Druid (WoW 5e)

by Iriazi

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Druid

Holding high a gnarled staff wreathed with holly, a night elf summons the fury of Elune and calls down explosive bolts of moonlight to smite a hulking abomination in the frozen north.

Crouching out of sight on a high tree branch in the form of a tusked jaguar, a troll peers out of the jungle at the strange monuments of Zul'Gurub, keeping a close eye on the Gurubashi's activities.

Holding her staff close, sowing seeds in an elaborate circle around her allies, a worgen quickly heals the wounds of her party.

Rushing the the aid of his friend, quickly shifting into a fearsome horned bear-like creature, an old tauren blocks a fatal blow with his thick hide.

Power of Nature

Druids are able to wield the raw power of nature to protect their allies and combat their foes. Gaining their power from the great mother, Elune, druids are able to call down celestial fury, summon grasping vines to bind their foes, and restore the life force of a fallen ally.

They are deeply in tune with the animal spirits of Azeroth. As master shapeshifters, druids can take on the forms of a variety of beasts, morphing into a bear, cat, creatures of water, and creatures of air with ease. This flexibility allows them to fill different roles during their adventures, tearing enemies to shreds one minute and surveying the battlefield from the sky the next. These keepers of the natural order are among the most versatile heroes in Azeroth, and they must be prepared to adjust to new challenges on a moment’s notice.

Protectors of Balance

Guardians of nature who seek to preserve balance and protect life, Druids have unmatched versatility on the field of battle. This is in part because druidism is much more than a fighting discipline. It’s a way of life steeped in traditions so ancient that even the origin of their kind is preserved largely in mythology passed on through millennia.

Druids harness nature’s raw energy for an incredible breadth of offensive and defensive abilities, as well as to restore life to the wounded. Through communion with nature and the demigod Cenarius, Lord of the Forest, Druids are supernaturally endowed with the gift of shapeshifting, allowing them to take the form of all manner of nature’s creatures and access powers as distinct as they are diverse.

Creating a Druid

As you are creating your druid character, consider the bond you have with the natural world around you. Perhaps you always found comfort in the beasts of the wilds and have spent long in the shape of an animal, imitating nature itself? Perhaps your home was ravaged by raiders and you looked to the forces of nature for aid in rebuilding what was lost, seeking to restore that which has been damaged? or perhaps you have been raised by the faithful of Elune and have embraced the goddess as your own. Maybe your character was born in the depths of the elven forests, which was interpreted as a sign that becoming a druid was part of your character's destiny.

Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred                           grove? Or perhaps you become an adventurer                                to find your bond to nature elsewhere in the                                  world.

The Druid
Level Proficiency
Bonus
Features Cantrips
Known
  1st   2nd   3rd   4th   5th   6th   7th   8th   9th   Affinities
Known
—Spell Slots per Spell Level—
1st +2 Druidic, Spellcasting 2 2
2nd +2 Shapeshifting, Druid Path 2 3
3rd +2 Wild Affinities 2 4 2 2
4th +2 Ability Score Improvement,
Shapeshifting Improvement
3 4 3 2
5th +3 3 4 3 2 2
6th +3 Druid Path feature 3 4 3 3 2
7th +3 3 4 3 3 1 3
8th +3 Ability Score Improvement,
Shapeshifting Improvement
3 4 3 3 2 3
9th +4 3 4 3 3 3 1 3
10th +4 Druid Path feature 4 4 3 3 3 2 3
11th +4 4 4 3 3 3 2 1 4
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 4
13th +5 4 4 3 3 3 2 1 1 4
14th +5 Druid Path feature,
Timeless Body
4 4 3 3 3 2 1 1 4
15th +5 4 4 3 3 3 2 1 1 1 5
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 5
17th +6 4 4 3 3 3 2 1 1 1 1 5
18th +6 Soul of the Forest 4 4 3 3 3 3 1 1 1 1 5
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1 6
20th +6 Druid Path feature 4 4 3 3 3 3 2 2 1 1 6

Quick Build

You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. (Some druids who intend to follow the paths of the Guardian or Predator make Strength or Dexterity higher than Wisdom). Second, choose the hermit background.

Class Features

As a druid, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per druid level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Herbalism kit

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Animal Handling. lnsight, Medicine, Nature, Perception, Religion, and Survival

Equipment

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

  • (a) a quarterstaff or (b) any simple weapon
  • (a) a dagger or (b) any simple weapon
  • Leather armor, explorer's pack, and a druidic focus

Druidic

You know Druidic, the secret language of druids. You can speak, read and write Druidic, a language sacred to druids that is not taught to outsides without severe consequences for the teacher and teached.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 6 of this book for the druid spell list.

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.

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast a druid spell, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attune-ment to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack with one.

Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier

Spell attack modifier = your proficiency bonus +
your Wisdom 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.

Shapeshifting

Starting at 2nd level, you can use your action to magically assume a druidic shape. There is no limitation to how often you can shapeshift into a shape that you know.

Your druid level determines the shapes you can transform into, as shown in the Shapeshifts table. At 2nd level, for example, you can shapeshift into a cat or bear, among other forms.

