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Druid

Optional Druid features and subclass references from Tasha’s Cauldron of Everything.

This reference contains the optional Druid features introduced in this source.

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a druid. Unlike the features in the Player's Hand book, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level re quirement noted in the feature's description. These features can be selected separately from one an other; you can use some, all, or none of them.

Add It Ion Al Druid Spells

I ' Ist-level druid feature The spells in the following list expand the druid spell list in the Player's Handbook. The list is orga nized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. Each spell is in the Player's Handbook, unless it has an asterisk (a spell in chapter 3). Xana thar's Guide to Everything also offers more spells.

Tst Level

Protection from evil and good 2ND LEVEL Augury (ritual) Continual flame Enlarge/reduce

Circle Of Wildfire

Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

Circle Spells

2nd-level Circle of Wildfire feature

You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Dw ARF DR UID

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Circle Of Wild Fi Re Spells

Druid Level Spells 2nd burning hands, cure wounds 3rd flaming sphere, scorching ray 5th plant growth, revivify 7th aura of life, fire shield 9th flame strike, mass cure wounds

Summon Wildfire Spirit

2nd-level Circle of Wildfire feature

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity sav ing throw against your spell save DC or take 2d6 fire damage. The spirit is friendly to you and your companions and obeys your commands.

See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

Wildfire Spirit

Small elemental

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

Speed 30 ft., fly 30 ft. (hover)

STRDEXCONINTWISCHA
10 (+0)14 (+2)14 (+2)13 (+l)15 (+2)11 (+0)

Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone,

restrained

Senses darkvision 60 ft., passive Perception 12

Languages und erstands the lang uages you speak

Challenge Proficiency Bonus (PB) equals your bonus

Actions

Flame Seed. Ranged Weapon Attack: your spell attack modi fier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage. 2 In combat, the spirit shares your initiative count, but it takes its turn immediately after yours.

The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to com mand it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Enh An Ced Bond

6th-level Circle of Wildfire feature

The bond with your wildfire spirit enhances your de structive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

C Auterizing F Lames

10th-level Circle of Wildfire feature

You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2dl0 + your Wisdom modifier. You can use this reaction a number of times equal to your proficiency bonus, and you regain all ex pended uses when you finish a long rest.

Blazing Re Vi Val

14th-level Circle of Wildfire feature

The bond with your wildfire spirit can save you fror death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall un conscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and im mediately rise to your feet. Once you use this feature, you can't use it again until you finish a long rest. E

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Source & compatibility

Source: Tasha's Cauldron of Everything · page 35 · Legacy 5e.

Tasha's Cauldron of Everything; locally supplied reference, original publisher rights retained.

Campaign adaptation: Legacy 5e reference. SRD 5.2.1 takes precedence for overlapping core rules and spells. Optional class replacements, subclass timing, and prerequisites require compatibility review; this entry does not grant extra benefits automatically.

Compatibility: Original option; manual use pending compatibility review.