Dragoncrown 5E Druid (WiP)

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Dragoncrown 5E Druid (WiP)

Druids are people who revere nature and its unbiased order above all else. Many belong to ancient orders that call on the forces of nature, others might be part of ancestral oral traditions, some are handpicked to be trained as shamans and oracles for their communities, and a few are self-taught hermits who’ve learned to live in harmony with nature spirits.

Harnessing the magic of animals, plants, weather, and the elements, Druids can heal, transform themselves, and wield elemental destruction. While some Druids might worship nature deities, their magic comes from their mystical connection to nature itself and the various ways to tap into primal energies through bones, runes, feathers, and totems. The ancient druidic traditions are often called the Old Faith, in contrast to the worship of gods in temples and shrines.

Through their mystical connection to the wilderness, Druids also gain the ability to transform into animal forms, and some Druids focus on this practice to the point where they feel more at home in the body of a beast.

For Druids, nature exists in a precarious balance with settled lands, the unnatural anathema of undeath, and other threats to the natural order. Breaking this careful equilibrium jeopardizes not just the wilderness, but the very elemental fabric that sustains the prime material plane. Thus, Druids oppose anything that endangers the delicate ecological balance that supports plant and animal life, such as undeath, cults that twist and corrupt elemental forces, and other dangers to the natural world.

While they would rather see nature remain untamed, many Druids are not necessarily opposed to urbanization. Fully aware that towns and cities are here to stay, they are more concerned with the need for people to live in harmony with nature, whether they reside in a city or in the wild.

Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger threatens nature’s balance or the lands they protect, Druids take a more active role against such threats.

Creating a Druid

Class Group: Herald
Primary Ability: Wisdom

To create a Druid, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Druid” sidebar.

Then look at the Druid table to see the class features you get at each level in this class. The descriptions of those features appear in the “Druid Class Features” section.

Hit Points

Hit Dice: 1d8 per Druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 + your Constitution modifier

Proficiencies

Saving Throws: Intelligence, Wisdom
Skills (Choose 2): Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
Weapons: Simple Weapons, scimitars
Tools: Herbalism Kit

Armor Training

Light armor and Shields. Druids can only wear non metallic armor and shields made from natural materials, such as leather, hide, wood, bone, scales, carapaces and the like.

Starting Equipment

You start with the following equipment at 1st level, plus anything provided by your background.

  • a wooden shield or a shortbow
  • a scimitar or a simple melee weapon
  • leather armor, an enchiridion, an Explorer's Pack, an Herbalism Kit, and a Druidic Focus

Alternatively, you can start with 2d4 × 10 gp to buy your own equipment instead.

©Dragoncrown Games
Druid
Level Proficiency
Bonus
Features Channel
Nature
Prepared
Cantrips
Prepared
Spells
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druid Archetype, Druidic, Ritual Caster, Spellcasting 2 2 4 2
2nd +2 Channel Nature 2 2 5 3
3rd +2 Archetype Feature 2 2 6 4 2
4th +2 Character Improvement 2 3 7 4 3
5th +3 Wild Resurgence 3 3 9 4 3 2
6th +3 Archetype Feature 3 3 10 4 3 3
7th +3 Primal Shapechanger 3 3 11 4 3 3 1
8th +3 Character Improvement 3 3 12 4 3 3 2
9th +4 Verdant Whispers 4 3 14 4 3 3 3 1
10th +4 Archetype Feature 4 4 15 4 3 3 3 2
11th +4 Nature’s Wrath 4 4 16 4 3 3 3 2 1
12th +4 Character Improvement 4 4 16 4 3 3 3 2 1
13th +5 Wild Soothsayer 4 4 17 4 3 3 3 2 1 1
14th +5 Archetype Feature 4 4 17 4 3 3 3 2 1 1
15th +5 Beast casting 4 4 18 4 3 3 3 2 1 1 1
16th +5 Character Improvement 4 4 18 4 3 3 3 2 1 1 1
17th +6 Primal Vitality 4 4 19 4 3 3 3 2 1 1 1 1
18th +6 Elemental Aegis 4 4 20 4 3 3 3 3 1 1 1 1
19th +6 Character Improvement 4 4 21 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 22 4 3 3 3 3 2 2 1 1
Multiclassing and the Druid

If your group uses the multiclassing rules in the Player’s Handbook, here’s what you need to know if you choose Druid as one of your classes.

Ability Score Minimum. As a multiclass character, you must have a Wisdom score of at least 13 to take a level in this class or to take a level in another class if you are already a Druid.

Armor Training. When you gain your first Druid level, you gain armor training with the following: Light armor and Shields. Druids can only wear non metallic armor and shields made from natural materials, such as leather, hide, wood, bone, scales, carapaces and the like, even if another class would allow them to wear metallic armor. A multiclassed Druid might need to have a breastplate custom made from an ankheg carapace, plate mail crafted from gorgon skin plates, or a tower shield carved from a bulette’s armored skull.

Spell Slots. Add all your Druid levels to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules. You prepare spells for each of your classes individually, referring to the spell slots of an individual class to determine the number and levels of the spells you prepare for it.

Druid Class Features

As a Druid, you gain the following class features when you reach the specified levels in this class. These features are listed on the Druid table.

1st Level: Druid Archetype

You gain a Druid archetype of your choice—a specialization that grants you special abilities at certain Druid levels. For the rest of your career, you gain each of your archetype’s features that are of your Druid level and lower.

If you are unsure which one to pick, consider selecting the Landspeaker archetype.

At Higher Levels. You gain additional features for your Druid archetype at 3rd, 6th, 10th, and 14th level, as shown on the Druid table.

1st Level: Druidic

You know Druidic, the secret language of nature. When creatures speak in Druidic, they intonate natural sounds or create fleeting natural phenomena only they can recognize the meaning of through their attunement with the wilderness.

In addition, you can create one of the following effects while speaking Druidic:

Nature's Whisper. As a Bonus Action, you can leave a message in Druidic on a 30 feet radius area. You choose how the message manifests, such as a peculiar gust of wind or the rythm of a distant caw. The messages are fleeting, but the stronger a druid's roots, the longer they endure, remaining in that area for 100 days per Druid level, unless you dismiss it early by touching the area as a Bonus Action.

When entering the message's area, you and others who know Druidic automatically spot it and can understand it. Others can spot the message’s presence with a successful DC 15 Investigation check, but can’t decipher it without magic.

Wildspeak. While speaking Druidic (no action required), you can act as if under the effects of the Speak with Animals spell for as long as you maintain Concentration (as if concentrating on a spell).

1st Level: Ritual Caster

You can cast a spell as a ritual if that spell has the Ritual tag. You don’t need to have the spell prepared or expend a spell slot to cast it in this way, but its casting time increases by 10 minutes and you must read it from your spellbook while maintaining Concentration throughout the casting.

1st Level: Spellcasting

You can cast spells by harnessing your connection to the mystical forces of nature and a careful study of the plants, crystals, elements, and components that channel them. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Druid.

Enchiridion. You have a spellbook containing all the spells you know. It starts with four cantrips and six 1st-level spells of your choice from the Druid spell list. On your adventures, you might find other Druid spells that you can copy into your spellbook (see “Spellbooks”).

