Druid

Druids of the Unbound Path are mystics whose Aṣé harmonizes with the rhythms of nature itself. Their power is not wrestled from the world but offered freely through communion—with stone and stream, beast and bloom, storm and silence. This spiritual resonance allows them to shift their forms, summon primal familiars, or stir the elements with a whispered word. Theirs is not a dominion over nature, but a sacred partnership, one that listens as much as it commands. Each druid’s Aṣé is like a seed planted in the world’s heart, blooming uniquely through ritual and wild intuition.

Core Class Progression

LevelProficiencyFeaturesCantrips KnownSpells Prepared
1+2Spellcasting (Roll to Cast), Voice of the Wild, Primal Order, Ritual Mastery21st:2
2+2Spirit Beast Companion21st:3
3+2Druid Circle Feature21st:4 | 2nd:2
4+2ASI31st:4 | 2nd:3
5+3Instinct Channeling (Animal or Plant)31st:4 | 2nd: 3 | 3rd:2
6+3Druid Circle Feature,
Elemental Fury
31st:4 | 2nd:3 | 3rd: 3
7+3Environmental Synergy31st:4 | 2nd:3 | 3rd:3 | 4th:1
8+3ASI31st:4 | 2nd:3 | 3rd: 3 | 4th:2
9+4Greater Natural Recovery31st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:1
10+4Greater Instinct Channeling, Druid Circle Feature41st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2
11+4Greater Spirit Link41st:4 | 2nd:3 | 3rd: 3 | 4th:3 | 5th:2 | 6th:1
12+4ASI41st: 4 | 2nd: 3 | 3rd:3 | 4th:3 | 5th:2 | 6th:1
13+5True Instincts41st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:1 | 7th:1
14+5Druid Circle Feature, Elemental Fury Improvement51st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:1 | 7th:1 | 8th:1
15+5Archdruid (Capstone), Epic Boon51st:4 | 2nd:3 | 3rd:3 | 4th:3 | 5th:2 | 6th:1 | 7th:1 | 8th:1 | 9th:1

Class Features

(1st Level)

Spellcasting (Roll to Cast)

You are a full caster using Wisdom. When casting a non-ritual spell, roll:

  • d20 + Wis modifier + Proficiency Bonus vs 10 + Spell Level
  • On failure, the spell fizzles or backfires (GM's discretion).
  • Ritual spells always succeed.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Druid feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.

Voice of the Wild

You can speak with animals and plants at will. You have advantage on Charisma checks involving natural creatures.

Primal Order

You have dedicated yourself to one of the following sacred roles of your choice.

Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

Ritual Mastery

Prepare a number of ritual spells (1st or 2nd level) equal to your Wisdom modifier (min 1) after each rest. Cast them in combat as a bonus action.

(2nd Level)

Spirit Beast Companion

A mystical guardian shaped from primal energy. Appears as a beast of your choosing but uses the following stats.

Spirit Beast

  • Size: Medium
  • AC: 13 + your Proficiency Bonus
  • HP: 5 × Druid level + your Wisdom modifier
  • Speed: 40 ft (add fly/swim/climb based on chosen form)
  • Initiative: Uses your initiative; acts on your command (bonus action) or takes Dodge
  • Attack: Melee Weapon Attack: Your Spell Attack Modifier to hit; Hit: 1d8 + PB + elemental bonus

Scaling:

  • Level 6: Gains 1d8 elemental damage (from Elemental Fury)
  • Level 10: Gains Multi-attack (2 attacks)
  • Level 13: Attacks count as magical

Features:

  • Guardian Instinct: When you take damage while concentrating, the Spirit Beast can use its reaction to take the hit for you.
  • Spell Share: Gains the effects of beneficial spells you cast on yourself.
  • Magical Origin: Immune to charm, fear, polymorph. Dispel magic banishes it.
  • Self-Sacrifice: At level 10, can vanish to restore you to 1 HP if you would drop to 0 (1/long rest).

