Druid: Difference between revisions

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== Druid ==
Holding high a gnarled staff wreathed with holly, a loxodon summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.<br>
Crouching out of sight on a high tree branch in the form of a leopard, a goblin peers out of the jungle at the strange construction of a temple of the Cult of Dragonflesh, keeping a close eye on the cultists' activities.<br>
Swinging a blade formed of pure fire, a Halfling charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.<br>
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature's indomitable will.<br>
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.<br>
Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.<br>
Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations and undead. Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.<br>
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
{| class="wikitable"
|+| Class Table
|-
! Level !! Proficiency Bonus !! Features !! Experience Points
|-
| 1st || +2 || [[Druid#Druidic|Druidic]], [[Druid#Spellcasting|Spellcasting]] || 0
|-
| 2nd || +2 || [[Druid#Nature Given Shape|Nature Given Shape]], [[Druid#Wild Shape|Wild Shape]], [[Druid#Wild Companion|Wild Companion]], [[Druid#Druidic Circle|Druidic Circle]] || 300
|-
| 3rd || +2 || - || 1,000
|-
| 4th || +2 || [[Druid#Ability Score Improvements|Ability Score Improvement]] || 3,000
|-
| 5th || +3 || - || 6,000
|-
| 6th || +3 || [[Druid#Druidic Circle|Druidic Circle Feature]] || 10,000
|-
| 7th || +3 || - || 20,000
|-
| 8th || +3 || [[Druid#Ability Score Improvements|Ability Score Improvement]] || 40,000
|-
| 9th || +4 || - || 60,000
|-
| 10th || +4 || [[Druid#Druidic Circle|Druidic Circle Feature]] || 80,000
|-
| 11th || +4 || - || 100,000
|-
| 12th || +4 || [[Druid#Ability Score Improvements|Ability Score Improvement]] || 120,000
|-
| 13th || +5 || - || 140,000
|-
| 14th || +5 || [[Druid#Druidic Circle|Druidic Circle Feature]] || 160,000
|-
| 15th || +5 || - || 180,000
|-
| 16th || +5 || [[Druid#Ability Score Improvements|Ability Score Improvement]] || 200,000
|-
| 17th || +6 || - || 225,000
|-
| 18th || +6 || [[Druid#Beast Spells|Beast Spells]], [[Druid#Timeless Body|Timeless Body]] || 250,000
|-
| 19th || +6 || [[Druid#Ability Score Improvements|Ability Score Improvement]] || 300,000
|-
| 20th || +6 || [[Druid#Archdruid|Archdruid]] || 350,000
|}
=== Class Information ===
'''Hit Dice.''' 1d8 per Druid Level<br>
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d8 (increase to 5) + your Constitution modifier per Druid Level after 1st<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Melee Weapons|Clubs]], [[Armor and Weapons#Simple Melee Weapons|Daggers]], [[Armor and Weapons#Simple Ranged Weapons|Darts]], [[Armor and Weapons#Simple Melee Weapons|Javelins]], [[Armor and Weapons#Simple Melee Weapons|Maces]], [[Armor and Weapons#Simple Melee Weapons|Quarterstaffs]], [[Armor and Weapons#Simple Melee Weapons|Sickles]], [[Armor and Weapons#Simple Ranged Weapons|Slings]], [[Armor and Weapons#Simple Melee Weapons|Spears]]<br>
'''Tool Proficiencies.''' One [[Adventuring Gear#Tools|Set of Tools]]<br>
'''Saving Throw Proficiencies.''' Intelligence and Wisdom<br>
'''Skill Proficiencies.''' Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival<br>
'''Equipment.''' A [[Armor and Weapons#Shields|Round Shield]] or any [[Armor and Weapons#Simple Weapons|Simple Weapon]], any [[Armor and Weapons#Simple Weapons|Simple Weapon]], [[Armor and Weapons#Light Armor|Leather Armor]], an [[Equipment Packs|Equipment Pack]], and a [[Armor and Weapons#Spellcasting Focuses|Druidic Focus]]
<br><br>
{| class="wikitable"
|+| Druid Features Summarized
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Druidic|Druidic]] || 1st || You learn [[Languages#Druidic|Druidic]]
|-
| [[Druid#Spellcasting|Spellcasting]] || 1st || You gain Spellcasting that uses Wisdom and Preparing Spells
|-
|  [[Druid#Nature Given Shape|Nature Given Shape]] || 2nd || You get Wild Points which you use to fuel various Druid Features
|-
|  [[Druid#Wild Shape|Wild Shape]] || 2nd || You can spend a Wild Point to assume a beast Form
|-
|  [[Druid#Wild Companion|Wild Companion]] || 2nd || You can spend a Wild Point to cast an augmented version of the [[Level 1#Find Familiar|Find Familiar]] Spell