Shapeshifts
  Level    Available Shapeshifts
  2nd Cat, Bear, Moonkin, Treant
  4th Aquatic, Travel
  8th Flight

There is no limit to how long you can stay shapeshifted, reverting to your normal form as a bonus action. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your retain your game statistics, alignment, and personality. While shapeshifted you are considered unarmored and calculate your Armor Class according to the shape.
  • When you shapeshift your hit points do not change, and any damage taken whilst in a shape carries over to your normal form.
  • You can't cast spells, unless the shape says otherwise, and your ability to speak or take any action that requires hands is limited to the capabilities of your form. However, transforming doesn't break your concentration on a spell you've already cast or prevent you from taking actions that are part of a spell, such as moonbeam, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the form is physically capable of doing so, in addition to gaining those of the shape.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment merged with your form has no effect and cannot be activated until you leave the form, but any passive magical properties will still affect you.

Druid Paths

At 2nd level, you choose a druidic path: Balance, Feral, Guardian, or Restoration, each of which are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 20th level.

Wild Affinities

Having accustomed yourself with the druidic forces, you have learned how to harness the true potential of its powers and the potential of certain shapes.

At 3rd level, you gain two wild affinities of your choice. Your affinity options are detailed at the end of the class description. When you gain certain druid levels, you gain additional affinities of your choice, as shown in the Affinities Known column of the Druid table.

Additionally, when you gain a level in this class, you can choose one of the affinities you know and replace it with another affinities that you could learn at that level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Timeless Body

Starting at 14th level, the primal magic that you wield has caused you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Soul of the Forest

Beginning at 18th level, your connection with nature grows to new lengths, deepening your bond with nature and enabling you to conjure a gateway into the Emerald Dream.

Spending 10 minutes in an area of unspoiled nature, you can conjure a gateway to the Emerald Dream, the entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when conjuring the gateway can enter into the Emerald Dream for as long as the gate-way remains open. You can open and close the gateway if you are within 30 feet of it. While closed, the gateway on Azeroth crumbles and is effectively invisible. The gateway remains conjured for 24 hours, at which point it closes completely and cannot be conjured again for 1d6 days.

Additionally, beasts and plants of the wilds can sense your connection to nature, giving you advantage on all skill and ability checks made to communicate with them.

Druidic Forms

Shapeshifts are an extension of the druid. Both as a person but also as a race, a taurens shapeshifts might have horns similar to their own, an orc or troll might grant theirs tusks, a night elf might decorate theirs with signs of Elune, and so on. Similarly their beasts might be different, a night elf might choose a slim panther while a tauren chooses a stout lion.

Certain shapes does not have to be grand transfor­mations, a druid who shapeshifts into a moonkin might not become a giant owlbeast but instead take on qualities of Elune, make their eyes flare bright with silver and cover their skin in the dots of a starry night. A druid who takes the shape of a treant might instead take on qualities of the wilds. Turn their skin to bark, their hair to leaves, and so on.

The shapeshifts are yours to personalize, although each is tied to certain type of animal or creature, you can modify its appearance to better fit your race, or talk with your DM about making it something completely different.

Path of Balance

Path of Balance Features
Druid Level Features
2nd Path Spells, Astral Power
6th Cyclone
10th Innervate
14th Blessing of the Ancients
20th Incarnation: Chosen of Elune

Path Spells

Your mystical connection to Elune infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to Path spells connected to your affinity for both the arcane and natural forms of magic.

Once you gain access to a Path spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Path Spells
Druid Level Spell
2nd solar wrath✦
3rd lunar strike✦, moonbeam
5th catnap, daylight
7th confusion, solar beam✦
9th commune with nature, wrath of nature

✦ New spells can be found after the class description

Astral Power

While in Moonkin form, you gain a pool of Astral Power Dice. This pool starts with no dice. Whenever you deal damage with a spell of 1st level or higher, you gain a number of d10s equal to the spell's level. These dice last until you finish a short or long rest and can be spent to power special abilities.

Starsurge. As an action, you can expend Astral Power dice and make a spell attack roll against a creature you can see within 60 feet. On a hit, Starsurge deals 1d10 force damage for each Astral Power die you expended. You can expend a number of dice up to 2 + your proficiency bonus.

Starfall. As an action, choose a point you can see within 60 feet. A circle, 20 feet in radius, centered on that point begins to rain astral starfire. Creatures of your choice within the area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 1d10 force damage for each Astral Power die you expend, or half as much damage on a success. You can expend a number of dice up to your proficiency bonus.

Cyclone

Beginning at 6th level, you can trap your enemies within a swirling vortex of wind. If an enemy creature ends its turn within 10 feet of you, you can use your reaction to summon a cyclone to trap them. The target must succeed on a Dexterity saving throw or become trapped by the cyclone. The wind holds them 1 foot off of the ground and leaves them incapacitated until the end of your next turn. While trapped in the cyclone, a creature is immune to all damage and magical effects.

Once you use this ability, you cannot use it again until you finish a short or long rest.

Innervate

Starting at 10th level, you have learned how to channel your magic into your allies to restore their power. As an action, you can grant a blessing to a friendly creature within 30 feet that you can see. The target recovers spell slots of their choosing. The spell slots can have a combined level that is equal to or less than your Proficiency bonus. Once you use this feature, you can’t use it again until you finish a long rest.

Blessing of the Ancients

At 14th level, you have achieved balance between the two forces of the world. Whenever you finish a short or long rest, you can choose either an'she or elune and gain the benefits of the chosen balance until you finish your next rest.

An'she. You are always under the effects of a see invisibility spell. Additionally, you are immune to being blinded and when a melee attack is made against you, you can use your reaction to impose disadvantage on the attack roll.