Instead of choosing, you can have your book start with the following spells:

  • Cantrip. Druidcraft, Mending, Produce Flame, and Shillelagh.
  • 1st Level. Cure Wounds, Entangle, Faerie Fire, Goodberry, and Thunderwave.

Prepared Cantrips. You choose 2 cantrips from your spellbook, making them available for you to cast. You can prepare additional cantrips when you reach higher levels in this class as shown on the Prepared Cantrips column of the Druid table.

Spell Slots. The Druid table shows how many Spell Slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

Prepared Spells of 1st+ Level. You prepare a list of spells of 1st level and higher that are available for you to cast with this feature. To do so, you choose a number of Druid spells from your spellbook as shown in the Prepared Spells column of the Druid table. Whenever this number increases, choose more Druid spells from your spellbook until the number of spells on your list matches the number on the table.

The chosen spells must be of a level for which you have spell slots. For example, if you are a 5th-level Druid, your list of prepared spells can include nine spells from your spellbook of 1st, 2nd, or 3rd level, in any combination.

Always Prepared Spells. If another game feature gives spells that you have always prepared, those spells don’t count against the number of spells you can prepare with this feature and they don’t have to be in your spellbook.

Changing your Prepared Spells. You can change your list of prepared spells whenever you finish a Long Rest, replacing one or more of those spells for another one in your spellbook that you don’t have prepared. Preparing a new list requires time spent meditating to refocus your connection to the natural world and priming various rituals and components: at least 1 minute per spell level for each spell you add to the list. Cantrips take 1 minute to prepare.

Spellcasting Ability. Wisdom is your Spellcasting Ability for your Druid spells. You use your Wisdom modifier when setting the saving throw DC for a Druid spell you cast and when making an attack roll with one as shown below:

Spell Save DC = 8 + your PB + your Wisdom modifier

Spell attack modifier = your PB + your Wisdom modifier


Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Learning Spells. Whenever you gain a new level in this class, you learn four spells from the Druid spell list of a level that you can prepare and copy them into your spellbook.

When you find a source to learn a new Druid spell from, such as a spell scroll, a spellbook, or a fellow spellcaster, you can make a Nature (Wisdom) check to learn the new spell if it is of a level you can prepare. The DC for this check is 10 plus the level of the spell you want to learn. On a success, you can copy that spell into your spellbook. On a failure, you don’t learn the spell and must continue to study it at the end of 5 cumulative long rests before you can try again.

If the source of that spell is a spell scroll, it is consumed by the learning attempt, whether you succeeded or not.

Spellbooks

Characters with the Spellcasting feature must have a spellbook: a repository of their magic knowledge. While they vary based on their type, they all follow the same game mechanics and are collectively referred to as Spellbooks for rules purposes.

  • Spellbooks. The traditional arcane spellcaster’s spellbook contains the formulas, incantations, diagrams, and thaumaturgical notations needed for their spells. It holds their arcane research and insights into the fabric of the multiverse.

  • Liturgies. A divine spellcaster’s liturgies contain the prayers, rites, blessings, and sacred words needed for them to cast spells. It also serves as a religious text, holding the teachings, lore, ceremonies, and covenants of their faith.

  • Enchiridions. A primal spellcaster’s enchiridion contains the rituals, chants, and mystic symbols needed for their spells. These read as almanacs full of lore on nature, astrology, herbalism, and the creatures who inhabit the wild.

  • Grimoires. An eldritch spellcaster’s grimoire contains not only spells, but hexes, alchemical formulas, invocations, and secret rituals used in occult magic, as well as the contracts needed to bargain with one or more powerful entities.

  • Exotic Spellbooks. Some spellcasters break with tradition in favor of something more fitting to their fancy. For instance, a Bard might hold their spells in lyricals where formulas are combined with complex musical notation, a Paladin might forgo paper and carry engraved rings or prayer wheels, or a Warlock may hide their knowledge behind ideograms in an illustrated codex.

Copying a Spell into the Book. For each level of the spell, the transcription takes 2 hours and costs 50 gp, or half as much for a cantrip. The spell occupies 1 page per spell level (minimum 1).

Replacing the Book. You can copy a spell from your own spellbook into another to make a backup of your spellbook. Since you understand your own notation and already know how to cast the spell, you only need to spend 1 hour and 10 gp per level of the copied spell, or half as much for a cantrip.

If you lose your spellbook, you can transcribe only the spells that you have prepared into a new spellbook. To regain your other spells, you must find a new source to copy them from.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, a loose collection of notes scrounged together after you lost your previous spellbook in a mishap, or even an exotic spellbook unique to your character.


Spellcasting Foci

A spellcasting focus is an item that a spellcaster can use to channel, control, and shape magical energies. When you cast a spell, you can use your spellcasting focus in place of any material components specified for that spell.

If a cost is indicated for a component, or the component is consumed by the spell, it can't be substituted by your spellcasting focus and you must have that specific component before you can cast the spell.


Delaying Your Archetype Choice

Player Characters in Dragoncrown 5E gain their class Archetype (subclass) at 1st level.

If you are not sure which Archetype to choose when you create your character, or if the GM wants the party to start without them at 1st level for any reason, you can gain your Rogue Archetype at 2nd or 3rd level instead.

Archetypes and Multiclassing. If you multiclass, you do not gain your Archetype features for a class beyond your first until you reach 2nd level in that additional class.


Proficiency, Expertise, and Mastery

Dragoncrown 5E uses a custom proficiency system featuring three tiers of competency for both skills and weapons. Each tier's benefits are summarized below.

Skill and Tool Proficiency Tiers
Tier Benefit
Proficiency You can add your Proficiency Bonus to checks involving that skill or tool.
Expertise Your Proficiency Bonus increases by 2 on d20 Tests with skills or tools you have Expertise with.
Mastery Your Proficiency Bonus increases by 3 on d20 Tests with skills or tools you have Mastery with. If you fail that d20 Test, you can reroll the d20. You must use the new roll.

2nd Level: Channel Nature

The mystical power of nature dwells in you. allowing you to create various magical effects. You start with three such effects: Healing Wind, Wild Companion, and Wild Shape, each of which is described below. Each time you use Channel Nature, you choose which effect to create from among those available to you. Other Druid features might grant you additional effect options or alter the ones you already have.

You can use Channel Nature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Druid levels, as shown in the Channel Nature column of the Druid table.

If a Channel Nature effect forces a saving throw, the DC for it is the Spell Save DC from this class’s Spellcasting feature.

Healing Wind. As an Action, you channel life energy into a soothing breeze, which manifests in a 10-foot-radius sphere centered on a point of your choice within 30 feet of you. This manifestation can take any form of your choice, such as spectral flower petals, fluttering butterflies, or tiny fey creatures, disappearing at the end of your turn.

Each creature of your choice within that sphere regains a number of Hit Points equal to 1d6 plus your Druid level. You can forgo restoring hit points to a creature to end the Dazed, Poisoned, or Stunned condition on it instead.

