Druid

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.

Class Details

Class ID
DR
Starting Skills
2 + intelligence
Key Abilities
Wisdom
Tags
Spellcaster

Proficiencies & Hit Die

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

Class Features

Level 1

Voice of Nature (DR1VN)

You gain your choice of the Animal Empathy or Plant Empathy traits seen below
Kind
Class Trait
Scope
Class Feature
Usage
Passive
Options
Plant Empathy
Grants:
Plant Empathy (DR1-VP)

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.

Usage
Passive
Animal Empathy
Grants:
Animal Empathy (DR1-VA)

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.

Usage
Passive

Wildsong (DR1WS)

You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell's chambers, a snowflake's crystals, or a fern's fronds. Teaching the Wildsong to non-druids is anathema.
Kind
Class Trait
Scope
Class Feature
Usage
Passive

Call of Nature (DR1CON)

You gain Nature points, and can hold your wisdom modifier/2 + your druid level/4(round up). You can regain one after after a Calling Nature activity, or yiu can regain it during a long rest.
Kind
Class Trait
Scope
Class Feature
Usage
Passive
Formula
round up(wisdom/2) + round up(druid_level/4)

Wildshape (DR1WDSH)

At the end of each long rest, you can choose a number of animals you have seen equal to your Wisdom modifier + (your Druid level ÷ 4, rounded up). These selected animals are the ones you can transform into, and you must declare them to the GM. You can Wildshape into one of your chosen animals by spending 3 actions. The maximum level of an animal you can transform into is your Druid level ÷ 2 (rounded down). Additionally, you can spend Nature points to Wildshape into stronger creatures: • Each Nature point allows you to Wildshape into an animal up to your Druid level ÷ 5 (rounded up) in level. • You can spend additional Nature points to further increase the level of the animal by the same amount (your Druid level ÷ 5, rounded up). For example, an 11th-level Druid: • Spending 1 Nature point allows them to Wildshape into a 3rd-level creature. • Spending 2 Nature points increases the maximum to 5th level (which is also the highest they can Wildshape into at this level, as 11 ÷ 2 = 5). 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.
Kind
Class Trait
Scope
Class Feature
Usage
Passive

Druid Spellcasting (DRST)

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

Kind
Spell Slot Table
Scope
Class Feature
Usage
Active
Spell List
Primal
Cantrips / Level
round up(druid_level/6) + wisdom - 1
Spells Known
druid_level + wisdom
Spells Prepared
druid_level + wisdom
Spell Slots Table
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

Level 2

Druid Order Trait (DR2DO)

You select a Druid Order Trait
Kind
Class Feat
Scope
Gain Subclass Feature
Usage
Active

Level 3

Druid Class Feat (DR3CF)

Select a Druid Class Feat
Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 4

Druid Order Trait (DR4DO)

You select a Druid Order Trait
Kind
Class Feat
Scope
Gain Subclass Feature
Usage
Active

Level 6

Druid Order Trait (DR6DO)

You select a Druid Order Trait
Kind
Class Feat
Scope
Gain Subclass Feature
Usage
Active

Level 7

Druid Class Feat (DR7CF)

Select a Druid Class Feat
Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 8

Druid Order Trait (DR8DO)

You select a Druid Order Trait
Kind
Class Feat
Scope
Gain Subclass Feature
Usage
Active

Level 9

Druid Order Trait (DR9DO)

You select a Druid Order Trait
Kind
Class Feat
Scope
Gain Subclass Feature
Usage
Active

Level 11

Druid Class Feat (DR11CF)

Select a Druid Class Feat
Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 12

Druid Order Trait (DR12DO)

You select a Druid Order Trait
Kind
Class Feat
Scope
Gain Subclass Feature
Usage
Active

Level 13

Druid Order Trait (DR13-DO)

You select a Druid Order Trait
Kind
Class Feat
Scope
Gain Subclass Feature
Usage
Active

Level 14

Druid Class Feat (DR14CF)

Select a Druid Class Feat
Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 16

Druid Order Trait (DR16DO)

