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# Druid

# Ability Scores

Druids gain a +2 class bonus to Strength, Dexterity, or Wisdom, as long as it isn’t the same ability you increase with your +2 species bonus.

# Skills

Druids get 2 skill points in any Strength, Dexterity, or Wisdom skill like Athletics, Sleight of Hand, and Survival.

# Gear

At 1st level, druids start with a melee weapon, light armor, possibly a staff, perhaps a bow or other ranged weapon, and other minor possessions suggested by their background.

# Gold Pieces

Druids start with 25gp.

# Armor

Armor Type Base AC Atk Penalty
None 10
Light 10*
Heavy 14 -2
Shield +1 -2*

# Melee Weapons

Weapon Type One-Handed Two-Handed
Small LEVELd4 dagger LEVELd6 club, staff
Light or Simple LEVELd6 mace, axe, shell blade LEVELd8 spear
Heavy or Martial LEVELd8 (-2 atk)* warhammer, flail LEVELd10 (–2 atk) dire flail, greataxe

*Circle of War talent choices can change shield and one-handed weapon stats.

# Ranged Weapons

Weapon Type Thrown Crossbow Bow
Small LEVELd4 dagger LEVELd4 (-2 atk)hand crossbow
Light or Simple LEVELd6 javelin, axe LEVELd6 (-2 atk) light crossbow LEVELd6 shortbow
Heavy or Martial LEVELd8 (–5 atk) heavy crossbow LEVELd8 (–2 atk) longbow

# Level Progression

Druid Level Total Hit Points Total Feats Initiate Circle Progression Adept Circle Progression Master Circle Progression Spell Level Level-up Ability Bonuses Damage Bonus From Ability Score
Level 1 Hybrid (Avg. of both classes) x 3 As 1st level PC 1 2 3 1st Not affected ability modifier
Level 1 (6 + CON mod) x 3 1 adv 1 2 3 1st   ability modifier
Level 2 (6 + CON mod) x 4 2 adv 1 3 4 1st   ability modifier
Level 3 (6 + CON mod) x 5 3 adv 1 3 4 3rd   ability modifier
Level 4 (6 + CON mod) x 6 4 adv 2 4 5 3rd +1 to 3 abilities ability modifier
Level 5 (6 + CON mod) x 8 4 adv; 1 champ 2 4 6 5th   2 x ability modifier
Level 6 (6 + CON mod) x 10 4 adv; 2 champ 2 5 7 5th   2 x ability modifier
Level 7 (6 + CON mod) x 12 4 adv; 3 champ 3 5 7 7th +1 to 3 abilities 2 x ability modifier
Level 8 (6 + CON mod) x 16 4 adv; 3 champ; 1 epic 3 6 8 7th   4 x ability modifier
Level 9 (6 + CON mod) x 20 4 adv; 3 champ; 2 epic 3 6 9 9th   4 x ability modifier
Level 10 (6 + CON mod) x 24 4 adv; 3 champ; 3 epic 4 7 10 9th +1 to 3 abilities 4 x ability modifier

# Stats at 1st Level

Ability Bonus +2 Strength, Dexterity, or Wisdom (different from species bonus)
Initiative Dex mod + Level
Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier
Recoveries 8
Recovery Dice (1d6 x Level) + Con mod
Skills 2, max 5 in any one skill
Relationships 3
Talents 4
Feats 1 per Level

# Basic Attacks

# Melee Attack

At-Will

Target: One enemy

Attack: Strength or Dexterity + level vs. AC

Hit: WEAPON + Strength or Dexterity damage

Miss: Damage equal to your level


# Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + level vs. AC

Hit: WEAPON + Dexterity damage

Miss:


# Class Features

Druids use divine implements, such as symbols and staffs, to improve their spellcasting. They can choose up to four talents to have many useful aptitudes, or they can specialize by putting two points into one talent (and the other into another talent). A druid who chooses four separate talents is an initiate in each one. Investing two points into a single talent allows the druid to become adept in that talent, thereby gaining more power at the expense of options, and an initiate in another talent.

As a druid, you choose whether you want to use Strength or Dexterity as the ability score you will use to determine attack and damage for your basic attacks. Choosing Strength as your melee attack ability score provides one significant benefit: your recovery dice become d10s instead of the d6s used by other druids. Choosing Dexterity as your melee attack ability score works well because Dexterity already boosts your initiative and ranged weapon attacks and might help your AC.

You never suffer from natural weather-related cold, heat, or exposure. You can go longer than most people without eating or drinking, but only a couple days longer.

# Nature Talking

You can also talk to plants and animals. If there is useful information to gain, roll a skill check that’s appropriate for the tier. Talking to animals requires a hard DC, and plants usually require a ridiculously hard DC. A druid gains a +1 bonus when talking with animals for every talent spent on the Circle of the Moon or Circle of the Fang talents. A druid gains a +1 bonus when talking with plants for every talent spent on the Circle of the Land.

# Adventurer Feat

You can talk with plants and animals pretty much as often you like, and you gain a +5 bonus to any skill checks involved.


# Ritual Magic

Druids can cast primal rituals.

# Druid Talents

Each of your talents unlocks pools of spells and powers that are not available to characters who lack the talent. Druids who choose to more talents in a circle become adepts and masters and gain additional benefits and powers in that circle.

# Druid Circles

Within each circle, there are three levels of mastery: initiate, adept and master. Your mastery level depends on how many talents you choose from a circle. Note that you gain three talents at level one as usual.

Initiate: You have one talent from the circle. This unlocks the abilities listed under that circle, such as a Circle of the Moon’s beast form.

Adept: You have two talents from the circle. This often unlocks more powerful abilities.

Master: All of your three talents are from that circle. Your abilities are similar to the adept level in most cases, but you benefit from having more spells in your chosen circle.

Each circle also grants a number of spells, powers or flexible attacks. The amount you get depends on your level and whether you are an initiate, adept or master


# Circle of Decay

This circle harnesses the destructive phase of the cycle of life. Droughts, plagues and rot are indispensable elements of life, as they cull the weak and the old and make way for the new. Its druids are also known as blighters or defilers. Many see themselves as closing the gap between death and new life.

However, there is a darker element to it, a destructive force that is outside of nature, a breaking of the cycle. It is a powerful, tempting magic, and blighters are always at risk of drawing more power from their surroundings than intended, leaving wounds that may never heal.

In the same way that a lich represents halting the cycle and clinging to life by unnatural means, some blighters seek to end life as it is, to create an eternally lifeless darkness.

# Circle of Decay Talents

# Blighted Stench

You gain a bonus necromancer spell of up to your level.

You gain the Blighted Stench at-will spell as a bonus spell.

Starting from 3rd level, you can take a necromancer spell instead of a blighter druid spell, at a -2 penalty to the spell level. You can switch Intelligence for Wisdom with your necromancer spells.

# Adventurer Feat

You can switch one blighter druid spell for a necromancer spell without the level penalty.

# Champion Feat

You lose the druid’s Nature Talking class feature. Instead, you gain Speak with Dead as a bonus spell.

# Epic Feat

You have a permanent fear aura that affects beast and plant creatures. If any such creature is engaged with you, and has 100 hit points or less, it is dazed and can’t use the escalation die.


# Blighted Stench (1st Level)

Close-quarters Spell

At-will

Target: Up to two nearby enemies in a group

Attack: Wisdom + Level vs. PD

Hit: 1d4 + Wisdom poison damage

Natural 18+: The target is dazed until the end of your next turn.

Miss:

Higher Level Effect
3rd 1d6 damage
5th 2d6 damage
7th 3d6 damage
9th 5d6 damage
# Adventurer Feat

You gain a +1 bonus to attack against enemies you are engaged with.

# Champion Feat

The daze effect now triggers on natural 16+.


# Bug Infestation

You gain Bug Bites as a bonus spell.

In addition, when you cast a blighter druid summoning spell, roll a d6. When the result is equal to the escalation die or lower, you summon two creatures instead of one.

# Adventurer Feat

You and your summoned creatures gain a +1 bonus to attack against enemies who are taking ongoing damage.

# Champion Feat

When you use a quick action to control a creature you summoned, you also grant it 1d6 extra damage (8th level: 2d6) if it hits with an attack during this turn.

# Epic Feat

Increase the bonus from the adventurer-tier feat to +2.


# Bug Bites (1st Level)

Close-quarters Spell

At-will

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d4 + Wisdom ongoing poison damage

Miss: Damage equal to your level

Higher Level Effect
3rd 1d8 damage
5th 2d8 damage
7th 4d8 damage
9th 6d8 damage
# Adventurer Feat

On a natural even hit, the target also has disadvantage on its next attack roll.

# Champion Feat

Against staggered enemies, increase the damage dice to d10s.


# Creepy Transformation

Special: This talent requires at least one talent from the Circle of the Moon.

You can use the scout form of the Circle of the Moon to turn into a swarm of bugs. This allows you to fly, and crawl through cracks and tiny openings that a larger animal couldn’t get through.

You also gain the Festering Maggots aspect as a bonus aspect, which you can use like other aspects from the Circle of the Moon.

# Adventurer Feat

You gain resist poison 16+.


# Festering Maggots Aspect

Beast Aspect

Full Recovery (Moon adept: Recharge 16+)

Quick Action

Initiate Effect: When you are hit by an attack, you can transform the part of your body that was hit into a swarm of bugs as an interrupt action to take only half damage. However, it takes a while to regain your full strength after this, and you have disadvantage on all attack rolls until the end of your next turn.

Adept Effect: As initiate, and if you use the interrupt action, you also deal twice your level in poison damage to the attacker.

# Adventurer Feat

This aspect also grants advantage on disengage checks.

# Epic Feat

As an initiate, gain the adept effect. As an adept, increase the poison damage to three times your level.


# Defiling

When you cast a blighter full recovery spell, that spell becomes recharge 18+ after battle.

You also gain the Defiling Touch at-will spell as a bonus spell.

# Adventurer Feat

Beast and plant type creatures are vulnerable to your blighter spells.

# Champion Feat

The recharge roll is now 16+.

# Epic Feat

All creatures except undead and constructs are vulnerable to your blighter spells.


# Defiling Touch (1st Level)

Close-quarters Spell

At-will

Target: One enemy you are engaged with

Attack: Wisdom + Level vs. PD

Hit: 1d8 + Wisdom necrotic damage. Immediately make a recharge roll for a blight druid spell that is “Recharge after battle”.

Miss: Damage equal to your level

Higher Level Effect
3rd 3d8 damage
5th 5d8 damage
7th 7d8 damage
9th 10d8 damage

# Life Leech

Hasten the process of decay by drawing life from that which still lives.

Whenever you cast a spell that grants you or an ally the use of a recovery to heal, increase the healing by your level, and deal your Wisdom modifier, twice at champion tier and thrice at epic tier, necrotic damage to a nearby enemy.

You also gain the Leeching Fingers at-will spell as a bonus spell.

# Adventurer Feat

Add your level to the damage inflicted by this talent.

# Champion Feat

When you hit a target with a blighter spell that is not an at-will spell, the target cannot regain hit points or gain temporary hit points until the end of your next turn.


# Leeching Fingers (1st Level)

Close-quarters Spell

At-will

Target: One enemy you are engaged with

Attack: Wisdom + Level vs. PD

Hit: 1d8 + Wisdom necrotic damage. Heal hit points equal to your level.

Miss: Damage equal to your level

Higher Level Effect
3rd 3d8 damage
5th 5d8 damage
7th 7d8 damage
9th 10d8 damage
# Epic Feat

On a natural 18+, you can heal using a recovery.


# Circle of Decay Spells

You choose the spells you can cast at full heal-up. The number of spells you gain is determined by your class level and whether you are an initiate, adept or master.

# Shrivel (1st Level)

Ranged Spell

Full Recovery

Attack: Wisdom + Level vs. PD

Hit: The target is weakened and takes 10 ongoing necrotic damage (save ends both).

Miss: Damage equal to your level

Higher Level Effect
3rd 15 ongoing damage
5th 25 ongoing damage
7th 40 ongoing damage
9th 60 ongoing damage

# Summon Atrocity (1st Level)

Ranged Spell

Full Recovery

Effect: You summon a 0-level stirge (Bestiary p. 197) with 18 hp. This spell follows the summoning rules. Summoned creatures have the stats as listed, except for reduced hit points. They don’t have any nastier specials.

Higher Level Effect
3rd Summon a 3rd-level rust monster (Bestiary 184) with 30 hp.
5th Summon a 4th-level harpy with 40 hp.
7th Summon a 4th-level basilisk with 80 hp.
9th Summon a 1d3+1 9th-level wraith bats (Bestiary p. 15) with 30 hp.

# Summon Giant Bug (1st Level)

Ranged Spell

Full Recovery

Effect: You summon a giant bug from the Hell Mother summoning list (13th Age Glorantha p. 158). You can choose any of the giant bugs of your level or lower. You summon these bugs as a superior creature according to the Summoning rules. The bug remains until the end of the battle, or until it is reduced to zero hit points.

# Adventurer Feat

Once per level, you can summon a giant spider from the Hell Mother list instead.


# Thorned Whip (1st Level)

Close-quarters Spell

Full Recovery

Quick Action

Effect: You summon a light one-handed weapon (d6 damage die) in the form of a long, black, thorny vine until the end of the battle. The whip allows you to make melee attacks against nearby enemies without engaging them. You can use your Wisdom modifier for attack and damage. All damage it deals is poison damage. It gains a +1 bonus to attack and damage like a true magic item. On a natural 20, you can let go of the whip to hamper the enemy and deal ongoing damage equal to 5 times the spell level (save ends both).

Higher Level Effect
5th The whip acts as a champion-level item (+2).
9th Epic level item (+3)

# Creeping Thorn Ivy (3rd Level)

Close-quarters Spell

Full Recovery

Target: 1d4 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: The target is stuck and takes 10 ongoing poison damage (save ends both).

Miss:

Always: Starting from your next turn, until the end of the battle, you can repeat the attack against one nearby enemy as a quick action once per round.

Higher Level Effect
5th 15 ongoing damage
7th 25 ongoing damage
9th 40 ongoing damage

# Decrepit Mind (3rd Level)

Close-quarters Spell

Once per battle

Target: All enemies you are engaged with OR 1d3 nearby enemies in a group

Attack: Wisdom + Level vs. MD

Hit: 4d8 + Wisdom psychic damage, and the target is vulnerable to attacks until the end of your next turn.

Miss: Half damage

Higher Level Effect
5th 7d8 damage
7th 10d8 damage
9th 1d12 x 10 damage

# Wave of Despair (3rd Level)

Ranged Spell

Full Recovery

Target: One nearby enemy; treat a group of mooks as a single target.

Special: When casting the spell, you can choose to reduce the escalation die by 1. If you do, target 1d4+1 nearby enemies instead.

Attack: Wisdom + Level vs. MD

Hit: 3d10 + Wisdom psychic damage, and the target is hit by despair (hard save 16+ ends).

Despair: When an enemy rolls a natural 1-3 on their save against this spell, they cannot take actions until the end of their next turn.

Miss: Half damage

Higher Level Effect
5th 5d10 damage; no actions on 1-5 on the save
7th 7d10 damage; no actions on 1-7 on the save
9th 10d10 damage; no actions on 1-9 on the save

# Contagion (5th Level)

Close-quarters Spell

Full Recovery

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 15 ongoing necrotic damage (hard save 16+). If the target’s hit points fall below 60, it starts making last gasp saves (hard save 16+ ends both). When the target fails a save, repeat the attack as a free action against a different nearby enemy. If a target fails the 4th save, it dies. Targets that have successfully saved against the spell are immune to it.

