Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces.
DR2 + intelligence
Baseline Weapon Proficiency:
Simple, Unarmed.
Baseline Armor Proficiency:
Light, Medium, Unarmored.
| Proficiency | Trained | Expert | Master | Legendary |
|---|---|---|---|---|
| Armor | — | L13 | — | — |
| Dodge | L1 | L12 | L20 | — |
| Fortitude Save | L1 | L3 | L18 | — |
| Initiative | L1 | L5 | L14 | — |
| Perception | L1 | L3 | L17 | — |
| Reflex Save | L1 | L5 | — | — |
| Spell/DC | L1 | L7 | L15 | L19 |
| Weapon | — | L10 | — | — |
| Will Save | — | L1 | L11 | — |
Hit Die: d8
You have a connection to flora that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Persuasion skill with plants and fungus.
GMs should remember that this does not alter a plant's intelligence, and that everyday plants would therefore know very little about their surroundings.
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Persuasion skill with animals. In most cases, wild animals will give you time to make your case.
round up(wisdom/2) + round up(druid_level/4)Known forms
At the end of a long rest, choose a number of beast forms you have seen equal to your Wisdom modifier plus your Druid level divided by 4 rounded up. Write these choices on your character sheet. These are your known forms. You can change this list at the end of each long rest.
Transforming
You can wildshape for 3 actions and 1 nature points, you must transform into a creature with the animal tag. The standard level is the level you can transform to. You can spend 2 nature points to increase the animal level you transform to by 1 up to the maximum level
Druid Level | Standard Level | Highest Level |
1 | 1 | 1 |
2 | 1 | 1 |
3 | 1 | 2 |
4 | 2 | 2 |
5 | 2 | 3 |
6 | 2 | 4 |
7 | 3 | 5 |
8 | 3 | 6 |
9 | 3 | 7 |
10 | 4 | 7 |
11 | 4 | 8 |
12 | 4 | 9 |
13 | 5 | 10 |
14 | 5 | 11 |
15 | 5 | 11 |
16 | 6 | 12 |
17 | 6 | 12 |
18 | 6 | 13 |
19 | 7 | 14 |
20 | 7 | 15 |
Rules while transformed
When you transform, your game statistics are replaced by the beast’s statistics. You keep your alignment, your personality, and your Intelligence, Wisdom, and Charisma scores.
You keep your skill and saving throw proficiencies. You also gain the creature’s proficiencies. If both you and the creature are proficient and the creature’s listed bonus is higher, use the creature’s bonus.
You cannot use legendary actions or lair actions from the creature.
Hit points
When you transform, you gain the beast form’s hit points. When you return to your normal form, your hit points return to what they were before you transformed.
If you return to your normal form because your beast form drops to 0 hit points, any extra damage carries over to your normal form. If that extra damage does not reduce you to 0 hit points, you stay conscious.
Spellcasting and actions
You cannot cast spells while transformed.
You can only speak and use actions that require hands if the beast form can do so.
Transforming does not end your concentration on a spell you already cast. You can continue to take actions that belong to a spell already in effect if your beast form can perform them.
Features and senses
You keep benefits from your class, ancestry, and other sources if the beast form is physically capable of using them.
You do not keep special senses such as darkvision unless the beast form has that sense.
Equipment
When you transform, choose what happens to your equipment. It can fall to the ground in your space, merge into your form, or be worn by the form.
Worn equipment works as normal, but the GM decides whether a form can reasonably wear a piece of equipment. Equipment does not change size or shape. Any equipment the form cannot wear must fall or merge. Equipment that merges has no effect until you leave the form.
As a Druid, you learn spells from the Primal spell list. At the end of a long rest, you can change your known spells.
You prepared spells are your known spells.
You can prepare and know thus wisdom modifirr + druid level amount of spells..
At level 1 and every level afterwards, you know (druid level/6, rounded up) + wisdom modifier number of cantrip. Everytike you level up, you can change your known cantrips
round up(druid_level/6) + wisdom - 1druid_level + wisdomdruid_level + wisdom| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 4 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
| L10 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| L11 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
| L12 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
| L13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | 0 |
| L14 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 0 | 0 | 0 |
| L15 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 0 | 0 |
| L16 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 0 | 0 |
| L17 | 4 | 4 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | 0 |
| L18 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 0 |
| L19 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | 2 | 1 | 1 |
| L20 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Druids of the Wildfire embody the necessity that destruction is necessity to creation. They are the
4D6Untamed druids are an enigma to many, and even consisred outcast in some societies. These druids hav
No features assigned to Untamed.
