Player's Handbook 5.5e

A Nature Priest of Primal Power

Core Druid Traits

Primary AbilityWisdom
Hit Point DieD8 per Druid level
Saving Throw ProficienciesIntelligence and Wisdom
Skill ProficienciesChoose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon ProficienciesSimple weapons
Tool ProficienciesHerbalism Kit
Armor TrainingLight armor and Shields
Starting EquipmentChoose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP

Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.

Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.

Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.

Becoming a Druid…

As a Level 1 Druid

  • Gain all the traits in the Core Druid Traits table.
  • Gain the Druid’s level 1 features, which are listed in the Druid Features table.

As a Multiclass Druid

  • Gain the following traits from the Core Druid Traits table: Hit Point Die and training with Light armor and Shields.
  • Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules to determine your available spell slots.

Druid Class Features

As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.

Druid Features
LevelProfociency BonusClass FeaturesWild ShapeCantripsPrepared Spells—Spell Slots per Spell Level—
123456789
1+2Spellcasting, Druidic, Primal Order—242————————
2+2Wild Shape, Wild Companion2253————————
3+2Druid Subclass22642———————
4+2Ability Score Improvement23743———————
5+3Wild Resurgence239432——————
6+3Subclass feature3310433——————
7+3Elemental Fury33114331—————
8+3Ability Score Improvement33124332—————
9+4—331443331————
10+4Subclass feature341543332————
11+4—3416433321———
12+4Ability Score Improvement3416433321———
13+5—34174333211——
14+5Subclass feature34174333211——
15+5Improved Elemental Fury341843332111—
16+5Ability Score Improvement341843332111—
17+6—4419433321111
18+6Beast Spells4420433331111
19+6Epic Boon4421433332111
20+6Archdruid4422433332211

Level 1: Spellcasting

You have learned to cast spells through studying the mystical forces of nature. See Spellcasting for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class’s description.

Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.

Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.

When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.

Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Druid feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Level 1: Druidic

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

Level 1: Primal Order

You have dedicated yourself to one of the following sacred roles of your choice.

Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

Level 2: Wild Shape

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.

Beast Shapes
Druid LevelKnown FormsMax CRFly Speed
241/4No
461/2No
881Yes

Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

  • Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
  • Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.
  • No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
  • Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn quipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.

Level 2: Wild Companion

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.

When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Level 3: Druid Subclass

You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.

Level 5: Wild Resurgence

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.

Level 7: Elemental Fury

The might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Level 15: Improved Elemental Fury

The option you chose for Elemental Fury grows more powerful, as detailed below.

Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.

Primal Strike. The extra damage of your Primal Strike increases to 2d8.

Level 18: Beast Spells

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Level 20: Archdruid

The vitality of nature constantly blooms within you, granting you the following benefits.

Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.

Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can’t do so again until you finish a Long Rest.

Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.

Caption


A Druid channels the power of nature through their magic

Druid Spell List

This section presents the Druid spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. For unofficial spells, see Third Party Druid Spells.

Cantrips (Level 0 Druid Spells)

NameSchoolSpecialSource
Control FlamesTransmutation—Elemental Evil Player’s Companion
Create BonfireConjurationCElemental Evil Player’s Companion
DruidcraftTransmutation—Player’s Handbook 5.5e
ElementalismTransmutation—Player’s Handbook 5.5e
FrostbiteEvocation—Elemental Evil Player’s Companion
GuidanceDivinationCPlayer’s Handbook 5.5e
GustTransmutation—Elemental Evil Player’s Companion
InfestationConjuration—Xanathar’s Guide to Everything
Magic StoneTransmutation—Elemental Evil Player’s Companion
MendingTransmutation—Player’s Handbook 5.5e
MessageTransmutation—Player’s Handbook 5.5e
Mold EarthTransmutation—Elemental Evil Player’s Companion
Poison SprayNecromancy—Player’s Handbook 5.5e
Primal SavageryTransmutation—Xanathar’s Guide to Everything
Produce FlameConjuration—Player’s Handbook 5.5e
ResistanceAbjurationCPlayer’s Handbook 5.5e
Shape WaterTransmutation—Elemental Evil Player’s Companion
ShillelaghTransmutation—Player’s Handbook 5.5e
Spare the DyingNecromancy—Player’s Handbook 5.5e
Starry WispEvocation—Player’s Handbook 5.5e
Thorn WhipTransmutation—Player’s Handbook 5.5e
ThunderclapEvocation—Player’s Handbook 5.5e

