TEXT:  
   
   
  
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  Sub-Class 
  Art: Daniel Comerci 
  DRUID: CIRCLE OF THE RIVER 
  Druids are often secretive and enigmatic. The forest, 
  plains, arctic and desert are all homes to a variety of 
  druidic people. Each of these cultures, known as circles, 
  form close bonds with the primal spirits of nature. Their 
  close tie to the natural environment allows them to access 
  the primal magics from the environment, sculpting their 
  personalities, powers and skills. 
   
  The druid’s bond to the primal spirits are so intertwined 
  that it has gifted the druids the power to take the shape of 
  nature’s most beautiful and deadly beasts. There is a small 
  circle of druids who understand that all creatures have 
  strengths and weaknesses, and thus they set out to learn 
  how to take the best of each creature and adapt them to a 
  single form. Flowing like a river, their body flows and 
  adapts to take on the best features without fully 
  embracing the complete form. These druids are known as 
  the Circle of the River. 
  TREASURED ITEM 
  Druids are creatures of reverence. Their love for the world 
  around them creates a sense of value in objects and 
  possessions that to many are more mundane. The druid 
  often finds complex meaning and personal outlook tide to 
  the treasured object. Sometimes as a reminder of their 
  personal ideals or significant events that shaped their 
  outlook on life. 
   
  When choosing a treasured item for your druid, 
  consider giving it a unique story that ties in well with the 
  character’s beliefs and way of life. Where did it come from, 
  and why did it become important to you? 
  TREASURED ITEMS 
  d6 
  Item 
  1 
  An intricately carved dagger made from a bone of an 
  animal companion that lost its life protecting you. 
  2 
  A chunk of tree bark from a tree where you studied 
  with your mentor. 
  3 
  A small bracelet sewn from materials of different 
  animal species such as spider’s silk, ram’s wool, 
  snakeskin and other materials. 
  4 
  A large coin sized seed from your favorite plant that 
  smells of dried juniper.  
  5 
  A dried-out flower that was given to you by an 
  unexpected source. 
  6 
  A vial of soil from a druidic grove attached to a vine 
  necklace. 
  GUIDING ASPECT 
   Many druids often have a strong connection to specific 
  aspects of the natural world, such as type of plant, tree, 
  river, lake or creature. This aspect becomes a core of your 
  nature on a personal level. Your aspect impacts your 
  personality, combat style and behavior as you seek to 
  emulate that aspect in some way. 
  GUIDING ASPECT 
  d6 
  Guiding Aspect 
  1 
  Life is like the ocean’s tide. It rises and falls in a never-
  ending cycle. 
  2 
  Weeping willow trees represent fluid motion, their 
  complex vine branches blowing the wind, but never 
  tangling, so must you be fluid to the blowing of 
  civilizations winds. 
  3 
  As demonstrated by the patience of an ambushing 
  spider, an individual should wait for the perfect 
  opportunity to strike, catching their prey unaware. 
  4 
  The season are every changing, for in each season 
  brings a new beauty, so must you accept that change 
  within yourself and others always brings new beauty. 
  Even if it is covered under layers of mud or snow. 
  5 
  The ferrets in the ground, small as they are, have 
  proven that when clearly outmatched by an enemy, 
  the best tactic is to retreat, living to fight another day. 
  6 
  The hawk understands the view from above grants far 
  more awareness to that around it than the view from 
  the ground. Taking a moment to view the world from 
  a distance will often reveal more of the story than a 
  single page. 
   
  MENTOR 
  The understanding of the world around you is a complex 
  and difficult task. The intricacies of the life, death and 
  growth take years if not generations to master. The 
  druidic mystic arts make this task even more difficult, as 
  the magics and shifting require a deep understanding of 
  the very nature of the world and the creatures the druids 
  seek to emulate. Because of this many would-be druids 
  seek out elders who are willing to take on a ward and 
  share their knowledge and help the druid to understand 
  their place in the world and how to access to the power 
  that infuses it. 
   
  If your character received education or training from an 
  instructor who, or what was the individual? Was it a 
  powerful spirit that gave you an appreciation for the world 
  around you or was a hold hermit who influenced your 
  methods for achieving your goals? 
  MENTOR 
  d6 
  Mentor 
  1 
  Your mentor was an ancient elf who was the last of 
  his line, sharing his family secrets with you alone 
  before passing to illness. 
  2 
  Your mentor was a fey blink dog who was trapped on 
  the material plane. After years of struggle to return, 
  he became the guardian of an emerald forest. 
  3 
  After your caravan was attacked during travel 
  between cities, an old hermit found you alive and 
  treated your wounds for months, mentoring you on 
  her ways all the while. 
  4 
  While out hunting for a meal, you stumbled across a 
  large green emerald, inside which was a fey sprite. 
  You freed the sprite inside, and as a thank you for 
  freeing her, she shared our knowledge with you. 
  5 
  Your mentor was an entertainer. His close connection 
  with nature allowed him to put on amazing 
  performances with his animal companions. Falcons 
  with intricate flight maneuvers, dancing owlbears and 
  so much more. 
  6 
  Separated from your family at a young age, you were 
  forced to survive the best you can. Your mentor, druid 
  who always took on the form of an owlbear took you 
  in.  
  
