Circle of the Wilds Druids of the Circle of the Wilds scoff remain quiet and hidden away. Many, even other druids, have difficulties picking them out from other creatures. They are distinguishable only by their unusual intelligence and wisdom. Members of this circle rarely meet together and when they do it is in secret and under the noses of other creatures and people in the wilds nearby. Magic of the Wilds Starting at 2nd level, you have learned to channel your druidic magic into your bestial forms. You lose all spell slots from being a druid and ignore the number of spell slots given in the class’s table at the beginning of the class description, you also do not need to prepare spells. You retain the ability to cast cantrips and rituals, if you have a druid level that would already be able to cast those spells as rituals, but you don’t need to keep them prepared. For example, a 4th level Circle of the Wilds druid has access to all spells on the druid spell list that have the ritual tag of 2nd level or lower because a Druid of a different Circle would be able to cast spells of 1st and 2nd level. Combat Wild Shape When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally when you Wild Shape you can choose one of the following effects. This effect lasts until your Wild Shape ends. If you expend a use of Wild Shape to extend your transformation you can pick a new effect. Deep wounds. When you hit with a weapon attack you deal 1 additional damage.

When you hit with a weapon attack you deal 1 additional damage. Accurate strikes. When you attack with a weapon attack you gain a +1 bonus to your attack roll.

When you attack with a weapon attack you gain a +1 bonus to your attack roll. Strong legs. When you Wild Shape your movement speed increases by 10 feet. New Shapes Additionally at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You may choose a form that breaks the speed restrictions in the table, but simply cannot use the speeds that are disallowed in the table. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. When using Wild Shape you cannot use the Innate Spellcasting feature of any creature you pick unless otherwise specified, additionally if the creature has any class levels or features you cannot benefit from them unless you have the same features yourself. Many creatures have abilities that can only be used a certain amount of times per day, for these cases you must take a long rest before you can use them again. Druids are fundamentally against forms that are metal, such as constructs made of metal, and thus you cannot assume those forms using any feature or charm in this class. Charms Finally, when you take this circle at 2nd level you gain one charm. Some charms have requirements such as druid level. You gain an additional charm at the following levels: 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 20th. Charms are described at the end of this subclass. Additionally, when you gain a level in this class, you can choose one of the charms you know and replace it with another charm that you could learn at that level. A level prerequisite in an invocation refers to druid level, not character level. Aspect of the Wilds Starting at 6th level your connection with the wilds allows you to maintain your Wild Shape through almost anything. Your Wild Shape no longer ends if you fall unconcious. Additionally if your Wild Shape would end because you drop to zero hit points as a result of taking damage, you can make a Wisdom saving throw with a DC of 5 + the damage you took. If you succeed you instead drop to 1 hit point and don't revert. Attunement with Nature By 10th level your skills while transformed improve even further, when you Wild Shape you can choose one of the following effects. This effect lasts until your Wild Shape ends. If you expend a use of Wild Shape to extend your transformation you can pick a new effect. Elemental attunement. You gain resistance to one of these types of damage, of your choice: acid, cold, fire, lightning, poison, thunder.

You gain resistance to one of these types of damage, of your choice: acid, cold, fire, lightning, poison, thunder. Healthy forms. Your current and maximum hit points increase by 2 for each hit die your new form has.

Your current and maximum hit points increase by 2 for each hit die your new form has. Thick armor. Your armor class increases by your Wisdom modifier if you aren't wearing armor; your armor class cannot increase higher than 19 with this effect. Wild Side At 14th level you reach the pinnacle of your transformations, when you Wild Shape you can choose one of the following effects. This effect lasts until your Wild Shape ends. If you expend a use of Wild Shape to extend your transformation you can pick a new effect. Feast of blood. When you kill a creature with a melee attack you regain hit points equal to your druid level.

When you kill a creature with a melee attack you regain hit points equal to your druid level. Fury of the wilds. The first attack you make on your turn each round has advantage.

The first attack you make on your turn each round has advantage. Protective. When a friendly creature within 5 feet of you is hit with an attack you can use your reaction to make one attack against the source of the attack, if they are within your range.

Charms Charms often have physical representations for druids, possibly even as physical charms on a charm bracelet. Other representations include carvings on a beloved staff or tattoos on various places of their body. Unless otherwise specified you can only take each charm one time. Connection with the Wild When you expend one use of Wild Shape to transform into a creature you can stay in your form for a number of hours equal to your druid level, rather than half that number. Enhanced Wildness You have one additional use of your Wild Shape, this use is regained when you take a long rest. You can take this charm multiple times. Keen Senses You have advantage on perception checks. Additionally you can use this charm to cast a spell, either detect magic or detect poison and disease, without expending a spell slot once, you may cast this use of these spells even when you Wild Shape. You regain the ability to do so when you take a long rest. Monstrous Forms Sometimes protecting the wilds requires a more frightful and impressive form. You can expend a use of Wild Shape to turn into a creature of a type other than beast with the appropriate challenge rating. Choose one from the types listed below when you take this charm. Elemental