Level 1 Druid Spells

NameSchoolSpecialSource
Absorb ElementsAbjuration—Elemental Evil Player’s Companion
Animal FriendshipEnchantment—Player’s Handbook 5.5e
Beast BondDivinationCElemental Evil Player’s Companion
Buzzing BeeConjurationCD&D Beyond Drops
Charm PersonEnchantment—Player’s Handbook 5.5e
Create or Destroy WaterTransmutation—Player’s Handbook 5.5e
Cure WoundsAbjuration—Player’s Handbook 5.5e
Detect MagicDivinationC, RPlayer’s Handbook 5.5e
Detect Poison and DiseaseDivinationC, RPlayer’s Handbook 5.5e
Earth TremorEvocation—Elemental Evil Player’s Companion
EntangleConjuration—Player’s Handbook 5.5e
Faerie FireEvocationCPlayer’s Handbook 5.5e
Fog CloudConjurationCPlayer’s Handbook 5.5e
GoodberryConjuration—Player’s Handbook 5.5e
Healing WordAbjuration—Player’s Handbook 5.5e
Ice KnifeConjuration—Player’s Handbook 5.5e
JumpTransmutation—Player’s Handbook 5.5e
LongstriderTransmutation—Player’s Handbook 5.5e
Protection from Evil and GoodAbjurationC, MPlayer’s Handbook 5.5e
Purify Food and DrinkTransmutationRPlayer’s Handbook 5.5e
SnareAbjurationMXanathar’s Guide to Everything
Speak with AnimalsDivinationRPlayer’s Handbook 5.5e
ThunderwaveEvocation—Player’s Handbook 5.5e

Level 2 Druid Spells

NameSchoolSpecialSource
AidAbjuration—Player’s Handbook 5.5e
Air BubbleConjuration—Spelljammer: Adventures in Space
Animal MessengerEnchantmentRPlayer’s Handbook 5.5e
AuguryDivinationR, MPlayer’s Handbook 5.5e
BarkskinTransmutation—Player’s Handbook 5.5e
Battle FamiliarConjurationMArcana Unleashed
Beast SenseDivinationC, RPlayer’s Handbook 5.5e
Continual FlameEvocationMPlayer’s Handbook 5.5e
DarkvisionTransmutation—Player’s Handbook 5.5e
Dueling GroundAbjurationR, MArcana Unleashed
Dust DevilConjurationCElemental Evil Player’s Companion
EarthbindTransmutationCElemental Evil Player’s Companion
Enhance AbilityTransmutationCPlayer’s Handbook 5.5e
Enlarge/ReduceTransmutationCPlayer’s Handbook 5.5e
Find TrapsDivination—Player’s Handbook 5.5e
Flame BladeEvocationCPlayer’s Handbook 5.5e
Flaming SphereConjurationCPlayer’s Handbook 5.5e
Gust of WindEvocationCPlayer’s Handbook 5.5e
Healing SpiritConjurationCXanathar’s Guide to Everything
Heat MetalTransmutationCPlayer’s Handbook 5.5e
Hold PersonEnchantmentCPlayer’s Handbook 5.5e
Lesser RestorationAbjuration—Player’s Handbook 5.5e
Locate Animals or PlantsDivinationRPlayer’s Handbook 5.5e
Locate ObjectDivinationCPlayer’s Handbook 5.5e
MoonbeamEvocationCPlayer’s Handbook 5.5e
Pass without TraceAbjurationCPlayer’s Handbook 5.5e
Protection from PoisonAbjuration—Player’s Handbook 5.5e
SkywriteTransmutationC, RElemental Evil Player’s Companion
Spike GrowthTransmutationCPlayer’s Handbook 5.5e
Summon BeastConjurationC, MPlayer’s Handbook 5.5e
Tortoise ShellAbjurationCD&D Beyond Drops
Warding WindEvocationCElemental Evil Player’s Companion
Wither and BloomNecromancy—Arcana Unleashed

Level 3 Druid Spells

NameSchoolSpecialSource
Aura of VitalityAbjurationCPlayer’s Handbook 5.5e
Call LightningConjurationCPlayer’s Handbook 5.5e
Conjure AnimalsConjurationCPlayer’s Handbook 5.5e
DaylightEvocation—Player’s Handbook 5.5e
Dispel MagicAbjuration—Player’s Handbook 5.5e
Elemental WeaponTransmutationCPlayer’s Handbook 5.5e
Erupting EarthTransmutation—Elemental Evil Player’s Companion
Feign DeathNecromancyRPlayer’s Handbook 5.5e
Flame ArrowsTransmutationCElemental Evil Player’s Companion
Meld into StoneTransmutationRPlayer’s Handbook 5.5e
Plant GrowthTransmutation—Player’s Handbook 5.5e
Protection from EnergyAbjurationCPlayer’s Handbook 5.5e
RevivifyNecromancyMPlayer’s Handbook 5.5e
Sleet StormConjurationCPlayer’s Handbook 5.5e
Speak with PlantsTransmutation—Player’s Handbook 5.5e
Summon FeyConjurationC, MPlayer’s Handbook 5.5e
Syluné’s ViperConjuration—Forgotten Realms: Heroes of Faerûn
Tidal WaveConjuration—Elemental Evil Player’s Companion
Wall of WaterEvocationCElemental Evil Player’s Companion
Water BreathingTransmutationRPlayer’s Handbook 5.5e
Water WalkTransmutationRPlayer’s Handbook 5.5e
Wind WallEvocationCPlayer’s Handbook 5.5e