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  DRUID CIRCLE 
  At 2nd level, a druid gains the Druid Circle feature. The 
  following options are available to a druid, in addition to 
  those offered in the Player’s Handbook: The Circle of the 
  River 
  CIRCLE OF THE RIVER 
  Druids of the Circle of the River are regal, elegant and 
  allow their life to flow like a river. They can be punishing 
  and vicious to those who bar their path but can also be 
  gentle and wash around the inconveniences that the world 
  tosses their way. Their place of summits are small island 
  groves in the center of waterways or lagoons. Unlike most 
  recluse druids, they opt to keep an eye on the world 
  beyond their forests, meeting to share information on the 
  politics of the civilizations that float around their emerald 
  and sapphire homes. 
   
  Much like their circle of the moon cousins, they elect to 
  focus on their inner power, shaping their body like a river 
  and letting it adapt to a variety of needs. While their forms 
  are more limited than that of their moon brethren, druids 
  of the circle of the river are far more versatile. They alter 
  smaller aspects of their form allowing them to take on 
  features from multiple creatures into a single form. This 
  technique is generally frowned upon by other circle’s as 
  they consider it a bastardization of nature’s creations. 
  CIRCLE OF THE RIVER FEATURES 
  Druid Level 
  Feature 
  2nd 
  Wild Shifting, Shifts 
  6th 
  Extra Attack 
  10th 
  Adaptable Form 
  14th 
  Wild Regeneration 
   
  WILD SHIFTING 
  At 2nd level, you gain the ability to manipulate your wild 
  shape with precision. Allowing you to shape smaller 
  aspects of your body without changing completely.  
   
  You can expend a use of your wild shape feature to 
  activate a shift as a bonus action. The shift lasts until you 
  choose to end your shift as a bonus action, until you 
  replace it with another shift, or you fall unconscious. You 
  can maintain two shifts at one time in addition to your 
  wild shape form. The number of shifts you can hold at one 
  time increases at higher levels.  
   
  Additionally, then number of times you can use your 
  wild shape feature is equal to your Constitution modifier 
  (minimum of twice). 
   
  At 6th level you can maintain up to three shifts, four at 
  14th level. These can be used while wild shaped, your wild 
  shape form adapts to the shifts. 
  EXTRA ATTACK 
  Starting at 6th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.  
   
  Any unarmed strike with natural weapons count as 
  magical for the purpose of overcoming resistance and 
  immunity to nonmagical attacks and damage. 
  ADAPTABLE FORM 
  At 10th level, you learn to temporarily adapt your body to 
  resist an enemy’s attack. When a creature hits you with an 
  attack, you gain a +4 bonus to AC against all subsequent 
  attacks made by that creature for the rest of the turn.  
   
  Additionally, you have advantage on saving throws 
  against the polymorph spell or similar magical effects. 
  WILD REGENERATION 
  At 14th level your masterful control of your body allows 
  you to force it to regenerate damaged features 
  substantially faster than it would naturally. 
   
  As an action, you can spend a number of Hit Dice up to 
  your Constitution modifier. You regain hit points equal to 
  the total. You cannot use this feature again until you finish 
  a short or long rest. 
  SHIFTS 
  BARBED HIDE 
  As a bonus action you can cause spikes, spines, barbs or 
  other sharp form to protrude all over your body or retract. 
  At the start of each of your turns while the barbs are out, 
  you deal 1d6 piercing damage to any creature grappling 
  you or any creature grappled by you. 
   
  When a creature touches or hits you with a melee 
  weapon attack, you can use your reaction to extend the 
  barbs for an instant to deal 1d6 piercing damage to that 
  creature. 
  ENHANCED ABILITY 
  You shape and shift your features to bestow yourself with 
  an animalistic enhancement. Choose one of the following 
  effects: you gain that effect until the shift ends. 
  
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  Bear’s Endurance. You have advantage on Constitution 
  checks. You also gain 2d6 temporary hit points, which are 
  lost when the shift ends. 
   
  Bull’s Strength. You have advantage on Strength 
  checks, and your carrying capacity doubles. 
   
