The Druid Class
Level | Proficiency Bonus | Cantrips Prepared | 1st Level Spell Slots | 2nd Level Spell Slots | 3rd Level Spell Slots | 4th Level Spell Slots | 5th Level Spell Slots | 6th Level Spell Slots | Features |
---|---|---|---|---|---|---|---|---|---|
1 | +2 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | Spellcasting, Beastial Connection |
2 | +2 | 2 | 3 | 0 | 0 | 0 | 0 | 0 | Subclass I |
3 | +2 | 2 | 4 | 2 | 0 | 0 | 0 | 0 | Wild Companion |
4 | +2 | 3 | 4 | 3 | 0 | 0 | 0 | 0 | Ability Score Improvement |
5 | +3 | 3 | 4 | 3 | 2 | 0 | 0 | 0 | None |
6 | +3 | 3 | 4 | 3 | 3 | 0 | 0 | 0 | Subclass II |
7 | +3 | 3 | 4 | 3 | 3 | 1 | 0 | 0 | None |
8 | +3 | 3 | 4 | 3 | 3 | 1 | 0 | 0 | Ability Score Improvement |
9 | +4 | 3 | 4 | 3 | 3 | 2 | 1 | 0 | Druidic Circle Advancement |
10 | +4 | 4 | 4 | 3 | 3 | 2 | 1 | 0 | Beast Spell |
11 | +4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | None |
12 | +4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | Ability Score Improvement |
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
Weapons: Quarterstaff, Seaxs, Sickles, Slings
Tools: Pick 1 between an Alchemist's Kit, a Herbalism Kit, or a Poisoner's Kit
Language: Druidic
Saves: Expertise with Wisdom Saving Throws
Skills: Expertise with Nature and Choose 1 from Animal Handling, Insight, Medicine, Perception, and Survival
A Druidic Focus and Simple Light Armor
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 - As a power source for the inherent magic within the planet you can cast Natural Spells
Cantrips
At 1st level, you can Prepare 2 Cantrips of your choice from the Druid spell list, which can be changed for other Cantrips from this List every time you complete a Long Rest. The number of Cantrips you can Prepare increases at higher levels, as shown in the Cantrips Prepared column of the Druid table
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 ability to pull the strength of the natural environment and emanate it outwards at will. You use your Wisdom whenever a Druid spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the Save DC for a Druid 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
Beastial Connections
Your natural connections with the world around you provide additional benefits, you gain the Beast Speech Language, allowing you to communicate basic ideas and feelings to beasts that are friendly to you and to wild plants
Wild Shape - Starting at 2nd level, you can use your bonus action to magically assume the shape of a beast that you have seen before for up to 8 Hours. You can use this feature twice per Short 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. While in this form the following rules apply…
Your physical attributes are replaced by those of the beast, but you retain your alignment, personality, Proficiency Bonus, and Intelligence/Wisdom/Charisma ability scores. You also retain all of your skill and Save proficiencies, in addition to gaining those of the creature. 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 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 to your normal HP. 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 that it once inhabited in life. 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 treated as a beast but its magically formed body falls to dust after it is reduced to 0HP or it has been in that form for 8 Hours
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
Druidic Subclass - 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
Environmentalist - This type 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
I
Wild Channeling
You can harness your wild energy to create more magic. You can take 1 minute and a use of your Wild Shape to regain Spell Slots of a level equal to your Wisdom Modifier. So a Druid with +4 Wisdom could regain a 4th Level, 2 2nd Levels, etc.