Miss: 10 damage

Higher Level Effect
7th 20 ongoing damage, last gasp saves below 100 hp
9th 30 ongoing damage, last gasp saves below 150 hp

# Locust Swarm (5th Level)

Ranged Spell

Full Recovery

Quick Action

Effect: Insects swarm across the nearby area. Outside of combat, they ravage the surrounding nature and destroy crops. When cast in battle, at the start of each of your turns, nearby enemies must succeed at a save or take twice your level in poison damage and take a -2 penalty to attacks and defenses until the start of their next turn. The effect lasts until the end of the battle, or until you are knocked unconscious.


# Summon Ooze (5th Level)

Ranged Spell

Full Recovery

Effect: You summon a large 3rd-level ochre jelly with 80 hp. This spell follows the summoning rules in 13 True Ways (p. 11). Summoned creatures have the stats as listed, except for reduced hit points. They don’t have any nastier specials.

Higher Level Effect
7th Summon a huge 5th-level gelatinous cube with 120 hp.
9th Summon a huge 7th-level gelatinous dodecahedron with 200 hp.

# Thorn Cage (5th Level)

Ranged Spell

Full Recovery

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: The target is caught in the thorn cage (save ends).

Thorn cage: When the target makes an attack, it takes 20 poison damage.

Miss: Damage equal to your level

Higher Level Effect
7th 30 damage
9th 50 damage

# Aura of Decay (7th Level)

Ranged Spell

Full Recovery

Effect: You create a zone of decay in the nearby area, where enemies take a penalty to saving throws equal to the escalation die. Enemies can avoid the penalty by moving out of the zone. The zone persists until the end of the battle, or until you are knocked unconscious.


# Horrid Wilting (7th Level)

Ranged Spell

Full Recovery

Target: 1d4 + 1 nearby enemies

Special: Against plant type creatures and water elementals, gain a +2 bonus to your critical threat range with this spell.

Attack: Wisdom + Level vs. PD

Hit: 1d12 x 10 + Wisdom necrotic damage

Miss: The target takes half damage, and you deal 3d8 damage to all allies engaged with it.

High Level Effect
9th 2d8 x 10 damage

# Wall of Thorns (7th Level)

Ranged Spell

Full Recovery

Effect: You create a thorny wall of a few hundred feet that you can use to fence off an area until the end of the battle or scene. You and your allies can pass through the wall unharmed. Enemies can create a hole in the wall by dealing 100 damage to it, but they take 15 poison damage from thorns when using a melee weapon against it. The wall takes half damage from ranged attacks.

High Level Effect
9th 150 damage to hack through the wall; 25 poison damage from the wall

# Anti-Life Shell (9th Level)

Close-quarters Spell

Full Recovery

Effect: Pop free from all enemies. Until the end of the battle, you create a perimeter around yourself that repels ordinary living creatures. Nearby enemies can try to engage you as a move action, but they must succeed at a normal save to push through the barrier. On a success, they engage you, but take 50 necrotic damage. On a failure, they take no damage, but the engage fails.

Special: Non-living creatures, such as constructs and undead, ignore the effect of this spell.


# Creeping Doom (9th Level)

Ranged Spell

Full Recovery

Target: One nearby enemy OR 1d4 + 1 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 4d8 x 10 damage against a single target, or 2d8 x 10 damage against multiple targets.

Miss: Half damage


# Circle of the Fang

This circle is shared with the ranger class. Rangers can take up to three of the talents listed under this circle, and gain the same abilities and benefits as a druid with these talents.

# Animal Companion

All Circle of the Fang initiates, adepts and masters gain this ability. See the Animal Companion Rules.

# Adventurer Feat

If you have any of the Ranger talents in the following list, you share their benefits with your animal companion: Favored Enemy, First Strike, Lethal Hunter, Camouflage, and Survivor.

# Champion Feat

Your full recovery animal companion spells are Recharge 18+ after battle.


# Stats at 1st Level & Progression

Initiate: Your animal companion is one level below your class level. It is not always present—whenever your animal companion participates in a battle, it won’t be available for the following battle, and only be back for the battle after that. You don’t gain animal companion spells.

Adept: Your animal companion is one level below your class level, and it is present in every battle.

Master: As adept, but your companion is now the same level as your class level.

# Circle of Fang Talents

# Animal Friends

If you are a ranger, you gain the Druid’s Nature Talking class feature. If you are a druid, reduce the difficulty of skill checks to talk to animals from hard to normal (DC 15 at adventurer tier).

You gain 3 skill points towards a skill that represents small creatures coming to your aid. They can help you find food, lead the way to a location they know, warn you of impending danger, or even perform small tricks. They can even distract your enemies with the Tiny Claws power below.

# Adventurer Feat

You can reroll a natural even failure on a skill check related to animals once. This includes Mounted Combat skill checks.


# Tiny Claws

Close-Quarters Power

Once per battle

Quick Action

Target: One nearby enemy

Attack: Wisdom + level vs. PD

Natural even hit: The target is hampered until the end of your next turn.

Natural odd hit: The target is dazed until the end of your next turn.

Miss:

# Adventurer Feat

Deal 1d4 times your level damage on a hit.


# Awakened Companion

Your companion can speak, and it has the mind of a humanoid child. This makes your companion much smarter at mundane tasks and combat tactics. It also gains a +2 bonus to MD.

# Adventurer Feat

Your companion gains a fighter maneuver of its level (minimum 1).

# Champion Feat

Whenever you are the target of a spell or effect, and your companion is nearby, you can choose to extend the effect to your companion for free. (Note that companions already have the ability to heal for free when you use a recovery while they are adjacent. You can use either that ability or this feat, but not both for the same healing spell.)

# Epic Feat

Both you and your companion have a +1 bonus to saves, including death saves, while the other is nearby.


# Defensive Instinct

The sharpened senses of your companion let it dodge out of harm’s way.

Your companion gains a +1 bonus to AC and PD.

# Adventurer Feat

Once per battle, when your companion takes damage, it can halve that damage as a free action.

# Champion Feat

When you are next to your companion, you gain a +1 bonus to AC and PD.

# Epic Feat

Once per battle, your companion can make a melee attack as an interrupt action against an enemy it is engaged with that makes an attack against you or an ally.


# Dire Animal Companion

Whenever you call a new companion, roll 1d6 on the dire animal table Your companion gains that feature.

d6 Feature Description
1 Armor plates Add +2 to the dire animal’s AC, and add +1 to its PD.
2 Spiky bits Whenever an enemy hits the dire animal with a melee attack, deal damage equal to twice the animal’s level to that attacker.
3 Carnage The dire animal’s attacks that miss deal damage equal to its level. When staggered, its missed attacks deal damage equal to double its level.
4 Poison The dire animal’s main attack also deals 5 ongoing poison damage per tier (5 ongoing poison at levels 1–4, 10 at 5–7 etc.).
5 Dire regeneration When the escalation die is even, this animal heals damage equal to triple its level at the start of its turn.
6 Fury While staggered, the dire animal gains a +2 attack bonus and deals +4 damage, but at the end of each of its turns it takes 2d6 damage.

Your companion’s size increases to large, and you can ride it.

# Adventurer Feat

Your companions hit points increase as if it was one level higher. (For each increase beyond level 10, add 50 hp.)

# Champion Feat

After rolling the random feature, gain a second one of your choice.


# Draconic Companion

Your companion is a small dragon, or a beast with draconic blood. It is smarter than the average companion and can speak, but that also makes it more independent. In addition, if you are an initiate, choose one ability from the list below. As an adept or master, choose two.

  • It can fly and hover (without this, it can only make short hops and glide).
  • It gains a breath weapon spell from the sorcerer list as a bonus power, at two levels below its level (minimum 1). It uses its standard attack bonus to attack with the spell. If you choose this twice, gain the spell at the companion’s level.
  • It gains resist element 12+ (choose acid, cold, fire, lightning, poison or thunder). If you choose this ability twice, increase the bonus to 15+. If you choose it three times, increase it to 18+.
  • Roll 1d8 to give the companion a random dragon ability. If you choose this twice, roll 1d8 twice and gain both abilities OR roll 1d12 instead.
  • It can use up to three magic items and activate their powers, which don’t count against your level limit.
d8 Dragon Ability Description
1 True seeing The dragon is immune to invisibility and ignores any illusions.
2 Whipping tail When an enemy engaged with the dragon rolls a natural 1 or 2 with an attack roll, the dragon can make an opportunity attack against that creature as a free action. The attack is set up by the dragon’s whipping tail but delivered by the dragon’s usual melee attack.
3 Tough Hide The dragon has a +1 bonus to AC.
4 Twisted Mind The dragon has a +2 bonus to MD.
5 Nimble The dragon has a +2 bonus to PD.
6 No vulnerability Unlike other dragons of its color, this dragon has no vulnerability. The PCs will figure that out the first time they try to use its supposed vulnerability against it.
7 Now I’m mad! The first time the dragon is staggered each battle, it uses its breath weapon attack as a free action that does not count against the normal uses of its breath.
8 Serious threat Disengage checks against the dragon take a –5 penalty. When a creature fails to disengage from the dragon, it takes damage equal to double the dragon’s level.
# Adventurer Feat

Gain an additional ability.

# Champion Feat

Gain an additional ability.

# Epic Feat

Gain an additional ability.


# Ferocity

Increase your animal companion‘s damage die by one size (d6s to d8s, d8s to d10s).

# Adventurer Feat

If both you and the companion are engaged with an enemy, it is vulnerable to your companion’s attacks.

# Champion Feat

Your companion has a +1 bonus to attack against staggered enemies.


# Spirit Companion

As a spirit creature, your companion deals either necrotic or radiant damage. You can call it to manifest at your side as a quick action (if it is available this battle). In addition, it gains a number of abilities from the list below, depending on your level of mastery in the circle. Choose one as an initiate, two as an adept and three as a master.

  • It gains resist physical damage 12+.
  • The first time in a battle when your companion is reduced below 0 hp by an attack, it can make a hard save (16+) to negate the damage of that attack.

As an adept or master, you also have access to the following options:

  • It can fly and hover.
  • If your animal companion is killed in battle, roll a d12 at the start of each turn. If the result is equal to the escalation die or lower, your companion rejoins the battle at half his or her total hit points.
  • It gains Spirit Ward as a bonus spell.
  • It gains Creepy Howl as a bonus spell.
# Adventurer Feat

Gain an additional ability.

# Champion Feat

Gain an additional ability.

# Epic Feat

Gain an additional ability.


# Spirit Ward

Close-quarters Spell

Full Recovery

Quick Action

Special: The escalation die must be 2+ to cast this spell.

Effect: Until the end of the battle, you have resist physical damage 12+, like your companion.


# Creepy Howl

Close-quarters Spell

Full Recovery

Quick Action

Special: The escalation die must be 2+ to cast this spell.

Target: All nearby enemies with fewer current hp than your companion’s maximum hp

Attack: Wisdom + Level vs. the highest MD among the targets

Hit: All targets are affected by fear (-4 to attacks and can’t benefit from the escalation die; save ends).

Miss:


# Animal Companion Spells

The Circle of the Fang initiate gains animal companion spells at a different rate than other circles, as per the table below. Adepts use the initiate column in the level progression table, and masters use the adept column.

Level Animal Companion Spells
1st 1
2nd 2
3rd 2
4th 2
5th 3
6th 3
7th 3
8th 4
9th 4
10th 4

# Circle of Feysong

Druids of the circle of feysong are either fey themselves, or humanoids who lived among the fey and learned their magic. Sometimes, faerie are reborn into mortal humanoid bodies, and sometimes fey abduct humanoid children to be raised among them.

Fey druids with true fey blood have physical features that show the heritage, such as waving, unnaturally shiny hair, a bulbous nose or small horns on the forehead. Their eyes and hair are often unnaturally colorful, and they have a glimmering aura like the reflection of the sun on morning dew.

Druids of this circle are known as fey druids. If they are fey children switched out for mortal babies, they are also known as changelings.

# Circle of Feysong Talents

# Court of Song

You gain a bard spell or song of up to your level as a bonus spell. You also gain 3 skill points towards musical performer skills.

# Adventurer Feat

You can use enchanted instruments as implements. You gain Enchant Instrument as a bonus spell.

# Epic Feat

Gain a second bard spell or song, at a -2 penalty to the level.


# Court of Stars

You have access to sorcerer spells from the fey bloodline and wizard spells from the Enchantment and Illusion schools. At first level, you gain one such spell as a bonus spell. Starting from 3rd level, you can swap a Feysong druid spell for such a spell at a -2 level penalty. If you choose any wizard spell, you can use Charisma instead of Intelligence with it.

# Adventurer Feat

For every talent you have from the circle of feysong, you can swap in one sorcerer / wizard spell without the level penalty.

# Champion Feat

Once per battle, as a quick action, you can get the sorcerer Fey bloodline’s Fey Benefit (without gathering power).

# Epic Feat

While in the fey realms, your druid full recovery spells, including swapped in spells, are recharge 18+ after battle.


# Court of Swords

You can use Charisma instead of Dexterity or Strength for attack and damage when wielding a one-handed blade weapon.

You also gain a bard battle cry of up to your level as a bonus power, which you can trigger with druid basic attacks.

# Adventurer Feat

Once per battle, add your Charisma modifier to a save to disengage.

# Champion Feat

When the escalation die is even, you can spend a quick action to trick a nearby opponent. Your next melee attack against that opponent this turn targets their MD instead of AC.

# Epic Feat

Gain a second battle cry from the bard list, at two levels below your level.


# Feydark Ancestry

You gain the Glimpse from the Dark at-will spell.

You can see perfectly in the dark. When you make a skill check to hide or sneak, the difficulty is reduced by one step (-5).

# Adventurer Feat

When you engage an enemy in low light or dark conditions, deal psychic damage equal to your level to the target.

# Epic Feat

You can expend a recovery to flee from a combat alone, without suffering a campaign loss.


# Glimpse from the Dark (1st Level)

Close-quarters Spell

At-will

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Natural Even Hit: 1d10 + Charisma psychic damage

Natural Odd Hit: The next attack roll against the target has advantage.

Natural Even Miss: The target has a -2 penalty to attack rolls against you until the end of your next turn.

Natural Odd Miss: If you are engaged with the target, you can make a disengage check as a free action.

Higher Level Effect
3rd (even hit) 3d10 damage
5th (even hit) 5d10 damage
7th (even hit) 7d10 damage
9th (even hit) 10d10 damage
# Adventurer Feat

You gain a +1 bonus to attack with this spell in dim light and darkness.


# Pooka Ancestry

Special: This talent requires at least one talent from the Circle of the Moon.

You gain the Pooka aspect as a bonus aspect, which you can use like other aspects from the Circle of the Moon.

# Adventurer Feat

You can cast fey druid spells while in scout and beast form.


# Pooka Aspect

Beast Aspect

Full Recovery (Moon adept: Recharge 16+)

Quick Action

Initiate Effect: When you activate this aspect, you become invisible. The invisibility lasts until the end of the battle or scene, or until you do something flashy, like attack or cast a spell.

If an enemy misses you with a 1-3 on the natural attack roll, you can turn invisible again as an interrupt action.

Adept Effect: When you turn invisible, you can create an illusory double of yourself in a nearby location. The double is destroyed when it is attacked.

# Adventurer Feat

You can turn invisible on a natural 1-5.


# Redcap Ancestry

Skill checks to scare or intimidate are one step easier for you (-5 to difficulty).

