Druid

The Druid

Level Proficiency Bonus Features Mana Points Max Spell Level Cantrips Known
1 D4/+2 Druidic, Spellcasting, Animal Companion 4 1st 2
2 D4/+2 Wild Shape, Druid Circle 6 1st 2
3 D4/+2 14 2nd 2
4 D4/+2 Wild Shape Improvement, Ability Score Improvement 17 2nd 3
5 D6/+3 27 3rd 3
6 D6/+3 Druid Circle Feature, Primal Strike
32 3rd 3
7 D6/+3 38 4th 3
8 D6/+3 Wild Shape Improvement, Ability Score Improvement 44 4th 3
9 D8/+4 57 5th 3
10 D8/+4 Druid Circle Feature 64 5th 4
11 D8/+4 73 6th 4
12 D8/+4 Ability Score Improvement 73 6th 4
13 D10/+5 83 7th 4
14 D10/+5 Druid Circle Feature 83 7th 4
15 D10/+5 94 8th 4
16 D10/+5 Ability Score Improvement 94 8th 4
17 D12/+6 107 9th 4
18 D12/+6 Timeless Body, Beast Spells 114 9th 4
19 D12/+6 Ability Score Improvement 123 9th 4
20 D12/+6 Archdruid 133 9th 4

Druid

Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.

Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities.

Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

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.

Power of Nature

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. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

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.

Preserve the Balance

For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

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 (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.

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.

Creating A Druid

When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny.

Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.

Quick Build

You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.

Class Features

As a Druid, you gain the following class features.

*Druids in Baeland do not have an aversion to wearing or using metal.

HIT POINTS

Hit Dice: 1D8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1D8 (or 5) + your Constitution modifier per druid level after 1st

PROFICIENCIES

Armor: Light armor, medium armor, shields
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.

STARTING GOLD

You start 2D4 x 10 gold with which you can purchase your starting equipment with.

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 spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

SPELLCASTING

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and Druid Spells for the druid spell list.

CANTRIPS

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

MANA

The Druid table shows how much mana you have to cast spells of 1st level and higher. To cast one of these spells, you must expend an amount of mana based on the slot of the spell’s level or higher. You regain all expended mana when you finish a long rest. You regain one mana point/Wisdom at the end of a short rest.

You can cast spells at higher level in some cases for spending higher amounts of mana. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Mana Point Cost

Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13
SPELLCASTING ABILITY

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your connection to the forces of nature. You use your Wisdom whenever a druid spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell 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 any Druid spell you know as a ritual if that spell has the ritual tag.

SPELL CASTING FOCUS

You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells.

Druid’s companion

At 1st level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is friendly to you and is available.

Companion Progression Table.

Class Level Bonus HD Natural Armor Adj. STR/DEX/CON Adj. Special
1st–2nd +0 +0 +0 Bond, Share Spells
3rd–5th +2 +2 +1 Evasion
6th–8th +4 +4 +2 Devotion
9th–11th +6 +6 +3  
12th–14th +8 +8 +4  
15th–17th +10 +10 +5 Improved Evasion
18th–20th +12 +12 +6  

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. 

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

Bond

You have a special bond with your animal companion and have advantage on all handle animal checks made with it.

share spells

Beginning at 1st level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Evasion

At 3rd level, If an animal companion is subjected to an attack that normally allows a dexterity saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion

At 6th level an animal companion’s devotion to its master is so complete that it gains a advantage on saves against enchantment spells and effects.

exceptional training

Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.

bestial fury

Starting at 11th level, your beast companion can make two attacks actions when you command it to use the Attack action.

Improved evasion

When subjected to an attack that normally allows a dexterity saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

 

Beast Shapes

Level Special Example
2nd Medium or Small. No flying or swimming speed Wolf
4th Swim speed. No Flying Speed Crocodile
8th Large Giant Eagle
11th Tiny Cat
12th Plant Assassin Vine
15th Huge  Mammoth
16th Elemental Fire Elemental
20th Huge Elemental Huge Fire Elemental

You can stay in a beast shape 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 by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

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 o f 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.
Druid Circle

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

ABILITY SCORE IMPROVEMENT

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, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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.

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

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