Wild Companion. You have bonded with a specific nature spirit, which assumes a corporeal form to aid you. You can expend 1 hour and a use of your Channel Nature to summon this spirit, which appears in an unoccupied space within 10 feet of you and uses the Primal Familiar stat block detailed later in this class' description. The familiar shares your Initiative, taking its turn immediately after yours. It can't attack, but it can take any other actions of its choosing and it will always obey your commands.

You can choose a CR 1/2 or lower Beast, Elemental, or Fey of a Tiny or Small Size for your familiar's form, and it can incorporate natural features into its appearance if you wish, such as fungi, minerals, or twigs. You can only ever have one familiar. If you use Wild Companion while you already have a familiar, you can choose a new eligible form for it instead.

Once you use this effect, you can't use it again until you finish a Short Rest.

Wild Shape. As a Bonus Action, you transform into a form that you have learned for this feature. You start knowing such form, Animal of the Land, which is detailed in the “Wild Shapes” section later in this class’ description. You stay in that form for a number of hours equal to half your Druid level. The transformation ends early if you have the Incapacitated condition, use Wild Shape again, or you end it early as a Bonus Action.

You learn new forms when you reach certain Druid levels as shown in the Wild Shape Forms table below.

Wild Shape Forms
Druid Level Form
2nd Animal of the Land
4th Animal of the Sea
6th Insect of the Wild
8th Animal of the Sky

4th Level: Character Improvement

One Ability Score of your choice increases by one (to a maximum of 20) and you gain one feat of your choice for which you qualify.

At Higher Levels. You gain the benefits of this feature again at 8th, 12th, 16th, and 19th level, as shown on the Druid table.

5th Level: Wild Resurgence

Primal mana flows through your mystic powers. If you have no uses of Channel Nature left, you can give yourself one use by expending a spell slot of 2nd level or greater (no action required). You can't do so again until you finish a Long Rest.

7th Level: Primal Shapechanger

You've harmonized with the feral beast within. If you are in a Wild Shape form and you take a Bonus Action to switch back to your normal form, you can assume another Wild Shape form you know within the next minute as a Bonus Action without expending a use of your Channel Nature.

Neither switch changes your Temporary Hit Points when you transform in this way, but you can choose your Wild Shape form's traits, Size, and appearance anew.

9th Level: Verdant Whispers

You have learned to communicate with the land itself. The following effect is now among your Druidic options:

Verdant Whispers. While speaking Druidic (no action required), you can command plants in a 10 feet radius Emanation centered on you for as long as you maintain Concentration (as if concentrating on a spell). While your Verdant Whispers is active, overgrowth such as thorns, brambles, vines, briars and similar features don't count as difficult terrain for you and creatures of your choice inside your Emanation. You can choose to make the foliage cover your tracks as you pass.

11th Level: Nature’s Wrath

The might and chaos of primal forces surges through you. Once on each of your turns when you deal Acid, Cold, Fire, Lightning, Poison, or Thunder damage, one target of your choice takes extra damage of the same type equal to your Wisdom modifier (minimum of 1).

13th Level: Wild Soothsayer

You’ve attuned to the hidden whispers of nature and the secrets they can reveal. You can spend 1 minute communing with nearby nature spirits and ask for their help in locating something, such as a creature, an object, a hideout, a form of shelter, a hidden trail, or a source of food and water. If what you seek is within a 5 mile radius, the spirits point you in its general direction by creating a message in Druidic.

The information provided by the spirits is truthful, but it is limited by their understanding or what they know. You can't use this feature again until you finish a Short or Long Rest.

15th Level: Beast Casting

You have learned to fully channel nature's mana through your animal transformation. You can cast your prepared spells and perform Somatic and Verbal Components for them while in a Wild Shape form. You can't provide material components for your spells while in a Wild Shape form, but you can cast them as if you had a spellcasting focus.

17th Level: Primal Vitality

Nature sustains you as if its roots burrowed into your very being. Whenever you roll Initiative, you regain one expended use of your Channel Nature.

In addition, you no longer need to eat or drink and you age more slowly. For every 10 years that pass, your body ages only 1 year.

18th Level: Elemental Aegis

The might of the elemental planes suffuses your body, granting you a new effect for your Channel Nature feature.

Elemental Aegis. As a Bonus Action, you can choose one damage type from Cold, Fire, Lightning, or Thunder. For 1 minute, you or a creature of your choice within 5 feet gains resistance to the chosen damage type.

20th Level: Archdruid

The unbound power of nature courses through you, granting you the following benefits:

Euterria. If you use your Channel Nature as an Action, you can choose to create up to two different effects from among those available to you with the same use of Channel Nature.

Mana Overflow. You can cast your Druid spells with a casting time of 1 Action as if their casting time is 1 Bonus Action instead.

Primal Oneness. You can ignore the Somatic and Verbal components for your Druid spells, as well as any Material components that lack a cost and aren’t consumed by the spell.


Primal Familiar

Tiny or Small Elemental, Unaligned


  • Armor Class 12 + your PB
  • Hit Points 2 + twice your Druid level (it has a number of d4 Hit Dice equal to your Druid level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 10 (+0) 10 (+0) 15 (+2) 8 (-1)

  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Druidic, telepathy 120 ft. (only between you and the familiar)
  • Challenge
  • Proficiency Bonus equals your PB

Form's Movement When you summon the familiar, it gains a 30 ft. movement Speed of your choice from Climb, Fly, or Swim, provided its chosen form would normally have one of those movement types.

Gentle Nature Your familiar cannot attack and it doesn’t provoke Opportunity Attacks. It can mount or dismount a willing creature without having to spend half its Speed.

Mystical Escape. When the familiar would drop to 0 Hit Points, it drops to 1 Hit Point and vanishes into a fey realm instead, leaving behind anything it was wearing or carrying. It remains there until you use Wild Companion to summon it again with its Hit Points fully restored.

Shared Senses As a Bonus Action, you can see what your familiar sees and hear what it hears until the end of your next turn.

Actions

Mournful Nudge. The familiar stabilizes a Dying creature of your choice within 5 ft. of it.

Reactions

Deliver Spell. Trigger: You cast a spell with a range of touch while the familiar is within 100 feet of you. Response: The familiar delivers the spell with its touch instead.

Wild Shapes

When you use your Channel Nature to Wild Shape, you transform into a form you’ve learned for this feature. This section includes four forms: Animal of the Land, Animal of the Sea, Insect of the Wild, and Animal of the Sky.

As you assume a form, you tap into your knowledge of an animal fitting the form's description. An animal is any creature with the Beast type or the Animal tag, which might include Monstrosities such as displacer beasts, griffons, owlbears, or perytons. Your form’s size doesn’t have to match that of the chosen animal, but it can’t exceed Large Size. For instance, you could transform into a Large Frog or a Tiny Mammoth.

Your transformation allows you to emulate an animal within the constraints of the chosen form's stat block, and it does not grant you any special Traits, Actions, resistances, Legendary Actions, or other game features that animal normally has. For instance, if you choose the appearance of a basilisk when you take an Animal of the Land form, you do not gain its petrifying gaze trait or its poison bite.

When you take a Wild Shape form, your appearance matches what you would look like as a member of that species. For instance, if you have a noticeable scar, your animal form will have it too. If your character has red hair, your animal form might have patches of red fur, scales, or feathers. You choose how these features manifest when you assume a Wild Shape form.