Fey

Monstrosity

Ooze

Plant Once you use this charm you must take a short or long rest before you can do so again. You may take this charm multiple times, picking a new creature type each time, however you can still only use this charm once between rests. Swarms You can use your Wild Shape to transform into a swarm with the appropriate challenge rating. Comfortable Appearance Prerequisites: 6th level You can use an action to change your appearance without expending a use of Wild Shape. Choose a form that you could Wild Shape into using a single use of Wild Shape. While transformed in this way your AC, Strength, Dexterity, size, movement modes, languages and special senses are replaced by that of the new form as usual, abiding by the normal restrictions of Wild Shape, however you retain your normal actions, hit points and other statistics and do not gain those of ytour new form. While in this form you cannot cast spells or make attacks. This transformation lasts as long as you like, however when you reach zero hit points while transformed in this way you revert to your true form and begin to die as usual. You also revert if you die, and can end the transformation as a bonus action. Defensive Transformation Prerequisites: 6th level You can use a reaction when you take damage from a source you can see, you can expend two uses of Wild Shape to transform and take the damage in your new form. Additionally when you Wild Shape if you take damage that would knock you out of your Wild Shape form but not outright kill you you can instead Wild Shape again and take the carry over damage in your new form. Endless Forms Prerequisites: 6th level When you use Wild Shape and end your transformation without taking or directly dealing any damage you regain one expended use of Wild Shape. Friend of the Forest Prerequisites: 6th level You can cast the spell animal friendship at will without expending a spell slot or providing material components. Master of Hiding Prerequisites: 6th level You can cast the disguise self spell once without expending a spell slot. You regain the ability to do so when you take a short or long rest. Primal Strike Prerequisites: 6th level Your attacks when you Wild Shape count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Speech of Fur Prerequisites: 6th level You can cast the spell speak with animals at will without expending a spell slot. Transfer Power Prerequisites: 6th level You can cast the polymorph spell once without expending a spell slot and regain the ability to do so when you take a long rest. While concentrating on this spell, you can't Wild Shape. Wild Speech Prerequisites: 6th level When you Wild Shape you retain the ability to speak any language you know. Blight of Nature Prerequisites: 10th level, Swarms You lose the ability to transform into any form other than undead. You can now transform into an undead of the same challenge rating as you once did for these forms, this includes Wild Shape, Enhanced Wild Shape, and True Power Wild Shape. Enhanced Monstrous Forms Prerequisites: 10th level, Monstrous Forms You can now use your Monstrous Forms charm twice between rests rather than once. Enhanced Wild Shape Prerequisites: 10th level, Monstrous Forms You can expend two Wild Shapes at once to transform into a more powerful creature. You may choose a creature of any type that you can already Wild Shape into with a challenge rating equal to half of your druid level or lower. This transformation lasts for up to one hour. Extended Enhancement Prerequisites: 10th level, Enhanced Wild Shape The transformation from your Enhanced Wild Shape charm lasts for up to a number of hours equal to half your druid level, instead of one hour. Flexible Equipment Prerequisites: 10th level When you Wild Shape and choose not to meld your equipment into your form your worn equipment, such as armor, now reforms to your new shape allowing you to use it while in this form. This does not include held items like weapons or magic wands, these either meld into your form or drop to the floor, your choice. Natural Magic Prerequisites: 10th level When you Wild Shape you can choose to be able to use the Innate Spellcasting feature of the creature you transform into. You can't cast spells of 6th level or higher using this feature. Once the transformation ends, or if you expend a use of Wild Shape to extend the transformation, you can't use this feature again until you take a long rest. Projection of the Forest Prerequisites: 10th level While you are outside you can use your action and one use of Wild Shape to turn invisible as if affected by the invisibility spell. While invisible you have advantage on all saving throws and resistance to all damage. In a space within 5 feet of you appears a beast of your choice that you could Wild Shape into it. While in this form you can only use your action to direct the beast that appeared, choosing its movement and actions. You have a telepathic bond with the beast and you can choose to use its senses, becoming blind to your own, freely on your turn. This bond breaks and you can no longer direct the beast if the two of you are on different planes of existence or further than one mile from each other. If you don’t direct the beast it takes no actions and doesn’t move. You can stay invisible for up to one hour, ending the effects as a bonus action. When you become visible again the beast that appeared disappears. You can use this charm once and regain the ability to do so when you take a long rest. Speech of Bark Prerequisites: 10th level, Speech of Fur You can cast the speak with plants spell at will without expending a spell slot. Awakening Prerequisites: 14th level You can cast the awaken spell at will without expending a spell slot. When you awaken a creature with this use of the spell it is not charmed by you for any duration. Forbidden Ritual Prerequisites: 14th level, Friend of the Forest You learn a ritual in which you spend one hour meditating not taking actions and then touch a seemingly nonmagical tree that has been alive for at least 100 years to coerce it into awakening as a treant. Each tree has a ten percent chance of having the potential to become a treant, as determined by your DM. When you use this ability and successfully awaken a treant you must wait a week before you can do it again. New Form Prerequisites: 14th level, Transfer Power You can cast the reincarnate spell once without expending a spell slot and regain the ability to do so when you take a long rest. Thousand Forms Prerequisites: 14th level You can cast the alter self spell at will without expending a spell slot.