Elune. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. Additionally, while you are in dim light or darkness, you can use your reaction to gain advantage on your spell attacks made until the end of your turn.

Incarnation: Chosen of Elune

Starting at 20th level, you can channel the fury of Elune into yourself. As an action while you are in Moonkin form, you can shift into your Incarnation form. This form lasts for 1 minute and grants you the following benefits:

  • You gain 5 Astral Power dice.
  • Your Astral Power dice become d12s.
  • When you deal damage with a spell of 1st level or higher, one creature that was damaged takes an additional 2d10 force damage.
  • You have advantage on Constitution saving throws made to maintain concentration on spells you cast.

The incarnation persists beyond your Moonkin Form, but has no effect outside of it. Once you use this feature, you can't use it again until you finish a long rest.

Path of the Feral

Path of the Feral Features
Druid Level Features
2nd Predator, Scent of Blood,
Savage Adaptation
6th Predatory Swiftness, Primal Instincts
10th Omen of Clarity
14th Ancient Teachings
20th Incarnation: Avatar of Ashamane

Predator

When you choose this path at 2nd level, you become proficient in the Stealth skill and your choice of Dexterity or Constitution saving throws, in addition to those of the druid class. Additionally, whenever you shapeshift into cat form, you gain the following benefits:

  • You gain access to the Shred ability and Rake attack listed on the Cat Form stat block.
  • Your AC becomes equal to 13 + your Dexterity modifier.

Scent of Blood

Additionally at 2nd level, while in your cat form you are able to deliver devastating blows to creatures you have wounded already. When you attack a creature who is bleeding from one of your abilities or attacks, you score a critical hit on a roll of 19 or 20. Additionally, creatures who are bleeding from one of your abilities or attacks cannot benefit from invisibility against you.

Savage Adaptation

Also at 2nd level, you refer to the Feral Spellcasting table to determine your cantrips, spell slots, and known affinities whenever you gain a level in this class.

Predatory Swiftness

At 6th level, you are able to strike harder and faster. While in cat form, you can now make two attacks instead of one when taking the Attack action. Additionally, your attacks while in cat form now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Primal Instincts

Additionally at 6th level, you leap instinctively towards danger and add your Wisdom modifier to your initiative rolls.

Your time spent shapeshifted has made you adept at scouring your surroundings. You can't be surprised as long as you're awake.

Feral Spellcasting
Druid
Level
Cantrips
Known
1st   2nd   3rd   4th   5th   Affinities
Known
2nd 2 3
3rd 2 3 2
4th 2 3 2
5th 2 4 2 3
6th 2 4 2 3
7th 2 4 3 4
8th 2 4 3 4
9th 2 4 3 2 5
10th 3 4 3 2 5
11th 3 4 3 3 6
12th 3 4 3 3 6
13th 3 4 3 3 1 7
14th 3 4 3 3 1 7
15th 3 4 3 3 2 8
16th 3 4 3 3 2 8
17th 3 4 3 3 3 1 9
18th 3 4 3 3 3 1 9
19th 3 4 3 3 3 2 10
20th 3 4 3 3 3 2 10

Omen of Clarity

At 10th level, you can harness magic from the dream to enhance yourself or your allies. You count as having the cure wounds spell prepared. You always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Whenever you critically hit with a melee attack, you gain clearcasting until the end of your next turn. You can expend clearcasting to cast cure wounds as a bonus action with a range of 15 feet. You can use this feature to cast this spell in cat form. This feature does not expend a spell slot and can only be used cast the spell at 1st level.

Ancient Teachings

Starting at 14th level, you are able to draw from the wisdom of the ancients to allow you to subtly cast spells, even when shapeshifted.

You can choose to use this feature, allowing you to cast spells while shapeshifted until the end of your turn. While active, you 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 the spell.

You can use this feature a number of times equal to your Wisdom modifier (minimum of one). You regain expended uses when you finish a long rest.

Incarnation: Avatar of Ashamane

At 20th level, you become an avatar of the great Ashamane, stalker of the wilds. As an action while in Cat Form, you can channel magics from the dream to enhance your form. For 1 minute, you gain the following benefits:

  • You can now apply up to 2 Jagged Wounds to a creature, who takes 1d4 damage per stack of Jagged Wounds.
  • You score a critical hit against a bleeding target on a roll of 18, 19, or 20 on the d20.
  • You can make one additional Rake attack when you take the Attack action on your turn.
  • When you heal a creature with cure wounds, the next attack you make before the end of your next turn deals an additional 2d8 damage.

The incarnation persists beyond your Cat Form, but has no effect outside of it. Once you use this feature, you can't use it again until you finish a long rest.

Path of the Guardian

Path of the Guardian Features
Druid Level Features
2nd Guardian Form, Might of Ursoc,
Savage Adaptation
6th Ancient Claws, Imposing Presence
10th Thrash
14th Survival Instincts
20th Incarnation: Ursoc's Fury

Guardian Form

When you choose this path at 2nd level, you become proficient in the Athletics skill and your choice of Strength or Constitution saving throws, in addition to those of the druid class. Additionally, whenever you are in bear form, you gain the following benefits:

  • Your maximum hit points are increased by an amount equal to your Druid level.
  • You can add your Wisdom modifier to your AC.
  • You gain access to the Maul and Mangle attacks listed on the Bear Form stat block.

Might of Ursoc

At 2nd level, you learn how to channel your magic into your newly learned form. While you are in Bear Form you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended, or gain 1d8 temporary hit points per level of the spell slot expended.

