Druids

Druids are part of an ancient order dedicated to nature. Their powers and spells are attuned to animals, plants and the elemental forces.

Druid class was introduced in the Primal Calling DLC.

## Class Starting Equipment

* Wooden Shield OR one weapon of choice: Club, Dagger, Handaxe, Javelin, Light Crossbow, Mace, Quarterstaff, Shortbow, Spear
* Scimitar OR one weapon of choice: Club, Dagger, Handaxe, Javelin, Mace, Quarterstaff, Spear
* Druid Leather Armor
* Explorer’s Pack
* Druidic Focus

## Class Features

**Saving Throw Proficiencies ➜** Intelligence, Wisdom

**Druid Weapon Proficiencies ➜** Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Spear

**Druid Armor Proficiencies ➜** Light Armor, Medium Armor, Shield. You cannot wear any armor made of metal

**Druid Skills ➜** Choose 2 of these skills: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival

**Druidic ➜** You know the druidic language.

**Druid Spellcasting ➜** You can cast spells from the Druid Spells list.

**Ritual Casting ➜** You can cast a spell as a ritual if the spell has the ritual tag, and you have the spell prepared.

## Higher Level Features

**Level 2**

* **Wild Shape ➜** You can use your action to magically assume the shape of a beast defined by your druid level. Higher levels allow stronger shapes or forms of motion. You can use this feature twice. You regain expanded uses when you finish a short or long rest.
	+ Level 2 - Wolf
	+ Level 4 - Black Bear or Badlands Spider
	+ Level 6 - Brown Bear or Dire Wolf
	+ Level 8 - Badlands Eagle, Deep Spider or Tiger Drake
	+ Level 10 - Gorilla
	+ Level 13 - Tundra Tiger
* **Druid Circle ➜** At 2nd level, you choose a Druid Circle that further expresses your relationship to nature.

**Level 4**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 8**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 12**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

## Druid Circles

These Druid subclasses are granted at level 2.

### Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard the ancient knowledge of the Old Faith. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

**Level 2**

* **Bonus Cantrip** ➜ Learn a druid cantrip of your choice.
* **Natural Recovery** ➜ Once per day when you complete a Short Rest, you can recover a number of expended spell slots (max 5th level) up to half of your druid level, rounded up.

**Level 3**

* **Circle Spells** ➜ Select a terrain type that grants a range of spells that are always treated as prepared: Forest, Grassland, Mountain, Swamp, Desert, Coast or Arctic.
	+ **Forest**
		- Level 3: Barkskin, Spider Climb
		- Level 5: Call Lightning, Slow
		- Level 7: Phantasmal Killer, Freedom of Movement
		- Level 9: Insect Plague, Contagion
	+ **Grassland**
		- Level 3: Invisibility, Pass Without Trace
		- Level 5: Daylight, Haste
		- Level 7: Greater Invisibility, Freedom of Movement
		- Level 9: Mind Twist, Insect Plague
	+ **Mountain**
		- Level 3: Spider Climb, Spike Growth
		- Level 5: Lightning Bolt, Stinking Cloud
		- Level 7: Black Tentacles, Stoneskin
		- Level 9: Cloudkill, Hold Monster
	+ **Swamp**
		- Level 3: Darkness, Acid Arrow
		- Level 5: Hypnotic Pattern, Stinking Cloud
		- Level 7: Stoneskin, Freedom of Movement
		- Level 9: Contagion, Insect Plague
	+ **Desert**
		- Level 3: Blur, Silence
		- Level 5: Create Food, Protection from Energy
		- Level 7: Blight, Giant Insect
		- Level 9: Cloudkill, Insect Plague
	+ **Coast**
		- Level 3: Invisibility, Misty Step
		- Level 5: Daylight, Create Food
		- Level 7: Dimension Door, Freedom of Movement
		- Level 9: Conjure Elemental, Dominate Person
	+ **Arctic**
		- Level 3: Hold Person, Spike Growth
		- Level 5: Sleet Storm, Slow
		- Level 7: Freedom of Movement, Ice Storm
		- Level 9: Cone of Cold, Hold Monster

**Level 6**

* **Land’s Stride** ➜ Moving through difficult terrain does not cost extra movement, and you are immune to magical plants that impede movement, such as those created by the Entangle or Spike Growth spells.

