Druid
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.
Career
Qualifications
You must have a Wisdom score of 13 or higher to enter this class
Unavailable to Humans, Halflings, Dwarves, and Gnomes
Career Progression
Level 1 - You start with two level 1 spells. Each time you level up you can choose to either gain another spell slot or upgrade one of your existing slots to a higher level.
Level 2 - You can use wild shape: this allows you to magically assume the shape of a beast that you have seen before. You may use it twice daily, and recover 1 use for each night of sleep.
Note: your level limits the type of beast you can transform into. At level 2 you are limited to a land animal. At level 4 you can transform into a land or water animal. At level 8 you can transform into a land, air, or water animal.
You also choose your specialization at level 2. Your options are: dreams, land, moon, shepherd, and spores.
Operations
Tools
As a druid, you gain the following class features.
Hit Points
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Materials
You start with the following equipment, in addition to the equipment granted by your background:
(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Leather armor, an explorer's pack, and a druidic focus
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