You gain Bloodsoaked Violence as a bonus druid flexible attack.

# Adventurer Feat

When you score a critical hit with an attack or spell, the target also takes 5 ongoing damage, 10 ongoing at champion tier, and 20 ongoing at epic tier..

# Champion Feat

When you kill a target, nearby enemies with fewer hit points than 20 times your level must immediately succeed at a save or be affected by fear (-4 to attacks and can’t benefit from the escalation die).

# Epic Feat

Enemies under the fear effect are also vulnerable to your attacks.


# Bloodsoaked Violence

Flexible once-per-battle Melee Attack

Triggering Roll: Natural even hit

Effect: Deal 1d3 extra damage for each enemy you have killed this battle. Count each mook as an individual kill.

Higher Level Effect
3rd 1d4 per kill
5th 1d6 per kill
7th 1d8 per kill
9th 1d12 per kill

# Troll Ancestry

You have advantage on skill checks that depend on pure muscle strength. When you make a Strength-based melee attack, reroll any natural 1s with the damage roll. If you are wielding a two-handed weapon, also reroll 2s.

# Adventurer Feat

Also reroll 1s on recovery rolls.

# Champion Feat

Once per battle, double the hit points you regain from a recovery you spend.

# Epic Feat

Add four times your Strength to melee attack damage (instead of three times).


# Circle of the Feysong Spells

The spells you cast as a fey druid are an expression of your faerie nature, and many are designed to cause mischief. You get a number of spells depending on your level and whether you are an initiate, adept or master, as per the unified progression table. You choose your spells after each full heal-up.

Unlike other druids, fey druids use Charisma instead of Wisdom as the main stat for their magic.

# Adventurer Feat

If you have any druid spells from other circles, you can replace Wisdom with Charisma when casting them.


# Cantrips

For each talent that you spend on the Circle of Feysong, you learn one cantrip from below as a bonus spell. As a Master of Feysong, you have access to all of them.


# Faerie Lights

Ranged Spell

Recharge 11+

Quick Action

Effect: Until the end of the battle or scene, you fill the surrounding area with colorful lights that provide illumination, and prevent creatures from hiding or walking in shadows.


# Feycraft

Ranged Spell

At-will

Quick Action

Effect: You create a small conjuration or transmutation effect. Grow flowers in your hair, summon a swarm of butterflies, polish a coin to make it shiny, etc. The effect ends at the end of the scene.


# Feysight

Close-quarters Spell

At-will

Quick Action

Effect: You see the world through the eyes of the fey. This allows you to see through fey illusions, including invisibility, find portals into the fey realms, and identify the shifting patterns that allow navigation in the feywilds.


# Little Helpers

Ranged Spell

At-will

Quick Action

Effect: You call on small animals and house spirits to complete a small menial task such as cleaning a room, washing dishes or sewing a dress. The helpers will work tirelessly for 1d6 x 10 minutes.


# Prank

Ranged Spell

At-will

Quick Action

Effect: You create a small magical illusion or movement effect. With illusions, you can add music to your singing, make a fly buzz through the room, leave some smelly animal droppings or throw your voice through the room. With movement, you can tap someone on the shoulder, bind their shoelaces, or pick something from their pockets. The effect lasts as long as you concentrate on it.


# 1st Level Fey Spells

# Beauty of the Sidhe

Close-quarters Spell

Full Recovery

Quick Action

Target: You or a nearby ally

Effect: Until the end of the scene, the target has advantage on Charisma-based skill checks that rely on looks.

Higher Level Effect
5th You can cast the spell on two targets.
9th The spell is now Recharge 16+.
# Adventurer Feat

The target also has advantage on saves against the dazed and weakened conditions.

# Champion Feat

The target also gains a +1 bonus to MD.

# Epic Feat

The target also gains a +1 bonus to Charisma-based attack rolls.


# Faerie Fire (Feysong version)

Ranged Spell

Full Recovery

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 3d6 + Charisma fire damage, and the target is vulnerable (hard save ends, 16+).

Miss: Half damage, and the target is vulnerable until the end of your next turn.

Higher Level Effect
3rd 6d6 damage, and in addition to being vulnerable, the target can’t turn invisible or hide from you or your allies (save ends both).
5th 6d10 damage, and the target also can’t teleport (save ends all).
7th 10d10 damage
9th 2d8 x 10 damage

# Nose of the Leprechaun

Close-quarters Spell

Full Recovery

Quick Action

Effect: Until the end of the scene, you have advantage on skill checks to locate treasures or gold in the nearby area, even if it’s hidden and there are no clues as to its location.

Higher Level Effect
3rd The spell is now Recharge 16+.
5th You can now sense treasure in far away areas too, up to a few hundred feet.

# Satyr’s Pipes

Close-quarters Spell

Full Recovery

Quick Action

Effect: You have advantage on skill checks to perform music and dance until the end of the scene.

Higher Level Effect
3rd You also have advantage on checks to sustain bard songs.
7th When the escalation die is even, you have advantage on the attack roll with bard spells.

# Seeming

Close-quarters spells

Full Recovery

Quick Action

Effect: You create an illusion of a certain role, such as a servant, an old woman, or a prince. When you create the disguise, you must succeed at a Charisma-based skill check to convince onlookers that you belong where you currently are, as a maid, servant, butler or similar. The check is usually normal difficulty (DC 15 at adventurer tier), but if the role fits the surroundings, the GM can reduce the difficulty to easy. If the disguise is different from your normal body shape and size, increase the difficulty to hard.

# Adventurer Feat

You can disguise a number of creatures equal to your Charisma modifier.


# 3rd Level Fey Spells

# Fool’s Gold

Close-quarter Spell

Full Recovery

Effect: You create an illusionary pile of treasure nearby, which lasts 1d6 minutes. The spell’s magic is entirely fueled by the greed of the target looking at it. Where an old hermit only sees a few rusted coppers, a red dragon will see a massive hoard of coins and gems. The objects seem real to all senses, even touch, but vanish if they are taken out of the nearby area.

When used in combat, make the following attack:

Target: All nearby enemies (one attack roll per group)

Attack: Charisma + Level vs. MD

Hit: The target is dazed (save ends).

The GM should adjust the target‘s MD and the save difficulty according to how greedy, or how easily distracted by shiny things, the targets are.

Higher Level Effect
5th The spell ends after 1d6 hours.

# Master of the Hunt

Ranged Spell

Full Recovery

Quick Action

Effect: Until the end of the battle or scene, you and all nearby allies gain a +1 bonus to skill checks to track enemies. Enemies that have been successfully tracked are vulnerable to you and your allies’ attacks in the next battle.

Higher Level Effect
5th +2 bonus to skill checks
9th +3 bonus to skill checks

# Scion of Winter

Close-quarters Spell

Full Recovery

Quick Action

Effect: Until the end of the battle, enemies engaged with you take a penalty to their disengage checks equal to your Charisma modifier. In addition, you gain resist cold 12+.

Higher Level Effect
3rd At the start of your turn, deal cold damage equal to your Charisma modifier, twice at champion tier and thrice at epic tier, to all enemies engaged with you.
5th resist cold 15+.
9th resist cold 18+.

# Summon Fauns and Pixies

Ranged Spell

Full Recovery

Effect: You summon a 2nd-level Faun Troubadour (30 hp) or a 3rd-level Pixie Warrior (16 hp). This spell follows the Summoning rules. Summoned creatures have the stats as listed, except for reduced hit points. They don’t have any nastier specials.

For a faun, if your PD is higher than your MD, the summoned one follows the Path of the Sword, otherwise the Path of the Song.

Higher Level Effect
5th Summon a 4th-level Faun Harrier, or a 5th-level Faun Keeper (60 hp).
7th Summon a 6th-level Faun Enchanter, a 7th-level Faun Ranger (85 hp), or a 6th-level Pixie Knight (60 hp).

# 5th Level Fey Spells

# Aura of Nobility

Close-quarters Spell

Full Recovery

Quick Action

Effect: Until the end of the battle, you can end any effect you are subject to (except ongoing damage) as a quick action.

Higher Level Effect
7th You also gain a +2 bonus to MD.

# Dreamspeaker

Ranged Spell

Full Recovery

Target: A person you know, regardless of their location

Effect: You appear in the target‘s dream the next time they sleep. You can deliver a message of a few minutes’ length.


# Mocking Invisibility

Close-quarters Spell

Full Recovery

Effect: Until the end of the battle or scene, you hide your location from onlookers by messing with their minds. You’re not strictly invisible, you just always appear as something that could have been in the area but wasn’t there before, like another tree in the forest, a rock in a cave or a suit of armor in the knight’s hall. When you make noise, that noise is scrambled into something else, like birds chirping or temple bells.

The effect ends when you take a flashy action, such as making an attack or casting a big spell.


# Sidhe Knight Protector

Close-quarters Spell

Full Recovery

Quick Action

Effect: Until the end of the battle, at the end of your turn, choose an ally adjacent to you. Until the end of your next turn, you and the chosen ally take half damage from physical attacks when the enemy’s attack roll is a natural odd roll.


# 7th Level Fey Spells

# Dark Whispers

Close-quarters Spell

Full Recovery

Effect: Until the end of the battle, make the following attack once at the start of your turn as a free action.

Target: One nearby enemy with 250 hp or fewer

Attack: Charisma + Level vs. MD

Hit: Psychic damage equal to your level, and the target is confused until the end of your next turn.

Miss: Psychic damage equal to your level

High Level Effect
9th 500 hp or fewer

# Pixie Wings

Close-quarters Spell

Full Recovery

Quick Action

Effect: Until the end of the battle, you can fly. While airborne, you have a -2 penalty to attack rolls, and you are vulnerable to attacks. If an attack against you is a natural 1, the attacker is dazed by the colors of your wings until the end of its next turn.

# Epic Feat

You no longer suffer an attack penalty, although you are still vulnerable.


# Summon Great Hound

Ranged Spell

Full Recovery

Effect: You summon a 5th-level Great Hound with 120 hp. This spell follows the Summoning rules. Summoned creatures have the stats as listed, except for reduced hit points. They don’t have any nastier specials. Choose the name of the creature (Barghest, Grim or Warg) when you summon it. It fights alongside you until the end of the battle, or until it is reduced to below zero hit points.

# Adventurer Feat

The Great Hound can stay with you until your next full heal-up (or guard over your sleep if you summon it before your rest). It will still vanish if its hit points are brought below zero.


# Unseelie Nightmare

Close-quarters Spell

Full Recovery

Quick Action

Effect: Until the end of the battle, at the end of your turn, roll a d6. If the result is odd, you emit a fear aura that affects all enemies with 70 hp or less (-4 to attacks and can’t benefit from the escalation die). On an even roll, remove yourself from the battlefield. You reappear in any nearby location at the start of your next turn.

High Level Effect
9th Increase the fear threshold to 100 hp.
# Epic Feat

Instead of rolling the d6, you can now choose the effect that didn’t activate last turn (either disappearing or fear).


# 9th Level Fey Spells

# Cruel Mistress

Close-quarters Spell

Full Recovery

Quick Action

Effect: Until the end of the battle, your spell and weapon attacks have a +4 bonus to their critical hit range. When you score a critical hit against a staggered target, it is frozen (-4 to defenses and can’t take actions) until the end of your next turn. If it is not staggered, it is dazed until the end of your next turn.


# The Queen’s Graces

Ranged Spell

Full Recovery

Quick Action

Effect: Until the end of the battle, at the start of each turn, grant a bonus action to one ally, of a type determined by a d6 roll on the table below.

d6 Action
1-2 Quick Action
3-4 Move Action
5-6 Standard Action

# Circle of the Land

This circle creates a spiritual connection to the surrounding lands, that allows you to tap into them to cast magic. There are 12 land types based on the following terrains:

  • Cave, dungeon, underworld
  • Desert, wasteland
  • Forest, woods
  • Hellhole, Abyss
  • Ice, snowfields, tundra
  • Koru behemoth
  • Mountains
  • Ocean, island
  • Plains, overworld
  • Ruins
  • Swamp, lake, river
  • Volcano

In addition, some spells are in the Any Terrain category and can be cast anywhere, regardless of the surrounding terrain.


# Circle of the Land Spellcasting

You don’t prepare spells after a full heal-up as a land druid. Instead, you can use your spell slots to cast any full recovery spell of the terrain you are currently in. The number of spell slots is determined by the unified spell progression table at the start of this chapter. You always cast terrain spells at the highest level you have access to.

This circle also gives access to at-will and once-per battle spells.

# Circle of the Land Talents

# Contemplation

If you meditate for a few minutes on the terrain you are in, you can bond with the surrounding spirits to gain a small boon that depends on the type of terrain. The boon lasts until the next full heal-up, or until you meditate again. You can meditate as often as you like, but you can only have one boon at a time.

Cave, dungeon, underworld: You can sense tremors in the ground and subtle echoes in the air, which allow you to perceive your surroundings even in total darkness.

Desert, wastelands: Desiccate. Gain a +1 bonus to hit against creatures at full hit points.

Forest, woods: Vitality. Increase your current and maximum hit points by twice your level.

Hellhole, Abyss: You can sense the presence of demons within a few hundred feet.

Ice, snowfields, tundra: Slow metabolism. Any “save ends” effects only start affecting you after the first failed save.

Koru behemoth: Unstoppable. Gain a +1 bonus to saves.

Mountains: Your mind is clear. Gain +1 to MD.

Plains, overworld: Sunrays. When you make an attack, you can change its damage type to radiant.

Ruins: All things end. Staggered enemies are vulnerable to your attacks.

Ocean, island: You can swim in water like a dolphin. You have to surface to breathe.

Swamp, lake, river: Flow. Gain a +3 bonus to disengage checks.

Volcano: When an enemy engages you, deal fire damage equal to your level to them.

# Adventurer Feat

While you have the boon of a terrain type active, you can keep using its spells even after leaving that terrain. This lasts until you switch out the boon, or until the next full heal-up.

# Champion Feat

Once per battle or scene, you can use your bond with the land’s spirits as a quick action to perform a stunt without making a skill check. For example, river spirits could carry you to walk on water. This ends the boon effect.

# Epic Feat

For one battle per full recovery, you can grant the boon to all nearby allies until the end of the battle as a quick action.


# Land Attunement

You gain two bonus spell slots to cast one at-will spell and one per-battle spell of any terrain type that you are currently located in, even if you don’t have the corresponding terrain feat.

# Adventurer Feat

Once per battle, reroll an attack with a Circle of the Land at-will spell.

# Epic Feat

You gain a +1 bonus to hit with Circle of the Land at-will spells.


# Sacred Grove

Special: You can take this talent multiple times, applying to a different terrain each time.

Choose one of the 12 terrains. You gain one terrain feat each for one at-will and one once-per battle terrain spell of that land type.

# Adventurer Feat

While in the terrain you attuned to with this talent, you have advantage on skill checks that relate to it, for example to identify plants.

# Champion Feat

When you take a full heal-up in the terrain you attuned to with this talent, you can cast one full recovery spell of that terrain for free before your next full heal-up.


# Sage of the Land

You gain 3 skill points towards a skill that represents your deep understanding of different lands. You can use the skill to identify plants and animals, to find food, water or shelter, to predict the weather, or to find paths and the like.

You also gain a bonus spell slot, which you can use to cast any spell of the Any Terrain category, of up to your level.

# Adventurer Feat

Allies you travel with gain a +1 bonus to skill checks dealing with the natural environment.


# Circle of the Lands Spells

# Any Terrain

You can cast the spells below regardless of the terrain you are in.