While in a Wild Shape form, the following rules apply:

  • Body Transformation. The form’s game statistics replace yours, and its traits and actions replace those granted by your species. Each form allows you to choose additional traits or actions to empower them. This choice cannot be changed until you spend another use of Channel Nature to Wild Shape again.
  • Creature Type. Your creature type doesn't change, but you also count as a Shapechanger while transformed.
  • Temporary Hit Points. When you transform into a Wild Shape form by expending a use of your Channel Nature, you gain a number of Temporary Hit Points equal to your Wisdom modifier (minimum 1) plus your Druid level.
  • Form Limitations. You retain all your feats and class features, and you can use them as long as your Wild Shape form is physically able to do so. Your ability to handle objects is determined by the form’s appendages.
  • Suppressed Spellcasting. You cannot cast spells while in a Wild Shape form, but transforming does not break your Concentration on an ongoing spell or effect. You can also continue to take actions that are part of a spell you already cast prior to assuming a form.
  • Cognitive Continuity. You retain your personality, memories, proficiencies, and ability to speak (including Druidic and its various uses, such as Nature's Whisper).
  • Equipment Melding. When you transform, equipment you’re wielding or wearing merges with the form, but not carried items. Merged equipment cannot be used and ceases to provide any benefits until your Wild Shape ends.

Animal of the Land

An Animal of the Land is a flightless terrestrial animal, such as a bear, deer, horse, cat, dog, velociraptor, or rodent. While in this form, you use the Animal of the Land stat block.

Animal of the Sea

An Animal of the Sea is an aquatic or semiaquatic animal, such as a crocodile, dolphin, sea turtle, octopus, or shark. While in this form, you use the Animal of the Sea stat block.

Insect of the Wild

An Insect of the Wild is a terrestrial or flying bug, such as a spider, snail, centipede, stirge, butterfly, or wasp. While in this form, you use the Insect of the Wild stat block.

Animal of the Sky

An Animal of the Sky is a winged animal, such as a bat, eagle, falcon, pteranodon, or owl. While in this form, you use the Animal of the Sky stat block.


Coastal and Aquatic Druids

If your Druid hails from a waterborne community, is a protector of the seas, or has a theme centered on the elemental powers of water, you can choose to start with the Animal of the Sea form at 2nd level, instead of Animal of the Land.

If you do, you learn the Animal of the Land form at 4th level instead.


Animal of the Land

Large or smaller Terrestrial Animal
Your Creature Type Doesn’t Change (Shapechanger)


  • Armor Class 12 + your Wisdom modifier
  • Hit Points You continue to use your Hit Points
  • Hit Dice You continue to use your Hit Dice
  • Speed 40 ft., Climb 20 ft. (Climb Speed requires 5th+ level)

  • STR, DEX equal your Wisdom score
  • CON, INT, WIS, CHA use your scores

  • Saving Throws use your bonuses
  • Skills use your bonuses
  • Senses Darkvision 60 ft.
  • Proficiency Bonus equals your Proficiency Bonus

Keen Senses. You have Advantage on Perception checks.

Actions

Beast Strike Melee Attack Roll: your Spell Attack Modifier to hit, reach 5 ft. Hit: 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (choose when you transform).

Maul Melee Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d6 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (choose when you transform) and the target is Grappled. If the target is still Grappled at the beginning of your turn, you can deal your Beast Strike damage to it as a Bonus Action. If you do so, the Grapple ends.

Multiattack (Requires 5th+ Level). You make two Beast Strike attacks.


Choose a trait below when you assume this form. Your form has that trait.

Ram. If you move at least 20 feet straight toward a target and then hit it with a Beast Strike on the same turn, you can forgo dealing damage to push it 10 feet directly away from you and knock it Prone.

Pack Tactics. You have Advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't Incapacitated.

Pounce. If you move at least 20 feet straight toward a creature and hit it with a Beast Strike on the same turn, you can make another Beast Strike against it as a Bonus Action.

Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a Bonus Action to move up to half your Speed and make a Beast Strike attack.


Animal of the Sea

Large or smaller Aquatic or Semiaquatic Animal
Your Creature Type Doesn’t Change (Shapechanger)


  • Armor Class 12 + your Wisdom modifier
  • Hit Points You continue to use your Hit Points
  • Hit Dice You continue to use your Hit Dice
  • Speed 20 ft., Swim 40 ft.

  • DEX equal your Wisdom score
  • STR, CON, INT, WIS, CHA use your scores

  • Saving Throws use your bonuses
  • Skills use your bonuses
  • Senses Darkvision 120 ft.
  • Proficiency Bonus equals your Proficiency Bonus

Amphibious You can breathe air and water.

Actions

Beast Strike Melee Attack Roll: your Spell Attack Modifier to hit, reach 5 ft. Hit: 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (choose when you transform).

Multiattack (Requires 5th+ Level). You make two Beast Strike attacks.


Choose a trait below when you assume this form. Your form has that trait.

Constrict. (Action) Melee Attack: your Spell Attack Modifier to hit, reach 5 ft., one creature. Hit: 1d6 + your Wisdom modifier Bludgeoning damage, and the target is Grappled. A creature Grappled in this way takes 2d6 Bludgeoning damage at the beginning of its turn. Until this Grapple ends, you can't attack or constrict another target.

Ink Cloud. (Action) If you are underwater, you can emit a 10 feet radius cloud of ink extending all around you. The area is Heavily Obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a Bonus Action.

Slam. (Action) Melee Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d6 + your Wisdom modifier Bludgeoning damage. If you moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 2d6 Bludgeoning damage.

Tail Swipe. (Action) Melee Attack: your Spell Attack Modifier to hit, reach 5 ft., one creature. Hit: 1d6 + your Wisdom modifier Bludgeoning damage and the target is knocked Prone.


Insect of the Wild

Large or smaller Terrestrial or Winged Insect
Your Creature Type Doesn’t Change (Shapechanger)


  • Armor Class 10 + your Wisdom modifier
  • Hit Points You continue to use your Hit Points
  • Hit Dice You continue to use your Hit Dice
  • Speed 30 ft., Climb 30 ft.

  • DEX equal your Wisdom score
  • STR, CON, INT, WIS, CHA use your scores

  • Saving Throws use your bonuses
  • Skills use your bonuses
  • Senses Tremorsense 60 ft.
  • Proficiency Bonus equals your Proficiency Bonus

Spider Climb You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Winged Insect. If your form has wings, you gain a flying Speed of 20 ft.

Actions

Beast Strike Melee Attack Roll: your Spell Attack Modifier to hit, reach 5 ft. Hit: 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (choose when you transform).

Multiattack (Requires 5th+ Level). You make two Beast Strike attacks.


Choose a trait below when you assume this form. Your form has that trait.

Annoying Dodge (Reaction, requires Fly Speed). You halve the damage you take from an attack made against you, even if you can't see the attacker.

Acid Spray. (Action) Dexterity Saving Throw: your Spell Save DC, one creature you can see within 15 feet. Failure: The target takes 2d6 Acid damage and is Blinded until the end of its next turn. Success: Half damage only.

