Druid

Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 100
Feat Slots: 5

Proficiencies

Armor: Light Armor, Medium Armor, Shields (excluding metal shields)
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws: INT, WIS
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Abilities

Ultimate Ability: Breath of Nature

Rarity: Rare | UP: 60 | ZP: 1 | ZL: 0 | Cost: 3 TP
All allies gain Regen (V) 8HD (3).

Druidic

Level 1 | CC: Druid | Rarity: Uncommon | Cost: 1 TP
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check, but can’t decipher it without magic.

Spellcasting (Druid)

Level 1 | CC: Druid | Rarity: Uncommon | Cost: 10 TP
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. 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.
Preparing and Casting Spells 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 druid 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.
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 WIS + your druid level (minimum of one spell). The spells must also be of a level for which you have 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, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.

Wild Shape

Level 2 | CC: Druid | Rarity: Rare | Cost: 4 TP
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.
Your druid level determines the beasts you can transform into, as shown in the beast shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of ¼ or lower that doesn’t have a flying or swimming speed.
-2nd | ¼ CR | No flying or swimming speed
-4th | ½ CR | No flying speed
-8th | 1 CR | No restrictions
You can stay in a beast shape for a number of hours equal to half 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 saving throw 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

Level 2 | REQ: Wild Shape | Rarity: Rare | Cost: 3 TP
At 2nd level, 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 half your druid level.

Circle of the Land: Bonus Cantrip

Level 2 | CC: Druid | Rarity: Basic | Cost: 1 TP
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.

Circle of the Land: Natural Recovery

Level 2 | CC: Druid | Rarity: Uncommon | Cost: 2 TP
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

Circle of the Land: Circle Spells

Level 3 | CC: Druid | Rarity: Uncommon | Cost: 3 TP
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land– arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark– and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Class Feat Slot I

Level 4 | CC: Druid

Circle of the Land: Land's Stride

Level 6 | CC: Druid | Rarity: Uncommon | Cost: 1 TP
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical 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 saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Class Feat Slot II

Level 8 | CC: Druid

Circle of the Land: Nature's Ward

Level 10 | CC: Druid | Rarity: Rare | Cost: 5 TP
You can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Class Feat Slot III

Level 12 | CC: Druid

Circle of the Land: Nature's Sanctuary

Level 14 | CC: Druid | Rarity: Rare | Cost: 4 TP
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.

Class Feat Slot IV

Level 16 | CC: Druid

Timeless Body (Druid)

Level 18 | CC: Druid | Rarity: Legendary | Cost: 2 TP
The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells

Level 18 | REQ: Wild Shape | Rarity: Rare | Cost: 1 TP
You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

Class Feat Slot V

Level 19 | CC: Druid

Archdruid

Level 20 | CC: Druid | Rarity: Exotic | Cost: 5 TP
You can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

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