Upper Planes grants you 
  access to spells when you reach certain levels in 
  this class, as shown on the Upper Planes Spells 
  table (See page 3). 
  Once you gain access to these spells, you 
  always have it prepared, and they don't count 
  against the number of spells you can prepare 
  each day. Even if a spell that doesn't appear on 
  the druid list, it is a druid spell for you. 
  Additionally, when using beast spells or wild 
  shape you may use the Upper Planes beast 
  table, or use the Upper Planes table for 
  conjuring fey. 
  Investiture 
  You have the power to endow creatures with 
  the blessed essence of the upper worlds. 
  Starting at the second level, you may use  
   
   
   
   
   
   
   
   
  a bonus action to touch a willing creature and 
  give it an investiture die, which they can use at 
  any time during the next 5 minutes. You 
  investiture die is a d4, but increases to a d6, d8, 
  and d10 respectively at the 5th, 10th, and 15th 
  levels. When you give a creature a die, you 
  choose the nature of the investiture from the 
  following options.  
  You can use this feature a number of times 
  equal to your Wisdom modifier (a minimum of 
  1). You regain any expended uses when you 
  finish a long rest. 
  Perserverance: Add the investiture dice a 
  Wisdom, Intelligence, or Charisma saving 
  throw. If you succeed, you have advantage on 
  any other throws of the same kind for 1 minute. 
  Vigor: Add the investiture dice to an attack roll. 
  On a success, add 2x the dice roll radiant 
  damage to the attack.  
  Prowess: Cunning Add the investiture dice to a 
  skills check. On a success, you gain proficiency 
  in all skills under that modifier for 1 minute.  
  Tenacity: Add the investiture dice a Strength, 
  Dexterity, or Constitution saving throw. If you 
  succeed, you have advantage on any other 
  throws of the same kind for 1 minute. 
  Resilience: Add the investiture roll to your AC 
  while being attacked. If this causes the creature 
  27 
  
   
  to miss, you retain the bonus to your AC 
  against that creature for 1 minute. 
  Fortitude: Add your investiture dice to a saving 
  throw against or to remove a condition. On a 
  successful throw, you are immune to that 
  condition for 5 minutes.   
  Solace: You are immune to effects that would 
  lower your maximum HP, and regain your 
  investiture die roll worth of HP at the 
  beginning of your turn for 1 minute. 
  Vitality: Add the investiture die to your first 
  death saving throw. If you succeed, you return 
  to life with 3x the investiture saving roll HP.   
  Helpmeet 
  Starting at the 6th level, you can cast any spell 
  with a range of self as a range of touch. You can 
  perform the help action for any creature that 
  has one of your investiture dice so long as they 
  are within 30 feet.  
  Divine Heritage 
  Your divine heritage augments your physical 
  form. Beginning at the the 10th level, you roll 
  Charisma (persuasion) checks with advantage, 
  and have resistance to radiant damage. You 
  may also substitute radiant damage for fire 
  damage for your spells. 
  Everlasting Investiture 
  Your power to bless grows more enduring with 
  time. At the 14th level, you regain 1 investiture 
  die when you roll initiative if you currently 
  have none. Additionally, if any creature using 
  one of your investiture dice rolls a 1 and fails, 
  the die returns to you. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Lower Planes 
  The very land of the upper planes breathe 
  blessings upon their inhabitants, and the 
  Druids that call them how likewise live to 
  kindle the spark of bliss divine in the hearts of 
  every living thing. 
  Circle Spells 
  When you join this circle at 2nd level, your 
  connection with the Lower Planes grants you 
  access to spells when you reach certain levels in 
  this class, as shown on the Lower Planes Spells 
  table (See page 3). 
  Once you gain access to these spells, you 
  always have it prepared, and they don't count 
  against the number of spells you can prepare 
  each day. Even if a spell that doesn't appear on 
  the druid list, it is a druid spell for you. 
  Additionally, when using beast spells or wild 
  shape you may use the Lower Planes beast 
  table, or use the Lower Planes table for 
  conjuring fey. 
   