Savage Adaptation

Also at 2nd level, you refer to the Guardian Spellcasting table to determine your cantrips, spell slots, and known affinities whenever you gain a level in this class.

Guardian Spellcasting
Druid
Level
Cantrips
Known
1st   2nd   3rd   4th   5th   Affinities
Known
2nd 2 3
3rd 2 3 2
4th 2 3 2
5th 2 4 2 3
6th 2 4 2 3
7th 2 4 3 4
8th 2 4 3 4
9th 2 4 3 2 5
10th 3 4 3 2 5
11th 3 4 3 3 6
12th 3 4 3 3 6
13th 3 4 3 3 1 7
14th 3 4 3 3 1 7
15th 3 4 3 3 2 8
16th 3 4 3 3 2 8
17th 3 4 3 3 3 1 9
18th 3 4 3 3 3 1 9
19th 3 4 3 3 3 2 10
20th 3 4 3 3 3 2 10

Ancient Claws

At 6th level, you begin to master your form. While in Bear Form, you can now make two attacks instead of one when taking the Attack action. Additionally, your attacks while in Bear Form now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Imposing Presence

Additionally at 6th level, you have learned how to attract the attention of your enemies in order to protect your allies. As a bonus action while in Bear Form, you can let out a fearsome roar. Hostile creatures within 15 feet of you must succeed on a Wisdom saving throw, or have disadvantage on attacks that do no target you until the end of your next turn.

You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or a long rest.

Thrash

At 10th level, you learn how to claw out in a wide arc to tear open wounds in your enemies. As an action while you are in Bear Form, you can make a melee weapon attack against all hostile creatures within 5 feet of you. On a hit, a creatures take slashing damage equal to 2d8 + your Strength modifier and must succeed on a Constitution saving throw against your spell save DC or start bleeding and gain a stack of Vicious Wounds.

A creature can have no more than 3 stacks of Vicious Wounds. At the start of a creatures turn, they take 1d4 damage per stack of Vicious Wounds they have. A creatures wounds are removed if they receive magical healing, or a creature uses an action to make a Medicine check against your spell save DC.

Survival Instincts

Beginning at 14th level, you have become a master of your new form. While you are in Bear Form, you gain resistance to bludgeoning, piercing, and damage you take from creatures within 5 feet of you is reduced by an amount equal to your Wisdom modifier (minimum of one).

Incarnation: Ursoc's Fury

At 20th level, you can assume the form of a guardian of the wilds, empowering yourself through essence of Ursoc. Brambles manifests as armor around you and your appearance grows feral and terrifying as the wilds grant you its power.

As an action while in Bear Form, you can invoke the might of ursoc. For 1 minute, you gain the following benefits:

  • You gain a +2 bonus to your AC.
  • You gain resistance to all damage.
  • A creature that hits you with an attack while within 5 feet of you takes 10 piercing damage.
  • Creatures that you cause to bleed while in this form have disadvantage on Strength, Dexterity, and Constitution saving throws they make.

The incarnation persists beyond your Bear Form, but has no effect outside of it. Once you use this feature, you can't use it again until you finish a long rest.

Path of Restoration

Path of Restoration Features
Druid Level Features
2nd Cenarion Ward, Harmony
3rd Path Spells
6th Ironbark
10th Efflorescence
14th Tranquility
20th Incarnation: Tree of Life

Cenarion Ward

Starting at 2nd level, you can place a blessing on a creature you can see within 30 feet of you as a bonus action. This blessing lasts for 1 minute. If the creature takes damage while the blessing is active, it recovers hit points equal to 1d4 + your Wisdom modifier (minimum of one).

You can use this ability a number of times equal to your Proficiency bonus. You regain all expended uses of it when you complete a short or long rest.

Harmony

Additionally at 2nd level, you weave life through your spells. Whenever you cast a spell of 1st level or higher that restores hit points, you can restore hit points to a creature that you can see within 30 feet for an amount equal to 2 + the spell's level.

Path Spells

Your mystical connection to life infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to Path spells connected to your affinity for restorative and protective magic.

Once you gain access to a Path spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Path Spells
Druid Level Spell
3rd lesser restoration, regrowth✦
5th lifebloom✦, revivify
7th guardian of nature, wild growth✦
9th greater restoration, mass cure wounds

✦ New spells can be found after the class description

Ironbark

At 6th level, when you or a creature you can see within 30 feet of you takes acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to halve the damage.

Efflorescence

Beginning at 10th level, you can sprout a ring of verdant flowers to heal your allies. As an action, choose a point you can see within 30 feet. Bright flowers begin to blossom in a 10 foot radius around the point, channeling healing magic from the Emerald Dream. If a friendly creature begins their turn within the circle, they regain an amount of hit points equal to your Wisdom modifier (minimum of one). The circle lasts until the end of your next turn.

While the circle is active, you can use a bonus action and expend a spell slot to make the flowers release a burst of healing magic. Each friendly creature within the circle regains 1d8 hit points per level of the the spell slot.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Tranquility

At 14th level, you are able to channel the magic of the Emerald Dream to its full effect. As an action, you can begin channeling healing magic from the dream. Small flickers of soft light begin to float from the ground around you. You can channel Tranquility for a number of rounds equal to your Wisdom modifier (minimum of one). You have to use an action to continue channeling Tranquility on subsequent turns and you must maintain concentration in order to continue channeling.

