Class: Druid

The vast and untamed forces of nature hold a power that transcends the achievements of civilization. Hidden within the harmonious balance of the natural world, there exists a primal magic that is guarded and wielded by those known as druids. These guardians, in their pursuit of equilibrium, forge a profound connection with the animal kingdom and harness the very essence of nature itself. Often misunderstood, druids stand as protectors of the wilderness, defending their lands from any who would bring harm and demonstrating the raw power of the untamed realms to those confined within the confines of urban existence. Bestowed with extraordinary abilities as a result of their unwavering devotion, druids possess the incredible talent to shape-shift, the companionship of formidable beasts, and the ability to call upon the fury of nature. Among their ranks, the most formidable among them can command powers reminiscent of tempests, earthquakes, and volcanic eruptions, drawing upon ancient wisdom long forgotten by the civilized world.

Role: While certain druids prefer to remain on the outskirts of a battle, utilizing their powers of nature to bewilder and confound their enemies, others embrace a more primal approach, transforming into formidable beasts and fearlessly diving into the midst of combat. These druids hold reverence for personifications of elemental forces, natural entities, or the very essence of nature itself. Often, this entails devotion to a deity representing nature, but druids can also venerate elusive spirits, animalistic demigods, or even awe-inspiring natural phenomena that stir their souls.

## Creating a druid

Hit die: 1d8

Starting wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Starting wealth may be changed to better represent the character, but only if its lesser than the average.

Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Saving Throws: Wisdom, Ingenuity

### Proficiencies

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings and spears

Tools: Herbalism kit

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• (a) a wooden shield or (b) any simple weapon

• (a) a scimitar or (b) any simple melee weapon

• Leather armor, an explorer's pack, and a druidic focus

## Archetypes

### Battlesage

#### Deadly Proficiency

At 1st level, you gain proficiency with any weapon that has no metal in it.

#### Entrapment

At 3th level, if you make a successful attack during a surprise round against a target that is unaware of you, your victim takes a penalty on its initiative check during the following round equal to half the damage dealt by your attack (minimum 0, maximum equal to the survivor’s class level). This cannot reduce an initiative result below 1.

#### Unstoppable Damage

Starting at 6th level, your spells that deal elemental damage treat their targets’ resistance as 5 points lower. At 8th level, they treat fire resistance as 10 points lower; at 12th level, 15 points lower; at 16th level, 20 points lower; and at 20th level, they ignore resistance and immunity entirely.

#### Bark Skin

At 9th level, you gain an elemental resistance of 5. This resistance increases by 5 at 9th level and every 5 levels thereafter, to a maximum of 20 at 19th level. You may choose the type of damage when selecting this feat, but not change it afterwards.

#### Quick Regeneration

At 15th level, you heal half your proficiency score (rounded up) per round.

### Greenseer

#### Bountiful Mana

At 1st level, you start to gain 1 additional mana per level. Refrain to the Mana page for the exact amounts per level.

#### Ritual Sacrifice

At 3rd level, you may sacrifice a helpless foe in order to please the spirits of nature. Doing so removes 20 stress and makes the druid regain 1 mana per druid level.

#### Secrets across souls

At 6th level, you can use legend lore once per week as a spell-like ability, drawing upon the knowledge of archdruids recorded in secret across the generations in places where magic such as this can retrieve it. This ability does not require material components.

#### Sacrifice for the gods

At 9th level, you may absorb your defeated enemies' energy and store into yourself. When sacrificing a creature, you may take its CRx5 as temporary HP. These temporary HP cannot be regained through healing, and last until another sacrifice is done.

#### A Thousand Voices

At 15th level, you can communicate with any creature with a language or any stone, as if using tongues and stone tell, for up to 1 minute per druid level per day. These minutes do not need to be consecutive, but must be spent in 1-minute increments.

### Fluxmaster

#### Healing Prodigy

At 1st level, you gain a +1 bonus to the healing you cause through spells. The bonus increases to +2 on Touch spells.

#### Fey Resistant

At 3rd level, you gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. Once per day before attempting such a saving throw, you can choose to roll two dice and take the better result, applying the +4 bonus as normal

#### Charged Heal

At 6th level, you may spend an extra spell slot to increase the healing you make with a spell. The used spell must be of a superior level than the original spell. The healing done is equal to double the original spell. This ability increases per extra spell slot used, adding one extra die per level.

#### Improved Healing

At 9th level, your Healing Prodigy feat improves. The bonus to healing increases to +4, and +8 on touch spells.

#### Guide of Many Lives

At 15th level, you may cast "Reincarnate" once per day without any material components required.

### Warg

#### Night Sight

At 1st level, you gain darkvision with a range of 30 feet. If you already have darkvision, the range of your darkvision is increased by 30 feet.

#### Ancient Ways

At 3rd level, you increase any climb, fly, or swim speeds you have or gain via your wild shape ability by 10 feet.

#### Wolf's Blood

At 6th level, you gain a permament +6 to stealth while on your Wild Shape. If the creature selected is size Large or larger, you instead gain an extra 1 AC.

#### Nature's Purity

At 9th level, you gain immunity to all diseases, including supernatural and magical diseases. You are also immune to the poisoned condition.

#### Savage Protector

Upon reaching the 15th level, the innate bond between you and the natural world becomes evident, instilling a sense of hesitation in creatures of the wilderness who dare to attack you. When a beast creature directs an attack towards you, it must make a WILL saving throw against your druid spell save DC. Should the creature fail the save, it is compelled to select an alternative target, causing the attack to automatically miss you. However, if the creature succeeds in the save, it becomes immune to this effect for a duration of 24 hours. If the creature fails the save by more than 10 points, it may act as your ally in combat for a number of rounds equal to half your ingenuity modifier, rounded up.

## Class Advancements

### 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. You cast spells using mana.

##### 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.

##### Spellcasting Ability

Ingenuity is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Ingenuity whenever a spell refers to your spellcasting ability. In addition, you use your Ingenuity 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 ING modifier

Spell attack modifier = your proficiency bonus + your ING modifier

##### Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

##### Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

### 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.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

 2nd
 4th
 8th

### Wild Companion

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.

### A Thousand Faces and One

At 13th level, you gain the ability to change your appearance at will, as if using the alter self spell, but only while in her normal form.

### Timeless Body

Starting at 17th 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.

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 spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.