Druid

The earth below and sky above. All things green and growing. Life, death, and life again in an endless circle. Nature has power, and druids are able to harness and use it. With that power comes a pledge to protect the natural world, and the land that grants them their magical abilities.      d6 hit die, 3 + Intellect skill points per level

Class skills: Monsters, World, Insight, Medicine, Nature, Sense, Spot, Survival, Disguise, Acrobatics, Craft

Good resistances: Grace, Vitality, Stature, Acumen, Resolve

Proficiencies: Medium Armor, Shields, and Simple weapons. A druid is not considered proficient with any metal armors or shields.

Spellcasting:

Druids prepare a number of spells as allotted by the table above from the halcyon spell list as a cleric does from the divine spell list. To prepare a spell, druids must spend an hour after taking a long rest to commune with nature in prayer. Druids do not store or record their spells in any physical form. Instead, each time they prepare their spells, they may select any spells from the halcyon spell list that they are able to cast. Spell preparation is defined under Spellcasting on p. ???, as are DCs. A druid casts additional spells with a high Resolve score, as noted under Additional Spells. The DC of spells cast by a druid is equal to 16 + the MB used to cast the spell + the druid’s Acumen modifier.

Nature’s Path:

At 1st level, druids gain the ability to speak Druidic, a secret language used by druids. They take one of the following paths:

Artisanal-  The druid gains “Inscribe Tattoo” as a bonus feat. Each long rest during the hour required for spell preparation, the druid may inscribe tattoos with no material cost or time required on either themselves or their allies. They can make a number of tattoos up to their Acumen modifier (min 1) and may use no more than half their total spell slots of any one level in this manner. These markings become inert after 24 hours. At 4th level, the cost of creating additional tattoos is halved. At 4th level, activating these special tattoos requires only a standard action. At 10th level, a recipient of one of these special tattoos may activate it as a swift action once per long rest, and twice per long rest at 16th level.

Metamorphic - The druid adds +5 to their effective druid level for the purposes of determining their wild shaping capabilities (this includes Metamorphic druids obtaining the Wildshape ability at 1st level). They still may only take the form of an animal of HD fewer than their level. At 4th level, the druid gains an additional + 1 to hit, damage, natural armor, and resistances while in Wildshape. This increases by 1 at 10th level and every 4 levels thereafter. At 20th level, they gain +2 to all physical ability scores while in Wildshape.

Wild Magic - The druid gains two additional spell slots of each level known and selects a single spell of each level that they can cast. They can cast that spell spontaneously by sacrificing another spell of the same level

Wanderer:

At 2nd level, druids gain a bonus equal to ½  their level on Nature and Survival checks and do not suffer penalties due to natural difficult terrain. Furthermore, they add half their level to resistances against the abilities of fey, animals, and plants, to a maximum of their Resolve modifier.

Niche:

At 4th level, druids adapt to their environment, gaining abilities that let them survive conditions others could not tolerate. They select a niche and gain its listed benefits.

Canopy:

At 4th level, the druid gains a bonus to Spot checks equal to their Resolve modifier when taking a 20.

At 8th level, they gain a fly speed equal to twice their ground speed with poor maneuverability.

At 12th level, their fly speed maneuverability becomes average

At 16th level, their fly speed maneuverability becomes good, and their flight speed is increased by 40ft.

Caverns:

At 4th level, the druid gains darkvision 60ft.

At 8th level, they gain a climb speed equal to half their base speed.

At 12th level, they gain blindsense 30ft.

At 16th level, they gain blindsight 15ft.

Clifftops:

At 4th level, the druid gains a climb speed equal to their ground speed

At 8th level, they may add their Acumen modifier to Acrobatics checks made while climbing or balancing.

At 12th level, when taking fall damage, they take damage as if falling from only half the height.

At 16th level, they gain a bonus to TED equal to their Resolve modifier.

Desert:

At 4th level, the druid gains fire Tolerance 6 + their level.

At 8th level, the druid can subsist on half the normal amount of food and water, and gains immunity to fatigued.

At 12th level, they gain fire immunity.