# Pass Without a Trace (1st Level)

Ranged Spell

Full Recovery

Target: You and one ally per spell level

Effect: Until the next short rest, all targets gain a +5 bonus to skill checks to navigate the surrounding terrain while leaving no tracks behind.


# Terrain Augury (1st Level)

Ranged Spell

Full Recovery

Effect: You close your eyes and concentrate on the surrounding terrain for a few hundred feet. You gain a basic understanding of the landscape and special features, enough to create a rough map. You can also ask one specific question per Wisdom modifier, such as the closest source of freshwater, the presence of metals or gems, the most dangerous creature, or how close the surface is.

After casting the spell, reduce the difficulty of skill checks to navigate the area, find paths etc. by one step (-5).

Higher Level Effect
3rd Cover an area a few miles across.
5th Cover an area a hundred miles across.

# Create Shelter (3rd Level)

Ranged Spell

Full Recovery

Effect: You create a small, secure place where you and a small group of travelers can find shelter and rest. The nature of the shelter depends on the terrain you are in, and can be anything from a small hut of living bushes and trees to an igloo. While the shelter blends in with the surroundings, you need a skill check to disguise it well enough to throw off any pursuers who are actively looking for you.


# Dangers and Perils (3rd Level)

Ranged Spell

Full Recovery

Effect: For one hour per spell level, you gain an intuitive grasp of the surrounding terrain, any natural dangers in it and any unnatural additions. Mechanically, you gain the Rogue’s Trap Sense class feature.

Higher Level Effect
5th You also gain the Trap Sense adventurer feat.
7th You also gain the Trap Sense champion feat.
9th You also gain the Trap Sense epic feat.

# Shape the Path (5th Level)

Close-quarters Spell

Full Recovery

Effect: You create a path as you walk through the terrain. Ice shapes to form bridges, the underbrush opens to clear a path, and swamp solidifies to provide a safe surface to step on. The spell lasts for up to two hours per spell level, although the terrain returns to normal a few minutes after you pass.

Higher Level Effect
7th You can shape the terrain fast enough to do it from the back of a mount.

# Control Weather (7th Level)

Ranged Spell

Full Recovery

Target: The nearby area in up to a mile radius

Effect: You gradually change the surrounding weather. With a few minutes of concentration, you can create weather that is normal for the season and the area, such as a fresh breeze in spring or snow in winter. The longer you are able to concentrate on the spell, the more extreme, unusual and destructive the weather phenomenon can be, including thunderstorms, blizzards and tornadoes.


# Terraform (9th Level)

Ranged Spell

Full Recovery

Target: The nearby area in up to a mile radius

Effect: You gradually change the surrounding terrain into a different type, for up to a full recovery. With a few minutes of concentration, you can create an island in the ocean, grow a forest underneath the earth, or turn fertile land into desert. The longer you are able to concentrate on the spell, the larger the area, and the more extreme, unusual and destructive the change can be.


# Terrain Teleport (9th Level)

Ranged Spell

Full Recovery

Effect: You and up to 4 allies next to you can teleport to any location in the world that is a similar terrain as the one you are currently in, or attuned to. You can only teleport into natural terrain, not into towns or buildings.


# Cave, Dungeon, Underworld

# Adventurer Feat

You gain the Ancient Trap spell below.


# Ancient Trap (Terrain Feat Spell)

Ranged Spell

Once per battle

Effect: Before the end of the battle, you can use the following attack once as a free action.

Trigger: A nearby enemy takes a move action.

Target: The triggering enemy

Attack: Wisdom + Level vs. PD

Hit: 2d6 + Wisdom damage

Miss: Half damage

Any natural odd roll: You can use this attack again after your next turn.

Higher Level Effect
3rd 4d6 damage
5th 5d10 damage
7th 8d10 damage
9th 2d6 x 10 damage

# Summon Cave Creatures (1st Level)

Ranged Spell

Full Recovery

Effect: You summon a swarm of bats with 20 hp, according to the Summoning rules. The bats remain until the end of the battle, or until they are reduced to zero hit points. They have the stats listed in their creature entries, except reduced hit points and no nastier specials.

Higher Level Effect
3rd Summon a dire bat with 30 hp (B 13).
5th Summon a thunder bat with 45 hp (B 13).
7th Summon a spider mount with 80 hp (B 60).
9th Summon a phase spider with 100 hp (CB 244).

# Suffocate (5th Level)

Ranged Spell

Full Recovery

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: The target is weakened and takes 25 ongoing damage (save ends both).

Natural 16+: The save is a hard save (16+)

Miss: 10 damage

Higher Level Effect
7th 35 ongoing damage; 15 miss damage
9th 50 ongoing damage; 25 miss damage

# Create Cavern (7th Level)

Ranged Spell

Full Recovery

Effect: You create a near-natural cavern in the underground or a cliff side. You can create an entrance that you and your allies can open and close with a touch. The cavern disappears after 24 hours, pushing out any items or creatures that are currently in it.


# False Corridor (9th Level)

Ranged Spell

Full Recovery

Target: 1d3 nearby enemies in a group

Attack: Wisdom + Level vs. MD

Hit: You warp the terrain around the target to trap it in a corridor that circles around itself. The target is taken off the map until it succeeds at a hard save (16+).

Miss: Damage equal to your level


# Desert, Wasteland

The largest wastelands on the map are Moonwreck and the Red Wastes. However, smaller magical disasters have left areas devoid of life all over the Empire.

# Adventurer Feat

You gain the Dessicate spell below.

# Champion Feat

You gain the Dehydration spell below.

# Adventurer Feat

You can survive without food and water for days on end.


# Dessicate (Terrain Feat Spell)

Ranged Spell

At-will

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d6 + Wisdom damage. If the target is staggered, increase the damage dice to d10.

Miss: Damage equal to your level

Higher Level Effect
3rd 3d6 damage
5th 5d6 damage
7th 7d6 damage
9th 10d6 damage

# Dehydration (Terrain Feat Spell)

Ranged Spell

Once per battle

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 5 + Wisdom ongoing damage

Miss: Damage equal to twice your level

Higher Level Effect
3rd 10 ongoing damage
5th 15 ongoing damage
7th 25 ongoing damage
9th 40 ongoing damage
# Adventurer Feat

The save against the ongoing damage is a hard save (16+).


# Fata Morgana (1st Level)

Ranged Spell

Full Recovery

Effect: You create the phantasmal image of an object in the distance, which lasts for about 5 minutes per spell level. Onlookers must succeed at a saving throw to discern that the image isn’t real. For creatures with a higher MD than PD, the save is easy (6+). If it’s the same, the save is normal (11+), and if PD is higher, the save is hard (16+).

Choose whether you want the object to be desirable or scary. If the image is desirable, those who can’t discern the image as a fake will move towards it. If it’s scary, they will move away from it.


# Summon Desert Dwellers (1st Level)

Ranged Spell

Full Recovery

Effect: You summon a giant scorpion with 15 hp (CB 206), according to the Summoning rules. The scorpion remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

Higher Level Effect
3rd Summon a fireblast scorpion (below).
5th Summon a harpy with 40 hp (CB 234).
7th Summon a mantikumhar with 60 hp (B 139).
9th Summon a coursing manticore with 100 hp (B 140).

# Fireblast Scorpion

3rd level wrecker Beast

Initiative: +8

Pincer and Stinger +8 vs. AC — 8 fire damage

Natural even hit: 5 ongoing fire damage

AC 18, PD 17, MD 12, HP 30


# Heatstroke (3rd Level)

Ranged Spell

Once per battle

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 5d6 + Wisdom damage. If the target is staggered, it is weakened until the end of your next turn.

Miss: Damage equal to your level

Higher Level Effect
5th 7d6 damage
7th 10d6 damage
9th 15d6 damage

# Sandstorm (3rd Level)

Ranged Spell

Full Recovery

Effect: You summon a sandstorm in the target area, large enough to fill a room or hallway. Within the area, perception skill checks and ranged attacks have disadvantage. Moving creatures cannot be intercepted. Flying creatures must succeed at a save at the start of their turn, or they lose their actions for the turn. It takes a successful hard save or skill check and a move action to leave the area.

The first time on their turn that a creature fails any skill check or save, or misses with attack, they take 3d6 damage from flying debris.

The storm remains until the end of the battle, until you are knocked unconscious, or until you end the spell.

Higher Level Effect
5th large enough to cover a ship or a courtyard; 4d6 damage
7th cover a small town; 5d6 damage
9th cover an entire valley; 7d6 damage

# Flickering Air (5th Level)

Ranged Spell

Full Recovery

Effect: Enemies take a penalty to attacks against you and all nearby allies equal to the escalation die. The effect ends when the escalation die is 5 or higher.


# Sand Dervish (5th Level)

Close-quarters Spell

Full Recovery

Effect: You transform into whirling sand and fly to a nearby location. On the way, make the following attack.

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 2d4 x 10 damage, and the target is dazed until the end of their next turn.

Miss: 15 damage

Higher Level Effect
7th 2d6 x 10 damage
9th 2d10 x 10 damage

# Quicksand (7th Level)

Ranged Spell

Full Recovery

Target: 1d3 nearby enemies in a group

Attack: Wisdom + Level vs. PD

Hit: If the target has 100 hit points or fewer, it starts making last gasp saves (16+). While making last gasp saves, the targets are stuck. On their fourth failed save, the target is swallowed by the ground. If the target has more hit points, it is hampered (save ends).

Miss: The target loses its next move action.

High Level Effect
9th 150 hp or fewer

# Sand Dune (7th Level)

Ranged Spell

Full Recovery

Effect: Sand starts slowly building up around a target area that you can see, and grows into a massive sand dune over the next hour. The dune is high enough to bury a barn or a two-storey building. The sand dissipates with the wind over the next full recovery. While the sand is too slow to bury those quick enough to run away from it, it can seal tunnel passages or slow pursuers, especially on horseback.


# Desert Wind (9th Level)

Close-quarters Spell

Full Recovery

Effect: Until the end of the end of the battle, you can make the following attack as a quick action once per turn.

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 2d4 x 10 + Wisdom fire damage

Miss:


# Forest, Woods

# Adventurer Feat

You gain the Soothing Forest spell below.

# Champion Feat

When you use a recovery to heal, you also gain a +1 bonus to AC until the end of your next turn.


# Soothing Forest (Terrain Feat Spell)

Ranged Spell

Once per battle

Quick Action

Target: One nearby ally per Wisdom modifier (which can include you)

Effect: The target gains temporary hit points equal to 5 + your Wisdom modifier.

Higher Level Effect
3rd 10 hp + Wisdom modifier
5th 15 hp + 2x Wisdom modifier
7th 25 hp + 2x Wisdom modifier
9th 35 hp + 3x Wisdom modifier

# Ripping Vines (1st Level)

Ranged Spell

At-Will

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d8 + Wisdom damage.

Natural Odd Hit: As a hit, plus ongoing damage equal to your Strength or Dexterity modifier, whichever is higher.

Crit: As a hit, plus the target is stuck (save ends).

Higher Level Effect
3rd 3d6 damage.
5th 5d6 damage, ongoing damage equal to double your Strength or Dexterity modifier on a natural odd hit.
7th 5d8 damage.
9th 7d10 damage, ongoing damage equal to triple your Strength or Dexterity modifier on a natural odd hit.

# Ironwood Enchantment (1st Level)

Ranged Spell

Full Recovery

Target: A wooden weapon, a wooden shield, or arrows in a quiver

Effect: Until the end of the battle, the item is unbreakable and has the adventurer tier default enchantment for its type: +1 to attack and damage for a weapon, +4 hp for a shield or +1 to critical threat range for arrows. It also grants one additional effect based on the item type.

Weapon: Thorny. On a natural 18+, deal 5 ongoing damage per tier.

Shield: Moss-covered. Gain a +2 bonus to skill checks to hide per tier.

Arrows: Root growth. On a natural even hit, the target is stuck until the end of your next turn.

Higher Level Effect
5th Champion tier enchantment
9th Epic tier enchantment

# Summon Forest Friends (1st Level)

Ranged Spell

Full Recovery

Effect: You summon a wolf with 19 hp (CB 207), according to the Summoning rules. The wolf remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

Higher Level Effect
3rd Summon a hunting spider with 30 hp (CB 206).
5th Summon a common treant with 43 hp (13TW 202).
7th Summon a green bulette with 80 hp (B 27).
9th Summon a dire tiger with 100 hp (13TW 160).

# Tree Shape (3rd Level)

Ranged Spell

Full Recovery

Target: You or a nearby, willing ally

Effect: You transform the ally into a tree. The target can still perceive its surroundings, but it can’t take actions. As a tree, the target is immune to damage, except for fire, lightning, and axes, which do half damage. At the end of each of its turns, the target can take a free recovery to heal. The target can end the spell as a quick action.

If you use the tree shape as a disguise, make a skill check. Creatures with MD equal to the skill check or lower will think the tree is natural.


# Lashing Roots (7th Level)

Ranged Spell

Full Recovery

Effect: Until the end of the battle, you can make the following attack once per turn as a quick action.

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 4d12 + Wisdom damage, and the roots grab the target. Grabbed targets take 25 damage at the start of their turn, until they disengage or pop free from the roots.

Miss: Damage equal to your level

High Level Effect
9th 6d12 damage; 40 damage at the start of turn

# Hells, Abyss

# Adventurer Feat

You gain the Fiendish Retribution spell below.

# Champion Feat

You gain the Wrath of the Abyss spell below.

# Adventurer Feat

Gain resist demon attacks 12+. Increase to 14+ when attuned to a hell hole.


# Fiendish Retribution (Terrain Feat Spell)

Close-quarters Spell

At-will

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d10 + Wisdom fire damage. If the target makes an attack against you before the end of its next turn, it takes 1d10 fire damage.

Miss: You take fire damage equal to your level.

Higher Level Effect
3rd 3d10 damage on hit and retribution effect
5th 5d10 damage
7th 7d10 damage
9th 10d10 damage

# Wrath of the Abyss (Terrain Feat Spell)

Ranged Spell

Once per battle

Target: ALL enemies that have dealt damage to you this battle (keep track of this if you want to cast the spell).

Attack: Wisdom + Level vs. PD

Hit: 1d10 + Wisdom fire damage

Natural 5, 10, 15, 20: The target takes ongoing fire damage equal to the spell level.

Miss:

Natural even miss: Half damage

Higher Level Effect
3rd 3d10 damage
5th 5d10 damage
7th 7d10 damage
9th 10d10 damage

# Summon Hellhole Horrors (1st Level)

Ranged Spell

Full Recovery

Effect: You summon a fungaloid creeper (B 83, 20 hp), according to the Summoning rules. The creeper remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

Higher Level Effect
3rd Summon a hook scuttler (B 113, 30 hp).
5th Summon a hellhound (CB 234, 40 hp).
7th Summon 1d4 bat demon mooks (13TW 164, 20 hp).
9th Summon a hezrou (CB 212, 100 hp).

# Consume (3rd Level)

Ranged Spell

Full Recovery

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: Ongoing fire damage equal to 10 times the spell level. If the target saves against the effect, or if it dies, the spell doesn’t end. Instead, determine a new target randomly among all nearby or far away creatures. If the target is an enemy, that enemy now takes the ongoing damage of this spell. If it’s an ally, that ally takes half the damage, once, and the spell ends.

Miss: You can cast this spell again this battle, at the start of your turn after your next turn.


# Desperate Frenzy (3rd Level)

Close-quarters Spell

Full Recovery

Quick Action

Target: You or a nearby staggered ally

Effect: Until the end of battle, the target deals 1d6 extra damage with melee attacks. However, if a bonus damage die is a natural odd result, the target takes that much psychic damage.