|-
| [[Druid#Druidic Circle|Druidic Circle]] || 2nd || You choose your subclass, and gain features at 2nd, 6th, 10th, and 14th Level
|-
| [[Druid#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
|-
| [[Druid#Beast Spells|Beast Spells]] || 18th || You age very slowly
|-
| [[Druid#Timeless Body|Timeless Body]] || 18th || You can cast Spells that don't require Material Components while in your While Shape
|-
| [[Druid#Archdruid|Archdruid]] || 20th || You get unlimited Wild Points and your Druid Spells require next to no Components
|}
==== Spellcasting ====
''1st Level Druid Feature''<br>
'''Spellcasting Ability.''' Wisdom<br>
'''Spell Save DC.''' 8 + your Wisdom Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Wisdom Modifier + your Proficiency Bonus<br>
'''Ritual Casting.''' You can cast any Prepared Spell as a Ritual if it has the Ritual tag.<br>
'''Spellcasting Focus.''' A [[Armor and Weapons#Spellcasting Focuses|Druidic Focus]]<br>
'''Spell Learning Method.''' Whenever you finish a Long Rest, you prepare a number of Spells equal to your Druid Level + your Wisdom Modifier from the Druid Spell List. You can cast these Spells using your Spell Slots until the end of your next Long Rest.
{| class="wikitable"
|+ [[Druid Spells|Druid Spell List]]
|-
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
|-
| 1st || 2 || 2 || - || - || - || - || - || - || - || -
|-
| 2nd || 2 || 3 || - || - || - || - || - || - || - || -
|-
| 3rd || 2 || 4 || 2 || - || - || - || - || - || - || -
|-
| 4th || 3 || 4 || 3 || - || - || - || - || - || - || -
|-
| 5th || 3 || 4 || 3 || 2 || - || - || - || - || - || -
|-
| 6th || 3 || 4 || 3 || 3 || - || - || - || - || - || -
|-
| 7th || 3 || 4 || 3 || 3 || 1 || - || - || - || - || -
|-
| 8th || 3 || 4 || 3 || 3 || 2 || - || - || - || - || -
|-
| 9th || 3 || 4 || 3 || 3 || 3 || 1 || - || - || - || -
|-
| 10th || 4 || 4 || 3 || 3 || 3 || 2 || - || - || - || -
|-
| 11th || 4 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -
|-
| 12th || 4 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -
|-
| 13th || 4 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -
|-
| 14th || 4 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -
|-
| 15th || 4 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || -
|-
| 16th || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || -
|-
| 17th || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
|-
| 18th || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
|-
| 19th || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
|-
| 20th || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
|}
<br>
==== Druidic ====
''1st Level Druid Feature''<br>
You learn [[Languages#Druidic|Druidic]].
<br><br>
==== Nature Given Shape ====
''2nd Level Druid Feature''<br>
You can use Khaagaazh to shape the world around you to change your shape and create companions. You gain a number of Wild Points equal to your Proficiency Bonus, which you use to fuel many of your Druid features.
<br><br>
==== Wild Shape ====
''2nd Level Druid Feature''<br>
You can spend 1 Wild Point to assume the Form of a beast as a Bonus Action. This Form lasts for a number of hours equal to half your Druid Level. After this time you revert to your normal form unless you spend another Wild Point as a Free Action to retain your Form. While in this Form you cannot cast Spells.<br>
You revert to your original form early if you fall Unconscious, drop to 0 Hit Points, die, or choose to as a Free Action. When you revert to your original form, you retain the number of Hit Points you had before you used this Bonus Action to transform.<br>
When you assume this Form, choose one of the following Forms, each of which represent many types of animals:
*'''Form of the Behemoth.''' This form represents the large, slow, and beefy beasts, such as bears, rhinos, elephants, or hippos.
*'''Form of the Hunter.''' This form represents skillful, yet swift hunters, such as wolves, lions, cheetahs, and like.
*'''Form of the Stalker.''' This form represents the smaller, nimble, and skillful trackers of the animal kingdom, such as hyenas, bloodhounds or panthers.<br>
*'''Form of the Spy.''' This form represents the small, unnoticed, quiet beasts, such as squirrels, bunnies, mice, or incests.
