Druid: Difference between revisions

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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.'''
=== Class Information ===
:'''Hit Dice.''' 1d8 per druid level
'''Hit Dice.''' 1d8 per Druid Level<br>
:'''1st Level Hitpoints.''' 8 + your Constitution modifier
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
:'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution modifier per druid level after 1st
'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution modifier per Druid Level after 1st<br>
:'''Armor Proficiencies.''' Light Armor, Medium Armor, and Shields
'''Armor Proficiencies.''' Light Armor, Medium Armor, and Shields<br>
:'''Weapon Proficiencies.''' Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
'''Weapon Proficiencies.''' Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br>
:'''Tool Proficiencies.''' One set of Artisan’s Tools
'''Tool Proficiencies.''' One set of Artisan’s Tools<br>
:'''Saving Throw Proficiencies.''' Intelligence and Wisdom
'''Saving Throw Proficiencies.''' Intelligence and Wisdom<br>
:'''Skill Proficiencies.''' Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
'''Skill Proficiencies.''' Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival<br>
:'''Equipment.''' A wooden Shield or any Simple Weapon, any Simple Weapon, Leather Armor, an Explorer’s Pack, and a Druidic Focus
'''Equipment.''' A Round Shield or any Simple Weapon, any Simple Weapon, Leather Armor, an Explorer’s Pack, and a Druidic Focus
<br><br>


:'''Spellcasting.''' You gain the ability to cast spells at 1st level
==== 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>


'''Druidic.''' Starting at 1st level, 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 spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
==== 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.''' At 2nd level, you can use Khaagaazh to assume the form of a beast as a Bonus Action, choose one of the following forms to assume, these forms each represent many types of animals.<br>
==== Wild Shape ====
You retain your form for a number of hours equal to half your Druid level, (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier as a Free Action. You automatically revert if you fall unconscious, drop to 0 Hit Points, or die.<br>
''2nd Level Druid Feature''<br>
You cannot cast spells in this form. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.<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 Hunter.''' This form represents skillful, yet swift hunters, such as wolves, lions, cheetahs, and like.<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>
'''Form of the Behemoth.''' This form represents the large, slow, and beefy beasts, such as bears, rhinos, elephants, or hippos.<br>
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.<br>
*'''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.<br>
*'''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 forms are 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>
*'''Form of the Spy.''' This form represents the small, unnoticed, quiet beasts, such as squirrels, bunnies, mice, or incests.
When you reach 4th level, 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 (if any) is halved, and your form can breathe both air and water.<br>
*'''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 level, 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>
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.''' Also at 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.<br>
==== Wild Companion ====
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
''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.''' At 2nd, you choose to take on the traits of a specific circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
==== 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.''' When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
==== 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.''' Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
==== 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.''' Beginning at 18th level, you can cast many of your spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a spell while in beast shape, but you aren’t able to provide material components.
==== 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.''' At 20th level, you can use your Wild Shape an unlimited number of times.
==== Archdruid ====
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a druid spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
''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.