Higher Level Effect
3rd 1d12 extra damage; target 1d3 staggered allies
5th 2d8 extra damage
7th 2d12 extra damage
9th 3d12 extra damage

# Fiend Skin (5th Level)

Close-quarters Spell

Full Recovery

Quick Action

Target: You or a nearby ally

Effect: Until the end of the battle, the target gains a +2 bonus to AC and PD, and resist fire 15+.

Higher Level Effect
7th You can now cast the spell on two targets.

# Goat-Foot Step (5th Level)

Close-quarters Spell

Full Recovery

Effect: Deal 6d6 + Wisdom fire damage to all enemies you are engaged with, then teleport to a nearby or far away location.

Higher Level Effect
7th 6d8 damage
9th 6d12 damage

# Infernal Gift (7th Level)

Ranged Spell

Full Recovery

Target: You or a nearby ally

Effect: Grant the target a demonic ability until the end of the battle. Roll 1d6 on the demon ability table of the sorcerer’s Touch of Evil spell.

High Level Effect
9th Roll 1d8.

# Ice, Tundra, Deep Snow

# Adventurer Feat

You gain the Ice Shards spell below.


# Ice Shards (Terrain Feat Spell)

Ranged Spell

At-will

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 1d6 + Wisdom cold damage

Miss:

Natural odd miss: You take your level in cold damage.

Higher Level Effect
3rd 3d4 damage
5th 2d10 damage
7th 4d10 damage
9th 6d10 damage

# Hail Hail (1st Level)

Ranged Spell

At-Will

Target: The nearby or far away enemy you can see that has the most hit points

Attack: Wisdom + Level vs. PD

Natural Even Hit: 1d6 + Wisdom cold damage, and a different nearby enemy takes cold damage equal to your level.

Natural Odd Hit: 1d6 + Wisdom cold damage, and each nearby mook takes 1d3 damage.

Miss: Damage equal to your level.

Higher Level Effect
3rd 3d6 damage, 1d6 mook damage on odd hit.
5th 5d6 damage, 1d10 mook damage on odd hit.
7th 5d8 damage, 2d8 mook damage on odd hit.
9th 7d10 damage, 4d6 mook damage on odd hit.

# Summon Icy Ally (1st Level)

Ranged Spell

Full Recovery

Effect: You summon a tundra wolf (as wolf, CB 207, 20 hp), according to the Summoning rules. The wolf remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

Higher Level Effect
3rd Summon a remorhaz (barbellite) (B 179, 30 hp).
5th Summon a snowy owlbear (B2 212, 40 hp).
7th Summon a winter beast (B 79, 70 hp).
9th Summon a remorhaz (frostwurm) (B 180, 100 hp).

# Winter Fur (3rd Level)

Close-quarters Spell

Full Recovery

Target: You and two nearby allies

Effect: The targets gain a +1 bonus to AC and PD and resist cold 15+ this battle.

Higher Level Effect
5th three nearby allies
7th resist cold 18+
9th four nearby allies

# Winter Solstice (7th Level)

Close-quarters Spell

Full Recovery

Effect: Decrease the escalation die by 1. You and all nearby allies can spend a recovery and gain five extra hit points per point of your Wisdom modifier. If you have the Wild Healer talent, the recoveries are free.


# Icy Tomb (9th Level)

Ranged Spell

Full Recovery

Target: A nearby enemy with 250 hit points or less

Attack: Wisdom + Level vs. PD

Hit: The target starts making last gasp saves (16+). After the fourth failed save, it is permanently encased in ice and frozen.

Miss:

Natural even miss: You regain the spell slot at the end of the battle.


# Koru Behemoth

# Adventurer Feat

You gain the Swatch of Destruction spell below.


# Swath of Destruction (Terrain Feat Spell)

Ranged Spell

Once per battle

Target: 1d3 nearby enemies in a line

Attack: Wisdom + Level vs. PD

Hit: 2d6 + Wisdom damage. If the target is engaged, it pops free as it is pushed to the side. If the target is not engaged, increase the damage dice to d10.

Miss: Damage equal to your level

Higher Level Effect
3rd 4d6 damage
5th 7d6 damage
7th 10d6 damage
9th 15d6 damage

# Memory of the Koru (5th Level)

Close-quarters Spell

Full Recovery

Effect: You dig into the memory of the Koru to receive visions of places along its path. Note that a Koru will only pass any place once per year, so the image you receive will always be the same season. It will not show specific events, unless they happened right before the Koru’s eyes and were impressive enough to be noticed by a walking landmass. The longer you concentrate on this spell, the further back in history you can go. In an hour, you can span a century, and in a full full recovery of concentration, you will be able to cover an entire age. If you are planning to scry into past ages, make sure you give yourself enough time for uninterrupted meditation. You can take breaks to eat or sleep, but strenuous activity like combat will throw your mind off and you need to start again.


# Mountains

# Adventurer Feat

You gain the Earthen Grasp spell below.

# Champion Feat

You gain the Rockslide spell below.


# Earthen Grasp (Terrain Feat Spell)

Ranged Spell

Once per battle

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 2d8 + Wisdom damage, and the target is stuck (save ends).

Miss: Damage equal to twice your level

Higher Level Effect
3rd 4d8 damage
5th 7d8 damage
7th 10d8 damage
9th 15d8 damage
# Adventurer Feat

When you hit a group of mooks with this spell, treat them as one target for the stuck effect.


# Rockslide (Terrain Feat Spell)

Ranged Spell

Once per battle

Target: 1d3 nearby enemies, or 1d3 + 2 when cast recklessly

Attack: Wisdom + Level vs. PD

Hit: 2d4 + Wisdom damage, and the target has disadvantage on disengage checks until the end of your next turn as the fallen rocks hinder their movement.

Miss: Damage equal to your level.

Reckless miss: Your allies engaged with the target take damage equal to twice your level and have disadvantage on disengage checks until the end of your next turn.

Higher Level Effect
3rd 4d4 damage
5th 7d4 damage
7th 12d4 damage
9th 2d4 x 10 damage

# Earth Strength (1st Level)

Ranged Spell

Full Recovery

Quick Action to cast

Targets: One nearby ally you choose and one other random nearby ally. Both targets must be touching the ground.

Effect: The effect depends on the target’s status.

Unstaggered target: The target gains a bonus to its attacks and damage equal to your Strength or Dexterity modifier until the target ends its turn staggered or until the end of the battle.

Staggered target: The target can heal using a recovery.

Higher Level Effect
3rd You can now be the chosen target.
5th An unstaggered target also gains the bonus to saves.
7th A staggered target can heal using a free recovery instead.
9th The spell targets two random nearby allies instead of one.

# Summon Mountain Monster (1st Level)

Ranged Spell

Full Recovery

Effect: You summon an archer stirge (B 197, 15 hp) or cobbler stirge (20 hp). The stirge remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

Higher Level Effect
3rd Summon a bear (CB 207, 30 hp).
5th Summon a giant bird of prey (B2 56, 40 hp).
7th Summon a mantikumhar (B 139, 70 hp).
9th Summon 1d4+1 parasitic lightning beetle mooks (B 164, 35 hp).

# Summon Earth Elemental (3rd Level)

Ranged Spell

Full Recovery

Effect: You summon a 3rd level small earth elemental (17 hp).

Higher Level Effect
5th You now summon a 5th level earth elemental (26 hp).
7th You now summon a 7th level big earth elemental (44 hp).
9th You now summon a 9th level epic earth elemental (70 hp).

# Thin Air (5th Level)

Ranged Spell

Full Recovery

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 5d6 + Wisdom damage, and the target suffers from thin air (save ends).

Thin air: The target takes damage equal to its level whenever it takes an action. It has disadvantage on all attacks. The target can spend a move action to take a deep breath, in which case the disadvantage is negated for that turn.

Miss: Half damage

Higher Level Effect
7th 7d6 damage
9th 10d6 damage

# Immovable Mountain (9th Level)

Close-quarters Spell

Full Recovery

Quick Action

Target: You or a willing nearby ally

Effect: Until the start of your next turn, the target can’t take actions, it is immune to all damage except psychic damage, and it can‘t be moved from its position.


# Wall of Stone (9th Level)

Ranged Spell

Full Recovery

Effect: You create a more or less impenetrable wall of stone that’s pretty big. You can’t drop it on top of enemies or bend it after creating it, but it can form natural flowing shapes like a river of stone that’s at most 40 feet high, 120 feet long, and 10 feet thick. If you’re straining to come up with nasty ways to use the wall, you’re breaking the spirit of the spell, since it’s just supposed to be a stone wall that blocks most other creatures’ movements.

You, the spellcasting druid, can move through the wall at will, but you can’t end your turn inside it.

The wall isn’t permanent: walls of stone generally disappear at sunrise or sunset.


# Ocean, Island

# Adventurer Feat

You gain the Tidal Wave spell below.

# Champion Feat

You can breathe under water for one hour per point of Constitution modifier (minimum 1).


# Tidal Wave (Terrain Feat Spell)

Close-quarters Spell

Once per battle

Target: One or more enemies engaged with you

Attack: Wisdom + Level vs. PD. You take a penalty to the attack roll equal to the number of targets.

Hit: 1d12 + Wisdom damage, and the target pops free from you

Miss: Damage equal to your level

Higher Level Effect
3rd 3d12 damage
5th 5d12 damage
7th 7d12 damage
9th 10d12 damage

# Deeper Waters (1st Level)

Ranged Spell

At-Will

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d10 + Wisdom damage.

Natural Even Hit: As a hit, plus the target takes ongoing damage equal to your level or increases an already existing ongoing damage effect by your level (your choice).

Higher Level Effect
3rd 4d6 damage.
5th 6d6damage.
7th 6d10 damage.
9th 8d10 damage.

# Sea Legs (1st Level)

Ranged Spell

Full Recovery

Quick Action

Target: You and one ally per spell level

Effect: Until the end of the battle, the target gains secure footing on any surface, no matter how wildly it is shaking. It also gains advantage on disengage checks.


# Slippery Surface (1st Level)

Ranged Spell

Full Recovery

Effect: Until the end of the battle, small water spirits dance on the ground and cause enemies to either slip or freeze in place. All nearby enemies have disadvantage on disengage checks. On an odd failure, the enemy is stuck until the start of their next turn. On an even failure, the enemy slides to the intended location, but takes a -2 penalty to their next attack from lack of balance. Flying enemies are immune to the effect.

Higher Level Effect
5th Enemies who try to engage you must succeed at a disengage check to do so. On a failure, the enemy does not engage you, and the move action is lost.

# Summon Sea Scallywags (1st Level)

Ranged Spell

Full Recovery

Effect: You summon 1d3 razor shark mooks (B 187, 5 hp), according to the Summoning rules. The creatures remain until the end of the battle, or until they are reduced to zero hit points. They have the stats listed in their creature entry, except for reduced hit points and no nastier specials.

Higher Level Effect
3rd Summon a 1d3+1 razor sharks (B 187, 10 hp).
5th Summon a 1d3 iron sea sharks (B 188, 25 hp).
7th Summon a kelpling (B2 199, 75 hp).
9th Summon a nix (B2 200, 100 hp).

# Water Breathing (1st Level)

Ranged Spell

Full Recovery

Quick Action to cast

Effect: You can breathe underwater until the end of the battle, or for five minutes.

Higher Level Effect
3rd The spell now targets up to five nearby allies as well as you.
5th The effect lasts for about five hours.
7th The effect lasts for about ten hours.
9th The effect lasts until your next full heal-up.

# Smooth Sailing (3rd Level)

Ranged Spell

Full Recovery

Effect: You calm the seas around the ship you are on. Until the end of the scene, the sea is calm and a strong but steady wind pushes the ship in the direction you are planning to sail.


# Summon Water Elemental (3rd Level)

Ranged Spell

Full Recovery

Effect: You summon a 3rd level small water elemental (18 hp).

Higher Level Effect
5th You summon a 5th level water elemental (30 hp).
7th You summon a 7th level big water elemental (45 hp).
9th You summon a 9th level epic water elemental (80 hp).

# Visions of Drowning (5th Level)

Ranged Spell

Full Recovery

Target: One nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 5d10 + Wisdom psychic damage and 20 ongoing psychic damage

Natural 18+: The target takes double ongoing damage and starts making last gasp saves (hard save 16+). If it fails the fourth save, it dies as if drowning.

Miss: Half damage

Higher Level Effect
7th 7d10 damage and 30 ongoing
9th 10d10 damage and 50 ongoing

# Endless Swarm of Fish (7th Level)

Ranged Spell

Full Recovery

Special: You must be under water to cast this spell.

Effect: You call a giant fish swarm to surround you and copy your movements. Until the end of the battle, you have advantage on disengage checks, while enemies have disadvantage to attack you or to disengage from you.


# Maelstrom (9th Level)

Ranged Spell

Full Recovery

Special: You must be at sea to cast this spell.

Effect: You create a giant whirlpool in the sea that threatens to swallow every ship in the vicinity. Any ship in the area must make the equivalent of last gasp saves (16+). They can’t make any other maneuver except trying to escape the maelstrom. After the fourth failed save, the ship is swallowed and dragged under.

The ship you are on is immune to the effect. PCs steering other ships can make a hard skill check to escape.


# Tsunami (9th Level)

Ranged Spell

Full Recovery

Effect: A giant wave crashes across the battlefield taking all creatures with it that aren’t tied down or flying.

The wave deals 6d12 damage to enemies and 2d12 damage to allies. Creatures must succeed at a save or be washed away to a far away location. The save difficulty is easy (6+) for all allies and huge enemy creatures, hard (16+) for mooks and small creatures and normal (11+) for everyone else.


# Plains, Overworld

# Adventurer Feat

You gain the Flash of Lightning spell below.


# Flash of Lightning (Terrain Feat Spell)

Ranged Spell

Once per battle

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 1d8 + Wisdom lightning damage

Miss: Damage equal to your level

Always: Until the end of your next turn, deal thunder damage equal to your Strength + Dexterity modifier, twice at champion tier and thrice at epic tier, to all enemies who engage you.

Higher Level Effect
3rd 3d8 damage
5th 5d8 damage
7th 7d8 damage
9th 10d8 damage
# Adventurer Feat

You can cast this spell as an interrupt action. If you do, only target one nearby enemy.


# Gust (1st Level)

Close-quarters Spell

Full Recovery

Target: One nearby enemy

Always: Before rolling the attack, you can attempt to disengage as a free action.

Attack: Wisdom + Level vs. PD

Hit: 3d6 damage, and 5 ongoing cold damage.

Miss: You don’t expend the spell.

Higher Level Effect
3rd 6d6 damage.
5th 6d10 damage and 10 ongoing cold damage, and you gain flight until the end of your next turn.
7th 10d10 damage and 10 ongoing cold damage, and you gain flight until the end of the battle.
9th 2d8 x 10 damage, and 15 ongoing cold damage.

# Sleet Storm (1st Level)

Ranged Spell

Once per battle

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 2d8 + Wisdom damage, and the next attack against the target before the end of your next turn has advantage.

First Miss: Repeat the attack against a different nearby enemy.

Second Miss:

Higher Level Effect
3rd 4d8 damage
5th 7d8 damage
7th 11d8 damage
9th 16d8 damage

# Summon Plains Peon (1st Level)

Ranged Spell

Full Recovery

Effect: You summon a badger (B2 55, 20 hp), according to the Summoning rules. The badger remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

Higher Level Effect
3rd Summon an ankheg (CB 208, 40 hp).
5th Summon a ravenous bumoorah (B 28, 46 hp).
7th Summon a bulette (CB 208, 70 hp).
9th Summon a wyvern (CB 250, 100 hp).