**Level 10**

* **Nature’s Ward** ➜ You are immune to charm or fear effects caused by elementals or feys, as well as to poison and disease.

**Level 14**

* **Nature's Sanctuary ➜** Whenever you deal damage to an enemy with a spell of level 1 or higher, they must make a Strength saving throw or become restrained until the start of your next turn. After being affected once, they are immune to this effect again.

### Circle of the Kindred Spirit

At the beginning of time, there was harmony between animals and sentient beings. Some of them even forged an unbreakable bond, melding two minds and souls in two bodies so that the two bodies shared their bond. This ancient bond has been preserved in the Circle of the Kindred Spirit, an order of druids preserving this sacred bond.

**Level 2**

* **Spirit Choice** ➜ Choose a spirit to bond to. Grants a bonus to the bonded druid. There are six spirits to chose from.

\*The spirit choice drop-down menu at level 2 says 2d4 instead of 1d6

* **Spirit Call** ➜ Use an action to call your kindred spirit to a spot within 6 cells. If the spirit dies, you must complete a long rest before you can call it again.
* **Spirit Bond ➜** Your kindred spirit has the following features:
	+ proficiency bonuses same as druid's proficiency bonuses;
	+ attack roll: druid's melee spell attack;
	+ saving throws same as druids' saving throws;
	+ Intelligence is always 8;
	+ advantage on attacks against enemies engaged with the druid or the druid's allies;
	+ if the kindred spirit dies, the druid sustains 3d6 psychic damage and is stunned for the remainder of the turn, unless unconscious;
	+ after a short rest, the kindred spirit regains the same amount of HP as the druid does from spending hit dice.

**Level 6**

* **Magical Spirit** ➜ The attacks of the kindred spirit are considered magical. Furthermore, each time you heal yourself, the healing trickles down to your kindred spirit, letting it regain an amount of HP equal to your spellcasting ability bonus.

**Level 10**

* **Shared Pain** ➜ As a reaction, the damage inflicted to the druid or the kindred spirit can be shared equally among both.

**Level 14**

* **Spirit Rage ➜** As a bonus action, you can use Spirit Rage on your kindred spirit, making it stronger for 1 minute and giving the following bonuses:
	+ AC bonus equal to your proficiency bonus;
	+ Damage bonus equal to your proficiency bonus;
	+ Extra attack;

* You can use Spirit Rage a number of times equal to your proficiency bonus per long rest.

### Circle of the Winds

Druids from this circle draw their strength from the winds. As the Cataclysm raged, the connection druids felt to nature frayed. But not so for the Circle of the Winds. They felt the mana currents carried by the winds and through them a connection to nature. Through this, they were able to protect nature from the worst of the cataclysm-born depredations.

**Level 2**

* **Carried by the Wind** ➜ Casting a spell of level 1 makes you automatically take the disengage action for free and gain an additional 2 cells of movement speed until the end of your turn.

**Level 6**

* **Sheltering Breeze** ➜ You can use a bonus action to let Sheltering Breeze blow upon all allies within 6 cells of you. All affected creatures (including yourself) have advantage on all saving throws until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (you regain uses after finishing a Long Rest).

**Level 10**

* **Guiding Winds** ➜ Whenever you hit an enemy with an attack roll, the next attack roll against them before the end of your next turn is made with advantage.

**Level 14**

* **Unfettered** ➜ You are constantly under the effect of Freedom of Movement. Additionally, you gain +1 cell movement and +3 bonus on initiative.

### Circle of Balance (Lost Valley DLC)

As the Cataclysm ravaged Solasta and mana vanished, druids of the Circle of Balance tirelessly walked the land, following their one teaching: nature giveth, nature taketh away.

**Level 2**

* **Circle of Balance Spells** ➜ In your list and always prepared:
	+ Level 3: Prayer of Healing, Calm Emotions
	+ Level 5: Mass Healing Word, Revivify
	+ Level 7: Banishment, Blight
	+ Level 9: Mass Cure Wounds, Cloudkill

* **Gift of Life ➜** Whenever you use a spell of level 1 or higher to restore HP to a creature, they also heal an additional amount of HP equal to your level at the start of your next turn.

