Druid
Caster Healer Support
A full spellcaster who prepares Druid spells with Wisdom, including weather and healing spells, takes beast forms with Wild Shape, and gains terrain benefits from a chosen Inner Grove biome.
Circle of the Wilds
Ancestral Guardian
Circle of the Wilds
Circle of the Pack
Circle of the Bloom
Circle of the Spores
Circle of the Wilds
Ancestral Guardian
Circle of the Wilds
Circle of the Pack
Circle of the Spores
Ancestral Guardian
Circle of the Spores
Circle of the Wilds
Circle of the Wilds
Ancestral Guardian Basics
Identity
The Druid is a full channeler whose conduit is a living system. Each long rest a Druid affirms a tether to a specific biome, the Inner Grove, and the Rift reaches them through that place: a glade, a tide-pool, a moon, a fungal network the size of a continent. Druids prepare spells from the Druid list with Wisdom, take beast forms with Wild Shape from 2nd level, and know Druidic, the sign-and-scent cant of the circles. The Druid Circle chosen at 3rd level sets the focus of the practice, which can be a beast form, called animals, the dead of a lineage, fungus, the sky, vacuum or the ground of a single biome.
Proficiencies
Channeling
| Level | Cantrips |
|---|---|
| 1 | all |
Prepares spells each long rest from the Druid spell list. Prepared spell count = WIS modifier + Druid level (minimum 1). Spell save DC = 8 + proficiency bonus + WIS modifier. Wild Shape transformations do not require a spell slot and use the Wild Shape mechanic instead.
Level Progression
- L1Druidic
You know Druidic, the binding cant of the circles: a layered language of sign, scent-mark, plant-trace and spoken phrase that other Druids can read across great distances of culture and biome. A non-Druid who tries to detect or decode a Druidic message must succeed on a Wisdom (Insight) check against your spell save DC, and even on a success learns only that a message is present. Druidic is understood across species: a Myrrhiam Bloom-cleric and an old-growth forest druid recognize one another within a sentence.
SpellsYou channel Rift Energy through the living systems of a chosen biome. You know all Druid cantrips and prepare a number of leveled spells each long rest equal to your Wisdom modifier + your Druid level (minimum 1). Use Wisdom for spell attack rolls and your spell save DC of 8 + proficiency bonus + Wisdom modifier.
- L2Wild Shape
As an action, you assume the form of a beast you have observed long enough to imitate. This takes at least 24 hours of close study and is recorded as a Form Slip in your circle's records. You can use Wild Shape twice per short or long rest. You remain in beast form for up to 1 hour, until you drop to 0 hit points in beast form, until you fall Unconscious, or until you end it as a free action. Your statistics become those of the chosen form, except that you keep your Intelligence, Wisdom and Charisma scores, your alignment, your personality and your spell save DC. You cannot cast leveled spells while transformed, although some subclasses modify this. At 2nd level, you can transform into beasts of Power Rating 1/4 or lower with no flying or swimming speed. At 4th level, the limit is Power Rating 1/2 or lower, and a swimming speed is allowed. At 8th level, the limit is Power Rating 1 or lower, and a flying speed is allowed. The form's hit points are gained on transformation and lost when it ends. Damage left over after the form's hit points are used up reduces your normal hit points.
Inner GroveWhen you finish a long rest, you can affirm or change your tether to a specific biome, your Inner Grove. Choose one biome type from this list: forest, grassland, mountain, desert, swamp, coast, deep ocean, vacuum, fungal hivemind, urban (overgrown ruin counts), or arctic. While in terrain matching your Inner Grove, you have advantage on Survival checks and on Stealth checks made in natural cover, and you ignore difficult terrain produced by overgrown vegetation, loose substrate, low gravity or fungal mats. Your Circle, chosen at 3rd level, determines what additional benefits Inner Grove grants.
- L3 Subclass featureDruid Circle
Choose a Druid Circle: Ancestral Guardian, Beast, Bloom, Pack, Spores, Stars, Void or Wilds. Your Circle grants features now and at 7th, 11th, 15th and 18th level.
- L4 ASI / FeatWild Shape Improvement
You can now use Wild Shape to assume the form of a beast of Power Rating 1/2 or lower, and forms with a swimming speed are permitted.
- L5Ground Snare
You can make the ground close on a creature standing on it. The creature makes a Strength saving throw against your spell save DC. On a failure, its speed becomes 0 until the end of its turn and it takes 1d8 bludgeoning damage as the surface grips it. Ground counts if anything grows in it, and on a hull that includes what the hull has started growing on its own. You can use this feature a number of times equal to your Wisdom modifier per long rest, minimum one.
- L6Form Memory
You can add a number of additional Form Slips to your Wild Shape repertoire equal to your Wisdom modifier (minimum 1). Form Slips do not need to be re-observed if you spend at least 8 hours in your Inner Grove biome each week.
- L7 Subclass feature
- L8 ASI / FeatWild Shape Improvement
You can now use Wild Shape to assume the form of a beast of Power Rating 1 or lower, and forms with a flying speed are permitted.
- L10Wild Shape Endurance Capstone
Your Wild Shape duration becomes 1 hour per Druid level. While transformed, you can use a bonus action once per turn to cast one cantrip. The cantrip resolves as if cast in humanoid form for targeting and saves, but uses your transformed senses and reach where relevant. This does not lift the restriction on leveled spells in beast form.
- L11 Subclass feature
- L12 ASI / Feat
- L14Biome Speech
You can speak with the small life of your Inner Grove biome: plants, fungi, insects, small animals and, in vacuum or hivemind biomes, the equivalent distributed life. You ask and the biome replies in the form its life uses: a forest replies with the memory of footfalls and chemical traces from the past week, and a hivemind replies in clusters of concept. The conversation lasts up to 10 minutes and can be held once per short rest. You can also try to soothe hostile non-sapient creatures native to the biome. Each creature you try to soothe must succeed on a Wisdom saving throw against your spell save DC or be Charmed for 1 minute.
- L15 Subclass feature
- L16 ASI / Feat
- L18 Subclass featureTimeless Body
For every 10 years that pass, your body ages 1 year, and you cannot be aged magically.
Beast SpellsYou can now cast leveled spells while in Wild Shape form, provided the form can produce the spell's components. A form with no usable manipulator cannot deliver a touch-range spell that requires one, and a form with no vocal apparatus cannot cast a spell with a strict vocalization component. Your spell save DC and spell attack modifier remain those of your humanoid form.
- L19 ASI / Feat
- L20Archdruid Capstone
Your Wild Shape becomes effectively unlimited. You can use it without consuming a Wild Shape use, its duration is indefinite (until you end it, drop to 0 hit points, or fall Unconscious), and the Power Rating cap rises to your Druid level divided by 4 (rounded down), or stays at your Circle's cap if that is higher. Spells you cast that require material components consumed by the casting can also be cast without the component, unless the component costs more than 100 gm or is the spell's own focus.
Subclasses (8)
- Ancestral Guardian
- Circle Of The Beast
- Circle Of The Bloom
- Circle Of The Pack
- Circle Of The Spores
- Circle Of The Stars
- Circle Of The Void
- Circle Of The Wilds
Background: Publisher's Choice Quality Stock Art © Rick Hershey / Publisher's Choice Stock Art , Publisher's Choice Stock Art