# Plain Sight (3rd Level)

Ranged Spell

Full Recovery

Effect: Remove all effects that hinder vision from the battlefield, such as fog or invisibility. Until the end of the battle, you and all nearby allies can target far away enemies with ranged attacks that target nearby enemies.


# Summon Air Elemental (3rd level)

Ranged Spell

Full Recovery

Effect: You summon a 3rd level small air elemental (20 hp).

Higher Level Effect
5th You now summon a 5th level air elemental (33 hp).
7th You now summon a 7th level big air elemental (47 hp).
9th You now summon a 9th level epic air elemental (85 hp).

# Whirlwind (3rd Level)

Close-quarters Spell

Full Recovery

Target: All enemies you are engaged with

Attack: Wisdom + Level vs. PD

Hit: 3d8 + Wisdom damage, and the target pops free from you.

Miss: Damage equal to your level

Always: Roll a d6. If it is equal to the escalation die or lower, the whirlwind persists. You can make another whirlwind attack the next turn, as a quick action. Target 1d3 nearby enemies, they do not have to be engaged with you.

Higher Level Effect
5th 5d8 damage
7th 7d8 damage
9th 10d8 damage

# Lightning Strikes (7th Level)

Ranged Spell

Full Recovery

Target: One nearby or far away enemy

Attack: Wisdom + Level vs. PD

Hit: 10d8 + Wisdom lightning damage.

Miss: 15 lightning damage.

Effect: Until the end of the battle, when the escalation die is odd at the start of your turn, repeat this attack once that turn against one random nearby enemy as a free action, even if you don’t have line of sight to that creature.

Higher Level Effect
9th 10d12 damage; 25 miss damage.

# Tornado (7th Level)

Ranged Spell

Full Recovery

Target: 1d4 nearby enemies

Attack: Wisdom + Level vs. PD; +2 against flying enemies

Hit: The target is lifted up and carried to a far away location. It takes 2d4 x 10 + Wisdom damage as it crashes to the ground.

Miss: 1d6 x 5 damage

Natural even miss: The target pops free from all enemies.

High Level Effect
9th 2d6 x 10 damage; 1d4 x 10 on a miss

# Ruins

# Adventurer Feat

You gain the Demoralizing Dread spell below.


# Demoralizing Dread (Terrain Feat Spell)

Ranged Spell

At-will

Target: One nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 1d6 + Wisdom psychic damage

Natural even hit: The target is dazed until the end of your next turn. If it misses with an attack, it takes psychic damage equal to twice the spell level.

Miss:

Higher Level Effect
3rd 3d6 damage
5th 5d6 damage
7th 7d6 damage
9th 10d6 damage

# Stones Tell Stories (1st Level)

Ranged Spell

Full Recovery

Effect: You learn bits and pieces about the history of the place you are in, before it fell to ruins. Until your next full heal-up, you have a temporary 5-point History skill check bonus about the place.


# Summon Ruins Rascals (1st Level)

Ranged Spell

Full Recovery

Effect: You summon a rat swarm, according to the Summoning rules. The rat swarm remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

Higher Level Effect
3rd Summon a rust monster.
5th Summon a rust monster obliterator (B184).
7th Summon a hellstone gargoyle (B2 139).
9th Summon a gelatinous cube.

# Structural Collapse (3rd Level)

Ranged Spell

Full Recovery

Effect: You cause a nearby structure to fall apart. Its main use is to change the terrain in some favorable way, such as to create a breach in a wall to squeeze through, to destroy a bridge or collapse a tunnel to hinder pursuers etc. While this can harm creatures caught in the effect, the spell is usually too slow for combat use and allows targets to dodge it easily. (GMs can use 1d8 per level as a rough damage guidance if necessary.)


# Downfall (5th Level)

Ranged Spell

Full Recovery

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. MD

Hit: The target takes the escalation die as a penalty to attack rolls instead of a bonus, even if it doesn’t normally use the escalation die (save ends).

Miss: Psychic damage equal to the escalation die


# Lifeless Decay (7th Level)

Ranged Spell

Full Recovery

Target: 1d3 nearby enemies. This spell can only target enemies that are not alive, such as constructs and undead.

Attack: Wisdom + Level vs. PD

Hit: 10d6 + Wisdom damage and 30 ongoing damage. Deal double damage against staggered creatures.

Miss: Half damage and no ongoing damage

High Level Effect
9th 15d6 damage and 50 ongoing damage

# Swamp, Lake, River

# Adventurer Feat

You gain the Foul Evaporation spell below.


# Foul Evaporation (Terrain Feat Spell)

Ranged Spell

Once per battle

Target: 1d4 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 1d10 + Wisdom poison damage

Natural even hit: 5 ongoing poison damage

Miss: A random nearby ally takes poison damage equal to your level.

Higher Level Effect
3rd 3d10 damage; 10 ongoing
5th 5d10 damage; 15 ongoing
7th 7d10 damage; 25 ongoing
9th 10d10 damage; 40 ongoing

# Sinkhole Trap (1st Level)

Close-quarters Spell

Full Recovery

Interrupt Action

Trigger: A nearby enemy hits you with an attack (but not a critical hit).

Effect: The enemy rerolls the attack and takes the second result. Make the following attack:

Target: The attacker

Attack: Wisdom + Level vs. PD

Hit: 1d12 + Wisdom poison damage

Miss: Half damage

Higher Level Effect
3rd 3d12 damage
5th 5d12 damage
7th 7d12 damage
9th 10d12 damage

# Summon Swamp Creature (1st Level)

Ranged Spell

Full Recovery

Effect: You summon a venomous snake (B2 55, 15 hp), according to the summoning rules. The snake remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

Higher Level Effect
3rd Summon a claw flower (B 161, 30 hp).
5th Summon an otyugh (CB 243, 50 hp).
7th Summon a stalker (B2 272, 70 hp).
9th Summon a tyrant lizard (B2 272, 100 hp).

# Refreshing Waters (3rd Level)

Ranged Spell

Once per battle

Quick Action

Target: You or one nearby ally

Effect: Remove “save ends” effect from the target and grant 5 temporary hit points per spell level.


# Will O‘Wisps (3rd Level)

Ranged Spell

Full Recovery

Effect: You create a group of floating lights that hypnotize creatures and cause them to follow. This can lure them into traps, ambushes, or natural hazards. Creatures who see the wisps must succeed at a save to avoid the effect. The save is normal difficulty (11+) if a creature’s MD is higher than their PD, otherwise it is hard (16+). In battle, saves are made at the end of a creature’s turn as usual. Out of battle, a creature can make a save every minute or so. Once a creature saves, the spell no longer affects it. The wisps stay for about ten minutes per spell level.


# Fog Bank (5th Level)

Ranged Spell

Full Recovery

Targets: Each creature in the battle, including you

Effect: Until the start of your next turn, when a target attempts to attack, ready an action, or delay, it must roll a hard save (16+). If the target fails, it expends that action to no effect.

Higher Level Effect
9th You can now choose which creatures in the battle the spell targets.

# Swallow (9th Level)

Ranged Spell

Full Recovery

Quick Action

Target: 1d3 random nearby staggered enemies

Attack: Wisdom + Level vs. PD

Hit: The target is swallowed by the ground and removed from the battlefield. At the end of every turn, the target can make a hard save (16+) if it’s normal sized, normal save (11+) if it’s large, or easy save (6+) if it’s huge. On a success, the target is spit out with half the hit points it had before. If the target fails its fourth save, it is permanently swallowed by the swamp.


# Volcano

# Adventurer Feat

You gain the Avenging Flame spell below.

# Champion Feat

Gain resist fire 16+.


# Avenging Flame (Terrain Feat Spell)

Close-quarters Spell

Once per battle

Interrupt Action

Trigger: You take damage from an attack by a nearby enemy.

Target: The attacker

Attack: Wisdom + Level vs. PD

Hit: 2d4 + Wisdom fire damage

Miss: Damage equal to twice your level

Higher Level Effect
3rd 4d6 damage
5th 6d8 damage
7th 8d10 damage
9th 10d12 damage
# Adventurer Feat

You can use this spell against far away enemies.


# Flame Spear (1st Level)

Ranged Spell

At-Will

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d12 + Wisdom fire damage.

Natural Odd Hit: As a hit, plus one of your allies engaged with the target, if any, takes 1d6 fire damage.

Higher Level Effect
3rd 5d6 damage, 2d6 damage on odd hit.
5th 5d8 damage, 2d8 damage on odd hit.
7th 7d10 damage, 3d10 damage on odd hit.
9th 10d10 damage, 4d6 damage on odd hit.

# Flame Blade (3rd Level)

Close-quarters Spell

Full Recovery

Quick Action

Effect: Create a red-hot flame in the palm of your hand that you can wield like a blade that lasts until the end of the battle. The blade is a one-handed melee weapon with a d8 damage die. You can wield it without penalty, and you can use your Wisdom modifier for attack and damage with it. If you already have the ability to use one-handed heavy melee weapons without penalty (such as from a warrior druid talent), you gain a +2 bonus to attack rolls with the blade. If you wield a holy symbol, the blade gains the symbol’s bonus to attack and damage.

Higher Level Effect
5th The blade deals an extra WEAPON damage die on a miss.
7th The blade deals two extra WEAPON damage dice on a miss.

# Summon Fire Elemental (3rd Level)

Ranged Spell

Full Recovery

Effect: You summon a 3rd level small fire elemental (21 hp).

Higher Level Effect
5th You can now summon a 5th level fire elemental (33 hp).
7th You can now summon a 7th level big fire elemental (48 hp).
9th You can now summon a 9th level epic fire elemental (83 hp).

# Flame Seeds (5th Level)

Ranged Spell

Full Recovery

Targets: 1d3 + 1 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 3d12 + Wisdom fire damage, and 5 ongoing fire damage (hard save ends, 16+).

Effect: Until the end of the battle, you can use a quick action once per turn to increase the flame seeds ongoing fire damage by 5 for each target that hasn’t saved. (Yes, you can use a quick action the same turn that you cast the spell.)

Higher Level Effect
7th 5d12 damage.
9th 8d12 damage.

# Lava Flow (7th Level)

Ranged Spell

Full Recovery

Effect: You cover the nearby battlefield with streams of lava. Any combatant taking a move action must succeed at a normal difficulty skill check (DC 25; enemies roll a save) to avoid stepping into the lava, taking 20 fire damage (allies take half damage). Whenever the escalation die is increased by 1, make the following attack as a free action.

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 25 fire damage

Miss: Half damage

High Level Effect
9th 30 damage for stepping into the lava and 40 damage with the attack.

# Magma Boulder (7th Level)

Ranged Spell

Full Recovery

Effect: You summon a giant boulder of molten lava, that you roll around the battlefield and into your enemies. Once per round, you can make the following attack as a quick action.

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d12 x 10 fire damage

Miss: Half damage

The boulder can be destroyed by dealing 200 cold damage to it. Attacks always hit it. Otherwise it persists until the end of the battle.

High Level Effect
9th The boulder deals 1d20 x 10 damage. It can take 300 cold damage.

# Circle of Life

This circle provides powerful healing and support spells to aid your allies. It replaces the Wild Healer talent.

Druids of this circle are known as life druids or simply healers.

# Circle of Life Talents

# Font of Life

Whenever you grant yourself or an ally the use of a recovery to heal, add your Wisdom modifier to the amount healed, twice at champion tier and thrice at epic tier level. In case of Regeneration, add the bonus before halving the amount.

# Adventurer Feat

You gain an extra full recovery use of the Regeneration spell for each Circle of Life talent you have. This use does not expend a spell slot.

# Champion Feat

The extra spells granted by the adventurer feat are now Greater Regeneration spells instead.

# Epic Feat

Increase the healing bonus to 5x your Wisdom modifier.


# Gaia’s Light

You gain the Gaia’s Light at-will spell as a bonus spell. It does not use one of your spell slots.

# Gaia’s Light

Ranged Spell

At-will

Target: A nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d6 + Wisdom radiant damage. A nearby conscious ally heals hit points equal to your Wisdom modifier, twice at champion tier and thrice at epic tier level.

Miss: Damage equal to your level

Higher Level Effect
3rd 3d6 damage
5th 5d6 damage
7th 7d6 damage
9th 10d6 damage
# Adventurer Feat

Increase the damage dice to d8.

# Champion Feat

You can target far away enemies.

# Epic Feat

You can cast this as a close-quarters spell.


# Preserver

While you are nearby and conscious, your allies can add your Wisdom modifier to death saves.

# Adventurer Feat

When you grant a recovery to a target at zero hit points or below, it heals the maximum amount from the recovery (still halved in case of a Regeneration spell).

# Champion Feat

The first recovery you grant to an ally at zero hit points or below in a battle is free.

# Epic Feat

You gain the Cleric’s Resurrection spell as a bonus spell. You are subject to the same restrictions as a cleric.


# Revitalize

When you target an ally with a full recovery druid spell from any circle, they gain a +2 bonus to their next attack roll. If the spell targets more than one ally, choose one of the targets.

# Adventurer Feat

You grant the benefit with any druid spell, except at-will spells.

# Champion Feat

The target also gains a +2 bonus to AC against the next attack that targets that defense.

# Epic Feat

You grant the benefit to all allies targeted by the spell, instead of just one.


# Circle of Life Spells

As a healer druid, you don’t need to prepare spells. You have a number of spell slots, and you cast your spells from these slots.

If the spell you cast is a full recovery spell, the spell is expended. If you cast a once-per-battle spell, you regain the spell slot after the battle, and you can cast either the same spell again in that slot, or any other spell, including a full recovery spell.

# Cycle of Life and Death (1st Level)

Ranged Spell

Once per battle

Target: One nearby enemy

Attack: Wisdom + Level vs. PD; you have advantage on the attack roll

Hit: You or a nearby ally can spend a recovery to heal. Deal poison damage to the target equal to the healed amount.

Miss: Poison damage equal to your level

# Adventurer Feat

On a miss, the healing target can choose to spend a recovery to heal half the amount, and deal half damage.


# Embrace of the Earth Mother (1st Level)

Ranged Spell

Once per battle

Quick Action

Target: One nearby creature per point of Wisdom modifier

Effect: The effect depends on the target as below:

A non-staggered ally: Gain a +3 bonus to their next attack roll.

A staggered ally: Gain a free recovery, but heal half the amount.

An unconscious ally: Gain a +5 bonus to their next death save.

An enemy: Radiant damage equal to twice the level of the enemy.

# Adventurer Feat

A staggered ally heals the full amount of the recovery. Deal three times their level damage to enemies.


# Goodberries (1st Level)

Close-quarters Spell

Full Recovery

Quick Action

Special: You can cast this spell multiple times per full recovery, if you have the spell slots available.

Effect: You enchant 1d3 berries with the effect of an adventurer-tier healing potion. It’s a quick action to eat a berry, and it allows the user to spend a recovery to heal and regain 1d8 extra hit points. The berries last until the end of the next full heal-up.

Higher Level Effect
5th 2d8 extra hit points
9th 3d8 extra hit points
# Adventurer Feat

The berries also end ongoing poison damage.


# Life Balance (1st Level)

Ranged Spell

Full Recovery

Target: 1d3 nearby enemies that are not staggered

Attack: Wisdom + Level vs. PD

Hit: 2d8 + Wisdom radiant damage, and a nearby staggered ally heals hit points equal to half the amount.