Blood Drain. (Action) Dexterity Saving Throw: your Spell Attack Modifier to hit, reach 5 ft., one creature. Hit: 1d6 + your Wisdom modifier Piercing damage, and you attach to the target. While attached, at the start of each of your turns, the target loses 2d6 Hit Points. A creature, including the target, can use its Action to detach you with a successful Strength check against your Spell Save DC.

Sting. (Action) Melee Attack: your Spell Attack Modifier to hit, reach 5 ft., one creature. Hit: 1d6 + your Wisdom modifier Piercing damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw: Your Spell Save DC. Failure: 3d6 Poison damage. Success: Half damage.


Animal of the Sky

Large or smaller Winged Animal
Your Creature Type Doesn’t Change (Shapechanger)


  • Armor Class 10 + your Wisdom modifier
  • Hit Points You continue to use your Hit Points
  • Hit Dice You continue to use your Hit Dice
  • Speed 20 ft., Fly 30 ft.

  • DEX equal your Wisdom score
  • STR, CON, INT, WIS, CHA use your scores

  • Saving Throws use your bonuses
  • Skills use your bonuses
  • Senses Darkvision 120 ft.
  • Proficiency Bonus equals your Proficiency Bonus

Dive Attack. If you are flying and dive at least 30 feet toward a target and then hit it with a Beast Strike attack, the attack deals an extra 2d6 damage to the target.

Actions

Beast Strike Melee Attack Roll: your Spell Attack Modifier to hit, reach 5 ft. Hit: 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (choose when you transform).

Multiattack (Requires 5th+ Level). You make two Beast Strike attacks.


Choose a trait below when you assume this form. Your form has that trait.

Echolocation. You have 60 ft. Blindsight as long as you can hear.

Evasion. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful saving throw, and only half damage on a failure.

Flyby. You don’t provoke Opportunity Attacks when you fly out of an opponent’s reach.

Keen Senses. You have Advantage on Perception checks.

Mimicry. You can mimic simple sounds, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Insight check against your Spell Save DC.

Pack Tactics. You have Advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Silent Wings. You have advantage on Stealth checks made while flying.

Landspeaker

Landspeakers are mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The wisest among them preside as the chief priests of communities that hold to the Old Faith, and serve as advisors to the rulers of those folk.

For such druids, magic comes from their connection to the land and the seasons which govern it's cycles.

1st Level: Landspeaker Spells

You can tap into the power of the land's seasons, even while they lay fallow. Whenever you finish a Long Rest, choose one type of season: spring, summer, autumn, or winter. Consult the table below that corresponds to the chosen type. You always have the spells listed for your Druid level and lower prepared until you choose a different season.

Spring Spells

Druid Level Spells
1st Entangle, Shocking Grasp
3rd Enlarge/Reduce
5th Lightning Bolt
7th Grasping Vine
9th Tree Stride

Summer Spells

Druid Level Spells
1st Burning Hands, Fire Bolt
3rd Blur
5th Fireball
7th Blight
9th Wall of Stone

Autumn Spells

Druid Level Spells
1st Acid Splash, Ray of Sickness
3rd Web
5th Stinking Cloud
7th Polymorph
9th Insect Plague

Winter Spells

Druid Level Spells
1st Fog Cloud, Ray of Frost
3rd Hold Person
5th Sleet Storm
7th Ice Storm
9th Cone of Cold

3rd Level: Land's Aid

You can command the land to sprout life-draining thorns for a brief moment. Your Healing Wind gains the following additional effect:

  • Lashing Roots. Each creature of your choice inside the Sphere must make a Strength saving throw against your spell save DC. On a failure, the creature takes 2d6 Necrotic damage and is Grappled (your Spell Save DC to escape) until the end of your next turn, or it takes half as much damage and isn't Grappled on a successful one.
    At Higher Levels: This effect's damage increases with your Druid level: 3d6 at 8th level, and 4d6 at 12th level.

3rd Level: Caretaker's Bond

Nature's creatures recognize you as an ally and protector of the wilderness. You have Advantage on Charisma checks when speaking Druidic to a Beast, Fey, or Elemental.

6th Level: Natural Recovery

The land empowers your magic as if taking mystical nutrients from its soil. You can cast one spell that you have prepared from your Landspeaker Spells feature of 1st level of greater without expending a spell slot, and you must finish a Long Rest before you do so again.

In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), but none of them can be 6th level or higher.

For example, if you're a 6th level Druid, you can recover up to three levels' worth of spell slots. You can recover a 3rd level spell slot, a 2nd level and a 1st level spell slots, or three 1st level spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.

10th Level: Nature's Ward

A mystical connection to the land fortifies your body. You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current season choice in the Landpeaker Spells feature, as shown in the Nature's Ward table.

Nature's Ward

Season Spring Summer Autumn Winter
Resistance Lightning Fire Necrotic Cold

Level 14: Nature's Sanctuary

You can call on the spirit of the World Tree itself to protect you and your allies. The following effect is now among your Channel Nature Options.

Nature's Sanctuary. As an Action, you cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.

As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.

Mooncaller

Across the multiverse, the moon is a symbol, patron, and protector of shapeshifters. Mooncallers draw on this mystical link and their connection to the elements to enhance their Wild Shape forms. With moonlight guiding their steps, they patrol the lands they protect like a crepuscular guardian.

Shapeshifters by nature, mooncallers feel most at peace roaming the wilderness in animal form. They are not mere protectors of nature, but a fierce manifestation of its untamed spirit—their feral hearts as mercurial as the moon and their forms as impressive as the elements themselves.

1st Level: Feral Strike

You can channel the savagery of primal beasts. When you hit with an Unarmed Strike, you can gain a bestial feature such as fangs, claws, or horns. The attack deals 1d8 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (choose when you hit) instead of its usual Unarmed Stike damage, and then your body returns to normal.

This attack replaces your Wild Shape form's Beast Strike.

At Higher Levels: Your Feral Strike's damage increases with your Druid level: 1d10 at 5th level; and 1d12 at 11th level.

3rd Level: Bestial Recovery

You can bolster your transformations by tapping into primal magic. While in a Wild Shape form, you can spend a spell slot as a Bonus Action to regain a number of Hit Points equal to 1d8 per level of the spell slot spent.

3rd Level: Combat Wild Shape

Lunar magic empowers your transformations, giving you the following benefits:

  • Abjuration Spells. You can cast your prepared spells from the Abjuration School while in a Wild Shape form, and you can perform Somatic and Verbal Components for those spells. You can't provide material components for your spells while in a Wild Shape form, but you can cast them as if you had a spellcasting focus.
  • Reactive Transformation. As a Reaction at the start of the first round of combat, you can expend a use of your Channel Nature to assume a Wild Shape form.
  • Resilient Form. When you expend a use of your Channel Nature to transform, you gain a number of extra Temporary Hit Points equal to twice your Druid Level.
  • Tough Form. The Armor Class of all your Wild Shape forms increases by 2.

6th Level: Lunar Conduit

The moon’s might flows through your attacks. Whenever you deal damage with your Feral Strike or a Wild Shape form’s trait, you can choose to deal Radiant damage instead.

In addition, the damage die for all your Wild Shape forms' traits increases to a d8, instead of its normal d6.