   
   
   
   
   
   
   
   
   
   
  Blood Pact 
  Starting at level 2, whenever you are subject to 
  an attack or effect that would break your 
  concentration, you can automatically succeed in 
  maintaining concentration by taking 1d4 
  damage per spell level. This damage can’t be 
  prevented in any way, nor can it be healed until 
  after your concentration finally breaks.  
  Infernal Boon 
  You can beseech the maledict nature of the 
  abyss or nine hells to grant you dark powers … 
  at a price. Starting at level 6, you may expend a 
  use of your wild shape to grant yourself 
  infernal boons from the following list. You may 
  choose 2 boons, and may choose 2 additional 
  boons at the 10th and 14th levels. Any time that 
  you add new boons, you can also change out 
  any existing boons. Boons remain active until 
  dismissed or until the end of a long or short 
  rest, but must be active for a minimum of 5 
  minute. 
  Boon of the Greater Blood Pact: You may cast 
  any spell to summon a fiend that you know and 
  29 
  
   
  have spell slots high enough to cast without 
  using a spell slot. Cost: you take 1d6 damage 
  that cannot be prevented in any way for each 
  level of spell you cast this way. You maximum 
  HP is lowered by the same amount while this 
  boon is active. 
  Boon of the Brute: You transform into a 
  fiendish juggernaut. Your size becomes large, 
  your strength and constitution scores become 
  16 + 1 for every druid level you have beyond six 
  to a maximum of 26, and you make strength 
  and constitution saves and checks with 
  advantage. Your fists become strength-based 
  weapons that deal 1d8 Bludgeoning plus 1d8 
  necrotic damage for every 6 Druid levels you 
  have, rounded down. You score a critical hit on 
  a 19 or 20, and regain HP equal to the necrotic 
  damage you inflict, rounded up. Cost: Your 
  Wisdom, Intelligence, and Charisma scores are 
  reduced to 6, and you lose all spellcasting 
  abilities and Druid traits and abilities for the 
  duration. 
  Boon of Spite: When you are hit by an attack or 
  spell that does damage, you use your reaction 
  to instantly kill the attacking creature as long as 
  it has 5x you Druid level HP or less. If they 
  have more HP than this, than nothing happens. 
  Every time you use this ability while the boon 
  is active, the HP that you can kill goes down by 
  10. Cost: You take the greatest possible damage 
  from the attack, which cannot be lessened in 
  any way. 
  Boon of True Invisibility: You become 
  completely impossible to sense by anything 
  except by true sight. You cannot be heard, 
  smelled, sensed by echolocation, tremor sense 
  of blind sight. You cannot be felt, except that 
  people can perceive the general direction of 
  attacks or spells you use against them, or if you 
  push or grapple them. Your location cannot be 
  discerned or discovered magically, and you 
  can’t be connected to telepathically. Cost: While 
  you are thus invisible, you are completely silent 
  and incapable of speech, and thus can’t produce 
  the verbal components of spells. Further, no 
  one can remember you, not even your allies, 
  and they will be incapable of acting upon plans 
  you agreed to, etc. Any mention of you in 
  writing in magically erased for the duration. If 
  you die while invisible, it is as if you never 
  existed. 
  Boon of Casting Down the Mighty: When a 
  creature fails a saving throw for a spell you 
  cast, you may hurl them screaming through the 
  abyss or nine hells. The creature disappears, 
  reappearing in the same spot at the end of your 
  next turn, though it feels like many hours for 
  them. Unless they are a fiend, they take 1d6x 
  your druid level psychic damage and suffer the 
  frightened condition. You cannot repeat this 
  ability on the same creature. Cost: The 
  experience plants an incurable hatred in the 
  victim. They must use there turn for the next 
  minute to attack or otherwise harm you to the 
  best of their abilities, and remain hostile 
  towards you and wish to do everything in their 
  power to make you suffer indefinitely. As such, 
  they’re immune to being charmed by you.   
  Boon of Sedaklah: You can use a bonus action 
  to bring a creature that dies within 90 feet of 
  you back to life as a spore servant under your 
  control for the duration of the boon. Once the 
  boon is over, they collapse and return to death. 
  Cost: You become vulnerable to all damage 
  except necrotic, psychic, and acid damage. 
  Boon of the Labyrinth: Choose a direction 
  every turn. Target creatures within 90 feet of 
  you can only move in that direction on its turn 
  30 
  