Fey druids are whimsical, unpredictable, and deeply connected to the magic of the Feywild. They embo
No features assigned to Fey.
Deepwood druids are one of the druids who have made a great connection to the tree spirits of the de
You are also able to speak to willing plants and folliage and enable them to temporarly do simple movements such as moving a roots, swaying branches, bending bark. To do so require one minute for small plants like shrubs and up to fifteen minutes for large trees.
Your poison and acid damage are enhanced by the power of deepwood, you ignore resistance to poison and acid damage and immunity becomes resistance.
In addition doing damage with acid or posion damage allows you apply Darkwood Venom for one nature point to a creature hit by the damage. Creatures with darkwood venom take 10% extra damage from all sources.
Creatures who are targetted by you by a augment or healing spell you gain a +2 bonus to will saves for 2 turns.
Spend 2 nature points and 1 minute to gain the following benefit for an hour as long as you are able to touch leaves or wood from a forest or tree.
If you start of in a forest or jungle, you do not need to spend nature points. There is also unlimited duration when doing this in a forest.
You cannot be wearing metal armor, medium armor or any kind of footwear when doing as such
Gain a your wisdom modifier to defence and you can float up to 10ft above the ground.
Creatures with blackvenom take 1D6 poison damage at the end of their turn.
When you spend nature points on a deepwood order ability, you can spend another 3 nature points to allow you to give the following benefiys to allies within 10ft for 1 turn. You select 2 and for ever additional nature point spent you select another
- +2 to attack critical threshold
- Their attacks apply Darkwood Venom
- They gain +2 to defence
- They gain 2D10 temporary hitpoints
- They gain 10ft of movement
You gain a +2 on charisma and wisdom based skill check on plants.
Treesinging allows you now move multiple trees and reshape up to 100ftx100ft area provided the plants are willing and you are spending all actions during the thirty minutes to 2 hours depending on size and numbers of plants of the area
Darkwood Venom now causes the DC and attack rolls of a creature to be reduced by 1
Healing on creatures that were affected by a Lightwood affect in the past minute is increases by 50%
Whenever you cast a primal spell or use nature points, within a 35ft radius, allies gain +2 Armor Piercing and have their attacks become magical for one turn.
Darkwood Venom effects and damage is now doubled.
You gain a additional +5 bonus on charisma and wisdom checks on plants and treesinging allows you to move, hide or change up to 2x2km of forest, jungle or vegetation provided your spend a full day undisturbed.
In addition, you can make the entire area hostile to certain creatures. Causing the area to be magical difficult terrain, and them taking 1D12 poison damage every minute they spend inside.
Beastial druids have formed an uncanny relationship with beasts, able to channel great animalistic f
Moon druids are the ruthless guardians of nature’s order. Through the cycles of the moon and powers
round up(druid_level/4) d8round up(druid_level/4)*d12round up(druid_level/5)d103d102d12Storm druids are those who keep the air clean, keeping the force of nature of the weather in check.
1D103d12| Level | Features | Skill Feats at this Level | Skill Points from this Class |
|---|---|---|---|
| L1 | DR1VN–Voice of Nature, DR1WS–Wildsong, DR1CON–Call of Nature, DR1WDSH–Wildshape, DRST–Druid Spellcasting | — | 1 |
| L2 | DR2DO–Druid Order Trait | — | 1 |
| L3 | DR3CF–Druid Class Feat | 1 | 1 |
| L4 | DR4DO–Druid Order Trait | — | 1 |
| L5 | — | — | 1 |
| L6 | DR6DO–Druid Order Trait | 1 | 1 |
| L7 | DR7CF–Druid Class Feat | — | 1 |
| L8 | DR8DO–Druid Order Trait | — | 2 |
| L9 | DR9DO–Druid Order Trait | 1 | 2 |
| L10 | — | — | 2 |
| L11 | DR11CF–Druid Class Feat | — | 2 |
| L12 | DR12DO–Druid Order Trait | 1 | 2 |
| L13 | DR13-DO–Druid Order Trait | — | 2 |
| L14 | DR14CF–Druid Class Feat | — | 3 |
| L15 | — | — | 3 |
| L16 | DR16DO–Druid Order Trait | 1 | 3 |
| L17 | DR17CF–Druid Class Feat | — | 3 |
| L18 | DR18DO–Druid Order Trait | 1 | 3 |
| L19 | — | — | 4 |
| L20 | DR20AD–Archdruid | 1 | 4 |