Druid
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 3 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Wild Shape Improvement,Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Details
Hit Points
Hit Dice: 1d8Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Druid level after 1st
Proficiencies
Armor: light armor, medium armor, shieldsWeapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Arcana, Animal Handling, Insight, Martial, Medicine, Nature, Perception, Religion, and Survival.
Starting Equipment
You start with the following items, plus anything provided by your origin and your faction.- (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
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.Ability Score Minimum: Wisdom 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Druidic
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
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the druid spell list.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.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 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, 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.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 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 (found in chapter 5) as a spellcasting focus for your druid spellsWild 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. 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 1/4 or lower that doesn't have a flying or swimming speed. Beast ShapesLevel | Maximum CR | Limitations | Example |
---|---|---|---|
2nd | 1/4 | No flying or swimming speed | Wolf |
4th | 1/2 | No flying speed | Crocodile |
8th | 1 | — | Giant eagle |
- 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.
Druid Circle
At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Note: The subclasses listed here are created for use in the Living World of Verum. Information on the official subclasses can be found in their respective books. SpiresSpires
Druids of the Circle of Spires are dedicated to the advancement of the arcane knowledge of the elves, seeking efficient ways to take from the land without despoiling it. Many saw them as druids that were heretics, but only those with sharp minds and wisdom of what the future will bring could see what the druids of the spires could.Restriction: Elves Only
Only full elves can choose the Spires druidic circle. In the world of Verum, elves closely guard the circle's secrets.Iron and Flesh
At 2nd level, you gain proficiency with longswords, longbows, and heavy armor.The Spire's Call
At 2nd level, you choose one of the spires to empower your abilities and spells. Once you choose a spire, you cannot benefit from the others. Spire of KnowledgeYou gain expertise with the Arcana skill. Spire of Tyranny
You gain expertise with the Intimidation skill. Spire of Wealth
You gain expertise with the Persuasion skill. Spire of War
You gain expertise with the Martial skill.
Storms
The Circle of Storm is dedicated to the wrath of nature in her storms and the call of Kaheeli. Although the Matron of Discord is not an official member of the Green pantheon, they share mutual respect. And when the Green suffered, the wrath of the Goddess of the Sea was personified by the Circle of Storms.Master of the Storm
At 2nd level, add the following cantrips and spells to your druid spell list, and you learn one extra cantrip from this list.- Booming Blades
- Lightning Lure
- Shocking Grasp
- Thunderous Smite
- Shatter
- Lightning Arrow
- Lightning Bolt
- Thunder Step
- Storm Sphere
- Chain Lightning
Kaheeli's Jealousy
At 2nd level, you deal 1 less damage with spells that do not deal thunder of lightning damage. You deal additional damage with spells that deal thunder or lightning damage equal to the spell's level. This damage is added once per spell.Wild Shape Improvement
At 4th level, your Wild Shape improves as shown on the Beast Shapes table.Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.Druid Circle feature
At 6th level, you gain a feature granted by your Druid Circle. SpiresSpires
The Tome Tells
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Druid table, or a cantrip. The chosen spells count as druid spells for you.Storms
Storm's Reach
At 6th level, whenever you hard cast a spell that deals thunder or lightning damage, you can choose another enemy within 30 feet of you that was not the damaged by the spell. That enemy is struck by a minor bolt of lightning and thunder, dealing 1d6 lightning and 1d6 thunder damage to them.Wild Shape Improvement
At 4th level, your Wild Shape improves as shown on the Beast Shapes table.Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.Druid Circle feature
At 10th level, you gain a feature granted by your Druid Circle. SpiresSpires
Spire of Knowledge
Whenever you cast the Enhance Ability spell, the target also gains a +2 bonus to the relevant ability score for the duration of the spell, up to their ability score cap.Spire of Tyranny
Enchantment spells you cast have their DCs increased by 1.Spire of Wealth
Whenever you heal yourself or an ally, you can heal them an additional amount of hit points equal to your Intelligence modifier.Spire of War
Once per turn whenever you deal damage with a weapon, you can add an extra 1d8 radiant damage.Storms
Kaheeli's Grace
Starting at 10th level, you gain the following benefits:- You can walk on water as if it were solid ground.
- You can breathe underwater.
- You gain a swim speed equal to your walking speed.
- You can calm a naturally occurring storm to a lower intensity or cause it to dissipate.
- If you hard cast the Call Lightning spell and you are in the open sea or on the coast (not shallow water, at the DM's discretion), the damage it deals is increased by 50%.
Comments