Druid

A goblin druid

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, but see themselves as extensions of nature's indomitable will.

## Features

### Druid Training

You gain proficiency in *clubs, quarterstaves, Art, Biotic Consumables, Biology* and *Animal Handling.* If you are already proficient in Biology, you gain expertise*.* You gain the following ability:

> ***Shillelagh*** (2AP) - The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes Enigmatic, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
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### Control over Nature

Nature listens to your whims, you are its master as much as it masters you. You gain the following ability:

> ***Control over Nature***- Whispering to the spirits of nature, you create one of the following effects within range:
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> * ***Druidcraft*** (3AP) - You create a harmless effect:
> 	+ You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
> 	+ You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
> 	+ You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
> 	+ You instantly light or snuff out a candle, a torch, or a small campfire.
> * ***Thornwhip*** (3AP) - You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in 30ft. Make a melee spell attack against the target. If the attack hits, the creature takes 1d8 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
> * ***Goodberries*** (3AP, 1 Druid Spell Slot) - Creates 1d4 goodberries. Each berry is consumable that can be eaten to nourish as if it is a ration and heals equal to 1d4 + Druid features picked.
> * ***Purify Food and Drink*** (3AP, 1 Druid Spell Slot) - All non magical food and drink and water within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
> * ***Heat Metal*** (3AP, 1 Druid Spell Slot, concentration 1 minute) - Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d6 fire damage when you cast the spell. Until the spell ends, you can use 1 AP on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
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### Awaken

You can enlighten and sophisticate a form of life. You gain the following ability:

> ***Awaken*** (1 hour, 1 Druid Spell Slot) - You touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
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### Circle of the Moon

You have been initiated in the circle of the moon, the pale reflection that binds the natural world with that of spirits. You gain the two following abilities:

> ***Moonsight*** - You gain 30ft darkvision.
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> ***Moonbeam*** (3AP, 2 Druid Spell Slots, concentration 1 minute) - A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
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> * When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
> * A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
> * On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
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### Circle of the Beasts

You have been initiated into the circle of the beasts, those hunt and thrive. You gain the two following abilities:

> ***Savage Attacks*** - Whenever you hit with an unarmed, Shillelagh or improvised weapon attack, you deal 1d4 bonus acid damage. This ability can be used while wildshaped (shapeshifter archetype).
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> ***Blessing of the Beastial Spirits*** (1AP, 1 Druid Spell Slot) - You bless a creature that you can touch and which has an armor class with the tag (natural armor) and is not wearing any armor modifying its AC. It gains 2AC permanently, or until the blessing is cast again on any other creature. This ability can be used while wildshaped.
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### Circle of the Plants

You have been initiated into the circle of plants and fungi, there where the growth begins. You gain the two following abilities:

> ***Fertilizing Fungi*** (1 minute, 1 Druid Spell Slot)- You can spend 1 minute per 5ft tile to plant a fungus that turns it into nutrient ground. After a day, it has become suitable ground for any plant to grow and the crop yield doubled.
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> ***Spike Growth*** (3AP, 1 Druid Spell Slot, concentration up to 1 minute)- The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
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### Circle of the Water

You have been initiated into the circle of water. It is the seas and rivers where live is pure. You gain the three following abilities:

> ***Boon of the Flowing Waters***  (1AP, 1 Druid Spell Slot) - You bless a creature that you can touch and give it a temporary circle of healing waters that follows it. This circle contains charges equal to your proficiency bonus. Each time the creature heals another creature, 1 charge is automatically used to sooth the healed creature back into action by granting it 1 extra AP and 10ft extra movement speed on its next turn.
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> ***Fog Cloud*** (3AP, 1 Druid Spell Slot) - You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
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> ***Waterbreathing*** (3AP, 1 Druid Spell Slot) - You and a number of allies up to the amount of druid features picked gain the ability to breath underwater for 8 hours.
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