## Druid Circle ### Circle of Unity Druids of the Circle of Unity believe in the establishment and maintenence of peace in all living things. Their goal is to unite nature and civilization, so it is not uncommon to see them living in populated cities as well as in the woods. They firmly believe that no creature, be it a tiny insect or a hulking giant, should have to live alone, knowing very well from experience that there is strength in numbers. Druids of this circle often call upon peaceful, nature-loving deities to perform their magic, as the forces of nature themselves aren't usually as focused on helping the more civilized, although some have been known to call upon the spirits anyway. Wherever the source of their power comes from they know that they have much more potential in a group, so they almost never travel alone. #### Pledge of Unity When you choose this Druid Circle at 2nd level, you learn to share your power with allies. As an action, you may expend one use of your Wild Shape feature to allow a willing creature within 5 feet to make the transformation instead of yourself. You may still have only one use of Wild Shape active at a time. #### Seeds of Strength Also at 2nd level, you can call upon a revitalizing energy that flows through you and your teammates. As an action, when you call upon this energy, you and each friendly creature within 30 feet of you each regain a number of hit points equal to the number of friendly creatures within the radius (including yourself). Once you use this feature, you can't use it again until you complete a long rest. #### Convoke Starting at 6th level, whenever you cast a spell, a friendly creature may use their reaction and expend a 1st level spell slot to either increase the level of the spell you cast by 1, or allow you to cast the spell with a lower level spell slot. You may also use your own reaction to expend a 1st-level spell slot to help your allies. A spell can't be covered by allies alone; the caster must expend at least a 1st-level spell slot to cast a spell with this feature. For example, if you cast *moonbeam* at 2nd level and one ally contributes a spell slot through this feature, you can choose between casting it at 3rd level while only expending a 2nd-level spell slot, or expending a 1st-level spell slot to cast it. If a second ally contributes a spell slot, you may increase the level at which the spell is cast, but you can not cast the spell at 2nd level without expending any spell slots yourself. #### Camaraderie At 10th level, whenever a friendly creature donates a spell slot to you through your Convoke feature, they gain temporary hit points equal to half of your druid level, rounded down. If you donate a spell slot to someone else, you gain the same benefits. ``` ``` #### March of the Multitudes Beginning at 14th level, the forces of nature provide you with strength in numbers, allowing you to benefit from working as a team. As an action, you can call upon your friends to aid you in summoning an army of fey creatures. Any creature friendly to you may use their reaction to assist in the spell. You conjure a number of fey creatures (CR 1 or less) equal to 1 + the number of creatures that used their reaction to assist you. The creatures have the same properties as described in the spell *conjure woodland beings*. Creatures summoned by you through spells such as *conjure animals* or by similar means may use their reaction to assist you, but they can only contribute fey cretures with a CR less than or equal to their own (maximum of 1). Once you use this feature, you can't use it again until you complete a long rest.
Credit: Wizards of the Coast