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Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.
This druid spell list includes optional spells available from Tasha's Cauldron of Everything, as well as spells from Unearthed Arcana. For the druid spell list without optional spells, see Core Druid Spell List
At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.
Circle of Graft: A druid that can combine features into a single fused form. Circle of Devourer: A druid with devouring skills when in wild shape. Circle of the Green: A swamp thing flavor build. Circle of the Sea: A custom version of the 5.5 new subclass.
A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.
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. Source: Tasha's Cauldron of Everything
The Circle of the Primeval teaches that, though the land may change over time, it never truly forgets. By tapping into the timeworn memory of the earth, these druids summon and bond with the spirit of a primeval behemoth—a hulking creature that once ruled the ancient world alongside the giants.