World’s Bounty - You utilize a 1 Hour ritual communing with a type of natural area, gaining additional magical options based on your selection. These Spells are always Prepared for you and do not count against your total Spells Prepared. You gain any Spells that you meet the Druid Level requirements for when you make your selection and can change your selection by performing this ritual after completing a Long Rest
Desert
2nd - Cure Wounds, Earth Tremor
4th - Dust Devil, Earthbind
6th - Daylight, Erupting Earth
8th - Fire Shield, Stoneskin
10th - Mass Cure Wounds, Reincarnate
Grassland
2nd - Animal Friendship, Beast Bond
4th - Hold Person, Skywrite
6th - Call Lightning, Haste
8th - Blight, Guardian of Nature
10th - Commune with Nature, Contagion
Forest
2nd - Detect Poison and Disease, Entangle
4th - Protection from Poison, Spike Growth
6th - Conjure Animals, Plant Growth
8th - Giant Insect, Grasping Vine
10th - Insect Plague, Tree Stride
Ocean
2nd - Detect Magic, Fog Cloud
4th - Mirror Image, Misty Step
6th - Freedom of the Waves, Water Breathing
8th - Freedom of Movement, Watery Sphere
10th - Control Winds. Maelstrom
Riverlands
2nd - Create or Destroy Water, Purify Food and Drink
4th - Magic Weapon, Silence
6th - Wall of Water, Water Walk
8th - Locate Creature, Polymorph
10th - Scrying, Wrath of Nature
Tundra
2nd - Ice Spike, Wild Cunning
4th - Invisibility, Pass without Trace
6th - Blizzard, Slow
8th - Confusion, Ice Storm
10th - Cone of Cold, Geas
II
Nature Stride
Non-magical difficult terrain and magical difficult terrain made of plants no longer impact your movement and the magical terrain can only deal you damage if it manifests physical hazards such as thorns or spike pits
You have Advantage on all Saves against affects which would impede movement, such as those created by the Entangle spell or by a Net Trap
You gain 2m of Movement Speed
III
Nature’s Ward
You are immune to non-magical Poisons and Diseases
You become immune to the Charmed and Frightened Conditions
You have Advantage on Saving Throws against magical Poisons and Diseases
Lunarian - Druids 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.
I
Combat Shape
You can now transform into a Wild Shape as a Free Action, and while in Wild Shape you can use your Bonus Action to expend a Spell Slot to regain HP equal to a number of d6 equal to the slot level used + your Wisdom Modifier. You regain an additional 1d8 HP per higher level spell slot used
Lunarian Form
The rites of your circle grant you the ability to transform into more dangerous beasts. 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
II
Primal Strike
Your attacks while in Wild Shape now deal damage that is treated as magical for the purpose of overcoming Resistance
Lunarian Form II
Your Wild Shape now has a Max CR of 2 and you can utilize Extra Attack on your stat sheet
III
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 elemental
Lunarian Form III
Your Wild Shape now has a Max CR of 3 and you can now utilize Legendary Actions on your Stat sheet
The Primeval - This type of Druid 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.
I
Elder Knowledge
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 Companion I
You can spend 1 Hour communing with nature to find a Creature of your Choice that shares your values to become your Primeval Companion. 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 powers such as pieces of living stone as scales for armor or eyes made of water that mimic normal ones. This Companion is a land animal with the following statistics
HP: 10 + (6* your Druid Level)
AC of 13 + your Wisdom Modifier
10m of Movement Speed
14 Str, 14 Dex, 15 Con, 8 Int, 14 Wis, and 11 Cha with Darkvision of 20m
Your Companion makes Attacks using your Proficiency Bonus and your Wisdom Modifier, dealing 1d6 + your Proficiency Bonus + your Wisdom Modifier in Slashing Damage
Resistance to non-magical Bludgeoning/Piercing/Slashing Damage from their enhanced form
The companion utilizes the same initiative as you, going after you in combat. You can utilize your Bonus Action to give it an order, which it performs to the best of its ability. If the order is still viable at the start of your next turn (such as attacking a creature which is still up) you do not need to re-make that order. You can utilize your Bonus Action to change that companion’s orders at any point.
If the beast has died, you can spend 1 minute performing a ritual with and expending 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
II
Companion Conduit
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 Companion II - Your Companion gains additional benefits
Its statistics increase to 16 Str, 16 Dex, 15 Con, 8 Int, 14 Wis, and 11 Cha
It gain a 10m Climbing Speed, 10m Flying Speed, or 6m Tunneling Speed (your choice)
It gains 20m of Darkvision
Its Damage Die increases to 1d10
Choose between Cold, Fire, Lightning, or Poison Damage. Your Companion gains Resistance to the chosen type
III
Titanic Companion
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
Your primeval companion can lend you some of its terrifying might while it is summoned. Once per turn when you deal damage to a creature, you can force that creature to make a Wisdom Saving Throw against your Spell Save DC; on a failure, the creature is Frightened of you and your Companion until the end of your next turn.
