The Druid Class

 
 

Druid LevelProficiency BonusCantrips Known1st Level Spell Slots2nd Level Spell Slots3rd Level Spell Slots4th Level Spell Slots5th Level Spell SlotsFeatures
1+2220000Spellcasting
2+2230000Druidic Circle Feature, Wild Shape
3+2242000Wild Companion
4+2343000Ability Score Improvement
5+3343200-
6+3343300Druidic Circle Improvement
7+3343310-
8+3343320Ability Score Improvement
9+4343331Druidic Circle Advancement
10+4443332Beast Spell

Basic Stats:

Level 1 HP = 6 + your Constitution Modifier; Gaining an additional [1d6 (or 4) + your Constitution Modifier] HP with every additional Druid Level

Proficiencies

  • Armor: Light Armor, Shields

  • Weapons: Clubs, Seaxs, Sickles, Slings

  • Tools: Pick 1 between an Alchemist's Kit, a Herbalism Kit, or a Poisoner's Kit

  • Language: Druidic

  • Saves: Proficiency with Will Saves, Training with Fortitude Saves

    • or Proficiency with Intelligence and Wisdom Saves

  • Skills: Choose 3 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment:

  • A Druidic Focus and a Club, Seax, or Sickle

  • Gambeson and a wooden Shield

  • a Club, Seax, Sickle, or Sling

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Spellcasting

    • Spellcasting

      • As a power source for the inherent magic within the planet you can cast Natural Spells

    • Cantrips

      • At 1st level, you know two cantrips of your choice from the Druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table, at 4th and 10th Levels

    • Spell Slots

      • The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

    • Preparing Spells

      • You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots. 

        • For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

      • You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    • Spellcasting Ability

      • Wisdom is your Spellcasting Ability for your druid spells. The power of your spells comes from your prowess with the emotion inherent in performance. You use your Wisdom whenever a bard spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the Save DC for a bard spell you cast and when making an Attack Roll with one.

        • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

        • Spell attack modifier = your proficiency bonus + your Wisdom modifier

      • Ritual Casting

        • You can cast a cleric spell as a ritual if that spell has the ritual tag

      • Spellcasting Focus

        • You use a druidic focus as a spellcasting focus for your druid spells instead of a wand or staff (though you can also use a staff). These normally can be just a naturally occurring stick of a magical tree branch or a bundle of leaves from a special type of bush such as a bundle of mistletoe. 

  • Wild Shape - Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. The type of beast you can transform into depends on your Druid Level, up to a beast with CR ¼ that doesn’t have a Flying or Swimming Speed.

    • At 4th Level you can now have a Swimming Speed and can go up to CR ½. At 8th Level you can now have a Flying Speed and have a CR up to 1. 

    • You can stay in a beast shape for a number of hours equal to ½ your Druid Level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

      • While you are transformed, the following rules apply:

        • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and Save proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

        • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

        • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.

        • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

        • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. 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 it. Equipment that merges with the form has no effect until you leave the form.

  • Wild Companion

    • You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar Spell, without material components.

      • When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to ½ your druid level.

  • Ability Score Improvement

    • When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each

  • Beast Spell

    • Once per day you can utilize certain Spells that you know while in Wild Shape. You can utilize the beast form to perform the verbal and somatic components of the Spell but you can’t cast one that requires material components of any kind. You regain the use of this Ability on a Long Rest

  • Druidic Circle - You can select which of the types of Druids you would like to be, gaining powers specific to each of their natural inclinations. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned Fae. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest even if they can’t 

    • Circle of Dreams - Though others find the natural energy of their world enough, some druids prefer to alter or add to their energy with the powerful magics of the Fae realm. 

      • Dream Feature: Balm of the Summer Court

        • At this level, you become inundated with some blessings of the Summer Court. You can utilize these blessings in the form of energy that offers respite from injuries. You have a pool of fae energy represented by a number of d6s equal to your druid level

          • As a Bonus Action, you can choose a Creature that you can see and spend any number of those dice, you roll them and the target regains a number of HP equal to the total. The target also gains 2 Shielding per die spent. However this feature cannot take a Creature above its maximum HP, any additional HP rolled is wasted. You regain the expended dice when you finish a long rest.

      • Dream Improvement: Hearth of Moonlight and Shadow

        • You can pull Fae magic that deals in shadow while you rest. During a Short Rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 10m sphere of magic appears, centered on that point. Total cover blocks the sphere.

