```metadata
title: Revised Druid Circles
description: >-
This document revises the UA Circle of the Primeval and Circle of Twilight,
the Circle of Wildfire from Tasha’s Cauldron of Everything, and adds two land
options for the Circle of the Land from the Player’s Handbook.
tags: []
systems:
- 5e
renderer: V3
theme: 5ePHB
```
## Druid Circles Revised
This document revises the Circle of Wildfire found in *Tasha’s Cauldron of Everything* and the Circle of the Primeval and Circle of Twilight from Unearthed Arcana.
### Circle of the Primeval
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. The most well-known primeval behemoths are the dinosaurs, but spirits bonded with members of the Circle of the Primeval have also taken the form of ancient predecessors to today’s common beasts and other fantastical titanic creatures.
Working alongside their companion spirit, most druids of the Circle of the Primeval spend their lives delving into long-forgotten places and preserving the remnants of bygone eras. As a druid’s power grows, so does their companion, the beast starting near equal in size to its druid partner before increasing in stature until it too towers over the land.
#### Keeper of Old
Beginning at 2nd level, your connection to the mighty primeval behemoths allows you new insight into the ancient world.
You gain proficiency in the History skill. When you make an Intelligence (History) or Intelligence (Nature) check, add your Wisdom modifier to the total rolled.
#### Primeval Companion
Starting when you choose this circle, you can call upon the primeval creature whose spirit is bound to you. As an action, you can expend one use of your Wild Shape feature to summon your primeval companion, rather than assuming a beast form. The companion appears in an unoccupied space of your choice within 30 feet of you.
The primeval companion is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Primeval Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic appearance of the companion; for example, your companion may evoke ancient predators like raptors or saber-toothed tigers, or it might be more inclined for defense, appearing as an armored ankylosaurus or a wooly rhino. These choices have no effect on the companion’s game statistics.
In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
The companion remains until it is reduced to 0 hit points or until you die, at which point the companion vanishes. If you use this feature to summon the companion again and you already have a companion present, the first companion immediately vanishes. Anything the companion was wearing or carrying is left behind when the companion vanishes.
{{monster,frame
## Primeval Companion
*Medium beast, Neutral*
___
**Armor Class** :: 13 + PB (natural armor)
**Hit Points** :: 10 + five times your druid level (the companion has a number of Hit Dice [d10s] equal to your druid level)
**Speed** :: 30ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|16 (+3)|14 (+2)|17 (+3)|6 (–2)|12 (+1)|8 (–1)|
___
**Saving Throws** :: Dex +2 plus PB, Con +3 plus PB
**Senses** :: darkvision 60 ft., passive Perception 11
**Languages** :: understands the languages you speak
**Challenge** :: — {{width:30px}} **Proficiency Bonus (PB)** equals your bonus
### Actions
***Strike.*** *Melee Weapon Attack:* +2 plus PB to hit, reach 5ft., one target. *Hit:* 1d8 plus PB bludgeoning, piercing, or slashing damage (your choice).
### Reactions
***Intercept Attack.*** When a creature the companion can see hits a target with an attack, and the target is within 5 feet of the companion, the target instead takes half the damage. The companion takes the remainder of the damage.
}}
#### Prehistoric Conduit
Starting at 6th level, you learn how to channel your magic through your primeval companion. When you cast a spell with a range other than self, the spell can originate from you or your primeval companion.
In addition, if the primeval companion is affected by a spell you cast that allows creatures to make a saving throw against its effects, the primeval companion has advantage on its saving throw. If the primeval companion would normally take half damage on a successful save against this spell, the companion instead takes no damage on a successful save and half damage with no additional effects on a failed save.
Finally, your primeval companion’s weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
::::::::
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Revised Druid Circles is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}
\page
#### Titanic Bond
At 10th level, your primeval companion grows to Large size, and when you summon it, you can grant it either a climbing or swimming speed equal to its walking speed. In turn, the primeval companion lends you some of its terrifying might. Once per turn while your primeval companion is summoned, when you or your primeval companion hit a creature with an attack or you deal damage to a creature you can see with a spell you cast, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you and your primeval companion until the end of your next turn.
#### Scourge of the Ancients
At 14th level, you have learned to fully harness the titanic legacy of your companion. As part of the bonus action you use to command your companion, you can expend a spell slot of any level to heighten your primev-al companion’s might, granting it the following benefits:
* ***Hulking Behemoth.*** The companion becomes Huge and gains temporary hit points equal to 12 times the level of the spell slot expended. If there isn’t enough room for the companion to become Huge, it attains the maximum possible size in the space available.
* ***Mauler*.** On a hit, the companion’s Strike deals additional damage equal to 1d8 plus the level of the spell slot expended.
* ***Titanic Stride.*** The companion’s walking speed increases by a number of feet equal to 5 times the level of the spell slot expended.
These benefits last for 1 hour, until the companion vanishes, or until you expend a spell slot for this feature again.
### Circle of Twilight
The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.
These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.
#### Circle Spells
Your link with this spirit grants you access to certain spells. At 2nd level, you learn the *toll the dead* cantrip if you don’t already know it, which is a druid cantrip for you but doesn’t count against the druid cantrips you know.