Primeval Companion III
Its statistics now gain the Extra Attack Feature and have the following statistics 18 Str, 16 Dex, 16 Con, 8 Int, 14 Wis, and 11 Cha
Your Companion gains the Extra Attack Feature
Its Damage Die increases to 2d6
Choose between Cold, Fire, Lightning, or Poison Damage. Your Companion gains Resistance to the chosen type
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.
I
Thorn Shape I
You gain another way to utilize your Wild Shape, pulling from the trees and strong vines in the natural environment to enhance yourself. Your body and staff is coated in wild thorns and bark using your Bonus Action, granting you additional benefits for up to 8 Hours…
You gain Shielding equal to your Druid Level
Your Base AC when not wearing Armor is 15 as thick bark coats you like armor, this is treated as Medium Armor without any other Properties
Your Staff is coated in vicious magical thorns, dealing 1d8 Piercing Damage. You utilize your Wisdom Modifier for the Attack and Damage Rolls of your thorned weapon
Your staff’s vines also can reach out, when you take the Attack Action you can target a creature up to 6m away, choosing to deal no Damage to instead Restrain the Creature. It must make a Strength Saving Throw vs your Spell Save DC with its Action to escape from your vines
Thorn’s Endurance I
Your Maximum HP increases by 3
You gain Proficiency with Strength Saving Throws
II
Thorn Shape II
Your bark and vines gain enhanced damaging capabilities as you concentrate your natural magic into deadly poison. Your Staff and Vine Attacks deal bonus Poison Damage equal to 1d4 + your Wisdom Modifier
When you are hit by a Melee Attack the attacker takes 1d4 + your Wisdom Modifier in Poison Damage
When you are in Thorn Shape you gain the Extra Attack Feature
Your Staff damage increases to 1d10
When you grapple a Creature with your Vines you can immediately pull it adjacent to you or pull yourself adjacent to it
Thorn’s Endurance II
Your Maximum HP increases by 3
You gain Proficiency with Constitution Saving Throws
You gain Resistance to Poison Damage
III
Thorn Shape III
When your bark deals damage you gain Shielding equal to your Proficiency Bonus
The Poison Damage from all of your sources increases by another 1d4
Your Staff damage increases to 1d12
Thorn’s Endurance III
Your Maximum HP increases by 3
You gain Immunity to Poison Damage
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.
I
Wildfire 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
4th - Flaming Sphere, Scorching Ray
6th - Plant Growth, Revivify
8th - Aura of Life, Life Shield
10th - Flame Strike, Mass Cure Wounds
12th - Immolation
Wildfire Spirit I
You can summon the primal spirit of fire bound to your soul. As an Action, you can expend one use of your Wild Shape feature to summon your wildfire spirit above you, causing a 4m radius explosion around you. Each creature must succeed on a Dexterity Saving Throw against your Spell Save DC or take Fire Damage equal to 2d6 + your Druid Level
The spirit is treated as a small elemental with a naturally undulating and amorphous form but can take a shape you wish, emitting 10m of bright light then 10m of dim light past you, but also grants you magically piercing Darkvision with a range of 30m. Because of its ephemeral nature it can only last for 1 minute but cannot be targeted by attacks and does not take damage.
It grants you the following benefits while it maintains its form…
You gain Resistance to Fire Damage
Your Healing Spells provide additional Healing equal to your Proficiency Bonus
You deal additional Damage equal to your Proficiency Bonus whenever you deal Fire Damage with a Druid Spell
This spirit also grants you abilities, each of which costs you a Bonus Action to activate…
Flame Shot - You target a Creature you can see within 30m, making an Ranged Spell Attack against them, dealing 2d6 Fire Damage on a Hit
Flame Jump - You teleport to a point you can see within 20m, exploding in flame, causing each creature within 2m to make a Dexterity Saving Throw against your Spell Save DC or take 2d6 Fire Damage
Flame Shield - You gain 2d6 Shielding and Resistance to Cold, Lightning, or Thunder Damage (your choice) until the start of your next turn
II
Wildfire Spirit II - Your bound spirit gains additional abilities
Your Healing Spells provide additional Healing equal to 1d8
Flame Shot - Damage increases by 1d6
Flame Jump - Range increases by 10m
Flame Shield - You can select an additional Resistance
III
Wildfire Spirit III - Your bound spirit gains additional abilities
Your Spirit provides Immunity Fire Damage
Flame Shot - Range increases by 20m
Flame Jump - Damage increases by 2d6
Flame Shield - Shielding increases by 2d6