          • While within the sphere, you and your allies gain a +5 bonus to Stealth and Perception checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere. In addition when you utilize this, each Creature that spends its whole rest inside the sphere regains 2d6 + your Wisdom Modifier HP and gains 1d6 Shielding. The Shielding that lasts until they complete their next rest.

      • Dream Advancement: Hidden Paths

        • Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 30m to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 10m to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

    • Circle of Land - This circle is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition in the ways of primal magics. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic, gathering power in their quiet communities as they try to advance through the world. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites. 

      • Land Feature: Magic Enhancement

        • You gain an additional Druid Cantrip, not counting towards your Cantrips Known. You gain additional Cantrips in the same way at 5th and 8th Levels. 

      • Land Feature: Earthen Recovery

        • When you complete a Short Rest (where you spend it communing with nature) you can regain a number of Spell Slots equal to ½ your Druid Level. For instance a 4th Level Druid can recover 2 Spell Levels in this way, either a single 2nd Level Spell Slot or a pair of 1st Level Spell Slots

      • Land Feature: Magical Guidance - You gain additional Spells at 3rd, 5th, 7th, and 9th Levels. Each of these provides a list, 4 different Spells, that you can select 2 of. These are always prepared Spells for you and don’t count towards your maximum. Every time you gain an additional level in this class you can change up these selected Spells

        • 3rd - Hold Person, Mirror Image, Misty Step, Invisibility

        • 5th - Daylight, Haste, Slow, Melf’s Acid Arrow

        • 7th - Blight, Control Water, Locate Creature, Stone Shape

        • 9th - Cloudkill, Scrying, Tree Stride, Wall of Stone

      • Land Improvement: Land Stride

        • You can now move through non-magical difficult terrain, costing you no additional movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

          • In addition, you have Advantage on Saves against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

      • Land Advancement: Nature’s Ward

        • You become immune to non-magical Poisons and Diseases, have Advantage on Resisting magical Poisons and Diseases, and finally you become immune to the Charmed and Frightened Conditions

    • Circle of the Moon - Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

      • Moon Feature: Combat Shape

        • You can now transform into a Wild Shape as a Bonus Action, and while in Wild Shape you can use your Bonus Action to expend a 1st Level Spell Slot to regain 1d8 + your Wisdom Modifier HP. At later levels you can regain an additional 1d8 HP when using higher level spells slots, just like upcasting Cure Wounds.

      • Moon Feature: Circle Form

        • The rites of your circle grant you the ability to transform into more dangerous animal forms. You can use your Wild Shape to transform into a beast with a challenge rating as high as 1 and ignore the Max CR column of Wild Shape, but must abide by the other limitations there. 

          • In addition at 6th Level you now have a Max CR of 2, and at 9th Level this increases to CR3. 

      • Moon Improvement: Primal Strike

        • Your attacks while in Wild Shape now deal damage that is treated as magical for the purpose of overcoming Resistance. 

      • Moon Advancement: Elemental Wild Shape

        • You can now fully draw in the powers of the natural world to affect your wild shapes. You can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

    • Circle of the Primeval - This Circle of Druids teaches that, though the land may change over time, it never truly forgets. By tapping into the ancient memory of Til, they can summon and bond with the spirits that have long since inhabited the planet itself, finding a singular spirit to make a pact with. 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 such as the Megalodon and other fantastical titanic creatures such as Giants. 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, whether that is through works of poetry or monuments to praise their powers. As a druid’s power grows, so does their companion, other ancient spirits that have rectified all their.

      • Primeval Feature: Praise the Elders

        • You gain Proficiency with History and can utilize your Wisdom instead of Intelligence as you learn what the world tells you instead of remembering the books of mortals. In addition, you gain Proficiency with your choice between Calligraphy Tools or Mason’s Tools, representing the way you praise the planet’s ancient roots

      • Primeval Feature: Primeval Companion

        • You can spend 1 Day communing with nature to find a Creature of your Choice that shares your values to become your Primeval Companion. Most Primeval Druids have a companion which looks like a common beast (such as a Boar, Panther, or Wolf) but has some parts of itself that mimic ancient appearances such as tyrannosaurus teeth or the wings of a Pteranodon instead of a bat while others instead are more primordial with pieces of living stone or eyes made of water. 

