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== Druid == | == 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. | 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> | |||
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. | 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> | |||
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. | 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> | |||
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. | 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="wikitable" | ||
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| 1st || +2 || Druidic, Spellcasting || 0 | | 1st || +2 || Druidic, Spellcasting || 0 | ||
|- | |- | ||
| 2nd || +2 || Wild Shape, Wild Companion, Druidic Circle || 300 | | 2nd || +2 || Nature Given Shape, Wild Shape, Wild Companion, Druidic Circle || 300 | ||
|- | |- | ||
| 3rd || +2 || - || 1,000 | | 3rd || +2 || - || 1,000 | ||
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|} | |} | ||
=== Class Information === | |||
'''Hit Dice.''' 1d8 per Druid Level<br> | |||
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br> | |||
'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution modifier per Druid Level after 1st<br> | |||
'''Armor Proficiencies.''' Light Armor, Medium Armor, and Shields<br> | |||
'''Weapon Proficiencies.''' Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br> | |||
'''Tool Proficiencies.''' One set of Artisan’s 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 Round Shield or any Simple Weapon, any Simple Weapon, Leather Armor, an Explorer’s Pack, and a Druidic Focus | |||
<br><br> | |||
==== Spellcasting ==== | |||
''1st Level Druid Feature''<br> | |||
:'''Spellcasting Ability.''' Wisdom | :'''Spellcasting Ability.''' Wisdom | ||
:'''Spell Save DC.''' 8 + Your Proficiency Bonus + Your Wisdom Modifier | :'''Spell Save DC.''' 8 + Your Proficiency Bonus + Your Wisdom Modifier | ||
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| 20th || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1 | | 20th || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1 | ||
|} | |} | ||
<br><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 Form 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 spend 1 Form 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 Form Point as a Free Action to retain your Form. While in this Form you cannot cast Spells.<br> | |||
'''Form of the | 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> | ||
'''Form of the | When you assume this Form, choose one of the following Forms, each of which represent many types of animals: | ||
'''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 Behemoth.''' This form represents the large, slow, and beefy beasts, such as bears, rhinos, elephants, or hippos. | ||
'''Form of the Spy.''' This form represents the small, unnoticed, quiet beasts, such as squirrels, bunnies, mice, or incests. | *'''Form of the Hunter.''' This form represents skillful, yet swift hunters, such as wolves, lions, cheetahs, and like. | ||
'''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. | *'''Form of the Stalker.''' This form represents the smaller, nimble, and skillful trackers of the animal kingdom, such as hyenas, bloodhounds or panthers.<br> | ||
Initially, your | *'''Form of the Spy.''' This form represents the small, unnoticed, quiet beasts, such as squirrels, bunnies, mice, or incests. | ||
When you reach 4th | *'''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. | ||
When you reach 8th | 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.<br> | |||
<br><br> | |||
==== Wild Companion ==== | |||
When you cast the | ''2nd Level Druid Feature''<br> | ||
You gain the ability to summon a spirit that assumes an animal form. You can spend 1 Form 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 Circles ==== | |||
''2nd, 6th, 10th, and 14th Level Druid Feature''<br> | |||
You choose one of the following Druidic Circles who's traits you take on. | |||
<br><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 ==== | ||
Additionally, | ''1st Level Druid Feature''<br> | ||
You gain an unlimited number of Form 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> | |||
=== Circle of Dragons | = Druidic Circles = | ||
== Circle of Dragons == | |||
'''Draconic Lore.''' Starting at 2nd level, you can speak, read, and write Draconic. Additionally, whenever you make an Intelligence (History) check related to draconic history or lore, you can add your proficiency bonus to the check. If you are already proficient in the History skill, you can add double your proficiency bonus to the check instead. | '''Draconic Lore.''' Starting at 2nd level, you can speak, read, and write Draconic. Additionally, whenever you make an Intelligence (History) check related to draconic history or lore, you can add your proficiency bonus to the check. If you are already proficient in the History skill, you can add double your proficiency bonus to the check instead. | ||