Druid

A wise and wild sage, capable of using powerful natural magic.

Quick Build: You will need to prioritize your Nature skill to use your Druid Spells, so you can focus on either the Intelligence or Wisdom stat since Nature is a Versatile skill.

Contents

Druid Class Table

Level Tier Abilities
1
1
Druid Casting (Rank 0), Green Bless
2
1
Druidic Aspect, Wild Blood
3
2
Druid Casting (Rank 1)
4
2
Feat
5
3
Druid Casting (Rank 2), Wild Hearth
6
3
Druidic Aspect
7
3
Druid Casting (Rank 3)
8
3
Feat
9
4
Druid Casting (Rank 4), Wild Soul
10
4
Druidic Aspect
11
4
Druid Casting (Rank 5)
12
4
Feat
13
5
Druid Casting (Rank 6), Wild Casting
14
5
Druidic Aspect
15
5
Druid Casting (Rank 7)
16
5
Legendary Feat
17
6
Druid Casting (Rank 8), Archdruid
18
6
Druidic Aspect
19
6
Legendary feat
20
6
Druid Casting (Rank 9)

Max HP and Posture

The Druid gains 6 Max HP and 3 Max Posture per level.

Additionally, the Endurance skill is added to the Max HP only once.

The Reflex skill is also added to the max Posture only once as well.

Druid HP List

  • Max Posture per Druid Level: 3 Posture
  • Max HP per Druid Level: 6 HP

Druid Level 1

Druid Casting (Rank 0)

You have learned how to cast magic through the forces of nature itself.

Choose spells from the Druid Spell List for you to learn. They are all considered Druid spells, which have these traits:

  • You can only learn Druid spells of Level 0.

  • The total number of Druid spells you know is equal to 2 times your Druid Level + your Nature. When you Level up, you can switch up to 3 Druid spells you know

  • Druid spells require attunement with nature itself. You cannot cast Druid Spells while wearing Armor or Shields made of Metal.

  • The Spell Skill for your Druid Spells is Nature.

See the Spells section to learn more how spells work.

Green Bless

The blessing of nature is always with you.

You gain the following effects:

  • You learn how to use the Herbalist Tools. If you already know how to use the Herbalist Tools, you then learn one additional Tools of your choice. In addition, anything that you plant grows 2 times faster than normal.

  • You gain advantage on all your Nature and Wild Handling Checks. These skills are also considered Essential skills for you. If you had any skill points invested in them, they are reallocated.

  • You learn how to speak Drudic and Sylvan, which don’t count against the total number of Languages you know.

Druid Level 2

Druidic Aspect

You attune to a specific aspect of nature.

Choose one Druid Subclass for your character. You gain the abilities from Level 2 from that subclass.

You then gain the rest of the Subclass abilities when you reach Level 6, 10, 14 and 18.

Wild Blood

A wilderness power now flows through your blood.

You gain 1 Wild Slot, which can be used to fuel your Druid abilities. You regain all your used Wild Slots when you finish a Short or Long rest.

You can also use 1 Wild Slot to cast the Polymorph spell on yourself without using any Mana. However, the Beast you transform must have half your Tier or lower (rounded up) and with Challenge Points up to half your Druid Level (rounded up).

You cannot regain Wild Slots while affected by the Polymorph spell, even if you finish a Short or Long rest. You can also make the effects of the Polymorph spell last on yourself a number of hours equal to your Druid Level.

You can find the Polymorph spell here.

Druid Level 3

Druid Casting (Rank 1)

You gain a Caster Rank and you can now learn Druid spells of Level 1.

Your Caster Rank grants access to Mana, which can be used to cast Spells of Level 1 or higher.

The amount of Mana you have is determined by your Caster Rank, as shown in the Caster Table below.

Caster Table

Caster Rank Total Mana Spell Level Cap. Mana Cost
1
4
1
1
2
10
2
2
3
20
3
4
4
30
4
6
5
40
5
10
6
50
6
14
7
65
7
20
8
80
8
30
9
100
9
50

To cast a Level 1 or higher spell, you must use 1 Mana as mentioned on the table above. The higher the Level, the more Mana you need to spend to cast the spell.

You regain all your Mana when you finish a Long rest.

Druid Level 4

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Druid Level 5

Druid Casting (Rank 2)

You gain a Caster Rank and you can now learn Druid spells of Level 2.

Wild Heart

You now have 2 Wild Slots.

In addition, when you cast Polymorph on yourself, you can keep using all abilities from your Class, Subclasses and Feats. You still can’t cast spells, but you can use the spells you have previously casted and maintain concentration on them.

While affected by the Polymorph spell, you can also choose to keep all your original Stats & Skills, excluding the Strength and Dexterity stats and the skills linked to those stats.

If the skill is Versatile, you can keep using the original skill if you use another stat besides the Strength or Dexterity for it. 

Druid Level 6

Druidic Aspect

You gain the abilities of Level 6 of the chosen Subclass.

Druid Level 7

Druid Casting (Rank 3)

You gain a Caster Rank and you can now learn Druid spells of Level 3.