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Twilight 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.
##### Circle of Twilight Spells
| Druid Level | Circle Spells |
|:------------:|:-------------:|
| 2nd |*detect evil and good, toll the dead*|
| 3rd |*gentle repose, ray of enfeeblement*|
| 5th |*speak with dead, spirit guardians*|
| 7th |*aura of life, death ward*|
| 9th |*dispel evil and good, hallow*|
| 13th |*etherealness*|
#### Harvest’s Scythe
Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d8s equal to your druid level + 1.
When you roll damage for a spell that required an attack roll or forced a saving throw, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead.
You regain the expended dice when you finish a long rest.
#### Foe of the Undead
Also at 2nd level, as an action you can expend a use of your Wild Shape feature to use the cleric class’s Channel Divinity: Turn Undead feature, presenting a druidic focus rather than a holy symbol, instead of assuming a beast form.
#### Speech Beyond the Grave
At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. You can cast *speak with dead* through expending a use of your Wild Shape feature instead of a spell slot. When cast this way, you do not need to provide material components, and you understand what the target of this casting says and it can understand your questions, even if you don’t share a language or it was not intelligent enough to speak.
#### Psychopomp’s Transmutation
Also starting at 6th level, when you use your Harvest’s Scythe feature or cast a spell, you can change any necrotic damage dealt to radiant damage
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Revised Druid Circles is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}
\page
#### Watcher at the Threshold
At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, all allies within 30 feet of you have advantage on death saving throws.
#### Let the Dead Stay Dead
At 14th level, you can Destroy Undead as per the cleric class feature as if your druid levels were cleric levels using Foe of the Undead.
### Circle of Wildfire
Druids within the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with primal spirits that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow.
#### Circle Spells
You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the *fire bolt* cantrip if you don’t already know it, which is a druid cantrip for you but doesn’t count against the druid cantrips you know.
When you reach certain levels in this class, you gain access to the spells listed for that level in 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.
##### Circle of Wildfire Spells
| Druid Level | Circle Spells |
|:--------------:|:-------------:|
| 2nd |*cure wounds, fire bolt, hellish rebuke*|
| 3rd |*pyrotechnics, scorching ray*|
| 5th |*fireball, revivify*|
| 7th |*aura of life, fire shield*|
| 9th |*immolation, raise dead*|
#### Summon Wildfire Spirit
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 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 saving throw against your spell save DC or take 2d8 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.
In combat, the wildfire 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 command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action. If you are in-capacitated, the wildfire spirit can take any action of its choice, not just Dodge.
The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.
{{monster,frame
## Wildfire Spirit
*Small Elemental, any chaotic alignment*
___
**Armor Class** :: 11 + PB (natural armor)
**Hit Points** :: equal to PB + your Wisdom modifier + five times your druid level
**Speed** :: 30ft., fly 30 ft. (hover)
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|10 (+0)|14 (+2)|14 (+2)|13 (+1)|15 (+2)|11 (+0)|
___
**Saving Throws** :: Dex +2 plus PB, Con +2 plus PB, Wis +2 plus PB
**Skills** :: Nature +1 plus PB
**Damage Immunities** :: Fire
**Condition Immunities** :: Charmed, frightened, grappled, prone, restrained
**Senses** :: darkvision 60 ft., passive Perception 12
**Languages** :: understands the languages you speak
**Challenge** :: — {{width:30px}} **Proficiency Bonus (PB)** equals your bonus
### Actions
***Flame Seed.*** *Ranged Weapon Attack:* +your spell attack modifier to hit, range 60ft., one target. *Hit:* 1d6 plus PB fire damage.
:
***Fiery Teleportation (Recharges after a Short or Long Rest).*** The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 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.
}}
#### Enhanced Bond
At 6th level, the bond with your wildfire spirit enhances your destructive 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 to one roll of the spell equal to the number rolled.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
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Revised Druid Circles is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}
\page
#### Cauterizing Flames
At 10th level, 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 2d10 + your Wisdom modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
#### Blazing Endurance
At 14th level, the bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don’t die outright, you can drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 3d8 + your druid level.
Once you use this feature, you can’t use it again until you finish a long rest.
::
### Additional Land Options
These are additional options for the Circle Spells feature of the Circle of the Land.
##### Ocean
| Druid Level | Circle Spells |
|:-------------:|:-------------:|
| 3rd |*blur, misty step*|
| 5th |*tidal wave, wall of water*|
| 7th |*control water, watery sphere*|
| 9th |*conjure elemental, maelstrom*|
##### Volcano
| Druid Level | Circle Spells |
|:-------------:|:-------------:|
| 3rd |*heat metal, pyrotechnics*|
| 5th |*erupting earth, Melf’s minute meteors*|
| 7th |*conjure minor elementals, wall of fire*|
| 9th |*immolation, transmute rock*|
 {width:350px}
{{artist,top:305px,right:140px
##### Fire Spirit
© [Lunewen via DeviantArt](https://www.deviantart.com/lunewen/art/Illustration-II-Fire-spirit-Thymeria-340628331)
}}
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{{wide
Revised Druid Circles is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}