When you begin channeling Tranquility and on subsequent turns when you use your action to continue channeling it, you can restore a number of hit points equal to 2d10 + your Druid level. Choose any creatures within 30 feet of you, and divide those hit points among them. Any creature healed by Tranquility recovers 1d4 hit points at the start of their turn.

Once you use this ability, you cannot use it again until you complete a long rest.

Incarnation: Tree of Life

When you reach 20th level, you are able to draw power from the world trees of Azeroth and empower your treant form.

As an action while in Treant Form, you can channel the power of the ancients and assume the form of a tree of life. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you gain 10 temporary hit points and creatures of your choice within 5 feet of you recover 5 hit points.
  • When you cast a spell that restores hit points to a creature, another creature of your choice within 30 feet of it regains half as many hit points.
  • Whenever you roll dice to restore hit points, you can reroll any number of the dice once and use either result.

The incarnation persists beyond your Treant Form, but has no effect outside of it. Once you use this feature, you can't use it again until you finish a long rest.

Shapeshift Forms

Forms and Ability Modifiers

Your forms all rely on your capabilities as a druid and draw their strength directly from you, as such your ability scores and modifiers are used when you assume a form. When you make an attack roll in a form, you are considered to have proficiency with the attack and use either your Strength or Dexterity for the attack and damage roll.

Certain forms are able to use your choice of either Strength or Dexterity for their attacks, whilst some rely solely on one ability, the available ability scores for each form are listed below.

Strength: Aquatic, Bear, Moonkin, Treant

Dexterity or Strength: Cat, Flight, Travel


Aquatic Form

Medium size


  • Armor Class 12 + Dexterity modifier
  • Speed 0 ft., swim 50 ft.

Blindsight. You gain blindsight 60 ft.

Travel Pace. When you travel for 1 hour or more, your total travel pace is doubled.

Water Breathing. You can breathe only underwater.

Actions

Bite. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d8 + modifier) piercing damage.


Bear Form

Large size


  • Armor Class 12 + Dexterity modifier
  • Speed 40 ft., climb 30 ft.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Charge. If you move at least 20 feet straight toward a target and then hits with a weapon attack on the same turn, the creature takes an extra 1d8 damage. If the target is a creature, it must succeed on a Strength saving throw (DC 8 + Str modifier + proficiency). On a failed save, the creature is knocked prone.

Actions

Bite. Melee Weapon Attack: Reach 5 ft., one target. Hit: (1d8 + modifier) piercing damage.

Claw. Melee Weapon Attack: Reach 5 ft., one target. Hit: (1d10 + modifier) slashing damage.

Maul (Guardian). Melee Weapon Attack: Reach 5 ft., one target. Hit: (1d0 + modifier) slashing damage. You tear open a wound on the creature as long as it is not a construct. At the start of the creatures turn, if it is still bleeding it takes 1d4 damage. The bleeding can be stopped using an action to perform a Medicine check with a DC equal to your spell save DC. Magical healing also stops the bleeding.

Mangle (Guardian). Melee Weapon Attack: Reach 5 ft., one target. Hit: (2d6 + modifier) slashing damage. Deals an additional 1 damage against bleeding targets. This bonus increases to 2 at level 5, 3 at level 11, and 4 and level 17.


Cat Form

Medium size


  • Armor Class 12 + Dexterity modifier
  • Speed 40 ft., climb 40 ft.

Darkvision. You gain darkvision out to 60 ft.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Shred (Feral). When you hit a creature with an attack using your claws, you can infuse your strike with ancient magics. You can expend one spell slot to deal additional damage to the target. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Actions

Multiattack. When you make a Bite attack with your Attack action, you can make a different attack with your bonus action.

Bite. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d8 + modifier) piercing damage.

Claw. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d6 + modifier) slashing damage.

Rake (Feral). Melee Weapon Attack: Reach 5 ft., one target. Hit: (1d6 + modifier) slashing damage. The target gains a Jagged Wound that lasts until the end of your next turn. At the start of a creatures turn, they take 1d4 damage if they have a Jaggad Wound. A creature can only have one Jagged Wound.


Flight Form

Large size


  • Armor Class 12 + Dexterity modifier
  • Speed 10 ft., 70 ft.

Flyby. You don't provoke opportunity attacks when you fly out of an enemy's reach.

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Travel Pace. When you travel for 1 hour or more, your total travel pace is doubled.

Actions

Beak. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d6 + modifier) piercing damage.

Talon. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d4 + modifier) slashing damage.


Moonkin Form

Medium size


  • Armor Class 12 + Dexterity modifier
  • Speed 30 ft.

Darkvision. You gain darkvision 60 ft.

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Spellcasting. You can cast druid spells and perform their spell components while in this shape. Whenever you cast a druid spell that deals damage, you may reroll one die. You must use the new roll.

Actions

Beak. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d6 + modifier) piercing damage.

Talon. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d4 + modifier) slashing damage.


Travel Form

Large size


  • Armor Class 12 + Dexterity modifier
  • Speed 50 ft.

Steady Mount. Any creature mounted on your back have advantage on Dexterity saving throws to remain seated.

Travel Pace. When you travel for 1 hour or more, your total travel pace is doubled.

Actions

Gore. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d6 + modifier) slashing damage.


Treant Form

Medium size


  • Armor Class 12 + Dexterity modifier
  • Speed 30 ft.

False Appearance. While you remains motionless, you have advantage on Dexterity (Stealth) checks.

