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Circle of the Clans

The Circle of the Clans are commonly thought of as witches, or the wise-ones, adept keepers of lore, wisdom, and power. They gather on the plains at night under the stars and the light of the moon to work their magic. As a member of the circle, your magic is influenced by the particular path of witchcraft you are initiated into. This circle’s traits are the same as the Circle of the Land, except for the Circle Spells trait, as follows.

Circle Spells

The teachings or your circle and path grant you access to certain spells. At 3rd, 5th, 7th, and 9th level, you gain circle spells based on your witch’s path: Dream-Rider, Herb-Runner, Lore-Keeper, Nature Rider, or Soothsayer. Once you gain access to a circle spell, you always have it prepared, and it does not 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 considered a druid spell for you.

Dream-Rider
Druid Level Circle Spells
3rd Darkvision, moonbeam
5th Meld into stone, sending
7th Hallucinatory terrain, private sanctum
9th Dream, telepathic bond
Nature-Rider
Druid Level Circle Spells
3rd Aid, pass without trace
5th Protection from energy, tiny hut
7th Conjure minor elementals, freedom of movement
9th Conjure elemental, commune with nature
Lore-Keeper
Druid Level Circle Spells
3rd Locate object, magic mouth
5th Dispel magic, tongues
7th Locate creature, secret chest
9th Hallow, legend lore
Herb-Runner
Druid Level Circle Spells
3rd Lesser restoration, locate animals or plants
5th Plant growth, speak with plants
7th Conjure woodland beings, hallucinatory terrain
9th Creation, greater restoration
Sooth-Sayer
Druid Level Circle Spells
3rd Augury, locate object
5th Clairvoyance, remove curse
7th Arcane eye, divination
9th Commune, scrying
Sidebar: Rhydan and Wild Shape

Rhydan druids can use the wild shape trait to assume beast forms other than their own, using the same guidelines as other druids, but they also have the additional option of using wild shape to assume a humanoid form like a use of the Ariser feat (see Feats at the end of this chapter). This requires one use of wild shape and otherwise conforms to the abilities of the Ariser feat.

Section 15: Copyright Notice
Blue Rose Adventurer’s Guide, Copyright 2020, Green Ronin Publishing; Lead Designer: Steve Kenson, based on original material by Jeremy Crawford, Steve Kenson, Alejandro Melchor, and John Snead.