At Higher Levels: Your Nature’s Wrath feature includes Radiant damage when you gain it at 11th level. The damage die for your forms' traits increases with your Druid level: to a d10 at 12th level; and to a d12 at 17th level.

10th Level: Elemental Conjunction

Like the moon’s tidal pull, you can draw elemental currents into your Wild Shape forms. When you assume a Wild Shape form, you can expend an additional use of your Channel Nature to choose one damage type from Cold, Fire, Lightning, or Thunder.

Your form displays signs of the chosen damage type, but with a moon-like quality. For example, if you choose Cold damage your fur might shed twinkling snowflakes, or your feathers might emit ethereal blue flames if you choose Fire damage. You decide how the chosen element manifests.

While transformed in this way, your Wild Shape form’s traits and attacks deal Radiant or the chosen damage type. These damage types are entwined by your form, and a target automatically takes whichever will deal the most damage to it, or Radiant if either would deal the same amount of damage.

In addition, your Wild Shape form gains one of the following traits of your choice (choose when you transform). The damage die used by these traits increases at higher levels according to your Lunar Conduit feature.

  • Crescent Resistance. You have resistance to Bludgeoning, Piercing, and Slashing Damage
  • Plenilune Aura. At the end of each of your turns, each creature of your choice in a 10-foot Emanation originating from you takes 1d8 Radiant damage or the chosen type. You shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
  • Waxing Blast (Action). Strength Saving Throw: your Spell Save DC, one Large or smaller creature you can see within 15 feet. Failure: 4d8 Radiant damage or the chosen type, and the target is pushed up to 20 feet straight away from you and has the Prone condition. Success: Half damage only. Success or Failure: You can't use this trait again on your next turn.
  • Umbral Vortex. (Action) Dexterity Saving Throw: your Spell Save DC, each creature in a 20 feet radius sphere centered on you. Failure: 3d8 Radiant damage or the chosen type. Success: Half damage. Success or Failure: You can't use this trait again on your next turn.

14th Level: Argent Evolution

You have become an avatar of the moon and its primal magic, gaining the following benefits:

  • Empowering Radiance. Once on each of your turns, you can spend a spell slot of up to 5th level (no action required) to increase the damage roll for one of your form’s traits by a number of dice equal to the level of the spell slot spent.
  • Lunar Might. When you assume a Wild Shape using your Elemental Conjunction, you can choose 2 traits from it instead of 1. In addition, your form gains a Fly Speed of 20 feet, or it increases by 20 Feet (to a maximum of 50 feet) if it already has it, and you can hover.
  • Wereshape. When you assume a Wild Shape, you can choose a hybrid form that blends your normal and animal features. While in wereshape, you have full access to your Wild Shape form's capabilities and your normal form's equipment and powers, with the exception of full spellcasting until you gain the Beast Casting feature.

Primeval Warden

While the world remains everchanging, the land still holds elder nature spirits who remember the might and chaos of the first ages. Primeval Wardens are druids who have bonded with one such spirit to unravel the mysteries of long-gone eras and the wisdom of a lost primeval wilderness.

Working alongside their elder spirit, Primeval Wardens protect forgotten places while preserving the remnants of lost eras. The druid’s mystical connection to the past serves as a pathway for this spirit to take form as a prehistoric beast, eventually reaching the majesty of ancient behemoths.

1st level: Land's Remembrance

Through your mystical bond to the elder spirit, you can tap into the memory of bygone ages. The spirit shares the land's recollections as fragments of faded, distant memories.

You can use your Nature proficiency, instead of History or Investigation, for checks pertaining to your current location's lore, history, or secrets. On a failed check, the memory shown by the spirit might not be relevant to your query.

3rd Level: Ancient Companion

The elder nature spirit bound to you holds the memories of prehistoric beasts. When you use Wild Companion, the spirit takes physical form in an unoccupied space within 30 feet of you and uses the Ancient Companion stat block detailed at the end of this subclass' description.

You can determine the appearance of the companion based on a primordial creature. For example, your companion could evoke ancient predators like saber-toothed tigers, raptors, or dire wolves; or it might be more akin to primordial giants, appearing as an armored ankylosaurus or a wooly rhino. The companion's appearance has no effect on its game statistics.

The companion shares your Initiative count, taking its turn immediately after yours. It is friendly to you and your allies, and it will always obey your commands. When you take a Bonus Action on your turn to command your companion, you can have it take any Action in its stat block or any standard Action—including Improvise. If you are Incapacitated, the companion can take any Action of its choice to protect you.

If you use Wild Companion again while you already have a companion, it instead regains all of its Hit Points and you can choose a new appearance for it.

3rd Level: Elden Conduit

Your bond with the spirit allows you to channel your magic into its bodily form to empower it. When you take a Bonus Action to command your companion, you can expend a spell slot and choose one of the following effects. The companion then uses the chosen effect as a Bonus Action on its turn.

  • Elemental Rampage. For one minute, the companion's Rend attack deals Cold, Fire, Lightning, or Thunder damage (choose when the attack hits) plus an extra 1d6 damage of the same type per level of the spell slot spent.
  • Primal Renewal. The companion regains 2d6 Hit Points per level of the spell slot spent.
  • Riving Frenzy. Until the end of its turn, the companion makes one extra attack per level of the spell slot spent when it takes the attack Action.

6th Level: Colossi's Might

Your growing link to the first ages grants the spirit greater access to the prime material plane. As part of the Bonus Action you take to command your companion, you can expend a use of your Channel Nature to grow your companion to Large size. In addition, the damage for its Rend attack increases to 2d6 plus your Proficiency Bonus.

The companion retains these changes until you expend a use of your Channel Nature as a Bonus Action to change its Size again.

At Higher Levels: When you reach 8th level in this class, you can choose to have your companion gain a Fly Speed of 30 feet, grow to Large Size, or both with the same use of Channel Nature.

10th Level: Prehistoric Harmony

Your essence has grown so entwined to the elder spirit you’ve learned to act as one, granting you the following benefits.

Empowered Delivery. When the companion uses its Deliver Spell Reaction, its primal power increases the level of the spell slot you expended to cast that spell by 1.

Shared Reactions. While you have an unspent Reaction, you can choose to let your companion expend it, instead of its own, when it takes a Reaction in response to a trigger.

Uncanny Lifelink. When your companion takes damage, you can take your Reaction to make each of you take half that much damage instead.

14th Level: Apex Predator

You have harnessed the full titanic legacy of your companion. When you use Colossi’s Might while your companion is already Large Size, you can make your companion grow to Huge Size for 1 hour, until the companion is reduced to 0 Hit Points, or until you end it as a Bonus Action. If there isn't enough room for the companion to become Huge, it attains the maximum possible Size in the space available.