   
  if it chooses to move. Cost: If you move 
  voluntarily on your turn while this is active, 
  you take 4d10 necrotic damage. 
  Boon of the Unholy Puppet: If you die while 
  this boon is active, you explode in a wash of 
  negative energy. Every creature with 15 feet 
  must make a dexterity save against your spell 
  DC, taking 1d6x  half your druid level necrotic 
  damage on a failed save and half as much on a 
  successful one. In 1d6 turns you reform and 
  reanimate with HP equal to the total damage 
  that you dealt in this way, up to your maximum 
  HP. Cost: every time you die, you lose one 
  point of your Constitution score permanently. 
  This can only be restored by a wish, greater 
  restoration upcast to 8th level, or similarly 
  powerful restorative magic, one point at a time.  
  Boon of the Irresistible: Once per turn, you can 
  choose to cause a creature within 90 feet to fail 
  a saving throw. Cost: you automatically fail all 
  saving throws while this boon is active.  
  Boon of the Silver Tongue: Your charisma 
  modifier is raised to 24, you are proficient in all 
  Charisma skills, and you take on the 
  appearance of whatever each person in your 
  presence finds most beautiful in their eyes. 
  Hostile creatures become indifferent to you 
  until you do something that convinces them 
  otherwise. You can use a bonus action to make 
  a persuasion check against the wisdom save of 
  one person you are speaking, charming them 
  for the duration of the boon unless you or your 
  allies harm them. As a bonus action, you can 
  also cause a creature you have charmed to 
  forget the last thing you said once they are no 
  longer charmed. Cost: For the duration, you are 
  incapable of taking actions to defend yourself, 
  and your spell DC is 8. 
  Boon of the All Hearing: While the boon is 
  active, you hear any time any creature talks 
  about you anywhere in existence. Cost: There is 
  a 33% chance that what you hear is not true (1 
  or 2 on a d6 rolled secretly by the DM) – either 
  never having been said, or being a corruption of 
  what is actually said. You have know way of 
  knowing if it is a lie or not. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Mechanus 
  Druids from the plane of law are natural 
  leaders and tacticians, of spending many years 
  of their life calculating outcomes, designing 
  great feats of engineering, and commanding 
  legions of hapless modrones. More than any 
  other group, they see the artificial world as an 
  outgrowth of the natural. 
  Circle Spells 
  When you join this circle at 2nd level, your 
  connection with the Mechanus grants you 
  access to spells when you reach certain levels in 
  this class, as shown on the Mechanus Spells 
  table (See page 3). 
  Once you gain access to these spells, you 
  always have it prepared, and they don't count 
  against the number of spells you can prepare 
  each day. Even if a spell that doesn't appear on 
  the druid list, it is a druid spell for you. 
  Additionally, when using beast spells or wild 
  shape you may use the Mechanus beast table, 
  or use the Mechanus table for conjuring fey. 
   
   
   
   
   
   
   
   
   
   
  Mechanical Nature 
  Since you come from a mechanical realm, you 
  do not share other druid’s distaste for wearing 
  metal. Starting at he 2nd level, You also have 
  proficiency with heavy armor and the 
  Constructed Resilience and Sentries Rest 
  traits. 
  Tactical Mind 
  Calculating, designing, and planning are like 
  air and water in Mechanus, and it has given 
  you a strong tactical sense. Starting at the 6th 
  level, you may expend a wild shape use to 
  activate a tactical maneuver. You may pick two 
  from the options below, and may choose 2 more 
  at the 10th and 14th level. 
  Hold the Line: Designate a 60 foot line. It can 
  be any shape, even a circle. For 1 minute, if a 
  hostile creature uses their movement to cross 
  the line, any willing creature you choose may 
  use their reaction to move up to 15 feet and 
  make an attack or other similar action. If the 
  attack is successful, the creature’s speed is 
  reduced to 0 for the rest of their turn. 
  Coordinated Movement: Willing creatures 
  within 30 feet may use their reaction to move 
  32 
  