**Level 6**

* **Survival of the Wisest ➜** Your spells are more effective against the creatures you already faced. You gain a bonus equal to half your knowledge level (rounded up) to your spell DC and spell attack modifier against them.

**Level 10**

* **Cold Embrace** ➜ Whenever you damage your target with a spell, they become unable to heal any HP until the start of your next turn.

**Level 14**

* **Balance of Power** ➜ As a bonus action, you can grant all allies you can see within 12 cells, including yourself, advantage on all attack rolls until the start of your next turn. However, anyone under the effect of Balance of Power is also attacked at advantage by all enemies.

## Spell List

Druid spell list enumerates all the spells the character can cast. Whether they have it memorized or just want to cast it from a scroll, the spell needs to be on their spell list.

**Cantrip**

* Annoying Bee
* Guidance
* Poison Spray
* Produce Flame
* Resistance
* Shillelagh
* Sparkle
* Venomous Spike

­**Level I**

* Animal Friendship
* Charm Person
* Cure Wounds
* Detect Magic
* Detect Poison and Disease
* Entangle
* Faerie Fire
* Fog Cloud
* Goodberry
* Healing Word
* Jump
* Longstrider
* Thunderwave

**Level II**

* Acid Arrow (Circle of the Land – Swamp only)
* Barkskin
* Blur (Circle of the Land – Desert only)
* Calm Emotions (Circle of Balance only)
* Darkness (Circle of the Land – Swamp only)
* Darkvision
* Enhance Ability
* Find Traps
* Flame Blade
* Flaming Sphere
* Heat Metal
* Hold Person
* Invisibility (Circle of the Land – Grassland and Coast only)
* Lesser Restoration
* Misty Step (Circle of the Land – Coast only)
* Moon Beam
* Pass Without Trace (Circle of the Land – Grassland only)
* Prayer of Healing (Circle of Balance only)
* Protection from Poison
* Silence (Circle of the Land – Desert only)
* Spider Climb (Circle of the Land – Forest and Mountain only)
* Spike Growth

**Level III**

* Call Lightning
* Conjure Animal
* Create Food (Circle of the Land – Desert and Coast only)
* Daylight
* Dispel Magic
* Haste (Circle of the Land – Grassland only)
* Hypnotic Pattern (Circle of the Land – Swamp only)
* Lightning Bolt (Circle of the Land – Mountain only)
* Mass Healing Word (Circle of Balance only)
* Protection from Energy
* Revivify (Circle of Balance only)
* Sleet Storm
* Slow (Circle of the Land – Forest And Arctic only)
* Stinking Cloud (Circle of the Land – Mountain and Swamp only)
* Wind Wall

**Level IV**

* Banishment (Circle of Balance only)
* Black Tentacles (Circle of the Land – Mountain only)
* Blight
* Confusion
* Conjure Minor Elementals
* Dimension Door (Circle of the Land – Coast only)
* Dominate Beast
* Freedom of Movement
* Giant Insect
* Greater Invisibility (Circle of the Land – Grassland only)
* Ice Storm
* Phantasmal Killer (Circle of the Land – Forest only)
* Stoneskin
* Wall of Fire

**Level V**

* Cloudkill (Circle of Balance and Circle of the Land – Mountain and Desert only)
* Cone of Cold (Circle of the Land – Arctic only)
* Conjure Elemental
* Contagion
* Dominate Person (Circle of the Land – Coast only)
* Greater Restoration
* Hold Monster (Circle of the Land – Mountain and Arctic only)
* Insect Plague
* Mass Cure Wounds
* Mind Twist (Circle of the Land – Grassland only)

**Level VI**

* Conjure Fey
* Heal
* Heroes Feast
* Sunbeam
* Wall of Thorns

**Level VII**

* Fire Storm
* Gravity Slam
* Regenerate
* Resurrection

**Level VIII**

* Earthquake
* Feeblemind
* Sunburst
* Thunderstorm