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the-sunken-reach/backend/src/game/data/subclasses/druid.js
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joshuaandClaude Opus 5.5 18d9e7301c V1.23.0: every subclass, 43 species, the Artificer, and the road to level 20
- All 123 official subclasses (2014 books and the 2024 Player's Handbook), each
  with its book and features up to level 20; one file per class
- The builder has a subclass step after the class: pick one, let a die suggest
  one, or decide later; its gifts arrive at the class's choice level
- 2024 updates (Wild Heart, Warrior of the Elements) offer a one-click switch
- The Road Ahead: a level 1-20 timeline on every sheet and in the builder
- 33 new species (2024 Aasimar and Goliath, Monsters of the Multiverse) with
  chosen +2/+1 or +1/+1/+1 bonuses; species roll is now a d8 by family
- The Artificer: class, half-caster slots from level 1, features, Flash of Genius
- Class tables and counters run to level 20; a fifth Boon, Resolve

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 16:02:51 +02:00

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// Druid subclasses: the circles. The shape is described in index.js.
const DRUID = [
{
key: 'LAND',
name: 'Circle of the Land',
source: 'Player’s Handbook',
edition: '2014',
summary: 'A keeper of old magic, at home in the wild places.',
features: {
2: [
{ name: 'Natural Recovery', text: 'Once per day on a short rest, recover spent spell slots totalling up to half your level (rounded up).' },
{ name: 'Bonus Cantrip', text: 'Learn one extra cantrip (the DM grants it).' },
],
6: [{ name: 'Land’s Stride', text: 'Ordinary difficult terrain and plants do not slow you; advantage on saves against magical plants.' }],
10: [{ name: 'Nature’s Ward', text: 'Immune to poison and disease; you can’t be charmed or frightened by fey or elementals.' }],
14: [{ name: 'Nature’s Sanctuary', text: 'Beasts and plant creatures must make a Wisdom save to attack you; on a failure they pick another target.' }],
},
},
{
key: 'MOON',
name: 'Circle of the Moon',
source: 'Player’s Handbook',
edition: '2014',
summary: 'A shapeshifter who fights as the beast.',
features: {
2: [
{ name: 'Combat Wild Shape', text: 'Circle of the Moon. Use Wild Shape as a bonus action. While in beast form, bonus action: spend a spell slot to heal 1d8 per slot level.' },
{ name: 'Circle Forms', text: 'Your Wild Shape can be a beast of up to CR 1; from level 6, up to CR equal to a third of your level (rounded down).' },
],
6: [{ name: 'Primal Strike', text: 'Your attacks in beast form count as magical.' }],
10: [{ name: 'Elemental Wild Shape', text: 'Spend both uses of Wild Shape at once to become an air, earth, fire or water elemental.' }],
14: [{ name: 'Thousand Forms', text: 'Cast Alter Self at will.' }],
},
},
{
key: 'STARS',
name: 'Circle of Stars',
source: 'Tasha’s Cauldron of Everything',
edition: '2014',
summary: 'Reads the night sky and wears its constellations.',
features: {
2: [
{ name: 'Star Map', text: 'Circle of Stars. You know the Guidance cantrip, and cast Guiding Bolt without a slot a number of times per day equal to your proficiency bonus (the DM grants both).' },
{ name: 'Starry Form', text: 'Bonus action: spend a Wild Shape use to take a starry form for 10 minutes. Choose Archer (bonus action: ranged spell attack, 60 ft, 1d8 + Wisdom modifier radiant), Chalice (when you cast a healing spell, another creature within 30 ft heals 1d8 + Wisdom modifier) or Dragon (treat a roll of 9 or lower as 10 on Intelligence and Wisdom checks and on concentration saves).' },
],
6: [{ name: 'Cosmic Omen', text: 'After a long rest roll a die. Even (Weal): reaction, add 1d6 to a creature’s attack, check or save. Odd (Woe): reaction, subtract 1d6. Usable a number of times per day equal to your proficiency bonus, on creatures within 30 ft.' }],
10: [{ name: 'Twinkling Constellations', text: 'Archer and Chalice use 2d8. In Dragon form you can fly 20 ft. At the start of each turn in Starry Form you may change constellation.' }],
14: [{ name: 'Full of Stars', text: 'In Starry Form, bludgeoning, piercing and slashing damage against you is halved.' }],
},
},
{
key: 'DREAMS',
name: 'Circle of Dreams',
source: 'Xanathar’s Guide to Everything',
edition: '2014',
summary: 'Fey-touched healer who opens safe paths through the night.',
features: {
2: [{ name: 'Balm of the Summer Court', text: 'Circle of Dreams. A pool of d6s equal to your level per long rest. Bonus action: spend up to half your level of them to heal a creature within 120 ft, who also gains 1 Temp HP per die.' }],
