Druid Circles
Circle of the Wild
A Wild Druid is a fierce guardian of the untamed wilderness, deeply connected to the raw power of nature and the mystical fey. They embody the spirit of the wild in its purest form.
Wild Circle Spells
druid level |
Spell |
1 |
gift of alacrity |
3 |
decoy |
5 |
hypnotic pattern |
7 |
call woodland being |
9 |
wrath of nature |
Fey Traits
When you join this circle at 3rd level, you add the following wild traits to the wild traits available to your great beast spirits.
If you add any of these wild traits to a template, the template’s creature type changes to fey:
Fey Blink. The creature can use a bonus action to teleport up to 15 feet.
Magic Resistance (counts as 2 wild traits). The creature has advantage on saving throws against a spells and magical effect.
Wild Druid
Also starting at 3rd level, you grant yourself the benefit of one of the wild traits available to your great beast spirits.
As an action, you can expend one use of you call of the wild to change this wild trait for another wild trait available to your great beast spirits.
Hidden Paths
Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can expend a use of your call of the wild to teleport up to 300 feet to an unoccupied space you can see. When you do so, you can bring along a number of creatures up to your Wisdom modifier. A creature must be willing, within 5 feet of you, and you must be able to see it to target it with this ability.
Dreamscape Horizon
At 18th level, you gain the ability to travel mentally or physically through dreamlands.
When you finish a short rest, you can expend one of your call of the wild uses to cast one of the following spells without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. When you cast these spell with this feature, you treat them as druid spells.
You can only cast each of these spells once with this feature between long rests.
Also, when you cast teleportation circle with this feature, rather than opening a portal to a permanent teleportation circle, you can choose to open a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails when used like this, and you do not expend a use of your call of the wild.