Miss: Damage equal to your level, and a nearby staggered ally heals hit points equal to your level.

Higher Level Effect
3rd 4d8 damage
5th 1d4 enemies, 6d8 damage
7th 8d8 damage
9th 1d4+1 enemies, 10d8 damage
# Adventurer Feat

On a natural even hit, the ally heals the full amount.


# Life Shroud (1st Level)

Ranged Spell

Full Recovery

Quick Action

Target: 1d4 nearby allies (including you)

Effect: Each target gains a +1 bonus to PD and MD until the end of the battle, and 5 temporary hit points.

Higher Level Effect
3rd 10 temporary hit points
5th Increase the bonus to +2 while the target is not staggered; 15 temporary hit points
7th 20 temporary hit points
9th Increase the bonus to +2 even when staggered; 30 temporary hit points
# Adventurer Feat

Target 1d4+1 nearby allies.


# Life Prevails (3rd Level)

Ranged Spell

Once-per-battle

Target: One nearby undead creature, demon or devil

Attack: Wisdom + Level vs. PD

Hit: 3d10 + Wisdom ongoing radiant damage

Higher Level Effect
5th 5d10 ongoing damage
7th 7d10 ongoing damage
9th 10d10 ongoing damage

# Raise Spirits (3rd Level)

Ranged Spell

Once per battle

Quick Action

Target: A nearby ally

Effect: Until the end of their next turn, the target has advantage on attack rolls.

# Adventurer Feat

The target also has advantage on saves.


# Gaia’s Embrace (5th Level)

Ranged Spell

Full Recovery

Quick Action

Target: A nearby ally

Effect: Increase the target’s recovery dice to d12s until the end of the battle.

# Adventurer Feat

The target can reroll natural 1s and 2s on its recovery rolls.


# Life Shell (5th Level)

Ranged Spell

Once per battle

Quick Action

Target: You or a nearby ally

Effect: The target spends a recovery, and gains temporary hit points equal to the recovery roll +10 instead of healing. Undead creatures, demons and devils engaged with the target take 10 radiant damage.

Higher Level Effect
7th +15 temporary hit points; 15 radiant damage
9th +25 temporary hit points; 25 radiant damage
# Adventurer Feat

If the escalation die is 2+, you can target an additional target with this spell.


# Healing Circle (7th Level)

Ranged Spell

Full Recovery

Target: One nearby ally per point of escalation die (including you)

Effect: Each target can heal using a recovery. If a target is staggered even after using the recovery, it heals back to one point above its staggered value.


# Revitalized Spirits (7th Level)

Ranged Spell

Full Recovery

Effect: Increase the escalation die by 1. Each nearby ally rolls a d6. If the result is lower than the escalation die, the ally can immediately make a basic melee or ranged attack as a free action.


# Life Geas (9th Level)

Close-quarters Spell

Full Recovery

Target: One deceased creature

Effect: You bring a deceased person back to life for up to one year. This does not require the target’s body; if the old one is not available, a new one is created. The spell does not come without strings attached, however. The target is put under a strong geas, chosen by the caster. The geas is a commandment of up to 25 words that the target has to follow. If the target commits an infraction against the geas, it causes mental and physical pain. If it willingly and grossly violates it, the spell ends and the target dies. The target also dies if the geas is removed. The spell cannot be cast on the same target twice; there is only one chance at Redemption.

This spell has to be cast as a ritual (even if you don’t have Ritual Casting). A well-prepared ritual, cast with the right components and at the right time, can allow for a longer duration than a year.


# Waters of Life (9th Level)

Ranged Spell

Full Recovery

Quick Action

Target: A nearby unconscious ally

Effect: Reset the target’s number of failed death saves to zero. They can spend a recovery to heal. Until the end of the battle, the target has resist poison and necrotic 12+. If you are a life adept, increase the resistances to 14+. As a master, increase to 16+.

# Epic Feat

The target heals double hit points from the recovery.


# Circle of the Moon

Moon druids learn how to change shape into different forms of animals. They are also known as Circle of the Moons.

You learn how to shift your form in two ways: The scout form transforms you into a small, inconspicuous animal for quick reconnaissance of the surrounding area, while the beast form is a fierce, combat-ready form of a big predatory animal.


# Scout Form

You can shift into a small, stealthy animal that is useful for scouting the environment, but too weak for combat. You can shift back and forth between scout and humanoid form as a quick action, at-will, once per round. You also shift back if you take damage.

While in scout form, you gain a temporary skill 1d4+1-points related to your chosen animal form.

# Adventurer Feat

Your temporary animal skill check roll is a 1d6 instead of 1d4 + 1, and count a 1 rolled as a 2.


# Beast Form

In battle, you can use the Beast Form Shift power to assume the form of a deadly predator such as a wolf, panther, tiger, bear, wolverine, lion, or giant praying mantis. You also gain the Beast Claws once-per-battle power and Natural Attack at-will power. Note that the ability modifier damage that your Natural Attack power deals scales with your level progression.

# Beast Form Shift

Quick Action

At-will

Effect: You shift into beast form.

Weapons: You cannot use normal weapons or shields, but you can attack using your Natural Attack power. You can use two-weapon fighting (reroll natural 2 on attack) with your Natural Attack power.

Magic items: Your magic items stick with you and you get the benefit of their default bonuses, except weapons and shields. You can use bracers to improve your unarmed attacks, like a monk.

Spells: You cannot speak or cast spells while in beast form.

Shifting back: You can return to humanoid form as a quick action.

Special: You can only use this power during your turn.

Adept: Your Beast Form Shift power is a free action.

# Adventurer Feat

You can speak in a growling voice and cast spells while in beast form.


# Natural Attack

At-Will

Target: One enemy

Attack: Strength OR Dexterity + Level vs. AC

Hit: 1d4 damage per level + Strength or Dexterity damage

Miss:

Special: You must be in beast form to use this power. If you have flexible attacks from the Circle of War, you can trigger them with the first attack roll, but not the second.

Adept: Your Natural Attack power deals 1d6 damage per level.

Master: Your Natural Attack power deals 1d8 damage per level.


# Beast Claws

Melee attack

Once per battle

Attack: Strength OR Dexterity + Level vs. AC

Natural Even Hit: LEVELd10 + Strength or Dexterity damage

Natural Odd Hit: LEVELd6 + Strength or Dexterity damage

Miss: Repeat the attack against the same or a different target. This second attack has no miss effect.

Special: You must be in beast form to use this power. If you have flexible attacks from the Circle of War, you can trigger them with the first attack roll, but not the second.

Master: Your Beast Claws power deals 1d12 damage per level on a natural even hit and 1d8 damage per level on a natural odd hit.

# Adventurer Feat

Your second beast form attack (the one you roll when the first attack misses) now deals miss damage equal to your level.

# Champion Feat

You can now trigger flexible attacks with the second attack roll.


# Beast Aspects

You gain a number of beast aspects that you can activate while in Beast Form. The number of aspects you gain depends on your level, and whether you are an initiate, adept or master, as per the unified level progression .

You can only have one beast aspect active at a time. Activating a beast aspect ends any other beast aspect you have active.

Initiate: Beast aspects are full recovery powers for you. When activating an aspect, you gain the initiate effect.

Adept; Master: Your beast aspects are Recharge 16+ after battle. When activating an aspect, you gain the adept effect.

# Circle of the Moon Talents

# Combat Reconnaissance

Once per full recovery, twice at champion tier, and three times, when you roll initiative, make a skill check and gain a benefit based on the result. You need to achieve at least a normal difficulty check (DC 15 at adventurer tier; 20 at champion; 25 at epic tier) to gain any benefits. For every 5 points you beat the DC, you gain the next higher benefit, plus any lower ones.

Failure: Nothing came of your scouting.

Normal success: You gain a +4 bonus to initiative this battle.

Hard success: As a free action at some point during the battle, you can grant one of your allies a reroll on an attack roll or save. That ally must take the new result.

# Adventurer Feat

A normal success with your combat recon skill check also grants your allies a +2 bonus to initiative this battle.

# Champion Feat

Rerolls from your combat recon exploits gain a +2 bonus.

# Epic Feat

You now get two benefits instead of one when you succeed at a ridiculously hard skill check with your scout form.


# Relentless Fury

While in beast form, you can use the Beast Claws attack power of this circle at-will instead of once per battle.


# Shake It Off

You gain the Shake it Off power below.


# Shake it Off

Close-Quarters Power

Recharge 16+ after battle

Free Action

Special: To use this talent, you must be in beast form, and you must have at least one beast aspect active. Trigger: You take damage.

Effect: You end an active beast aspect power and then take only 1d6 damage, 3d6 at champion tier, and 6d6) from the triggering attack. You still suffer any other effects of the attack (including ongoing damage at epic tier).

# Adventurer Feat

You also ignore any effects from the attack.

# Champion Feat

If you shake off the damage of a melee attack, you can make a melee attack against your attacker as an interrupt action.

# Epic Feat

You can use Shake it Off once per battle.


# Spiritual Blessing

When you activate a beast aspect, you can grant the benefit to a nearby ally instead of yourself. You don’t need to be in beast form to do so. Allies can only be subject to one aspect at a time.

# Adventurer Feat

Allies you target with an aspect also gain temporary hit points equal to your Wisdom modifier, twice at champion tier and thrice at epic tier.

# Champion Feat

Once per full recovery, when activating a beast aspect, you can grant the benefit to both yourself and one ally.

# Epic Feat

When you grant a beast aspect to an ally, that aspect is Recharge 16+ after battle for initiates and 11+ for adepts and masters.


# Thicker Fur

While in Beast Form, your base AC in light or no armor is 12.

# Adventurer Feat

The first time you enter beast form in a battle, make a free recovery roll, and gain temporary hit points equal to the amount.

# Champion Feat

Gain a +1 bonus to PD while in Beast Form.

# Epic Feat

When you rally while in beast form, heal hit points equal to twice your recovery roll.


# Twin Aspects

You can have two adventurer tier beast aspects active on yourself at the same time. If you start using an additional aspect, one previous aspect of your choice ends.

# Adventurer Feat

You can have three adventurer tier beast aspects active at the same time.


# Beast Aspects

Beast Aspects are powers you can use while in beast form to help you in battle. You must choose the aspects you know at each full heal-up. You can select any of the following aspects beginning at 1st level.

Normally you can use only one beast aspect at a time and using another aspect ends the previous one. The beast form attack feats change that for the Circle of the Moon adept.

Beast aspect bonuses: Many beast aspects provide bonuses to defenses or attacks. Circle of the Moon adepts can combine bonuses to the same stats from two aspects they are using simultaneously, an exception to the general rule that bonuses don’t stack. For example, a Circle of the Moon adept using bear aspect with its champion feat would have a +2 AC, and if the adept was also using behemoth aspect with its champion feat, the total defensive bonuses for the adept would be +5 AC and +3 PD.

Effects: Beast aspects only affect you while you are in beast form, which means that every aspect should be understood to read “while in beast form” for all its effects and powers.

Shifting out of beast form to humanoid form prevents a beast aspect from having any effect, but it doesn’t end the aspect. When you shift back to beast form, the aspect is in effect again. Aspects last until the end of the battle.

Appearances: The names of the aspects are a guide to what you might look like when channeling that beast, but it’s also possible to decide that your usual beast form is, for example, wolf-like, and that using bear aspect or behemoth aspect merely adds bear-like or behemoth-like qualities to your standard wolf-shape.


# Air Elemental Aspect

Beast Aspect

Full Recovery, or recharge 16+ for adepts

Quick Action

Initiate effect: Until the end of the battle, you gain resist non-spell damage 16+.

Adept effect: As the initiate effect, and while you are not staggered, you gain the ability to fly. While airborne, you have a -2 penalty to attack rolls, and you are vulnerable to attacks. If you are staggered, you must have solid ground under your feet at the end of your turn or start falling.

# Adventurer Feat

Until the end of the battle, on a natural odd hit with a melee attack, the target pops free from you.

# Champion Feat

Until the end of the battle, if your first natural roll for a melee attack is an even hit, you can repeat the attack against a different target.

# Epic Feat

Your melee attacks attack the lower of AC and PD.


# Bear Aspect

Beast Aspect

Full Recovery, or recharge 16+ for adepts

Quick Action

Initiate Effect: Until the end of the battle, while in beast form you gain a +2 bonus to attacks and damage against lower level enemies and mooks of any level. The damage bonus increases to 2 + double your Strength or Dexterity modifier at champion tier, and 2 + triple your Strength or Dexterity modifier at epic tier.

Adept Effect: As the initiate effect, and when you first shift into this aspect, roll your recovery dice as if you were healing, but you instead gain that many temporary hit points. You don’t spend a recovery.

# Adventurer Feat

The initiate effect’s attack bonus is now +4 instead of +2.

# Champion Feat

Adepts also gain a +2 AC bonus while using this aspect.

# Epic Feat

Until the first time it recharges each full recovery, bear aspect is recharge 11+ instead of recharge 16+ for adepts.


# Behemoth Aspect

Beast Aspect

Full Recovery, or recharge 16+ for adepts

Quick Action

Initiate Effect: You gain a +2 bonus to AC and PD.

Adept Effect: As the initiate effect, and the first time you become staggered this battle, roll a hard save (16+). If you fail, choose one of the two following benefits. If you succeed, you get both.

Endurance: You can heal using a recovery.

Wrath: Begin rolling 2d20 for each of your melee attacks and choose the result you prefer until the end of the battle or until you make both rolls for a melee attack and each roll is a natural 10 or less.

# Adventurer Feat

The recovery from the adept’s endurance effect is now free.

# Champion Feat

For adepts, the bonus to AC and PD is now +3 instead of +2.

# Epic Feat

The save that determines the adept’s benefit(s) is now a normal save.


# Blight Horror Aspect

Beast Aspect

Recharge 16+

Quick Action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, when you hit with a melee attack, make the following follow-up attack against the target as a free action:

Attack: Wisdom + Level vs. MD

Hit: Psychic damage equal to your level, and the target is struck with fear (-4 to attacks and can’t use the escalation die, save ends). Enemies with a fear aura are immune to this.


# Earth Elemental Aspect

Beast Aspect

Full Recovery, or recharge 16+ for adepts

Quick Action

Initiate effect: Until the end of the battle, you gain AC +1 and PD +1. Enemies can’t just move away from you (while triggering an opportunity attack). They must succeed at a disengage check.

Adept effect: As the initiate effect, but AC +2 and PD +2. Staggered enemies also take a -5 penalty to disengage from you.

# Adventurer Feat

If you spend a recovery to heal while in this aspect, gain a bonus recovery die. Gain two at champion tier and three at epic tier.

# Champion Feat

When you are targeted by an attack with a natural roll of 10 or less, you can spend a recovery to heal before taking damage from the attack.

# Epic Feat

Increase the AC and PD bonus to +3.


# Fire Elemental Aspect

Beast Aspect

Full Recovery, or recharge 16+ for adepts

Quick Action

Initiate effect: Until the end of the battle, you gain resist fire 12+ and your melee attacks deal fire damage. On a natural even hit with a melee attack, you deal ongoing fire damage equal to twice your level.

Adept effect: As the initiate effect, but resist fire 16+ and three times your level ongoing damage.

# Adventurer Feat

Increase the fire resistance by 2.

# Champion Feat

When an enemy makes a natural odd melee attack roll against you, that attacker takes two times your level in fire damage.

# Epic Feat

Until the end of the battle, enemies that taking ongoing fire damage are vulnerable to your attacks.