You select a Druid Order Trait
Kind
Class Feat
Scope
Gain Subclass Feature
Usage
Active

Level 17

Druid Class Feat (DR17CF)

Select a Druid Class Feat
Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 18

Druid Order Trait (DR18DO)

You select a Druid Order Trait
Kind
Class Feat
Scope
Gain Subclass Feature
Usage
Active

Level 20

Archdruid (DR20AD)

You age much more slowly.For every 10 years that pass, your body ages only 1 year. Furthermore, you select a relevant druid class feat
Kind
Class Feat
Scope
Class Feature
Usage
Passive

Subclasses

Druid Order

Wildfire

Druids of the Wildfire embody the necessity that destruction is necessity to creation. They are the

Level 1

Fire Lung (DR1WF)

A lifetime of proximity to flames has inured your lungs and eyes to smoke. You can breathe normally in areas of ash and smoke without risk of suffocation, and you ignore the concealed condition from smoke.
Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Level 5

Control Of Flames (DR3WF)

When a creature takes fire damage within 30ft of you, you can spend your reaction to reduce the damage by your three times your druid level.
Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Uses
2 Nature Point
Level 7

Fireborn (DR4WF)

You gain resistance to fire damage, and gain advantage on saving throws against fire effects.
Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Level 9

Cleansing Flames of Renewal (DR5WF)

Select a creature within 50ft. Flames explode from the creature. The creature takes 4D6 fire damage. The fire removes any poisoned, diseased, stupefied, fear, enfeebled conditions as long as it is not from a sustain or concentrate spell. At the start of the creature’s next turn, they heal for twice the amount of fire damage done to them in the previous turn.
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Uses
3 Nature Point
Formula Target
Damage
Formula
4D6
Level 12

Lingering Fire (DR6WF)

Creatures who take fire damage from you at the start of the next turn take extra 1D8 fire damage.
Kind
Class Feat
Scope
Subclass Feature
Usage
Active

Bend Flames (DR6WF2)

Whenever you do fire damage in an area, you can move up to 2 squares of damage up to 10ft. I6n addition you can move fire effects up to 4 5ft squares. If it is from another caster’s spell effect, for example, you can attempt a spellcasting check to move a wall of fire
Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Level 16

Friendly Flames (DR7WF)

When creatures take fire damage from your fire, you can choose to make them automatically take half damage and they heal the fire damage done from the start of their next turn.
Kind
Class Feat
Scope
Subclass Feature
Usage
Active

Flaming Reversal (DR7WF2)

Whenever you or creatures within 30ft of you take fire damage, you can spend 4 nature points to at the start of their next turn heal for half the fire damage done to them.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Uses
3 Nature Points
Formula Target
Hitpoints
Level 18

Fire Epidemic (DR8WF)

You gain immunity to fire damage, and whenever you target a creature or hit a creature with a spell, on a success or they fail a saving throw from that original spell, you do bonus 2D8 fire damage.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Untamed

Untamed druids are an enigma to many, and even consisred outcast in some societies. These druids hav

No features assigned to Untamed.

Fey

Fey druids are whimsical, unpredictable, and deeply connected to the magic of the Feywild. They embo

No features assigned to Fey.

Deepwood

Deepwood druids are one of the druids who have made a great connection to the tree spirits of the de

Level 1

Treesinger (DR1-DP)


When you communicate with plants, you gain advantage in any charisma or wisdom based skill checks against them. 


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. 

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 3

Darkwood Venom (DR2-DW)

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.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive

Lightwood Clarity (DR2-DW2)

Creatures who are targetted by you by a augment or healing spell you gain a +2 bonus to will saves for 2 turns.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 5

Glide of the Forest (DR3-DW1)

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. 

Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Level 7

Toxicating Blackvenom (DR4-DW)

Creatures with blackvenom take 1D6 poison damage at the end of their turn.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive

Lightwood Radience (DR4-DW2)

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

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 9

Masterfull Treesinging (DR5-DW)

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

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Recursive Venom (DR6-DW)

Darkwood Venom effects and damage is now doubled.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive

Enfeebling Darkwood Venom (DR6-DW2)

Darkwood Venom now causes the DC and attack rolls of a creature to be reduced by 1

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive

Lightwood Attendence (DR6-DW3)

Healing on creatures that were affected by a Lightwood affect in the past minute is increases by 50%

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 16

Legendary Treeweaving (DR7-DW)

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. 

Kind
Class Trait
Scope
Subclass Feature
Usage
Active
Beastial

Beastial druids have formed an uncanny relationship with beasts, able to channel great animalistic f

Level 1

Quick Wild Shape (DR1BE)

You can Wildshape with 1 less action, to a minimum of 1.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 3

Combat Wild Shape (DR2BS)

Whenever you Wildshape, you gain temporary hit points equal to your druid level/4 (round up). You replace the Wildshape rule with this: Each Nature point allows you to Wildshape into an animal up to your druid level ÷ 3 (rounded up). Your maximum Wildshape level becomes (druid level ÷ 2) + 1 (rounded down).
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 5

Instant Wild Shape (DR3BS)

You can Wildshape with 1 less action, to a minimum of 1.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 7

Blessed Wild Shape (DR4BS)

Your Wildshape attacks count as magical for overcoming resistance.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 9

Thousand Forms (DR5BS)

You can Wildshape into animals without spending Nature Points if the animal is level 1 or lower.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Superior Wildshape (DR)

Your maximum Wildshape creature level is now your druid level - 2.
Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Level 18

Beastial Wrath (DR8BS)

In Wildshape, you gain a bonus to attack rolls equal to your Wisdom modifier.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Moon

Moon druids are the ruthless guardians of nature’s order. Through the cycles of the moon and powers

Level 1

Tidal Retribution (DR1MN)

You manipulate moon’s gravity to cause waves to crash on your foes. Select a 10x40ft area. A tidal wave crashes down in a direction of your choosing. Targets must make a Fortitude saving throw. Total damage is (your druid level)/4 (round up) D8 bludgeoning damage. CS: No effect S: Target takes half damage and is moved 10ft in your chosen direction F: Target takes full damage, is moved 10ft in your chosen direction, and is knocked prone CF: Target takes full damage, is moved to the end of your chosen direction in the target area, and is knocked prone
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Uses
1
Formula
round up(druid_level/4) d8

Crescent Strike (DR1MN2)

Every third melee attack unleashes a burst of Radiant Energy, dealing bonus radiant damage equal to your druid level/4 (round up) D12 in a 5ft radius around the target, except the direction facing you.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Formula Target
Damage
Formula
round up(druid_level/4)*d12
Level 3

Moonlight (DR2MN)

You can make your radiant damage cause the target to be marked with moonlight. These creatures have disadvantage on checks made to stay hidden. If moonlight causes an effect, it is removed after.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive

Lunar Eclipse (DR2MN2)

Trigger: A creature within 60ft critically hits you or an ally. Effect: You summon an eclipse, forcing the attacker to reroll the attack with a -2 penalty. If the creature has moonlight, they take 2D8 radiant damage.
Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Uses
1 Nature Point
Level 5

Lunar Affinity (DR3MN)

You gain 80ft of darkvision and can see creatures with moonlight even if they are invisible.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 7

Cycle's Mandate (DR4MN)

At the start of the day, choose one lunar phase. This applies to you and a 20ft aura around you. Each day, it alternates between phases: Waxing Moon (Growth): +1 to armor and +1 to saves. Healing spells heal +1D4 Waning Moon (Destruction): +1 to attack rolls, and attacks against creatures with moonlight do bonus (Druid level/5) D6 radiant damage
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 9

Lunar Rush (DR5MN)

You dash to a target within 40ft, doing (Druid level/5) D10 radiant damage. If the target has moonlight, you do not need to spend a nature point to use this ability.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Uses
1 Nature Point
Formula
round up(druid_level/5)d10

Celestial Gravity (DR5MN2)

