Druid |
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Druid: Base Class |
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Druid Features |
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Base Traits |
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Hit Points Hit
Dice: 1d8 per druid level Hit
Points at 1st Level: 18 + your Constitution modifier Hit
Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per druid level after 1st Proficiencies and Training Armour:
Light armour, hide armour, shields Weapons:
Simple weapons; blowgun, hunting spear, scimitar,
trident, war spear Tools:
Herbalism kit Saving
throws: Intelligence, Wisdom Skills:
Choose two from Arcana, Animal Handling, History,
Insight, Medicine, Nature, Perception, Religion, and Survival. Equipment You
start with the following equipment, in addition to the equipment granted by
your background: •
a wooden shield or any simple weapon •
a scimitar or any simple melee weapon •
leather armour, an explorer’s pack,
and a druidic focus |
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Features |
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Call of the Wild As
a druid you form a mystical connection with the natural world. 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 can spot the message’s presence
with a successful DC 15 Wisdom (perception) check but can’t decipher it
without magic. In
addition, beasts can understand your speech, and you understand them back. Though,
most beasts lack the intelligence to convey or understand sophisticated
concepts or rationales. Great
Beast Spirits You
also form a bond with a number of great beast spirits equal to the number
listed in the call of the wild column of the druid table for your level. Each
great beast spirit watches over animals that share certain characteristics,
which is represented through the unique template and the special abilities
listed for each great beast spirit. You
can change one of your Great Beast Spirits whenever you gain a level in this
class or if you spend at least one hour observing and studying a beast after
which you can replace one of your great beast spirits with the great beast
spirit associated with the observed beast (talk to your DM about which Great
Beast Spirit best represents the beast you study). Contact
Spirits You
also gain two uses of call of the wild. These uses increase as you gain
levels in this class, as shown in the call of the wild column of the druid
table. After spending 10 minutes in spiritual trance, you can expend a use of
your call of the wild to gain one of the following effects: •
Commune with spirits. You
can change a number of your prepared druid spells up to your Wisdom modifier. •
Find Woodland Friend. You
call a tiny woodland creature to your aid. This creature uses the woodland
friend template. The tiny beast gains one of the wild traits available to one
of the great beast spirits you know. The wild trait cannot be one that
requires an attack roll. In combat, the tiny beast acts during your turn. It
can move and use its reaction on its own, but the only action it takes is the
dodge action, unless you use a bonus action on your turn to command it to
take the help action or its peck action (or some other action deemed
appropriate by the DM; such as interacting with
objects). The tiny beast disappears when it is reduced to 0 hit points, one
hour after you die, or when you use this ability again to call another
woodland friend. When you call the tiny beast, you must choose the creature’s
special ability: Amphibious, Climber, Digger, Flyer, Runner, Swimmer. •
Mystic Ritual. You
cast a spell as a ritual. The spell must be a 1st level spell from any spell
list spell with the ritual tag. |
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Spellcasting You know how to
cast spells. Druid
Spells You learn and
prepare spells from the primal spell list. Armoured
Casting You ignore spell
failure from armour when you cast druid spells wearing light armour. Spellcasting
Focus You can use a
druidic focus as a spellcasting focus for your druid spells. Cantrips You know two
cantrips of your choice from the primal spell list. You learn additional
primal cantrips of your choice at higher levels, as shown in the cantrips
known column of the druid table. Prepared
spells of 1st level or higher You prepare a list
of druid spells that are available for you to cast. The spells prepared
column of the druid table shows how many druid
spells you can prepare when you finish a long rest. Each of these spells must
be of a level for which you have spell slots. Until you prepare a different
list of spells, you know these spells. For example, if you
are a 3rd-level druid, your list of prepared spells can include four spells
of 1st or 2nd level in any combination. You can change your
list of prepared spells when you finish a long rest. Preparing a new list of
druid spells requires time spent in spiritual communion: at least 1 minute
per spell level for each spell you change on your list. Spell
Slots 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 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. 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 spells
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. Wild Shape Starting at 2nd
level, you can expend a use of your call of the wild to magically assume the
shape of a beast as an action or a bonus action. Choose a template from one
of your great beast spirit options to represent the shape you change into.