          • Your Companion has an AC of 13 + your Proficiency Bonus, HP equal to 10 + (5 * your Druid Level), 10m of Climbing and Walking Speed or 20m Flying Speed (if a bird) plus 5m of Walking Speed. Land animals have 14 Str, 14Dex, 15 Con, 8 Int, 14 Wis, and 11 Cha with a Darkvision of 20m and a bonus 10 base HP while Air animals have 6 Str, 16 Dex, 13 Con, 8 Int, 14 Wis, 11 Cha, Darkvision of 20m and don’t provoke Opportunity Attacks. Your Companion makes Attacks using your Proficiency Bonus and their Strength or Dexterity Modifier and deal1d6 + your Proficiency Bonus + their Strength or Dexterity Modifier in Slashing Damage. 

        • If the beast has died within the last hour, you can use your Action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its HP restored. Optionally, when you finish a Long Rest, you can summon a different primal beast. The new beast appears in an unoccupied space next to you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

      • Primeval Improvement: Ancient Conduit - 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 it provides a benefit to yourself such as the Spells Cure Wounds or Protection from Good and Evil then the benefit applies to your Companion as long as it applies to yourself.

        • If the primeval companion is affected by a spell you cast that allows creatures to make a Save against its effects, the primeval companion automatically succeeds its Save. 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.

      • Primeval Advancement: Titanic Ancient Form

        • The primeval companion grows to a Large size the next time you resummon it, and when you summon it, you can grant it either a climbing speed or a 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 hit a creature with an attack or deal damage to a creature you can see with a spell you cast, you can force that creature to make a Will Save against your Spell Save DC; on a failure, the creature is Frightened of you until the end of your next turn.

    • Circle of Shepherds - These druids commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

      • Shepard Feature: Wild Speech

        • You gain the ability to converse with beasts and many fae. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any NPC.

      • Shepard Feature: Spirit Totem

        • You can now call forth nature spirits and use them to influence the world around you. As a Bonus Action, you can magically summon an incorporeal spirit to a point you can see within 20m of you, this spirit also creates a 10m aura around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a Bonus Action, you can move the spirit up to 20m to a point you can see.

          • The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a Short or Long Rest. The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

            • Bear Spirit - The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains Shielding equal to 5 + your Druid Level. In addition, you and your allies gain advantage on Strength Checks and Fortitude Saves while in the aura.

            • Hawk Spirit - The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant Advantage to that Attack Roll. In addition, you and your allies have Advantage on Perception checks while in the aura.

            • Unicorn Spirit - The unicorn spirit lends its protection to those nearby. You and your allies gain Advantage on all Ability Checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores HP to any creature inside or outside the aura, each creature of your choice in the aura also regains HP equal to your Druid Level.

      • Shepard Improvement: Mighty Summoner

        • The beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:

          • The creature appears with additional HP equal to 2* the Spell Slot Level used to Summon them

          • The damage from its natural weapons is considered Magical for the purpose of overcoming immunity and resistance to non-magical attacks and damage.

      • Shepard Advancement: Guardian Spirit

        • Your Spirit Totem now safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of HP equal to ½ your Druid Level.

    • Circle of Spores - These Druids see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form. Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

      • Spore Feature: Spore Spells - You gain the following Spells at the Druid Level listed below, these are always prepared and don’t count against that total for you

        • 2nd - Chill Touch

        • 3rd - Blindness/Deafness, Gentle Repose

        • 5th - Animate Dead, Gaseous Form

        • 7th - Blight, Confusion

        • 9th - Cloudkill, Contagion

      • Spore Feature: Halo of Spores

        • While conscious you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 3m of you or starts its turn there, you can use your Reaction to deal 1d4 Necrotic Damage to that creature unless it succeeds on a Fortitude Save against your spell save DC. The necrotic damage increases to 1d6 at 6th level and 1d8 at 10th level.

      • Spore Feature: Symbiotic Infection

        • Also at 2nd level, you gain the ability to channel magic into your spores. As an Action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 5 * your Druid Level in Shielding. While this feature is active, you gain the following benefits:

          • When you deal your Halo of Spores damage, you roll twice as many dice.

          • Your Melee Weapon Attacks deal an additional 1d6 Necrotic Damage to any target they hit.

          • These benefits last for up 10 minutes, until you lose all the Shielding gained from this Feature, or until you utilize your Wild Shape feature again in any way

      • Spore Improvement: Fungal Infection

        • You can enhance your spores to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium sized dies within 3m of you, you can use your Reaction to animate it, causing it to stand up immediately with 1 + your Wisdom Modifier HP. The creature uses the Zombie stat block in the Monster Manual. It remains animated for up to 1 hour, after which time it collapses and dies. 

          • In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only Action it can take is the Attack action, making one melee attack. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses of it when you finish a Long Rest.