Druid Level 8

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Druid Level 9

Druid Casting (Rank 4)

You gain a Caster Rank and you can now learn Druid spells of Level 4. 

Wild Soul

You now have 3 Wild Slots.

You can also cast the Polymorph spell as a Reaction when you roll for Initiative or before you take damage.

Moreover, while you are affected by the Polymorph spell, you can cast Polymorph again as a Free Action.

If the second Beast you transformed this way has the same or less Posture than the Beast you were originally, you can turn into it for free, without using any Wild Slots or Mana.

Druid Level 10

Druidic Aspect

You gain the abilities of Level 10 of the chosen Subclass.

Druid Level 11

Druid Casting (Rank 5)

You gain a Caster Rank and you can now learn Druid spells of Level 5.

Druid Level 12

Feat

You gain a unique ability. Choose one Feat from the Feat List for your character.

You can find all the Feats here.

Druid Level 13

Druid Casting (Rank 6)

You gain a Caster Rank and you can now learn Druid spells of Level 6.

Wild Casting

You become able to talk while you are affected by the Polymorph spell. You can also cast Quick Spell even while you are affected by the Polymorph spell.

 

Druid Level 14

Druidic Aspect

You gain the abilities of Level 14 of the chosen Subclass.

Druid Level 15

Druid Casting (Rank 7)

You gain a Caster Rank and you can now learn Druid spells of Level 7.

Druid Level 16

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Druid Level 17

Archdruid

When you use your Wild Blood ability, you can transform into a Beast with Challenge Points equal to your Druid Level and with half your Tier.

In addition, you can also cast Normal Spells even while affected by the Polymorph spell.

Moreover, you can make the effects of the Polymorph spell last on yourself forever.

Druid Casting (Rank 8)

You gain a Caster Rank and you can now learn Druid spells of Level 8.

Druid Level 18

Druidic Aspect

You gain the abilities of Level 18 of the chosen Subclass.

Druid Level 19

Legendary Feat

You gain a legendary ability. Choose one Feat from the Legendary Feat List for your character.

You can find all the Legendary Feats here.

Druid Level 20

Druid Casting (Rank 9)

You gain a Caster Rank and you can now learn Druid spells of Level 9.

Druid Subclasses

All Druids are attuned with nature, but each one of them resonates more with a specific aspect of nature.

Your Subclass grants abilities on the Levels 2, 6 , 10, 14 and 18. With the admission of your GM, you can switch your Subclass anytime, but try to commit with a single Subclass.

Fire Aspect

You are connected with the pure energy of fire. Your heart burns with this energy, which can be used to illuminate or destroy others.

Quick Build: As a Fire Druid, you should learn all Druid spells that deal fire damage to use your Burning Spell ability.

Level Tier Abilities
2
2
Burning Spell, Fire Essence
6
3
Fire Ash
10
4
Burning Flesh
14
5
Burning Soul
18
6
True Fire

Fire Aspect Level 2

Burning Spell

When you cast a Druid spell that deals fire damage, you can spend 1 Wild Slot to deal extra 2d6 fire damage.

You can use this ability for free without using Wild Slots, but you only deal extra 1d6 fire damage instead and you also take that same fire damage after you cast the spell.

Fire Essence

You gain resistance to fire damage. In addition, you can also create a small fire in your hands, igniting any flammable objects you are holding, such as a torch for example.

Fire Aspect Level 6

Fire Ash

When a creature within 30 feet of you takes fire damage, you can use your Reaction to cover that creature with ashes.

That creature must succeed on an Endurance Save against your Nature, or become Poisoned (1d4, 1 turn) and partially Blinded for 1 turn.

Fire Aspect Level 10

Burning Flesh

You become immune to fire damage, but you can still choose to take fire damage if you would like to stop Bleedings.

In addition, if you use 1 Wild Slot for your Burning Spell, you can deal extra 3d6 fire damage instead of 2d6 fire damage.

Fire Aspect Level 14

Burning Soul

You can ignite yourself in flames, becoming one with fire.

You can spend 1 Wild Slot to become Ignited (1d8) as a Free Action.While Ignited this way, you gain following effects:

  • Before a creature within 5 feet of you makes a Melee Attack against you, that creature must then succeed on a Reflex Save against your Nature, or take 1d6 fire damage.

  • You illuminate an area of 120 feet within you.

  • You gain a Fly Speed with Hover of 30 feet

  • You always deal extra 3d6 fire damage with your Burning Spell ability, even if you do not use a Wild Slot for it.

You stop being Ignited this way after 10 minutes, until you become unconscious, or until you end it as a Free Action.

Fire Aspect Level 18

True Fire

Your body literally is transformed into fire, and you assume the form of a true fire.

You gain these additional effects when you use your Burning Soul ability:

  • You become immune to Bleed, Fire and Poison damage.

  • Whenever you cast a Druid Spell that deals fire damage, you can upcast that spell by 2 Levels for free.

  • You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned.

  • You become an Elemental type, in addition to the creature type of your race.

  • You can pass through any creature space, regardless of size.