While your companion is Huge, the damage for its Rend attack increases to 3d6 plus your Proficiency Bonus and its range increases to 10 feet. In addition, the following effects are added to your Elden Conduit options:

  • Hulking Swipe. Dexterity Saving Throw: your Spell Save DC, each creature in a 15 feet cone. Failure: 1d6 Bludgeoning, Slashing, or Thunder damage (your choice) per level of the spell slot spent and the creature is Prone. Success: Half damage only.
  • Raging Behemoth. The companion gains a number of Temporary Reactions equal to the level of the spell slot spent, which it can expend instead of its own. These Reactions last for 1 minute or until they are expended.
  • Tyrant's Roar. Wisdom Saving Throw: your Spell Save DC, each creature within 20 feet of the companion. Failure: 1d6 Psychic or Thunder damage (your choice) per level of the spell slot spent and the creature is Frightened. The target repeats the save at the end of its next turn if it is still Frightened, ending the effect on itself on a success. Success: Half damage only.

Ancient Companion

Medium Fey Beast, Neutral


  • Armor Class 13 + your Proficiency Bonus
  • Hit Points 10 + five times your Druid level
  • Hit Dice 1d10 times your Druid level
  • Speed 40 ft., Climb 20 ft. or 20 ft., Swim 40 ft. (choose when you summon the companion)

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 17 (+3) 6 (-2) 12 (+1) 8 (-1)

  • Saving Throws (add your PB) Str +3, Con +3
  • Skills (add your PB) Athletics +4, Survival +1
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages understands the languages you speak, Telepathy 120 ft. (only between you and the companion)
  • Proficiency Bonus (PB) uses your Proficiency Bonus

Amphibious (swim Speed only). The companion can breathe air and water.

Fossil Remains. When the companion drops to 0 Hit Points, it becomes Petrified. While in this state, it can't regain Hit Points and it's immune to all damage. Its body crumbles at the next dawn or when you use Wild Companion to summon it again. If you touch the companion while it is Petrified, you can expend a use of your Channel Nature as an Action to end the condition and restore a number of Hit Points to it equal to 2d6 + your Druid level.

Passive Nature The companion can only move and take the Dodge, Disengage, or Dash action on its turn, unless you take a Bonus Action on your turn to command it.

Shared Senses As an Action, you can see what your companion sees and hear what it hears until the end of your next turn.

Actions

Rend Melee Attack Roll: +3 plus your PB, reach 5 ft. Hit: 1d6 +3 plus your PB Bludgeoning, Piercing, or Slashing damage (choose when you summon the companion).

Reactions

Deliver Spell. Trigger: You cast a spell with a range of touch while the companion is within 100 feet of you. Response: The companion delivers the spell with its touch instead.

Intercept Attack. Trigger: An ally within 5 feet of the companion is hit with an attack. Response: The ally and the companion take half damage each.

Rending Impulse. Trigger: A creature enters the companion's reach. Response: The companion makes a Rend attack.

Stargazer

Stargazers draw on the power of starlight and their bond to the heavens to embody the cosmos itself. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, Stargazers seek to harness the powers of the stars.

1st Level: Planisphere

You have the skill to create a planisphere, a tool which lets you chart the stars and further your astrological observations. To create or replace a planisphere, you must spend 1 hour performing a special ritual. The previous one is destroyed if you already had one.

Your planisphere is small enough to be held in one hand and it can serve as a spellcasting focus for your Druid spells, as well as a set of Navigator's Tools.

In addition, you gain the following benefits:

Astrographer.. You gain Proficiency with the Navigator’s Tools. If you are already profiecient, you gain Expertise instead.

Fortune-Telling. You always have the Guidance cantrip prepared.

3rd Level: Astromancy

Your attunement to the heavens allows you to channel the power of stars. The following effect is now among your Channel Nature Options.

Cosmic Aspect. As a Bonus Action, you become an astral conduit and embody the aspects of a constellation. For the duration, your body is covered in glowing freckles (or your own freckles glow), with luminous lines linking them as if constellations in the sky. You shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The aspect lasts for 10 minutes and ends early if you dismiss it (no action required), become incapacitated, or use this Channel Nature option again.

Whenever you use Cosmic Aspect, one of the following constellations of your choice glimmers on your body and gives you its benefits while the aspect is active.

  • The Hunter. On each of your turns, you can take a Bonus Action to make a ranged spell attack and shoot a glimmering bolt against a creature you can see within 90 feet. This attack deals 1d6 Radiant damage plus your Wisdom modifier on a hit.
  • The Sage. Whenever you cast a spell that deals damage, you can add 1d6 to one damage roll for that spell, and you can choose to deal Radiant damage with that spell instead of its normal type. In addition, you can add your Wisdom modifier to your Intelligence skill checks and Constitution saving throws you make to maintain Concentration.
  • The Healer. On each of your turns, you can take a Bonus Action to restore 1d6 Hit Points plus your Wisdom modifier to yourself or a creature you can see within 30 feet.

At Higher Levels. The die roll for all your aspects increases with your Druid level: 1d8 at 5th level; 2d6 at 8th level; and 2d8 at 11th level.

3rd Level: Starfall

You have turned your planisphere into a gateway to cosmic energies. While holding your planisphere, you always have the Guiding Bolt spell prepared and it counts as a Druid spell for you.

In addition, your planisphere now has 3 charges. While holding it, you can expend 1 charge as an Action to cast the Guiding Bolt spell without expending a spell slot. It regains all expended charges daily at dusk or if you expend a use of your Channel Nature to recharge it (no action required, and you can’t do so again until you finish a Long Rest).

6th Level: Star Reading

You can use your planisphere to read the fate foretold in the stars. At the end of a Long Rest, roll 1d4 twice and consult the Astral Omens table below. Until you finish your next Long Rest, you gain two special Reactions based on the numbers you rolled on the d4s. You can use each of these Reactions twice, unless you expend a use of your Channel Nature or use Star Reading again to regain all you expended uses.

Astral Omens
1 Tread Carefully. Whenever a creature you can see within 30 feet takes damage, you can reduce that damage by an amount equal to your Druid level.
2 Good Fortune. Whenever a creature you can see within 30 feet makes a d20 Test, you can add your Wisdom modifier (minimum of 1) to that roll.
3 Great Harm. Whenever a creature you can see within 30 feet takes damage, it takes extra damage of the same type equal to your Druid Level.
4 Hardship Ahead. Whenever a creature you can see within 30 feet makes a d20 Test, you can subtract your Wisdom modifier (minimum of 1) from that roll.

10th Level: Cosmic Parallax

The currents of the Astral Sea run through you like a tidal wave. Whenever you cast the Guiding Bolt spell, the target takes half damage and suffers no other effects on a miss.

In addition, while in your Cosmic Aspect, you have a Fly Speed of 20 feet and you can hover.

14th Level: Astral Avatar

You have become a manifestation of the skies themselves. You can change the chosen constellation for your Cosmic Aspect at the start of each of your turns (no action required), and while in your Cosmic Aspect, you become partially incorporeal, giving you resistance to Bludgeoning, Piercing, and Slashing damage.

Customizing Constellations

You can freely reflavor any of your Cosmic Aspect constellations to better suit your character. For instance, you might decide to rename your Healer constellation to The Unicorn or The Maiden.

Stormbringer

Attuned to the chaotic and indomitable powers of nature's tempest, Stormbringers harness the destructive wrath of wind, hail, and lightning. To these druids, nature's fury is far from a mystery, but an aspect of the world to be embraced and understood.

Roaming tempestuous coasts and inhospitable mountain peaks, Stormbringers prefer to perform their rites in places where wind spirits, and the winds themselves, are strongest.