*'''Form of the Toxic.''' This form represents beasts with poison, venom, or other grisly forms of facing their foes, such as snakes, poisonous frogs, or lizards.
These Forms use your Proficiency Bonus (PB) in many places.<br>
Initially, your Form is incapable of flying and swimming. (You can still transform into aquatic and avian Forms if you wish; they are simply restricted to land travel.)<br>
When you reach 4th Level in this class, you can choose to grant your Form a Swimming Speed equal to its Walking Speed when you transform into it. If you do so, the Form's Walking and Climbing Speed is halved, and your Form can breathe both air and water.<br>
When you reach 8th Level in this class, you can choose to instead grant your Form a Flying Speed equal to its Walking Speed when you transform into it. If you do so, the Form's Walking and Climbing speed (if any) is halved.
[[File:Behemoth.png|100px|thumb]][[File:Hunter.png|100px|thumb]][[File:Stalker.png|100px|thumb]][[File:Spy.png|100px|thumb]][[File:Toxic.png|100px|thumb]]
<br><br>
==== Wild Companion ====
''2nd Level Druid Feature''<br>
You gain the ability to summon a spirit that assumes an animal form. You can spend 1 Wild Point as an Action to cast the Find Familiar Spell without Material Components. When you cast the Spell in this way, the Familiar is a Fey instead of a Beast, and it disappears after a number of hours equal to half your Druid Level.
<br><br>
==== Druidic Circle ====
''2nd, 6th, 10th, and 14th Level Druid Feature''<br>
You choose one of the following Druidic Circles who's traits you take on.
{| class="wikitable"
|+ Druidic Circles
|-
! Druidic Circle !! Complexity (1-5) !! Description
|-
| [[Druid#Circle of Primevals|Circle of Primevals]] || 2 || You use the ancient powers of nature, becoming in tune with what society has lost over thousands of years, while summoning an ancient beast as a companion to fight alongside you.
|-
| [[Druid#Circle of Reefs|Circle of Reefs]] || 3 || Your home is the sea, and while you cannot be in your home you bring it with you, summoning a shifting coral reef that serves to protect and regenerate your allies while slowing and piercing your foes with its shifting spines.
|-
| [[Druid#Circle of Shepherds|Circle of Shepherds]] || 2 || You care for all animals and those you call friend, protecting them with all you have and building stronger bonds with them via magic.
|-
| [[Druid#Circle of Spores|Circle of Spores]] || 3 || You believe that death, life, and undeath are all apart of the same cycle, albeit macabre, as you blur the boundry between the three with your magic, bringing your allies back from the brink of passing to death, summoning undead warriors of beasts to fight by your side and sending your foes to act as food for the worms.
|-
| [[Druid#Circle of Stars|Circle of Stars]] || 2 || You embody the stars, gaining their guiding spirit and assuming the strength and power attributed to various constellations as primal magic paints your bodies in those constellations.
|-
| [[Druid#Circle of Storms|Circle of Storms]] || 1 || The storm is a pure show of primal power and nature's will, which you embody, using lightning magic and blinking from one side of the battlefield to another in a bolt of pure power.
|-
| [[Druid#Circle of Unbreaking|Circle of Unbreaking]] || 1 || The wilds won't defend themselves, but you will defend them, with a primally empowered weapon in hand and a strange primal vitality, you will protect the wilds even if no one else will.
|-
| [[Druid#Circle of Wildfire|Circle of Wildfire]] || 2 || The wildfire that scours the land to many seems like pure death and destruciton, but you know there is power held in those flames, for after the fire fades, life springs back annew and with strengthened vitality as you burn your foes away to cinders to never come back, and bathe your allies in the regenerative flame of the wildfire.
|}
<br>
==== Ability Score Improvements ====
''4th, 8th, 12th, 16th, and 19th Level Druid Feature''<br>
Your skill and strength expands, choose one of the following:
*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
<br><br>
==== Timeless Body ====
''18th Level Druid Feature''<br>
The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
<br><br>
==== Beast Spells ====
''18th Level Druid Feature''<br>
You can cast any Spell that does not require a Material Component while in a Form you assume using your Wild Shape feature.
<br><br>
==== Archdruid ====
''20th Level Druid Feature''<br>
You gain an unlimited number of Wild Points.<br>
Additionally, your Druid Spells do not require Verbal or Somatic Components, and your Druid Spells do not require Material Components that do not have a GP cost.
<br><br>
= Druidic Circles =
= Druidic Circles =
== Circle of Primevals ==
== Circle of Primevals ==