      • Spore Advancement: Spreading Spores

        • You gain the ability to seed an area with deadly spores. As a Bonus Action while your Symbiotic Entity feature is active, you can hurl spores up to 15m away, where they swirl in a 3m cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a Bonus Action, or if your Symbiotic Entity feature is no longer active.

          • Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Fortitude Save against your Spell Save DC. A creature can take this damage no more than once per turn. While the cube of spores persists, you can't use your Halo of Spores reaction.

    • Circle of Stars - These druids have learned how to draw on the power reflecting off the planets of other stars. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples; any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

      • Stars Feature: Star Map

        • With inspiration from the stars above you've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You may determine its form but some examples include a small scroll, a stone tablet, or a crystal that projects the map with light like a prism. In addition while holding this map, you have these benefits:

          • You know the Guidance cantrip.

          • You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.

            • You can cast this Spell without expending a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You regain 1 use of this ability on completion of a Short Rest. 

      • Stars Feature: Star Shape

        • At 2nd level, you gain the ability to harness constellations’ power to alter your form. As a Bonus Action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 5m radius and dim light for an additional 5m past that. The form lasts for up to 10 minutes, or if you dismiss it (no action required), are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

          • Archer - A constellation of a bow-wielding figure appears  around you

            • When you activate this form, and as a Bonus Action on your subsequent turns while it lasts, you can make a Spell Attack, hurling a luminous arrow that targets one creature within 20m of you. On a hit it deals 1d8 + your Wisdom Modifier Force Damage.

          • Chalice - A constellation of a life-giving goblet lined with jewels appears around you

            • Whenever you cast a Druid Spell using a Spell Slot that restores HP, you can select any Creature within 10m of you to also regain HP, the amount is equal to 1d8 + your Wisdom modifier.

          • Dragon - A constellation of a wise dragon appears around you

            • When you make an Intelligence Check, a Wisdom check, or a Concentration Check, you can treat a roll of 9 or lower on the d20 as a 10.

      • Stars Improvement: Cosmic Omen

        • You learn to use your star map to divine the will of the cosmos. Whenever you finish a Long Rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

          • Weal (even) - Whenever a creature you can see within 10m of you is about to make an Attack Roll, a Save, or an Ability Check, you can use your Reaction to roll a d6 and add the number rolled to the total.

          • Woe (odd) - Whenever a creature you can see within 10m of you is about to make an Attack Roll, a Save, or an Ability Check, you can use your Reaction to roll a d6 and subtract the number rolled from the total.

        • 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.

      • Stars Advancement: Twinkling Inspiration

        • Your link to the stars extends beyond what you had before. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have an additional flying speed of 10m and can hover. Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation surrounds you with minimal effort.

    • Circle of Thorns - Druids that join the Circle of Thorns are deadly predators, a militant group that bind themselves in service to the Primal Green – the force of nature that exists within every plant. They sacrifice their innate ability to take on the forms of animals, instead channeling their gifts into the growth and control of barbed vines that feed off the righteous rage of their creators. 

      • Thorns Feature: Binding Entanglement

        • You prepare the Entangle Spell, which doesn’t count against your number of Prepared Spells. When you cast this Spell it now also provides the following benefits…

          • Your Spell Save DC for this Spell increases by +1

          • Creatures that Fail a Fortitude Save or a subsequent Athletics Check takes 1d6 Piercing Damage

          • Any Creatures still Restrained when the Spell ends (for any reason) take 1d6 Poison Damage

      • Thorns Feature: Spiked Staff

        • You learn the Cantrip Shillelagh, this doesn't count against your number of Cantrips Known and also gains additional benefits

          • Your Attack Rolls with your Staff increases by +1

          • It deals an additional 1d4 Poison Damage on a hit

          • If you critically hit with your Shillelagh you knock the creature prone in addition to the increased Damage

      • Thorns Improvement: Verdant Lash

        • You learn the Cantrip Thorn Whip, this doesn't count against your number of Cantrips Known and also gains additional benefits

          • It deal an additional 1d4 Poison Damage on a Hit

          • Its Range is increased to 5m

          • You can make strikes against physical objects (such as the edge of a roof) and utilize your Whip to climb up. When you Roll Athletics to climb while using this Spell you can use your Spellcasting Modifier instead of Athletics

      • Thorns Improvement: Gifts of the Green

        • You gain the following Benefits any turn you cast Entangle, Shillelagh (or Attack with your Shillelagh), or Thorn Whip

          • You gain Shielding equal to your Proficiency Bonus

          • You can add your Wisdom Modifier to Fortitude Saves until the start of your next turn

          • You can make a Weapon Attack with your Shillelagh as a part of the same Action (when casting Entangle or Thorn Whip)

      • Thorns Advancement: Expanding Thorns

        • When you are hit by an Attack by an enemy that is within 50m that you can see, you can use your Reaction to gain one of the following benefits…

          • You gain Shielding equal to your Wisdom Modifier, reducing the Damage of the Attack which triggered this Reaction first. This is treated as a different form of Shielding, it does not replace any other source of Shielding and takes Damage first.