Level 4 Druid Spells

NameSchoolSpecialSource
BlightNecromancy—Player’s Handbook 5.5e
Charm MonsterEnchantment—Player’s Handbook 5.5e
ConfusionEnchantmentCPlayer’s Handbook 5.5e
Conjure Minor ElementalsConjurationCPlayer’s Handbook 5.5e
Conjure Woodland BeingsConjurationCPlayer’s Handbook 5.5e
Control WaterTransmutationCPlayer’s Handbook 5.5e
DivinationDivinationR, MPlayer’s Handbook 5.5e
Dominate BeastEnchantmentCPlayer’s Handbook 5.5e
Elemental BaneTransmutationCElemental Evil Player’s Companion
Festering BlastNecromancy—Arcana Unleashed
Fire ShieldEvocation—Player’s Handbook 5.5e
Fount of MoonlightEvocationCPlayer’s Handbook 5.5e
Freedom of MovementAbjuration—Player’s Handbook 5.5e
Giant InsectConjurationCPlayer’s Handbook 5.5e
Grasping VineConjurationCPlayer’s Handbook 5.5e
Guardian of NatureTransmutationCXanathar’s Guide to Everything
Hallucinatory TerrainIllusion—Player’s Handbook 5.5e
Ice StormEvocation—Player’s Handbook 5.5e
Locate CreatureDivinationCPlayer’s Handbook 5.5e
PolymorphTransmutationCPlayer’s Handbook 5.5e
Sticks to SnakesTransmutationCD&D Beyond Drops
Stone ShapeTransmutation—Player’s Handbook 5.5e
StoneskinTransmutationC, MPlayer’s Handbook 5.5e
Summon ElementalConjurationC, MPlayer’s Handbook 5.5e
Wall of FireEvocationCPlayer’s Handbook 5.5e
Watery SphereConjurationCElemental Evil Player’s Companion

Level 5 Druid Spells

NameSchoolSpecialSource
Alustriel’s MooncloakAbjurationC, MForgotten Realms: Heroes of Faerûn
Antilife ShellAbjurationCPlayer’s Handbook 5.5e
AwakenTransmutationMPlayer’s Handbook 5.5e
Commune with NatureDivinationRPlayer’s Handbook 5.5e
Cone of ColdEvocation—Player’s Handbook 5.5e
Conjure ElementalConjurationCPlayer’s Handbook 5.5e
ContagionNecromancy—Player’s Handbook 5.5e
Control WindsTransmutationCElemental Evil Player’s Companion
GeasEnchantment—Player’s Handbook 5.5e
Greater RestorationAbjurationMPlayer’s Handbook 5.5e
Insect PlagueConjurationCPlayer’s Handbook 5.5e
MaelstromEvocationCElemental Evil Player’s Companion
Mass Cure WoundsAbjuration—Player’s Handbook 5.5e
Planar BindingAbjurationMPlayer’s Handbook 5.5e
ReincarnateNecromancyMPlayer’s Handbook 5.5e
ScryingDivinationC, MPlayer’s Handbook 5.5e
Songal’s Elemental SuffusionTransmutationC, MForgotten Realms: Heroes of Faerûn
Summon PlantConjurationC, MArcana Unleashed
Transmute RockTransmutation—Elemental Evil Player’s Companion
Tree StrideConjurationCPlayer’s Handbook 5.5e
Wall of StoneEvocationCPlayer’s Handbook 5.5e
Wrath of NatureEvocationCXanathar’s Guide to Everything

