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# Druid of The Moon ### Power of Nature **Druids are an embodiment** of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will. ___ - **Suitable for:** - Characters with high Instinct ___ - **Class type:** - Battlemage ___ ### Stats ___ - **Hit Points:** 3 + ((5 + Con Bonus) * Your Level) - **Endurance:** (5 + Con Bonus) * Your Level ___ - **Bonus Resistance:** - Mindpower - Willpower ___ ### Equipments ______ - **Weapons:** - Simple Weapons (except Axe, Bow, and Crossbow) - Scimitar ___ - **Can Use Shield?** - Yes, but only Wooden Shield ___ - **Armor:** - Non-metal Light Armor - Non-metal Medium Armor ___ - **Tool Proficiency:** - Herbalism Kit ### Skill Choices Choose **two** from options below: | Skill Type | Choices | |:---|:-----------| | Exploration | Perception, Survival | | Knowledge | Arcana, Nature, Religion | | Social | *None* | | Utility | Animal Handling, Insight, Medicine | \columnbreak ### Features You have abilities below: #### Druid Spellcasting *1st-Level Feature* #### Druidic Language *1st-Level Feature* #### Improved Wild Shape ___ - *2nd-Level Feature (Circle of the Moon)* #### Ability Improvement ___ - *4th, 12th, 16th, and 19th-Level Feature* #### Primal Strike ___ - *6th-Level Feature (Circle of the Moon)* #### Elemental Shape ___ - *10th-Level Feature (Circle of the Moon)* #### Thousand Forms ___ - *14th-Level Feature (Circle of the Moon)* #### Timeless Body ___ - *18th-Level Feature* #### Beast Spell ___ - *18th-Level Feature* #### Archdruid ___ - *20th-Level Feature* ___
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\pagebreakNum # Ability Details #### Druid Spellcasting You can cast druid spells. You rely on your Instinct to cast your spells. #### Druidic Language You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and other Druids automatically notice such a message. Others may spot the message’s presence but can’t decipher it without magic. #### Improved Wild Shape You can use a special action to magically assume the shape of a beast that you have seen before. You can maintain the shape for one hour. When you reach 0 hit points, you return to your original form. Your original hit points is unaffected while transforming. You can use this ability five times per day. ___ - **Strongest Form Available:** - Brown Bear, Lion, Dire Wolf, Giant Spider #### Druidcraft *Cantrip.* Thanks to your closeness to spirits of nature, you can predict weather around you, make a flower blossom, creating falling leaves, small wind, the sound of a small animal, or the faint odor of skunk. You can also instantly light or snuff out a torch, or a small campfire. #### Poison Spray *Cantrip.* You extend your hand toward a creature within short range and project a puff of noxious gas from your palm. That creature must roll Vitality. If the roll is lower than your Spell Power, they suffer 7 poison damage. #### Faerie Fire *1st-Level Voice Spell, Needs Concentration* ___ Select a large area. All creature within that area must roll Reflex. If the roll is lower than your Spell Power, that creature is highlighted in a mystical light. As long as you are concentrating on this spell, any attack roll against that creature has advantage and that creature can't go invisible. #### Healing Word *1st-Level Voice Spell* ___ Heal a creature by *3 plus Your Instinct Bonus.* You can cast this spell as a higher level spell. If you do, increase its healing by 3. #### Speak with Animals *1st-Level Spell* ___ For 10 minutes, you gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. \columnbreak #### Detect Poison or Disease *1st-Level Spell* ___ For 10 minutes, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet. You also identify the kind of poison, poisonous creature, or disease in each case. #### Entangle *1st-Level Spell, Needs Concentration* ___ As long as you are concentrating on this spell, grasping weeds and vines sprout from the ground in a large area you choose. Any creature in the area is restrained until the spell ends. A creature restrained by the plants can use its action to make a Strength roll vs 15. Restrained creatures can't move and has disadvantage to their attack and defense. \pagebreakNum # Spellcasting ### Cantrips You have access to cantrips below: #### Druidcraft *Unlocked at 1st-Level* #### Poison Spray *Unlocked at 1st-Level* #### Shillelagh *Unlocked at 4th-Level* #### Resistance *Unlocked at 10th-Level* ### Starting Spells You begin with spells below: #### Faerie Fire *1st-Level Voice Spell* #### Healing Word *1st-Level Voice Spell* #### Speak with Animals *1st-Level Spell* #### Detect Poison or Disease *1st-Level Spell* \columnbreak ### Higher Level Spells As you gain levels, you acquire spells below, in order: #### Entangle *1st-Level Spell* #### Barkskin *2nd-Level Spell* #### Moonbeam *2nd-Level Spell* #### Call Lightning *3rd-Level Spell* #### Conjure Animals *3rd-Level Spell* #### Spell *4th-Level Spell* #### Spell *4th-Level Spell* #### Spell *5th-Level Spell* #### Spell *5th-Level Spell* #### Spell *6th-Level Spell* #### Spell *6th-Level Spell* #### Spell *7th-Level Spell* #### Spell *7th-Level Spell* #### Spell *8th-Level Spell* #### Spell *8th-Level Spell* #### Spell *9th-Level Spell* #### Spell *9th-Level Spell*