Plant Whisper. You can question plants about events within the past day, gaining information about creatures that have passed, weather, and other circumstances.

Spellcasting. You can cast druid spells and perform their spell components while in this shape. When you restore hit points to a creature through a druid spell and roll a natural 1 on a die, you may change its result to a 2.

Actions

Claw. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d6 + modifier) slashing damage.

Wild Affinities

If a wild affinity has prerequisites, you must meet them to learn it. You can learn the affinity at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Blessing of the Land

Prerequisite: 9th level

You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Blessing of the Sea

Prerequisite: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Celestial Alignment

Prerequisite: 5th level, Path of Balance

Whenever you deal damage to a creature with a spell while in Moonkin Form, you can reroll up to 2 of the damage dice and use either roll.

Combat Shapeshifting

You are able to shapeshift as a bonus action on your turn.

Cultivate

Prerequisite: 11th level, Path of Restoration

While in Treant Form, whenever you restore hit points to a creature, that creature also gains temporary hit points equal to your Wisdom modifier (minimum of one).

Displacer Beast

You can expend a spell slot of 2nd-level or higher to cast
the misty step spell. When you do so, you reappear in the unoccupied space in an available form of your choice.

Feral. You can use this affinity once, without expending a spell slot. You can't do so again until you finish a short or long rest.

Eye's of the Ancients

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Feline Momentum

Prerequisite: 9th level

While in Cat Form, you can move along vertical surfaces on your turn without falling during the move. You fall if you end your turn on a vertical surface.

Feral Swiftness

Prerequisite: 9th level, Path of the Feral

While in Cat Form, you can take the dash action as a bonus action.

Flourish

Prerequisite: Path of Restoration

Once per turn when you roll dice to restore hit points, you can reroll one of the dice and use either roll.

Germination

Prerequisite: 7th level, Path of Restoration, rejuvenation spell

Whenever you restore hit points to a creature that is below half of their hit point maximum, you can use your reaction to cast the rejuvenation spell on the target at 1st level. You can't do so again until you finish a short or long rest.

Growl

Prerequisite: Path of the Guardian

While in Bear Form, you can expend a spell slot to cast the compelled duel spell.

Heavenly Fire

Prerequisite: Path of Balance, solar wrath cantrip

When you cast solar wrath while in Moonkin Form, add your Wisdom modifier to the damage it deals on a hit.

Leader of the Pack

Prerequisite: 4th level

Creatures of your choice within 60 feet of you are also affected by the Travel Pace feature of your forms as long as you are not incapacitated.

Lunar Downpour

Prerequisite: Path of Balance

When you deal force or radiant damage to a creature with a spell or your Astral Power feature, the targets speed is reduced by 10 feet until the end of their next turn.

Mark of Ursoc

Prerequisite: Path of the Guardian

While in Bear Form, you can expend a spell slot to cast the enlarge effect of the enlarge/reduce spell on yourself. You can't do so again until you finish a long rest.

Mighty Bash

Prerequisite: 5th level, Path of the Feral or the Guardian

When you hit another creature with a melee weapon attack while in Bear or Cat form, you can attempt to stun it. The target must succeed on a Constitution saving throw against your spell save DC or be stunned until the end of your next turn. Once a creature fails their saving throw, you can't use this affinity again until you finish a short or long rest.

Moment of Clarity

Prerequisite: 11th level, Path of the Feral

Whenever you restore hit points to a creature with a spell while in Cat Form, that creature gains temporary hit points equal to half your druid level.

Nine Lives

While in Cat or Moonkin form, you can use your reaction to give yourself the benefits of the feather fall spell until the end of your turn. You can't do so again until you finish a short or long rest. Additionally, while in Cat or Moonkin form, damage you take from falling is reduced by an amount equal to your druid level.

Nature's Focus

Prerequisite: 5th level, Path of Balance or Restoration

While in Moonkin or Treant form, you add your Wisdom modifier to any Constitution saving throws you make to maintain your concentration.

Primal Fury

Prerequisite: 5th level

While shapeshifted, you have a +1 bonus to your melee weapon attack and damage rolls.

Prowl

Prerequisite: Path of the Feral

While in Cat Form, you can expend a spell slot to cast the invisibility spell on yourself. You can't do so again until you finish a long rest.

Savage Wounding

Prerequisite: 9th level, Path of the Feral or the Guardian

As a bonus action, you cause a wound on a target that is bleeding from one of your abilities or attacks to fester and burst. When you do so, you deal necrotic damage to the bleeding target and each creature of your choice within 5 feet of it. The necrotic damage equals your Strength or Dexterity modifier (your choice). To use this affinity, you must be able to see the target, and it must be within 5 feet of you.

Skull Bash

Prerequisite: 9th level, Path of the Feral or the Guardian

While in Bear or Cat Form, you can cast counterspell once using a spell slot, but with a range a touch spell. You can't do so again until you finish a long rest.

Solar Drift

Prerequisite: Path of Balance, solar wrath cantrip

When you cast solar wrath while
in Moonkin Form, the range of
the spell increases to 120 feet.

Survival of the Fittest

Prerequisite: Path of the Guardian

While in Bear Form, when you are reduced
to 0 hit points but not outright killed, you
can drop to 1 hit point instead. You can't do
so again until you finish a long rest.

Thick Hide

Prerequisite: 5th level

While shapeshifted, you add +1 to your Armor Class.