Level 6 Druid Spells

NameSchoolSpecialSource
Bones of the EarthTransmutation—Elemental Evil Player’s Companion
Conjure FeyConjurationCPlayer’s Handbook 5.5e
Druid GroveAbjurationMXanathar’s Guide to Everything
Elminster’s Effulgent SpheresEvocationMForgotten Realms: Heroes of Faerûn
Find the PathDivinationC, MPlayer’s Handbook 5.5e
Flesh to StoneTransmutationCPlayer’s Handbook 5.5e
HealAbjuration—Player’s Handbook 5.5e
Heroes’ FeastConjurationMPlayer’s Handbook 5.5e
Investiture of FlameTransmutationCElemental Evil Player’s Companion
Investiture of IceTransmutationCElemental Evil Player’s Companion
Investiture of StoneTransmutationCElemental Evil Player’s Companion
Investiture of WindTransmutationCElemental Evil Player’s Companion
Move EarthTransmutationCPlayer’s Handbook 5.5e
Primordial WardAbjurationCElemental Evil Player’s Companion
Summon DinosaurConjurationC, MArcana Unleashed
SunbeamEvocationCPlayer’s Handbook 5.5e
Transport via PlantsConjuration—Player’s Handbook 5.5e
Wall of ThornsConjurationCPlayer’s Handbook 5.5e
Wind WalkTransmutation—Player’s Handbook 5.5e

Level 7 Druid Spells

NameSchoolSpecialSource
Draconic TransformationTransmutationC, MFizban’s Treasury of Dragons
Fire StormEvocation—Player’s Handbook 5.5e
Mirage ArcaneIllusion—Player’s Handbook 5.5e
Plane ShiftConjurationMPlayer’s Handbook 5.5e
RegenerateTransmutation—Player’s Handbook 5.5e
Reverse GravityTransmutationCPlayer’s Handbook 5.5e
SymbolAbjurationMPlayer’s Handbook 5.5e
WhirlwindEvocationCElemental Evil Player’s Companion

Level 8 Druid Spells

NameSchoolSpecialSource
Animal ShapesTransmutation—Player’s Handbook 5.5e
Antipathy/SympathyEnchantment—Player’s Handbook 5.5e
BefuddlementEnchantment—Player’s Handbook 5.5e
Control WeatherTransmutationCPlayer’s Handbook 5.5e
EarthquakeTransmutationCPlayer’s Handbook 5.5e
Incendiary CloudConjurationCPlayer’s Handbook 5.5e
Lightning RingEvocationCArcana Unleashed
SunburstEvocation—Player’s Handbook 5.5e
TsunamiConjurationCPlayer’s Handbook 5.5e

Level 9 Druid Spells

NameSchoolSpecialSource
ForesightDivination—Player’s Handbook 5.5e
ShapechangeTransmutationC, MPlayer’s Handbook 5.5e
Storm of VengeanceConjurationCPlayer’s Handbook 5.5e
True ResurrectionNecromancyMPlayer’s Handbook 5.5e

Druid Subclasses

A Druid subclass is a specialization that grants you features at certain Druid levels, as specified in the subclass. Druids form loose associations, which they call circles.

Official Druid Subclasses

NameSourceEdition
Circle of DreamsXanathar’s Guide to Everything5e
Circle of SporesGuildmasters’ Guide to Ravnica5e
Circle of the LandPlayer’s Handbook 5.5e5.5e
Circle of the MoonPlayer’s Handbook 5.5e5.5e
Circle of the SeaPlayer’s Handbook 5.5e5.5e
Circle of the ShepherdXanathar’s Guide to Everything5e
Circle of the StarsPlayer’s Handbook 5.5e5.5e
Circle of WildfireTasha’s Cauldron of Everything5e

Third Party Druid Subclasses

NameSourcePublisherEdition
Circle of BloodGrim Hollow: Player’s GuideGhostfire Gaming5.5e
Circle of CyclesDr. Dhrolin’s Dictionary of DinosaursPalaeo Games5.5e
Circle of DragonsThe Griffon’s Saddlebag: Book TwoThe Griffon’s Saddlebag5e
Circle of EntropyGrim Hollow: Player’s GuideGhostfire Gaming5.5e
Circle of FenrisNorthlands WorldbookKobold Press5.5e
Circle of FlowersThe Field Guide to Floral DragonsHit Point Press5.5e
Circle of MutationGrim Hollow: Player’s GuideGhostfire Gaming5.5e
Circle of SymbiosisSteinhardt’s Guide to the Eldritch HuntMonkeyDM5.5e
Circle of the BlightedTal’Dorei Campaign Setting RebornDarrington Press5e
Circle of the CityValda’s Spire of SecretsMage Hand Press5.5e
Circle of the ForgedExploring EberronVisionary5.5e
Circle of the HiveHeliana’s Guide to Monster HuntingLoot Tavern5e
Circle of the Old WaysThe Crooked MoonAvantris Entertainment5.5e
Circle of the PetalObojima: Tales from the Tall Grass1985 Games5.5e
Circle of the SymbioteCthulhu by TorchlightChaosium5.5e
Circle of the WardenHumblewood TalesHit Point Press5e
Circle of WickerThe Crooked MoonAvantris Entertainment5.5e
The Unbroken CircleThe Griffon’s Saddlebag: Book OneThe Griffon’s Saddlebag5.5e