   
  up to half their speed in a direction you choose 
  for 1 minute. 
  Mount Charge: Willing creatures within 30 feet 
  may use their reaction to move up to their 
  speed in the same direction and take the attack 
  action. If they move 20 feet or more, you may 
  add your wisdom modifier to their damage 
  rolls, and targets must make a DC 11 strength 
  saving roll or fall prone.  
  Order Barrage: Willing creatures with ranged 
  attacks within 30 feet may use their reaction to 
  simultaneously attack targets of your choice. 
  Attacks can be made up to the maximum range 
  without disadvantage and ignore half and three 
  quarters cover. 
  Common Defense: Hostile creatures provoke 
  opportunity attacks from your allies when they 
  attack one of your allies for 2 minute 
  Guerrilla Tactics: Creatures of your choice 
  within 40 feet can take the dodge, disengage, or 
  dash action as a bonus action on their turn for 2 
  minutes. 
  Common Resolve. Ready an action with a 
  trigger. For 5 minutes, if the action is triggered, 
  all willing allies within 30 feet can use their 
  reaction to do the same action.  
  Sow Confusion 
  Starting at level 10, you learn 2 new tactical 
  maneuvers that sow confusion in enemy ranks 
  from the following list. You may expend a wild 
  shape to activate a maneuver. You learn 
  another 2 at the 14th level. 
  Infiltrate: One ally of your choice is wreathed 
  in an aura of unimportance for 1 minute. While 
  other creatures can see the them, they will 
  either ignore them or treat them as the lowest 
  priority in combat or social situations unless 
  they do something to make them think 
  otherwise (i.e. attack, etc. ). Because of this 
  disinterest, they are not subject to opportunity 
  attacks. 
  Sabotage Morale: Your tactics suggest insider 
  information and sow distrust in enemy ranks.  
  For 2 minute, hostile creatures within 60 feet of 
  you have disadvantage on attacks or charisma 
  checks as long as they have an ally within 5 feet 
  of them. 
  Bait Ball: Enemies fear to face you and your 
  allies alone. For 1 minute, enemies within 60 
  feet have disadvantage on attacks, charisma 
  checks, and perception checks unless they have 
  an ally within 5 feet. 
  Chain of Command: Through your 
  maneuvering, creatures hostile to you become 
  convinced that a target creature from among 
  them of your choosing is crucial to your plans. 
  They act to protect that target at all costs, 
  ignoring any commands to the contrary. 
  Actuarial Science 
  At the 14th level, your calculations allow you to 
  anticipate your enemies’ plans and forestall 
  them. You may use your reaction to create the 
  effect of the shield spell. You may use this 
  ability a number of times equal to your 
  spellcasting modifier per long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Far Realm 
  Birthed in alien realms of terror and unreality, 
  Druids of the Far Realm are difficult to fathom 
  or predict. While certainly deeply intelligent – 
  no creature lasts long in the far realms without 
  power or intellect – the void-twisted, aberrant 
  workings of their minds and magic can be an 
  enigma to friend and foe alike. 
  Circle Spells 
  When you join this circle at 2nd level, your 
  spawning in the Far Realm grants you access to 
  spells when you reach certain levels in this 
  class, as shown on the Far Realm Spells table 
  (See page 3). 
  Once you gain access to these spells, you 
  always have it prepared, and they don't count 
  against the number of spells you can prepare 
  each day. Even if a spell that doesn't appear on 
  the druid list, it is a druid spell for you. 
  Additionally, when using beast spells or wild 
  shape you may use the Far Realm beast table, or 
  use the Far Realm table for conjuring fey. 
   
   
   
   
   
   
   
   
   