At 16th level, the druid gains immunity to exhausted.

Grassland:

At 4th level,  the druid gains a +10ft bonus to their ground speed.

At 8th level, they can travel twice as much distance when traveling for a day in non-difficult terrain.

At 12th level, they gain a +10ft bonus to their ground speed.

At 16th level, the druid’s allies within 100ft can travel 50% more distance when traveling for a day in non-difficult terrain.

Jungle:

At 4th level, the druid gains a bonus to resist diseases equal to ½ their level

At 8th level, once per long rest, the druid regains their uses of wildshape on a short rest

At 12th level, they gain Scent 30ft

At 16th level, they gain immunity to disease

Ocean:

At 4th level, the druid gains a swim speed equal to their ground speed.

At 8th level, they can breathe saltwater.

At 12th level, they gain darkvision 60ft.

At 16th level, they are immune to the negative effects of water pressure.

River:

At 4th level, the druid gains a swim speed equal to their ground speed.

At 8th level, they can breathe freshwater.

At 12th level, they gain lowlight vision.

At 16th level, they gain Water WalkDV3 as a permanent spell-like ability.

Swamp:

At 4th level, the druid gains poison Tolerance equal to 6 + their level.

At 8th level, they gain a bonus equal to half their level to resist Toxins.

At 12th level, they gain poison immunity.

At 16th level, they gain immunity to Toxins.

Tundra:

At 4th level, the druid gains cold Tolerance equal to 6 + their level.

At 8th level, they gain a bonus to Stealth equal to their Acumen modifier in snowy environments.

At 12th level, they gain cold immunity.

At 16th level, they cannot be tracked through snow by non-magical means.

Woodland:

At 4th level, the druid gains DR 2/cold iron. This increases by 1 at 8th level and every 4 levels thereafter.

At 8th level, they gain a bonus to resist charming and compulsion effects equal to their Resolve modifier.

At 12th level, their DR is only bypassed if the damage is also magical

At 16th level, they gain immunity to illusions.

Wildshape:

At 6th level, druids gain the ability to take the form of an animal once per long rest as a move action. They gain an additional use every 4 levels thereafter. At level 18, druids may use Wildshape at-will. This form lasts for one hour per level or until the druid changes back as a move action. While in this form, their physical ability scores are replaced by that of the animal they chose, and they gain any special abilities that the selected animal possesses. Any worn equipment such as armor or shoes disappears into their form upon transformation and ceases to function. At 6th level, the animal must have a number of HD equal to or less than the druid’s level and a Stature within 10 of the druid’s base Stature. This constraint increases to within 20 Stature at 10th level, and within 40 Stature at 14th level. At 20th level, they gain a +2 to P, F, G, V, A, and R while wildshaped.

Adaptability:

At 10th level, once per long rest, while preparing their spells, druids can temporarily gain the 4th level ability of a Niche other than the one they have selected. This lasts until their next long rest. At 14th level, they also gain the 8th level ability of this Niche. At 18th level, they also gain the 12th level ability.

Epochal:

At 14th level, druids no longer age, and do not gain bonuses or penalties to their ability scores due to age. This does not reverse the effects of any aging bonuses or penalties that the druid may have already incurred. When the druid prepares their spells, they speak with ancient druids through the nature around them, gaining either an insight bonus equal to their Acumen modifier plus half their level on any single 1dW roll made before their next long rest or a simple piece of often ambiguous advice.

Migration:

At 18th level, over the course of a long rest, druids can permanently change their selected Niche. They may not use this ability again for 30 days.

Archdruid:

At 20th level, druids select a single terrain. While in their chosen terrain, a druid cannot be permanently killed. They simply return to the soil and are instantly reborn from the earth at a point of their choosing within their area. A slain druid is reborn with all their memories intact, but is unconscious for 24 hours. Also, while within this chosen terrain, druids may cast Teleport as a spell-like ability as a move action at will within the same region of terrain. For example, this means that a druid with the “Desert” favored terrain may teleport to any point within the particular desert that they are currently in, but they may not teleport to a different desert.