6: [{ name: 'Hearth of Moonlight and Shadow', text: 'During a rest, a 30 ft sphere around you gives +5 to Stealth and Perception checks and hides your camp’s light.' }],
10: [{ name: 'Hidden Paths', text: 'A few times per long rest (Wisdom modifier), bonus action: teleport 60 ft, or action: teleport a willing creature you touch 30 ft.' }],
14: [{ name: 'Walker in Dreams', text: 'Once per long rest, right after a short rest: cast Dream, Scrying or Teleportation Circle without a slot.' }],
},
},
{
key: 'SEA',
name: 'Circle of the Sea',
source: 'Player’s Handbook (2024)',
edition: '2024',
summary: 'Wears the ocean’s fury as a stinging, storm-wrapped aura.',
features: {
2: [{ name: 'Wrath of the Sea', text: 'Circle of the Sea. Bonus action, spend a Wild Shape use: a 5 ft emanation of ocean spray for 10 minutes. Each turn, one creature in it takes cold damage (d6s equal to your Wisdom modifier, Constitution save for half) and may be pushed 15 ft.' }],
6: [{ name: 'Aquatic Affinity', text: 'Your Wrath of the Sea grows to 10 ft, and you gain a swim speed equal to your walking speed.' }],
10: [{ name: 'Stormborn', text: 'While Wrath of the Sea is active you fly at your speed and resist cold, lightning and thunder damage.' }],
14: [{ name: 'Oceanic Gift', text: 'You can put your Wrath of the Sea around an ally instead, or around both of you by spending two uses.' }],
},
},
{
key: 'SHEPHERD',
name: 'Circle of the Shepherd',
source: 'Xanathar’s Guide to Everything',
edition: '2014',
summary: 'A summoner whose spirits and beasts are stronger than anyone’s.',
features: {
2: [
{ name: 'Speech of the Woods', text: 'Circle of the Shepherd. You speak Sylvan and can cast Speak with Animals at will.' },
{ name: 'Spirit Totem', text: 'Once per short rest, bonus action: a spirit aura of 30 ft for a minute. Bear: allies gain 5 + your level Temp HP and advantage on Strength checks. Hawk: reaction, give an ally advantage on an attack. Unicorn: advantage on checks to detect creatures, and your healing spells heal everyone in it your level more.' },
],
6: [{ name: 'Mighty Summoner', text: 'Beasts and fey you summon have 2 extra HP per Hit Die, and their attacks count as magical.' }],
10: [{ name: 'Guardian Spirit', text: 'Creatures you summon that end a turn in your Spirit Totem heal half your level.' }],
14: [{ name: 'Faithful Summons', text: 'Once per long rest, when you drop to 0 HP or are incapacitated: four CR 2 beasts appear to protect you (as Conjure Animals).' }],
},
},
{
key: 'SPORES',
name: 'Circle of Spores',
source: 'Guildmasters’ Guide to Ravnica',
edition: '2014',
summary: 'Rot and fungus: poison the living and raise the fallen.',
features: {
2: [
{ name: 'Halo of Spores', text: 'Circle of Spores. Reaction: a creature within 10 ft takes 1d4 necrotic (1d6 at level 6, 1d8 at 10, 1d10 at 14; Constitution save negates).' },
{ name: 'Symbiotic Entity', text: 'Action, spend a Wild Shape use: gain 4 × your level Temp HP for 10 minutes; while they last your Halo of Spores dice double and your melee hits deal +1d6 necrotic.' },
],
6: [{ name: 'Fungal Infestation', text: 'A few times per long rest (Wisdom modifier), reaction when a beast or humanoid dies within 10 ft: it rises as a 1 HP zombie under your command for an hour.' }],
10: [{ name: 'Spreading Spores', text: 'Bonus action while Symbiotic Entity is active: hurl your spores into a 10 ft cube up to 30 ft away, which deals your Halo damage to anyone who enters or starts there.' }],
14: [{ name: 'Fungal Body', text: 'You can’t be blinded, deafened, frightened or poisoned, and critical hits against you are normal hits unless you are incapacitated.' }],
},
},
{
key: 'WILDFIRE',
name: 'Circle of Wildfire',
source: 'Tasha’s Cauldron of Everything',
edition: '2014',
summary: 'A fire spirit companion that burns and renews in equal measure.',
features: {
2: [{ name: 'Summon Wildfire Spirit', text: 'Circle of Wildfire. Action, spend a Wild Shape use: a wildfire spirit appears for an hour, dealing 2d6 fire to creatures within 10 ft of it as it arrives (the DM adds it as a monster). It can teleport allies and fight beside you.' }],
6: [{ name: 'Enhanced Bond', text: 'While your spirit is summoned, your fire spells and healing spells add +1d8, and spells can come from the spirit’s position.' }],
10: [{ name: 'Cauterizing Flames', text: 'A few times per long rest (proficiency bonus), when a creature dies within 30 ft of you or your spirit: a flame appears there; anyone entering it can be healed or burned 2d10 + your Wisdom modifier, your choice.' }],
14: [{ name: 'Blazing Revival', text: 'Once per long rest, when you drop to 0 HP with your spirit within 120 ft: it vanishes and you regain half your HP and stand up.' }],
},
},
];
module.exports = DRUID;