   
  Dark Whispers 
  Staring at level 2, you gain proficiency in the 
  intimidation skill and can telepathically speak 
  to any creature you can see within 60 feet of 
  you. You don't need to share a language with 
  the creature for it to understand your telepathic 
  utterances, but the creature must be able to 
  understand at least one language. When 
  speaking telepathically to a creature, you have 
  advantage on intimidation rolls. A creature that 
  is intimidated by you is frightened by you until 
  the end of our next turn. 
  Aberration Incarnate 
  Staring at level 6, you gain the ability to 
  physically embody the abberant nature of your 
  mind. You may expend a Wild Shape use to 
  transforms your persona into at least vaguely 
  humanoid abberant horror of your own 
  discription. As such, you gain numerous 
  lashing tentacles that move of their own 
  volition. Creatures that come within 10 feet of 
  you or start their turn within 10 feet of you 
  must make a strength saving throw against the 
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  tentacles or take 2d6 necrotic damage and 
  become frightened by you, or take half as much 
  damage on a success. Creatures frightened by 
  this effect may make a wisdom saving roll 
  against your spell DC at the end of each of their 
  turns to end the effect, but roll with 
  disadvantage if they can see you. After a 
  successful save, they are immune to the fear 
  effect for 24 hours. You may choose specific 
  creatures that are unaffected by this ability. 
  While in this form,  you automatically fail all 
  deception, performance, insight, animal 
  handling, and persuasion checks, and strangers 
  distrust you ever after, but have advantage on 
  intimidation checks.   
  Deepening Dread 
  Staring at level 10, you not only sense, but can 
  shape and nurture a creatures fear. As a bonus 
  action, you can force a creature that is afraid of 
  you to make a wisdom saving roll against your 
  spell DC. On a failed save, you can deepen their 
  fear into one of the following conditions. They 
  may make a wisdom saving roll at the end of 
  each of their turns to end the effect, but roll 
  with disadvantage if you are in line of sight. 
  Paranioa: The creature develops the paranoid 
  delusion that all creatures it can see are 
  conspiring against it. At the beginning of its 
  turn, it takes 1d6 psychic damage for each 
  creature within 5 feet of it.  
  Phobia: You implant the fear of something 
  deep into the mind of your victim. If they fail 
  the initial save, for the 48 hours, whenever they 
  are confronted with the thing, they must make 
  a wisdom save against your spell DC or become 
  frightened of it. If you do this to the target 7 
  days in succession, the phbio becomes 
  permanent. 
  Psychosis: The creatures’ fear bubbles into an 
  unreasoning rage, causeing it to lash out at 
  random. On each of its turns, it uses its bonus 
  action to make an attack at a random creature 
  in range if it is able. It is compelled to make any 
  opportunity attack that are possible. 
  Mental Paralysis: Fear and doubt cloud the 
  creature’s ability to make decisions. They 
  cannot use their reaction, can only make one 
  attack on their turn, may only take an action or 
  a bonus action, not both, and have a 10% 
  chance of doing nothing on their turn but 
  move. 
  Hallucination: The creature suffers vivid 
  hallucinations and has difficulty telling what is 
  real. They must make a DC 14 perception check 
  against other creatures to make sure they are 
  real before they can target them in any way.  
  Cowering: The creature falls prone and its 
  movement is reduced to 0 while it remains 
  frightened. 
  Burden of Existence: Every time the creature 
  fails a wisdom check to end the frightened 
  condition, it gains one level of exhaustion. If it 
  succeeds in ending the frighened condition on 
  itself, all levels of exhaustion gained this way 
  are removed. 
  Horror in the Flesh 
  Staring at level 14, your abberation incarnate 
  form grows in power. The range of the tentacles 
  extends to 20 feet, and any creature that fails 
  the original strength save is restrained, and 
  automatically fails saving throws to end the 
  frightened condition on themselves. They may 
  repeat the strength saving throw at the 
  beginning of every turn, freeing themselves on 
  a success. 
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  Nethling 
  Neth, the living demi-plane, is always seeking 
  to know more of the cosmos and the dealings of 
  its inhabitants. From time to time, it creates 
  avatars in the form of creatures it has 
  encountered and absorbed and sends them out 
  into the planes to learn more of what goes on. 
  Interplanar Commerce 
  When you join this circle at 2nd level, a 
  nethling gains the ability to conjure or wild 
  shape into creatures that Neth has absorbed. 
  Since the vast majority of interplanar travelers 
  foolish enough to get caught and absorbed by 
  Neth are humanoids, that means that you may 
  only conjure or wild shape into humanoids of 
  the appropriate CR, though your DM may 
  allow another humanoid looking creatures 
  without the humanoid tag if it has human or 
  higher intelligence and could travel the planes.   
  If you use wild shape to transform into a 
  humanoid, you retain your Intelligence score 
  but otherwise take on all other attributes of the 
  creature’s stat block, including saves, skills, 
  abilities, etc. When you ‘conjure’ a creature, 
  Neth simply creates a flesh avatar with the 
  humanoid’s stat block and appearance and 
  reabsorbs it once it is done. 
   
   
   
   
   
   
   
  Constructed Nature 
  As a nethling, you are a construct as well as 
  whatever race you choose to play. As such, you 
  are immune to poison damage, and the 
  charmed, exhaustion, frightened, paralyzed, 
  petrified, and poisoned conditions. 
  Arcane Discoveries 
  As you go out in the worlds on Neth’s errand, 
  you discover new arcane powers. At the 6th 
  level, choose two Spells from any class, 
  including Druid. A spell you choose must be of 
  a level you can cast, as shown on the Druid 
  table, or a cantrip. The chosen Spells count as 
  Druid Spells for you and are always prepared, 
  and do not count against the number of spells 
  you can prepare that day. 
  Commune with Neth 
  Starting at the 10th level, once per long rest you 
  may spend 10 minutes meditating to connect 
  with the mind of Neth. Choose one skill or 
  proficiency. Until the end of your next long rest, 
  you have expertise in that proficiency. If it is an 
  intelligence skill, you may treat and roll of 9 or 
  less on a d20 as a 10 for 5 minutes. You may 
  also ask Neth one question per the Commune 
  spell. 
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  Greater Arcane Discoveries 
  At level 14, choose two Spells from any class, 
  including Druid as per Arcane Discoveries. 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Micah Muldowney/Druids of the Planes.pdf