Stats
- Hit Dice: d8
- Weapon Proficiencies: Polearm OR Mace (pick one), plus 1 of your choice
- Armor Proficiencies: Light
Class Equipment
Pick two at character creation
- Nature speaking staff: communicate with plants in 10 hex radius, 1/day
- Natureās wrath seeds: throw seed to deal {LevelĆ·2} poison damage in 2-hex radius, 3/day
- Grove marker: create temporary sacred space 1/day
- Primal Mark Ink: apply to something 1/day; invisible ink only you can see to track target for 24h as long as youāre within 1 mile
- Animal calling whistle: summon one local animal per day
Spellcasting
As a spellcasting class, Druids gain Mana based on their level and Spellcasting Modifier. See Learning Spells, and the Spellcasting Advancement Table for more information.
Core Features
| Level | Feature | Description |
|---|---|---|
| 1 | Wildshape | Transform into chosen animal form from starter list |
| 2 | Natureās Resilience | Daily resistance to chosen environmental damage type |
| 3 | Natural Communion | Communicate with natural creatures and request favors |
| 4 | Rejuvenating Bloom | Create healing area that grants regeneration to allies |
| 5 | Path Selection | Choose path; Journeyman Class Tier |
Wildshape
Cost: 2 AP + 2 mana
Duration: Until voluntarily ended (free action), you spend 1 full round without taking or dealing damage, or you fall unconscious
Effect: Once per day in the morning, select a single animal and category that you can transform into for that day. This choice may not be changed until the following day.
See the Druid - Wild Shape rules for details.
Natureās Resilience
Each morning during preparation, choose one environmental damage type: Fire, Ice, Poison, or Acid. Gain Resistance based on your Druid Class Tier against that damage type for the entire day.
| Class Tier | Resistance Value |
|---|---|
| Apprentice | 2 |
| Journeyman | 3 |
| Expert | 4 |
| Master | 5 |
| Legendary | 6 |
Natural Communion
Communicate basic concepts with any natural creature (animals, magical beasts, plant creatures). Make Influence checks to request simple favors or information from creatures that are not inherently hostile. This represents building trust and rapport with natureās inhabitants.
Rejuvenating Bloom
Frequency: Once per day
Range: 3-hex area within 12 hexes
Duration: 4 rounds
Effect: All allies that end their turn within the area gain Regeneration for that round, healing at the end of their turn based on your Druid Class Tier:
| Class Tier | Regeneration |
|---|---|
| Apprentice | 5 |
| Journeyman | 8 |
| Expert | 12 |
| Master | 15 |
| Legendary | 20 |
Path Selection (Level 5)
At Level 5, Druids must choose their specialization path:
- Shaman Path specializes in spiritual connection to natureās forces, gaining aspects of creatures and the ability to commune with spirits. They excel at calling upon natureās wisdom and summoning spiritual aid.
- Primal Form Path specializes in mastery of transformation, gaining access to multiple animal forms and enhanced shapeshifting abilities. They excel at physical adaptation and combat effectiveness through animalistic power.
Shaman Path
| Level | Feature | Description |
|---|---|---|
| 5 | Natureās Aspect | Choose animal/plant aspect for ongoing benefits |
| 6 | Spiritual Communion | Extend Natural Communion to undead and elementals |
| 7 | Spiritcaller | Summon nature spirits to perform various tasks |
Natureās Aspect
For 2 AP + 2 Mana, choose an aspect below and gain a bonuses based on the Animal Category chosen. This effect lasts until you choose to end the Natureās Aspect effect, or until you fall unconscious. You may change the Aspect by using this ability again. Each Aspect gains a combat bonus and a special ability:
Predator
- Combat: Killing an enemy heals you based on your Class Tier (1/2/4/6/8 HP)
- Special Ability: You can track any creature by scent alone, following trails up to 24 hours old
Guardian
- Combat: Gain DR based on your class tier (+2/4/6/8/10 DR), and you can spend 1 RP to force an enemy within 3 hexes to target you with their next attack
- Special Ability: You can sense the emotional state (hostile, friendly, fearful, etc.) of any creature within 10 hexes
Aerial
- Combat: After making a successful attack, you can immediately move 1 hex without provoking Reaction Attacks
- Special Ability: You take no fall damage and can glide horizontally up to your fall distance
Agile
- Combat: Your movement never provokes Reaction Attacks
- Special Ability: Advantage on Athletics checks and can climb at normal movement speed on any surface with handholds
Aquatic
- Combat: When you successfully hit an enemy, they are knocked back 1 hex
- Special Ability: You can breathe underwater and swim at your normal movement speed
Cold-blooded
- Combat: Your first successful attack each combat inflicts Persistent Poison damage per round based on Class Tier (Persistent Poison 2/4/6/8/10)
- Special Ability: You can remain perfectly still for hours without discomfort and have advantage on Stealth checks when motionless
Vermin
- Combat: Enemies adjacent to you have -10 to all attack rolls due to your unsettling presence
- Special Ability: You can fit through any opening larger than 8 inches and automatically detect hidden passages or secret doors within 3 hexes
Spiritual Communion
Your Natural Communion ability now works on undead and elemental creatures, as you can speak with the spirits that inhabit or animate them. This allows communication with ghosts, animated skeletons, fire elementals, and similar spiritual entities.
Spiritcaller
Cost: 3 mana
Frequency: Twice per day
Duration: 10 minutes
Effect: Summon a nature spirit to perform one specific task. The spirit appears as a translucent animal appropriate to the task and can:
- Scout an area up to 1 mile away and report back
- Deliver a message to someone within 5 miles
- Perform simple physical tasks (carrying objects, opening doors, etc.)
- Provide guidance through natural terrain for the duration
The spirit cannot engage in combat or perform complex tasks requiring intelligence or manual dexterity.
Primal Form Path
| Level | Feature | Description |
|---|---|---|
| 5 | Primal Shape | Access to all animal forms, enhanced casting, combat options |
| 6 | Primal Resilience | Expand damage resistance options to include physical damage |
| 7 | Fluid Form | Reduced Wildshape costs and Flow Point generation |
Primal Shape
You gain the following enhancements to your Wildshape ability:
- Expanded Forms: Transform into any Medium or Small animal you have encountered before. If uncertain whether youāve encountered a creature in your backstory, make a Nature Check (Hard Success required).
- Primal Casting: You can cast spells that have a target of āSelfā while Wildshaped.
- Seamless Shifting: You can shift from one form into another without having to shift back to being human first
Primal Resilience
You can now choose Bludgeoning, Piercing, or Slashing damage as options for your Natureās Resilience, in addition to the environmental damage types (Fire, Ice, Poison, Acid). This represents your body adapting to physical threats through primal conditioning or special abilities learned from your animal forms.
Fluid Form
Your mastery of transformation grants the following benefits:
- Efficient Shifting: Wildshape now costs 1 Mana and 1 AP instead of 2 Mana and 2 AP.
- Battle Adaptation: Gain 2 FP whenever you cast Wildshape.