# Firefox Aspect

Beast Aspect

Recharge 16+

Quick Action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, roll 1d6 at the start of your turn. If the result is equal to the escalation die or lower, you can make a melee basic attack as a quick action once this turn. This attack deals fire damage.

# Adventurer Feat

If the d6 roll is higher than the escalation die, deal twice your level in fire damage to all enemies you are engaged with, and you have a +2 bonus to disengage checks this turn.

# Epic Feat

If your quick action attack hits, you gain a +2 bonus to attack rolls against the target this turn.


# Giant Spider Aspect

Beast Aspect

Recharge 16+

Quick Action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, you can climb vertical surfaces without requiring a skill check. When you hit an enemy with a melee attack, make the following follow-up attack against the target as a free action:

Attack: Strength OR Dexterity + Level vs. PD

_Natural Even Hit:_ The target is hampered until the end of your next turn.

_Natural Odd Hit:_ The target is stuck until the end of your next turn.

# Adventurer Feat

If you hit a hampered or stuck target with a melee attack, deal 10 (8th level: 20) ongoing poison damage to them.

# Epic Feat

If the target has 150 hp (10th level: 250 hp) or less after taking damage, the hampered / stuck effect is “save ends”.


# Leopard Aspect

Beast Aspect

Full Recovery, or recharge 16+ for adepts

Quick Action

Initiate Effect: Until the end of the battle, when an enemy misses you with a melee attack and rolls a natural 1–4, you gain an additional standard action during your next turn. You can only gain one additional standard action a turn this way. Powers like elven grace or a command won’t stack with this effect either.

Adept Effect: As the initiate effect, and you gain a +2 bonus to AC. You also gain a +5 bonus to disengage checks and to saves against being stuck, dazed, or stunned.


# Mantis Aspect

Beast Aspect

Full Recovery, or recharge 16+ for adepts

Quick Action

Initiate Effect: Until the end of the battle, when an enemy engaged with you fails a disengage check, you can make an opportunity attack against it. In addition, your natural even beast form attack rolls that would normally deal damage equal to your level deal half damage instead.

Adept Effect: As the initiate effect, and you gain a +1d3 bonus to AC and a +1d3 bonus to PD (two separate rolls). Insects are unpredictable.

# Adventurer Feat

When an enemy attempts to disengage from you while you are using this aspect, it takes a penalty to the check equal to your Strength or Dexterity modifier.

# Champion Feat

Adept effect bonuses are now d4s instead of d3s.

# Epic Feat

Until the first time it recharges each full recovery, mantis aspect is recharge 11+ instead of recharge 16+ for adepts.


# Owlbear Aspect

Beast Aspect

Full Recovery, or recharge 16+ for adepts

Quick Action

Initiate Effect: Until the end of the battle, your crit range with melee attacks expands by 2.

Adept Effect: As the initiate effect, and you gain a +1 bonus to melee attacks and a +2 bonus to AC and PD.

# Adventurer Feat

When you score a critical hit, you heal hit points equal to your level + your Wisdom modifier, double your Wisdom modifier at champion tier, and triple it at epic tier.

# Champion Feat

While you are in this aspect, your critical hits with melee attacks deal triple damage instead of double damage.

# Epic Feat

Until the first time it recharges each full recovery, owlbear aspect is recharge 11+ instead of recharge 16+ for adepts.


# Porcupine Aspect

Beast Aspect

Full Recovery, or recharge 16+ for adepts

Quick Action

Initiate Effect: Until the end of the battle, deal poison damage equal to your Strength or Dexterity modifier, twice at champion tier and thrice at epic tier level, against targets that make a melee attack against you. If you are grabbed or swallowed by the attack, deal double damage.

Adept Effect: As the initiate effect, and once per round as a quick action, you can make a Dexterity + Level close-quarters attack against a nearby enemy that deals 1d6 per level poison damage.

# Adventurer Feat

Add your level to the poison damage.


# Rock Behemoth Aspect

Beast Aspect

Recharge 16+

Quick Action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, you have resist physical damage 18+. Ignore any effects from enemy attacks that would cause you to pop free.

# Adventurer Feat

If the natural attack roll against you is lower than 10, you ignore the attack entirely, including miss damage and non-damage effects.

# Epic Feat

Enemies cannot force you to pop free from them.


# Tiger Aspect

Beast Aspect

Full Recovery, or recharge 16+ for adepts

Quick Action

Initiate Effect: Until the end of the battle, you gain the benefits of two-weapon fighting: if your attack roll is a natural 2, you can reroll the attack, but must use the reroll. In addition, the crit range of attacks you reroll this way expands by 4.

Adept Effect: As the initiate effect, and increase the size of your beast form melee attack damage dice by one size (for example, d6s become d8s, and d10s become 12s).

# Adventurer Feat

You also gain a +2 attack bonus with any attack you reroll while using this aspect.

# Champion Feat

When you move and then attack an enemy you were not engaged with at the start of your turn, you can reroll your first natural odd attack roll each turn, but must use the reroll. (The initiate effect bonuses don’t apply to this reroll.)

# Epic Feat

Until the first time it recharges each full recovery, tiger aspect is recharge 11+ instead of recharge 16+ for adepts.


# Tigershark Aspect

Beast Aspect

Recharge 16+

Quick Action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, you have advantage on melee attack rolls against staggered enemies.

# Adventurer Feat

You also have advantage against enemies taking ongoing damage.


# Unicorn Aspect

Beast Aspect

Recharge 16+

Quick Action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, you can heal hit points equal to your Wisdom modifier, twice at champion tier and thrice at epic tier, to a nearby conscious ally as a quick action once per round. Double the healing if the ally is staggered.

# Adventurer Feat

Until the end of the battle, you and all nearby allies gain a +1 bonus to saving throws.

# Epic Feat

If you score a critical hit with a beast form attack, a nearby ally can heal using a free recovery.


# Vulture Aspect

Beast Aspect

Recharge 16+

Quick Action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, you can fly and hover. While airborne, you have a -2 penalty to attack rolls, and you are vulnerable to attacks. You don’t suffer the attack penalty against staggered enemies. When you reduce an enemy below zero hit points, you can use a recovery to heal.

# Adventurer Feat

If you fly to engage a normal-sized or smaller target before making an attack, and you hit, you can grab them and carry them into the air.

# Epic Feat

Gain three bonus recovery dice when you reduce an enemy below 0 hp and use a recovery.


# Water Elemental Aspect

Beast Aspect

Full Recovery, or recharge 16+ for adepts

Quick Action

Initiate Effect: You can swim with the agility of a native water creature, and breathe under water. If you miss with a melee attack, heal hit points equal to your level.

Adept Effect: As the initiate effect, and you gain a +1 bonus to all attacks and defenses. If you are in contact with a large body of water, at least a pond or a small river, the bonus increases to +2.

# Adventurer Feat

Double the healing effect.

# Champion Feat

Until the end of the battle, you gain resist weapon damage 16+.

# Epic Feat

Increase the adept effect bonus to +3 if you are in contact with a large body of water.


# Champion Tier Aspects

These aspects can only be taken at 5th level or higher, and only if you are an adept or master. They require two aspect slots.

# Wolverine Aspect

Beast Aspect

Full Recovery, or recharge 16+ for adepts

Quick Action

Initiate Effect: Until the end of the battle, when your melee attacks hit an enemy that has more hit points than you, the target takes 1d6 extra damage from the hit.

Adept Effect: As the initiate effect, and you gain a +2 bonus to all defenses. You can also rally once this battle as a quick action instead of a standard action.

# Adventurer Feat

Your extra melee damage while using this aspect increases according to your level:

Higher Level Effect
2nd +1d8 damage.
4th +1d10 damage.
6th +2d6 damage.
8th +3d6 damage.
10th +3d12 damage.
# Champion Feat

You can use the damage bonus against an enemy that started the battle with more hit points than you, but no longer does.

# Epic Feat

Until the first time it recharges each full recovery, wolverine aspect is recharge 11+ instead of recharge 16+ for adepts.

# Epic Feat

You have advantage on the follow-up attack against mooks and staggered enemies.


# Circle of War

This circle makes you a stronger combatant with melee or ranged weapons, and it provides flexible attacks that are fueled by the power of the wilds. It replaces the Warrior Druid talent.

# Adventurer Feat

If you hybrid, the druid side is considered a “skillful warrior” and does not decrease your WEAPON damage dice.

# Circle of War Talents

# Ancestral Soldier

You gain a fighter maneuver of up to your level -2 (minimum 1) as a bonus maneuver. Like a druid flexible attack, you can use it once per battle and regain it with Ancestral Guidance.

# Adventurer Feat

The first flexible attack you use each battle is not expended.

# Champion Feat

Gain a second fighter maneuver of up to your level -4.

# Epic Feat

Once per battle, after making an attack roll, and you don’t like your maneuver choice for the natural roll, roll a second d20 and choose a maneuver based on that roll instead. Note that this only changes whether the attack was a hit or miss for the purpose of triggering a maneuver, nothing else.


# Archer Druid

You can use warrior circle flexible attacks as flexible ranged attacks instead of melee attacks. In addition, you can use longbows without taking the –2 attack penalty that other druids suffer.

# Adventurer Feat

When you miss with a ranged weapon attack, deal damage equal to twice your level.

# Champion Feat

You can cast druid at-will spells that normally only target nearby enemies on far away targets with a -2 penalty to the attack roll.

# Epic Feat

Once per battle, you can reroll a missed attack with a ranged weapon.


# Clad in Steel

You don’t suffer a -2 penalty to attack rolls for wearing heavy armor, like other druids.

# Adventurer Feat

Your base hit points are 7 + CON mod instead of 6 + CON mod.

# Champion Feat

Once per battle, you can rally as a quick action after you hit with a druid melee attack.

# Epic Feat

Once per battle, when you are hit by an enemy attack against AC, you can halve the damage as a free action.


# Hides and Leathers

Your AC in light armor is 12 instead of 10 like most other druids, and you don’t take opportunity attacks from enemies engaged with you when you cast ranged druid spells.

# Adventurer Feat

When you use a recovery to heal, add your Wisdom modifier, twice at champion tier and thrice at epic tier, to the amount of hp healed.

# Champion Feat

You gain a bonus to disengage checks equal to the escalation die.

# Epic Feat

Once per battle, you can rally as a quick action after you hit with a druid melee attack.


# Martial Druid

You can use one-handed 1d8 martial weapons as well as shields without taking the attack penalty that other druids suffer.

# Adventurer Feat

You can use two-handed d10 martial weapons without attack penalty.

# Champion Feat

When wielding a two-handed melee weapon, you can reroll natural 1s on the damage die. When wielding a shield, you gain a +1 bonus to PD.

# Epic Feat

Once per battle, you can reroll a missed attack with a melee weapon.


# Flexible Attacks

As a warrior druid, you gain flexible attacks that you can trigger when making a basic melee attack during your turn. Roll your attack, then choose one of the flexible attacks you know that can be triggered by your natural attack roll.

However, unlike the fighter, you can use your flexible attacks only once per battle.

You must choose which flexible attacks you know. The number of flexible attacks you gain is determined by your class level and whether you are an initiate, adept or master. You can change the flexible attacks you know when you gain a level.


# 1st Level Maneuvers

# Evasive Instinct

Flexible once-per-battle Melee Attack

Triggering Roll: Any natural odd roll

Effect: Until the start of your next turn, you gain a +2 bonus to PD and you take no damage from missed attacks.

# Adventurer Feat

If you trigger this maneuver when the escalation die is even, it’s not expended.


# Feral Bite

Flexible once-per-battle Melee Attack

Triggering Roll: Natural even hit

Effect: Deal 1d6 extra poison damage. If you have an active beast aspect, increase the bonus damage dice to d10s.

Higher LeveL Effect
3rd 2d6 damage
5th 3d6 damage
7th 4d6 damage
9th 5d6 damage
# Adventurer Feat

Add your Constitution modifier to the extra damage, twice at champion tier and thrice at epic tier.


# 3rd Level Maneuvers

# Flying Sparks

Flexible once-per-battle Melee Attack

Triggering Roll: Any natural odd roll

Effect: Until the end of your next turn, enemies that engage you or disengage from you take lightning damage equal to your Wisdom modifier, twice at champion tier and thrice at epic tier, plus level. If you have a Circle of the Elements talent, the effect lasts until the end of the battle.

# Adventurer Feat

Enemies also take the damage if they pop free or teleport away.


# Nauseating Touch

Flexible once-per-battle Melee Attack

Triggering Roll: Natural odd hit

Effect: The target takes a -4 penalty to defense against the next attack vs. PD or MD that targets it.

# Adventurer Feat

You can use this flexible attack at-will.


# Pack Strike

Flexible once-per-battle Melee Attack

Triggering Roll: Any natural even roll

Effect: If your animal companion is nearby, it can pop free from all enemies it is currently engaged with, and make a melee attack against this target, with disadvantage.

Champion: Your animal companion takes no attack penalty.


# 5th Level Maneuvers

# Nature’s Vigor

Flexible once-per-battle Melee Attack

Triggering Roll: Natural odd hit

Effect: You can heal using a recovery. Add twice your Wisdom modifier (thrice at 8th level) to the amount healed.

# Adventurer Feat

A nearby ally heals half the amount. If you are a Circle of Life druid, all nearby allies heal half the amount.


# Pixie Dance

Flexible once-per-battle Melee Attack

Triggering Roll: Any natural odd roll

Effect: You and a nearby ally switch the enemies you are engaged with. If you are a Feysong druid, also deal extra psychic damage equal to your level.

# Adventurer Feat

Also gain a +2 bonus to AC and PD until the end of your next turn.


# Wilting Steel

Flexible once-per-battle Melee Attack

Triggering Roll: Natural 18+

Effect: The target is weakened until the end of its next turn. If you have a talent from the Circle of Decay, the effect is “save ends”.

# Adventurer Feat

You can trigger this attack on a natural 16+.


# 7th Level Maneuvers

# Icy Grasp

Flexible once-per-battle Melee Attack

Triggering Roll: Natural 18+

Effect: Deal 1d6 extra cold damage per tier, and if the target has fewer current hit points than your maximum, it is frozen (can’t take actions) until the end of your next turn.

# Epic Feat

If you trigger this maneuver on a natural 20, the freezing effect is “save ends”.


# Pixie Punch

Flexible once-per-battle Melee Attack

Triggering Roll: Any natural even roll

Effect: Until the end of your next turn, the enemy loses any ability that makes it harder to hit, such as invisibility.

# Adventurer Feat

If you are a Feysong druid, it is also unable to trigger any ability that triggers on even rolls.


# Striding Strike

Flexible once-per-battle Melee Attack

Triggering Roll: Any natural odd roll

Effect: Teleport to a nearby location after making the attack. If you are a Circle of the Land initiate, you can heal using a recovery.

# Champion Feat

If you are a Circle of the Land adept, you or an ally can heal using a recovery instead.

# Epic Feat

Heal 5 extra hit points per point of escalation die.


# 9th Level Maneuvers

# Faerie Timeslip

Flexible once-per-battle Melee Attack

Triggering Roll: Natural 20

Effect: You throw the target into a time loop, from where it is unable to interfere in the battle. Remove it from the battlefield (hard save 16+ ends).


# Pounce

Flexible once-per-battle Melee Attack

Triggering Roll: Natural even hit

Effect: Make a second melee attack against the same enemy as a free action, with a -4 penalty to the attack. If you have an active beast aspect, you take no attack penalty. The second attack cannot trigger flexible attacks.

# Epic Feat

The second attack can now trigger flexible attacks.