  Cat’s Grace. You have advantage on Dexterity checks. 
  You also don’t take damage from falling 20 feet or less if 
  you aren’t incapacitated. 
   
  Eagle’s Splendor. You have advantage on Charisma 
  checks. 
   
  Fox’s Cunning. You have advantage on Intelligence 
  checks. 
   
  Owl’s Wisdom. You have advantage on Wisdom checks. 
  ENHANCED MOVEMENT 
  Your legs shift and change into that of a cheetah, panther, 
  gazelle or some other swift creature. Your speed increases 
  by 10 feet while you aren’t wearing heavy armor.  
   
  Additionally, you can take the Disengage action as a 
  bonus action on your turn and your jump distance is 
  doubled. 
   
  You can spend an additional use of your wild shape 
  allowing you to take the Dash action as a bonus action. 
  EYES OF THE NIGHT 
  Your eyes twist and shape to take the form of a cat, owl or 
  some other night stalker. You gain darkvision out to 120 
  feet. 
   
  You can spend an additional use of your wild shape to 
  gain the ability to see through magical darkness. 
  FLIGHT 
  You grow wings of your choosing, bat, bird or ray-like fins 
  that you can use as wings to slow your fall or allow you to 
  glide. When you fall and aren’t incapacitated, you can 
  subtract up to 100 feet from the fall when calculating 
  falling damage, and you can move up to 2 feet horizontally 
  for every 1 foot you descend. 
   
  At 5th level you can choose to spend two uses of your 
  wild shape to gain a flying speed of 40 feet. 
  LONG-LIMBED 
  You elongated your limbs like that of a monkey. When you 
  make a melee attack on your turn, your reach for it is 5 
  feet greater than normal. 
  NATURAL ARMOR 
  Your skin in some places becomes covered by a thick 
  insect like carapace or hard scales. While you aren’t 
  wearing armor, your AC 17 (your Dexterity modifier 
  doesn’t affect this number). If you are using a shield, you 
  can apply the shield’s bonus as normal. 
  NIMBLE CLIMBER 
  You grow sharp claws on your feet and hands as well as a 
  tail. You have a climbing speed equal to your walking 
  speed and a feline like grace granting you advantage on 
  Dexterity (Acrobatic) checks.  
   
  Additionally, your claws are natural weapons, which 
  you can use to make unarmed strikes. If you hit with them, 
  you deal slashing damage equal to 1d4 + your Strength 
  modifier, instead of bludgeoning damage normal for 
  unarmed strike. 
  SLIMY SKIN 
  Your skin shifts and morphs into a smooth, moist and 
  slimy surface like that of a frog or eel. This makes you 
  difficult to hold and allows you to squeeze in tight places. 
   
  You gain advantage on all Strength or Dexterity checks 
  to escape being grappled. 
   
  Additionally, you can squeeze through a space or 
  passage without requiring extra movement. 
  TEMPERATURE ADAPTATION 
  You grow arctic fur, or change to your core in a similar 
  way, allowing you to easily adapt to the harsher more 
  extreme environmental temperatures.  Choose an 
  environment to adapt to extreme heat or extreme cold. 
  You do not suffer the penalties imposed by these 
  environments (DMG). 
   
  Additionally, you gain immunity to fire damage if you 
  chose extreme heat or immunity to cold damage if you 
  chose extreme cold. 
  TENTACLES 
  You shift one or both arms into a long tentacle, like that of 
  a squid or octopus.  Your proficient with unarmed strikes 
  with the tentacles. These natural weapons have a reach of 
  10 feet and deal 1d6 + your Strength modifier bludgeoning 
  damage, on a hit the target is grappled. This appendage 
  can’t precisely manipulate anything and can’t wield 
  weapons, shields or any other equipment. 
   
  You can spend an additional use of wild shape to 
  increase the damage die to 1d8 and the reach by 10 feet. 
  UNDERWATER ADAPTATION 
  You shape your body to take on the aspects of creatures of 
  the water, growing gills, fins, tail or all three. You can 
  breathe air and water, and you have a swim speed equal to 
  your walking speed. 
  WEAPONS OF THE WILD 
  You grow claws, fangs, spines, horns or a different natural 
  weapon of your choice. Your unarmed strike deals 1d8 + 
  your Strength or Dexterity modifier bludgeoning, piercing, 
  or slashing damage, as appropriate to the natural weapon 
  you chose, and you are proficient with your unarmed 
  strikes.  
   
  The natural weapons are magical for the purposes of 
  overcoming resistances. When you make an attack with 
  your natural weapons, you can use a bonus action to make 
  an additional unarmed strike.  
   
  You can spend an additional use of your wild shape to 
  increase the damage to 1d10 for one hour.  
   
   
  
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