1st Level: Stormbringer Spells

When you reach a Druid level specified in the Stormbringer Spells table, you thereafter always have the listed spells prepared.

Stormbringer Spells

Druid Level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Shatter
5th Lightning Bold, Water Breathing
7th Control Water, Ice Storm
9th Conjure Elemental, Hold Monster

3rd Level: Eye of the Storm

The anger and fury of storms is yours to command. The following effect is now among your Channel Nature Options.

Eye of the Storm. As a Bonus Action, you manifest roiling winds in a 10-foot Emanation that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.

When you manifest the Emanation, and as a Bonus Action on your subsequent turns for the duration, you can target a creature you can see in the Emanation. The target must succeed on a Constitution saving throw against your spell save DC or take 2d8 Cold, Lightning, or Thunder damage (your choice) and, if the creature is Large or smaller, it is pushed up to 15 feet away from you.

At Higher Levels: This effect's damage increases with your Druid level: 3d8 at 5th level; 4d8 at 8th level; and 5d8 at 11th level.

3rd Level: Hail and Lightning

The storm's elemental powers course through your body. The Ray of Frost cantrip is always prepared for you, and you can add your Wisdom Modifier to it's damage roll.

In addition, when you deal damage with your Ray of Frost spell or your Wild Shape form's Beast Strike, you can choose to deal Cold or Lightning damage (choose when you hit).

6th Level: Tornado Shield

Your command over the storm allows you to create protective windgusts. Whenever you are hit by an attack while your Eye of the Storm is active, you can take your Reaction to subtrack your Wisdom modifier (minimum of 1) from the attacker's roll, potentially causing the attack to miss. You can use this feature a number of times equal to your Wisdom Modifier, and regain all expended uses when you finish a Long Rest.

10th Level: Windrider

Your have become one with the might of the storm, it's winds capable of carrying you in its currents. You gain the following benefits while your Eye of the Storm is active.

  • Flight. You gain a Fly Speed equal to your Speed and you can hover.
  • Resistance. You have Resistance to Cold, Lightning, and Thunder damage.

14th Level: Stormcaller

Your dominion over nature makes the tempest obey your commands. Instead of manifesting the Emanation of Eye of the Storm around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.

In addition, you can manifest the Emanation around both the other creature and yourself if you expend two uses of your Channel Nature instead of one when manifesting it.

Veil Preserver

Veil Preservers seek to exterminate undeath and other unnatural threats to safeguard the natural cycle of life and death. Their magic allows them to manipulate the boundary between the mortal and spirit realms, sending their foes to their final rest while keeping their allies from that grim fate.

These druids seek out to restore places of once vibrant wilderness tainted by fowl and foreboding powers—now turned into gloomy, haunted places where plants and animals die slow, lingering deaths.

1st Level: Veil Preserver Spells

When you reach a Druid level specified in the Veil Preserver Spells table, you thereafter always have those spells prepared.

Veil Preserver Spells

Druid Level Spells
1st Bless, Sanctuary
3rd Lesser Restoration, Gentle Repose
5th Beacon of Hope, Remove Curse
7th Banishment, Death Ward
9th Greater Restoration, Hallow

3rd Level: Purifying Wind

Your harmony with the cycle of life and death empowers you. You cab biw use your Healing Wind as a Bonus Action and it affects a 20 foot radius sphere centered on a point you can see within 60 feet of yourself. Nonmagical vegetation native to the location sprouts on any soil within the sphere.

In addition, your Healing Wind gains the following additional effects.

  • Purging Gale. Each Aberration, Fiend, and Undead inside the sphere must make a Constitution Saving Throw against your Spell Save DC. On a failure, the creature takes 2d6 Radiant damage and is Dazed (it can take an Action or Bonus Action on its turn, but not both. Its Speed is halved and it can’t take Reactions.) until the beginning of its next turn, or it takes half as much damage and isn't Dazed on a successful one.
    At Higher Levels: This effect's damage increases with your Druid level: 3d6 at 8th level; and 4d6 at 12th level.
  • Revitalizing Zephyr. Until the end of your turn, each creature who regained Hit Points with your Healing Wind can roll up to a number of their unspent Hit Dice equal to your Wisdom modifier (no action required) and regain an additional number of Hit Points equal to the total rolled. Those Hit Dice are then expended for that creature.

3rd Level: Voices Through the Veil

You can tap into the mystic weave that connects the corporeal to the spiritual. The following effect is now among your Druidic options.

Veilspeak. While speaking Druidic (no action required), you can communicate with an animal or humanoid corpse for as long as you maintain Concentration (as if concentrating on a spell). The corpse knows only what it knew in life and it is not compelled to answer your questions. You cannot speak to a corpse whose soul is unable to return to its body.

At Higher Levels. When you reach 8th level in this class, you can add your Wisdom modifier to Charisma checks you make when speaking to a corpse, and corpses within 30 feet of you can’t be raised as Undead while your Veilspeak is active.

6th Level: Empowered Restoration

You can harness nature's vitality to become a bastion of life and a bane to all defilers. When you use your Healing Wind, you can expend an additional use of Channel Nature to empower it in the following ways:

Vengeful Vines. A creature who fails its save against your Purging Gale effect takes extra Radiant or Slashing damage (your choice) equal to your Druid level.

Nature’s Breath. A creature that expends Hit Dice to regain Hit Points with your Revitalizing Zephyr effect can add your Wisdom modifier to each of its Hit Die rolls.

10th Level: Spirit Tether

Your command over the boundary of life and death allows you to turn a fatal moment into a brief respite. When you or a creature within 30 feet of you would be reduced to 0 Hit Points but not killed outright, you can take a Reaction and spend a spell slot. The target drops instead to a number of Hit Points equal to 1d6 per level of the spell slot spent and you can’t do so again until you finish a Long Rest.

14th Level: Life’s Champion

You can turn even the most blighted land into a thriving, life-giving sanctuary. After you use your Healing Wind, nature’s reclaiming power lingers within the sphere’s area for 1 minute, or until you use Healing Wind again to affect a different area or you become Incapacitated.

For the duration, the following effects are active within the sphere's area.

Daylight’s Radiance. An Aberration, Fiend, or Undead that starts or ends its turn within the area can’t regain Hit Points unless it succeeds on a Charisma saving throw against your Spell Save DC to resist this effect.

Stall Corruption. If a creature within the area fails a saving throw against an effect that deals Acid, Necrotic, or Poison damage, you can take your Reaction to spend a use of your Channel Nature and cause it to succeed instead.

Revitalizing Surge. Each creature of your choice regains Hit Points equal to your Wisdom modifier (minimum of 1) when it starts its turn within the area.

Other Subclasses to Port/Design

Need at least 2 more. Goal is to have 8-10 subclasses. Try to prioritize ideas that take advantage of Channel Nature options or Druidic.

  • Dreams Druid
  • Shaman
  • Wildfire Druid (does this really need 2 pet subs?)
  • Wicker Druid from Crooked Moon
  • Ma1's Geomancer Druid
  • Desert-themed mirage Druid
  • Something that uses Thorn Whip and has a Groot Wild Shape. (Verdant Scion?)
 

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