The following rules apply to Wild Shape: •
While you are wild shaped, you gain a
number of temporary hit points equal to 10 + 2 per druid level (e.g. a 5th
level druid gains 20 temporary hit points when using wild shape). The wild
shape lasts until you lose these temporary hit points, until you use a bonus
action to resume your normal form, or until you use this feature again to
take a new form. Whenever you take damage, you decide whether the damage
reduces your temporary hit points or your regular hit points instead. •
Your game statistics are replaced by
the statistics of the great beast template, but you retain your ability to
speak, your alignment, personality, as well as your Intelligence, Wisdom, and
Charisma scores. You also retain all your skill and saving throw
proficiencies, in addition to gaining those of the creature. •
You cannot cast spells (unless you
have the Beast Spell Nature boon) and taking any action that requires hands
is limited to the capabilities of your beast form (your DM determines what is
possible in your new form depending on the animal shape you have changed
into). •
You retain the benefit of any druid
class features except feats. You retain no other traits or features (such as
features granted by your background or other classes). •
You choose whether your equipment
falls to the ground in your space or
merges into your new form. Your equipment doesn’t change size or shape
to match the new form, and any equipment that is not specially made to suit
the new form falls to the ground or merges with it. Equipment that merges
with the form has no effect until you leave the form. The DM may allow
certain magic items, such as headbands or necklaces to function with the new
form if they fit. When you have
selected your template, you can boost the new form’s attributes through
either your original form’s prowess or your magical aptitude (increasing or
decreasing the new form’s Constitution does not change your total number of
hit points or temporary hit points): •
Physical Transformation. You
add your Strength, Dexterity, and Constitution modifiers to the relevant
attribute score of the creature template (e.g. if your original form has a 14
Strength, you add +2 to the template’s Strength score). •
Magical Transformation. You
can change one of the creature template’s Strength, Dexterity or Constitution
scores to be equal to your Wisdom score. When you wild
shape, you can select one wild trait available to the template and apply it
to your new form for the duration. As you gain levels in this class you may gain
more option to choose from when you wild shape. Some wild traits grant you
two skill proficiencies. If you are already proficient in both those skills
and you select that wild trait option, you gain expertise in one of those
skills for the duration instead. Also, when you use
your wild shape, you can expend additional uses of your call of the wild
feature to further enhance the wild shape. For each additional usage, you can
select one additional wild trait when you wild shape. If you use more than
one call of the wild use, though, your wild shape ends after 1 hour
regardless of the number of temporary hit points you
have left. Druid Circle At 3rd level, you
form a primal connection with a circle of druids (see options below). Your
choice grants you features at 3rd level and again at 10th, and 18th level. Circle
Spells Your druid circle
grants you access to specific spells when you reach certain levels in this
class. Once you gain a circle spell, you always have it prepared, and it does
not count against the number of spells you can prepare each day. If you have
a circle spell that does not appear on the primal spell list, the spell is
nonetheless a druid spell for you. Feat At 4th level, you
gain a feat from the list of feats. You must meet the prerequisites for the
feat. You gain an
additional feat at 8th, 12th, 16th, and 19th level. Nature Boon At 6th level, the
natural world rewards you with certain gifts. Choose one nature boon from the
list. You can choose an
additional nature boon at 10th, and 14th level. Improved Wild Shape Beginning at 11th
level, when you take the attack action while wild shaped, you can use two of
the template’s attack actions instead of one. Special attack actions (such as
those granted by wild traits or spells) can only be used once per turn each. Archdruid At 20th level, you
regain all your call of the wild uses after resting for 1 minute and you know
all great wild spirits options. Also, whenever you
finish a short or long rest, you can change one of your nature boons for
another nature boon. |