          • You deal out 2d6 Piercing Damage to them

          • You target one ally you can see within 50m, they regain 2d6 HP

    • Circle of Twilight - This Druid Circle 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.

      • Twilight Feature: Dreadful Presence

        • You gain Proficiency with Intimidation Checks, or Expertise if you’re already Proficient

      • Twilight Feature: Dreadful Scythe

        • You gain a number of Dread Dice equal to your Druid Level. These are d10s for you whenever an ability calls for rolling one of them. Listed below are when you can roll these Dice to utilize them, which does not cost any kind of Action for you but does cost one use of your Dread Dice

          • When you deal Damage with a Spell you can deal additional Necrotic Damage equal to one Dread Die

          • If a Creature you can see is reduced to 0HP you can regain HP equal to one Dread Die

          • If you use the Cure Wounds Spell on an ally that has 0HP you can heal them an additional amount equal to a Dread Die

          • When you make an Intimidation Check you can increase this roll with a Dread Die

      • Twilight Improvement: Speak to the Dead

        • You have gained the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast Speak with Dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak. When you cast the Spell in this way you can’t use it again until you finish a short or long rest.

      • Twilight Improvement: Sickle of Dread

        • You gain these additional uses of Dread Dice below

          • When you have to make a Save you can use a Dread Die

          • When you make a Melee Attack Roll you can add a Dread Die to it. If you hit you can deal half the value you rolled as Necrotic Damage

          • Once per Long Rest you can gift a Dread Die to a Creature. It has 1 Hour to utilize it (via any way you can utilize one) before the Die fades

      • Twilight Advancement: Dread Shield

        • You become Resistant to Necrotic and Radiant Damage

        • You are immune to the Feared Condition

        • All Creatures within 10m of you, while you’re conscious, have Advantage on Death Saves

    • Circle of Wildfire - Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

      • Wildfire Feature: Circle Spells - You gain access to the powers of the fires within your world, granting you access to additional Spells and allowing you to have them prepared constantly, without contributing to the normal prepared Spell Limit.

        • 2nd - Burning Hands, Cure Wounds

        • 3rd - Flaming Sphere, Scorching Ray

        • 5th - Plant Growth, Revivify

        • 7th - Aura of Life, Life Shield

        • 9th - Flame Strike, Mass Cure Wounds

      • Wildfire Feature: 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 that you can see within 10m of you. Each creature within 3m of the spirit (other than you) when it appears must succeed on a Reflex Save against your Spell Save DC or take 2d6 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 in several places. You determine the spirit's appearance, some 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 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit manifests for 1 hour, until it is reduced to 0HP, until you use this feature to summon the spirit again, or until you die.

          • Wildfire Spirit Stats

            • HP: 5 + (5*your Druid Level), AC: 13, 10m Flight

            • STR: 10, DEX 14, CON 14, INT 13, WIS 15, CHA 11

              • Immunities: Fire Damage, as well as being charmed, frightened, grappled, prone, or restrained

              • Has 20m of Low Light Vision, can understand the languages you do but cannot speak, and has a Proficiency Bonus equal to yours

            • Actions

              • Flame Seed - This is a Spell Attack with a range of 20m, it uses your Spell Attack Bonus and deals 1d6 + Proficiency Bonus 

              • Fiery Teleportation - The spirit and each willing creature of your choice within 2m of it teleport up to 5m to unoccupied spaces you can see. Then each creature within 2m of the space that the spirit left must succeed on a Reflex Save against your Spell Save DC or take 1d6 + Proficiency Bonus in Fire Damage.

      • Wildfire Improvement: Enhanced Bond

        • The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals Fire Damage or restores HP while your wildfire spirit is summoned, that spell deals an additional 1d8 Damage or Healing (whichever fits the Spell).

          • In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

      • Wildfire Advancement: Flaming Revival 

        • Your life is bonded with the power of your wildfire spirit while it is near you. If you are reduced to 0HP while your wildfire spirit is within 30m of you, then you can destroy that spirit to bring yourself back from the brink. You come back with a number of HP equal to 10d4 + your Constitution Modifier

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