Re-summon with a 10-minute ritual or expend any spell slot as an action.

(3rd Level)

Druid Circle Feature

You gain a Druid subclass of your choice. The Circle of the Land subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level or lower.

(4th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(5th Level)

Instinct Channeling

Choose Animal or Plant instincts. Gain three traits from that path. Each day, select one trait to activate. At level 10, you can choose any one of your three daily.

Animal Instincts:

  • Predator's Pounce: Dash + attack as bonus action
  • Keen Eyes & Ears: Advantage on Perception (sight/hearing see through magical darkness and illusions
  • Burrow Sense: Tremorsense 15 ft; resist forced movement

Plant Instincts:

  • Photosynthetic Resilience: Regain HP equal to Wis mod when starting turn in sunlight
  • Thorn Skin: Attacker takes piercing damage = PB when hitting you in melee
  • Rooted Will: Advantage on saves vs charm, fear, restraint; can’t be forcibly moved in natural terrain

(6th Level)

Druid Circle Feature

You gain your 2nd Druid subclass feature.

Elemental Fury

When you deal elemental damage (acid, cold, fire, lightning, thunder) with a druid spell:

  • Add your Wisdom modifier to one damage roll
  • Your Spirit Beast's next attack within that turn deals 1d8 of the same elemental type

(7th Level)

Environmental Synergy

While in a natural environment, gain one effect per turn:

  • Ignore difficult terrain
  • Temp HP = Wis mod at start of turn if in sunlight, moonlight, or natural water
  • Cannot be scryed or magically tracked while motionless

(8th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(9th Level)

Greater Natural Recovery

Once per long rest, recover one expended 4th- or 5th-level spell slot after a short rest

(10th Level)

Greater Instinct Channeling

You may choose from any of your three instincts (animal or plant) each day

Subclass Feature

You gain your 3rd Druid subclass feature.

(11th Level)

Greater Spirit Link

  • Spirit Beast gains +2 AC, Multi-attack, and resistance to nonmagical B/P/S
  • Shares effects of self-targeted beneficial spells
  • Self-sacrifice to restore you to 1 HP (1/long rest)

(12th Level)

Ability Score Improvement

You gain +1 to an Ability Modifier or choose a feat of your choice for which you qualify.

(13th Level)

True Instincts

  • Gain Blindsight 30 ft
  • Cannot be surprised
  • Cast Commune with Nature once per long rest without using a spell slot

(14th Level)

Druid Circle Feature

You gain your 4th Fighter subclass feature.

Elemental Fury Improvement

  • When your Spirit Beast deals elemental damage via Elemental Fury, it now deals 2d8 instead of 1d8.
  • When you deal elemental damage with a druid spell, you may also cause the target to suffer disadvantage on the next saving throw it makes before the end of its next turn (once per turn).

(15th Level)

Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify.

Archdruid (Capstone)

The vitality of nature constantly blooms within you, granting you the following benefits.

  • Master of Rituals: You can maintain concentration on a ritual spell and another spell simultaneously. Ritual spells you cast have double their normal range and last twice as long.
  • Enduring Connection: Your Spirit Beast gains +2 to AC, attack rolls, and damage rolls, and its HP maximum increases by your druid level.
  • Nature’s Renewal: When you finish a short rest, you regain failed roll to cast spells of each level up to 3rd.
  • Ageless: You no longer age, and you are immune to disease and poison.

Hit Points

  • Hit Dice: 1d8 per Druid level
  • HP at 1st Level: 8 + Constitution modifier
  • HP at Higher Levels: 1d8 (or 4) + Con mod per Fighter level after 1st

Primary Ability

Wisdom

Proficiencies

  • Armor: Light, Medium, and Shields
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism Kit
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, Survival

Equipment

Choose A or B

  • (A) Leather Armor, Shield
  • (A) Druidic Focus (Quarterstaff)
  • (A) Explorer’s Pack, Herbalism Kit and 9 GP
  • or (B) 50 GP


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