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Hi all, today I'd like to share an update to my Compendium of Druid Circles. One of my favorite classes in 5e (and the class that drew me to the game in the first place), I've always felt there was some "missed potential" in the official options.

Included here are Ten New & Alternate Druid Circles. Some are "simple", while others look to push the boundaries of what the class is capable of! Got an idea for a subclass concept I missed? Let me know in the comments!

As always, I'm open to any constructive feedback you may have!

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DRUID CIRCLES

Ancients: Channel the power of DINOSAURS with this prehistoric spin on the Circle of the Moon. One of the first subclasses I designed for 5e!

Depths: Shift and mutate with this Aberration-themed Druid!

Guardians: The first of two "Plant Druid" subclasses, this is (another) spin on the Circle of the Moon that encourages more of a melee/defensive playstyle.

Harvest: Cobbled together from the corpse of the (broken) UA Circle of Twilight, this subclass follows the design of the Circle of Stars and the Bladesinger Wizard.

Scales: Another subclass that Fizban forgot! Wild Shape into draconic beasts and eventually into minor dragons! 

Sower: My second option for a "Plant Druid", this subclass focuses on more of a support role. Like the spell goodberry? This subclass is goodberry on steroids!

Swarm (NEW): I always thought it was weird that the Ranger got a Vermin-themed subclass before the Druid, so here is the Druid version (my favorite option here).

Tempest (NEW): What if the Tempest Domain was a Druid subclass? Wonder no longer! For Druids who really want to lean into the destructive aspects of nature.

Tides: Channel the power of water with this subclass! A basic idea, but one I am surprised doesn't exist yet for the Druid.

Alt Land: A more dynamic take on this classic Druid subclass!

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CHANGE LOG:

  • Ancients // Circle Spells // Reduced to 1 spell per level. Dropped Primal Savagery from this feature (added unarmed strikes to Primitive Adaptation).
  • Ancients // Primitive Adaptation // Dropped swimming speed. Added natural weapons (to replace removed primal savagery cantrip).
  • Depths // Aberrant Form // Clarified you MUST take Aberrant traits. Changed scaling of Aberrant Traits (decoupled from PB). Amphibious Skin grants a 10 ft. Swimming speed. Added Unnatural Sight.
  • Depths // Clarified the CR scaling of Aberrant Wild Shapes.
  • Guardian // Guardian Form // Changed AC calculation
  • Guardian // Verdant Mastery // Completely reworked (B I G T R E E)
  • Harvest // Extra Attack // limited to Druid cantrips.
  • Harvest // Cull the Unnatural // Limited to your Avenger Form
  • Sower // Mystic Fruit // Mystic Fruit limited to once per long rest.
  • Swarm // NEW Druid Circle!
  • Tempest // NEW Druid Circle!
  • Tides // Removed “1st-level and higher” spell limit for Tidal Aura effects.
  • Alt Land // Renamed some features, lowered the spells you get from attuning to different environments (one per level)

Files

Druid Circles by laserllama

At 2nd level, a Druid gains the Druid Circle feature. The following Circles are available to Druids, in addition to those in the Player's Handbook and other official options: Ancients Harvest Swarm Depths Scales Tempest Guardians Sowers Tides Deep in the unexplored jungles of the world, lizardfolk tribes are led by a fearsome Circle of Druids that worship ancient reptiles known as dinosaurs.

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