You call upon the moon’s gravitational pull. Select a 40x40ft area. Creatures must make a Fortitude save. 3D10 force damage. CF: Immobilized, knocked prone, take full damage F: Movement reduced to 0, take full damage S: Movement halved, take half damage CS: N/A
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Formula
3d10
Level 12

Pale Cascade (DR6MN)

You summon three pale moons that orbit you. You can: Spend 1 action to strike a target within 10ft. It explodes in a 5ft radius, forcing a Reflex save. Each moon deals 2D12 radiant damage on fail, half on success Spend a reaction to reduce incoming damage by 2D12 per moon You can use 1 to 3 moons at a time.
Kind
Class Trait
Scope
Subclass Feature
Action
Three Actions
Usage
Active
Uses
3 Nature Points
Formula
2d12
Level 16

Moonfall (DR7MN)

A 30ft pull zone forms, followed by a radiant crash in a 20ft radius. Damage: 5D10 radiant, +2D10 per creature hit. You can choose who is immune. CF: Pulled 20ft to you, knocked prone, full damage F: Pulled 10ft to you, full damage S: Pulled 5ft to you, half damage CS: Half damage
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Level 18

Avatar of the Moon (DR8MN)

You gain the following benefits for 1 minute as the Moon's power flow through you. Celestial Aura: Allies within 30ft heal 1D8 per turn Lunar Fury: Your Wildshape attacks deal +1D12 radiant damage Unbreakable Nature: Advantage on all saving throws, immunity to charmed, frightened, and stunned
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Uses
5 Nature Point
Storm

Storm druids are those who keep the air clean, keeping the force of nature of the weather in check.

Level 1

Storm Born (DR1ST)

You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 3

Rising Surf (DR2ST)

You create a wave of water that you ride, banking around obstacles and surfing to higher ground. You move up to 35 feet, raising yourself up to 5 feet above the ground. You must end your movement on an unoccupied space where you have solid footing. This movement isn't a Stride, but you measure the distance in a similar way, and it still triggers reactions caused by movement. You can't transport anyone else with you.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active

Tempest Surge (DR2ST1)

You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals 1d12 electricity damage to the target with a basic Reflex save. Causing the target to gain Weakened(Dexterity) 1 until the end of its turn. You do bonus 1D12 at each of these levels: 4, 8, 12, 16.
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Uses
1 Nature Point
Formula Target
Reflex Save
Level 5

Call of the Wind (DR3ST)

You can use an action on your turn to buffet a target within 60 ft of you, or when struck by lightning damage from you, they must succeed on a fortitude saving throw against your druid spell save DC or be pushed 5 feet in a direction of your choice. If the target is an unsecured object of size Medium or smaller, it is automatically pushed. If you are not underground or indoors, you push the target twice as far.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 7

Lightning Rush (DR4ST)

You gain 15ft of extra movement and creatures within 10ft of your choosing must make a basic reflex saving throw or take 1D10 lightning damage until the start of your next turn.
Kind
Class Trait
Scope
Subclass Feature
Action
Two Actions
Usage
Active
Uses
2 Nature Points
Formula Target
Reflex Save
Formula
1D10
Level 9

Updraft (DR5ST)

You can spend 1 nature point to grant flying speed equal to your movement speed provided there is air around you.
Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Uses
1 Nature Point
Level 12

Blood of Storm (DR6ST)

You gain resistance to lightning and thunder damage.
Kind
Class Feat
Scope
Subclass Feature
Usage
Active

Cyclone Armor (DR6ST1)

You gain a +1 defence and +1 to armor. Increasing by 1 defence and 1 armor for every 2 call of nature points you use.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 16

Tempest Surge (DR7ST1)

You can spend 2 nature points. You automatically roll max damage for lightning damage dice.
Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Active

Calm Before the Storm (DR7ST2)

Whenever you have not cast a spell or nature ability for an hour, your next spell or call of nature that does lightning damage gains a +2 to DC and does 2 extra dice of damage. This benefit lasts for 6 hours.
Kind
Class Trait
Scope
Subclass Feature
Usage
Passive

Feature / Skill Feat / Skill Point Summary by Level

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