Tranquil Mind

Prerequisite: 11th level, Path of Restoration

While in Treant Form, damage cannot break your concentration on your Tranquility feature.

Twin Moons

Prerequisite: 7th level, Path of Balance, moonfire spell

When you cast moonfire while in Moonkin Form, you can treat the spell as though you cast it one level higher than you did. You can't do so again until you finish a long rest.

Unnatural Leap

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components. You are able to cast this spell while shapeshifted.

Druid Spells

Cantrips (0 Level)

Control Flames
Create Bonfire
Dancing Lights
Druidcraft
Guidance
Gust
Mold Earth
Primal Savagery
Resistance
Shape Water
Shillelagh
Solar Wrath✦
Spare the Dying
Thorn Whip

1st Level

Absorb Elements
Animal Friendship
Beast Bond
Cure Wounds
Detect Magic
Detect Poison and Disease
Earth Tremor
Entangle
Expeditious Retreat
Faerie Fire
Fog Cloud
Goodberry
Healing Word
Ice Knife
Jump
Longstrider
Moonfire✦
Purify Food and Drink
Rejuvenation✦
Sleep
Snare
Speak with Animals
Swiftmend✦
Thunderwave

2nd Level

Animal Messenger
Barkskin
Beast Sense
Darkvision
Dust Devil
Earthbind
Enhance Ability
Flame Blade
Flaming Sphere
Gust of Wind
Healing Spirit
Heat Metal
Hold Person
Lesser Restoration
Locate Animals or Plants
Lunar Strike✦
Moonbeam
Pass without Trace
Protection from Poison
Regrowth✦
Skywrite
Spike Growth
Summon Beast
Sunfire✦
Warding Wind

3rd Level

Aura of Vitality
Call Lightning
Catnap
Conjure Animals
Daylight
Dispel Magic
Erupting Earth
Feign Death
Lifebloom✦
Magic Circle
Mass Healing Word
Meld into Stone
Plant Growth
Protection from Energy
Revivify


Speak with Plants
Summon Fey
Tidal Wave
Water Breathing
Wind Wall

4th Level

Blight
Charm Monster
Confusion
Conjure Woodland Beings
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Guardian of Nature
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Solar Beam✦
Watery Sphere
Wall of Fire
Watery Sphere
Wild Growth✦

5th Level

Antilife Shell
Awaken
Commune with Nature
Control Winds
Dawn
Dream
Geas
Greater Restoration
Maelstrom
Mass Cure Wounds
Planar Binding
Scrying
Tree Stride
Wall of Stone
Wrath of Nature

6th Level

Bones of the Earth
Conjure Fey
Druid Grove
Find the Path
Heal
Heroes' Feast
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Move Earth
Primordial Ward
Sunbeam
Transport via Plants
Wall of Thorns
Wind walk

7th Level

Crown of Stars
Fire Storm
Mirage Arcane
Plane Shift
Regenerate
Reverse Gravity
Whirlwind

8th Level

Animal Shapes
Antipathy/Sympathy
Control Weather
Earthquake
Feeblemind
Sunburst
Tsunami

9th Level

Foresight
Mass Heal
Shapechange
Storm of Vengeance
True Resurrection

Solar Wrath

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a mote of sunlight at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage. If you critically hit with this spell, you gain 1 Astral Power die.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Moonfire

1st-level evocation


  • Casting Time: 1 Bonus Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute (c)

You call down a beam of astral moonlight at a creature within range. The creature becomes effected by the spell when you cast it. At the start of the targets turn, they take 1d4 force damage. At the end of the targets turn, it can make a Dexterity saving throw. The spell ends on a successful save.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature per spell level above 1st.

Rejuvenation

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Special*

A creature of your choice that you can see within range regains 2 hit points as rejuvenating flowers sprout around them. Rejuvenation lasts on a target for a number of rounds equal to your spellcasting ability modifier. At the start of the targets turn, it regains 1d4 hit points.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the initial healing increases by 2 for each slot level above 1st and the healing a creature receives at the start of its turn increases by 1d4.

Swiftmend

1st-level evocation


  • Casting Time: 1 Bonus Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You release a quick burst of healing at a creature you can see within range. The target regains hit points equal to 1d8 + your spellcasting ability modifier. To cast this spell, the target must be effected by a spell or ability from you.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Lunar Strike

2nd-level evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You call down a pillar of astral moonlight to pummel a creature within range. The target must make a Dexterity saving throw, taking 3d10 force damage on a failed save, or half as much damage on a successful one. Creatures within 5 feet of the target take force damage equal to your spellcasting ability modifier.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd, and the splash damage increases by 1.

Regrowth

2nd-level evocation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 Round

You send a rush of magic from the dream to wash over a creature within range. The target regains hit points equal to 1d10 + your spellcasting ability modifier. At the start of the targets next turn, they regain hit points equal to your spellcasting ability modifier.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the initial healing increases by 1d10 for each slot level above 2nd.

Sunfire

2nd-level evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 Minute (c)

You summon a brief column of sunlight that burns creatures in a 10 foot wide space within range. Creatures within the space must make a Dexterity saving throw, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails their saving throw continues to burn with radiant fire for the spells duration. If a creature is still effected by the spell, they take 1d4 radiant damage at the start of their turn. At the end of that creatures turn, it can make a Dexterity saving throw, ending the spells effect on them on a success.

While concentrating on this spell, you are also able to maintain concentration on Moonfire if it was cast at a lower level than this spell.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd.

Lifebloom

3rd-level evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 Minute (c)

You call forth a revitalizing rush of magic and plant it within a creature within range. The creature regains hit points equal to 1d8 + your spellcasting ability modifier at the start of its turns for the duration of the spell. When this spell ends, if you were concentrating on it for at least a number of rounds equal to your spellcasting ability modifier, the
target regains hit points equal to
3d8 + your spellcasting ability
modifier.

At higher levels. When you
cast this spell using a spell slot
of 4th level or higher, the
initial healing increases
by 1d8 for each slot level
above 3rd.

Solar Beam

4th-level abjuration


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

You summon a beam of solar energy around a
creature that you can see casting a spell. The solar
beam extends in a 5 foot radius around the creature.
If the creature is casting a spell of 4th level or lower,
its spell fails and has no effect. If it is casting a spell of
5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Additionally, any creatures within the beam must succeed on a Constitution saving throw or become silenced until the start of your next turn as long as they remain within the beam.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Wild Growth

4th-level evocation


  • Casting Time: 1 Action
  • Range: Self (30 foot radius)
  • Components: V, S
  • Duration: 1 Round

You release a wave of resplendent lotus petals that are able to heal your allies. Choose up to 5 creatures within 30 feet of you that you can see. Each creature regains hit points equal to 1d8 + your spellcasting ability modifier. A creature who is targeted by this spell recovers an additional 1d8 hit points at the start of their next turn.

At higher levels. When you cast this spell using a spell
slot of 5th level or higher, the initial healing increases by
1d8 for each slot level above 4th.

Talents

Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.

Blessing of the Wild

Prerequisite: 5th level
When you shapeshift into a new form, you gain temporary hit points equal to your Wisdom modifier and gain an additional 10 feet of movement until the end of your turn.

Shooting Stars

Prerequisite: 5th level, Path of Balance
When you use your Starsurge or Starfall abilities, one creature you can see within 30 feet of you takes force damage equal to the amount of Astral Power dice you expended.

Unrelenting

Prerequisite: 5th level, Path of the Feral
Bleed effects from your attacks and abilities now last for 1 additional turn and when they deal damage, their damage dice become d6s.

Ironfur

Prerequisite: 5th level, Path of the Guardian
When you use your Might of Ursoc feature to recover hit points, until the start of your next turn you also reduce the damage you take from attacks by an amount equal to the level of the spell slot you expended.

Verdant Growth

Prerequisite: 5th level, Path of Restoration
When you use your Cenarion Ward feature, you can target one additional creature within range and both creatures also gain 1d4 temporary hit points.

Ursol's Vortex

Prerequisite: 10th level
You are able to conjure powerful winds in order to keep creatures in place. As an action, you can summon a swirling ring of heavy winds in a 10-Foot radius circle originating from a point you can see within 30 feet. The area is considered difficult terrain (but not for you) and creatures within the area must succeed on a Strength saving throw or be pulled 10 feet towards the center of the circle and take bludgeoning damage equal to your druid level.

Renewal

Prerequisite: 10th level, Path of Balance
When you use your Innnervate feature, you can can also recover a spell slot of your choosing. The spell slot can be no higher than half of your Proficiency bonus (rounded up).

Pack Hunting

Prerequisite: 10th level, Path of the Feral
Friendly creatures within 5 feet of you also benefit from your Scent of Blood feature.

Infected Wounds

Prerequisite: 10th level, Path of the Guardian
You take 1d4 less damage from a creature for each stack of Vicious Wounds they have.

Razorbark

Prerequisite: 10th level, Path of Restoration
When you use your Ironbark feature, the next melee attack the target makes deals an additional 1d6 slashing damage or the next creature that hits the target with a melee attack takes 1d6 slashing damage.

Stampeding Roar

Prerequisite: 15th level
You release a powerful roar to inspire your allies and batter down your foes. As an action, you make a awe inspiring roar. You and creatures of your choice within 20 feet of you gain the following benefits until the start of your next turn:

  • Your speed is doubled.
  • You can take the Dash action as a bonus action.
  • Any Large or smaller hostile creature that you move within 5 feet of must succeed on a Strength saving throw against your spell save DC or be knocked prone and take bludgeoning damage equal to your Wisdom modifier.

Once you use this talent, you can't use it again until you finish a long rest.

Starweaver

Prerequisite: 15th level, Path of Balance
Whenever you spend Astral Dice, you gain temporary hit points equal to the roll of one of your Astral Power dice and the next time you deal damage with a spell of 1st level or higher, it does additional force damage equal to the same amount.

Rip and Tear

Prerequisite: 15th level, Path of the Feral
When you deal damage to a creature with your Shred ability, all creatures who are bleeding from one of your abilities or attacks within 5 feet of the target take the same damage.

Unnerving Presence

Prerequisite: 15th level, Path of the Guardian
Whenever a creature that is within 5 feet of you attempts to cast a spell, if they are suffering from a Vicious Wound or are bleeding from one of your Maul attack, they must succeed on a Wisdom saving throw or not be able to focus enough to cast the spell. A creature who is immune to the frightened condition ignores this effect.

If they manage to cast a spell, you have advantage on any saving throw it requires and resistance to damage caused by it.

Overgrowth

Prerequisite: 15th level, Path of Restoration
Once per turn, when a spell you cast or feature you used restores hit points when it is not your turn, creatures within 10 feet of the target regain half as many hit points.