Hive Aspect

You created a special connection with a natural hive of insects. You now magically share your mind with them, becoming one with the Hive.

Quick Build: As a Hive Druid, you gain extra movement options and extra consistent damage with your Wild Swarm.

Your Hive Mind also increases your Passive Perception, which makes it a great fit with your Wisdom stat.

Level Tier Abilities
2
2
Hive Mind, Wild Swarm
6
3
Hive Protection
10
4
Aggressive Swarm
14
5
Summon Swarm
18
6
Swarm Tempest

Hive Aspect Level 2

Hive Mind

You have become part of a hive of insects. These insects are always nearby, and they share information with you.

You gain advantage on all Perception Checks and your Passive Perception is increased by 5.

Wild Swarm

You can use your wild energy to feed your hive, creating a powerful swarm of magical insects.

As a Free Action, you can use 1 Wild Slot to awake your Hive. When you do so, you gain the following effects for the next minute:

  • Once per round, when you deal damage to a creature, you can deal extra 2d4 thrust damage to that one creature.

  • All creatures within 30 feet of you must immediatly succeed on an Insight Save against your Nature, or become Scared of you for 1 turn. You can repeat this effect at the start of your turns.

  • You gain Spider Climb and can use it as your Base Speed.

Hive Aspect Level 6

Hive Protection

You can now use your Hive to protect others.

While your Wild Swarm ability is active, you gain the following effect:

  • When a creature within 30 feet of you takes slash, strike or thrust damage, you can use your Reaction and reduce that damage by 2d4

Hive Aspect Level 10

Aggressive Swarm

Your Hive has now become much more aggressive.

While your Wild Swarm ability is active, you gain the following effect:

  • Once per round, when you deal damage to a creature, you can deal extra 4d4 thrust damage instead of 2d4 thrust damage. When you use your Hive Protection ability, you can also reduce the damage by 4d4 instead of 2d4 as well.

  • You also use a Hover Fly Speed as your Base Speed.

  • All the area within 15 feet of you become harsh terrain for your enemies.

Hive Aspect Level 14

Summon Swarm

When you awake your Swarm, you also summon additional insects to help you.

When you activate your Wild Swarm, you can summon either 1 Centipede Swarm or 1 Wasp Swarm within 5 feet of you. This swarm vanishes when they reach 0 Posture, after 1 minute passes, or if you use your Wild Swarm again.

Hive Aspect Level 18

Swarm Tempest

When you activate your Swarm, a tempest of insects start to surround you, making very dangerous to get near you.

When an enemy creature starts their turn within 15 feet of you, or enters in that area for the first time during their turns, they must also make an Endurance Save against your Nature. On a fail, they take 4d4 thrust damage and also become completely Blinded for 1 turn. On a success, they take half that thrust damage and become partially Blinded for 1 turn instead.

Creatures that were Scared of you automatically fail this Save.

Plant Life Aspect

You see the whole world as your garden, ready to be taken care of. As a result, most plants feel immense gratitude towards you, and some even become your familiar.

Quick Build: As a Plant Life Druid, you can focus on a Ranged combat style while your Plant is on the front.

Level Tier Abilities
2
2
Living Plant Familiar
6
3
Ferocious Plant
10
4
Entangled Roots
14
5
Matured Plant
18
6
Green Regeneration

Plant Life Aspect Level 2

Living Plant Companion

With 8 hours of work, you can perform a special ritual to create a bond between your soul and the soul of a plant that you summon in an unoccupied space within 10 feet.

You use the Plant Companion Sheet for it, and you also choose the appearance of it. It takes its turn immediately after you and you can command it as a Free Action.

You can repeat this ritual to bring 1 plant companion that has died back to life. The plant companion that has died then reappears in an unoccupied space within 10 feet of you and any previous vestige of it vanishes.

Plant Life Aspect Level 6

Green Bond

As a Bonus Action, you can touch your Plant Companion and use Mana to heal it. The Plant Companion regains 1d10 HP per 1 Mana used in this way. You can also use your Wild Slot instead of Mana. If you do so, you can make the Plant Companion regain all its Posture instead.

Plant Life Aspect Level 10

Entangled Roots

All the area within 15 feet from the Plant Companion becomes harsh terrain for any creature of your choice.

In addition, when a creature of your choice starts its turn Knocked Prone or moves without Disengaging in that area, that creature must succeed on a Reflex Save against your Nature, or become Contained and Immobilized for 1 turn.

Plant Life Aspect Level 14

Matured Plant

Your Plant Companion is fully matured.

Its size is now Large and its AC becomes 18 with 2 AP. In addition, the Plant Companion can use 2 Actions per turn.

Plant Life Aspect Level 18

Green Regeneration

Your Plant Companion is overflowing with magic and is constantly growing.

Your Plant Companion regains HP equal to your Spell Skill at the start of its turns while it has more than 0 HP. However, your Plant Companion cannot use this during the rounds it takes any fire damage.

Plant Companion

Wild Aspect

You have a special connection with the wilderness. People and animals are the same for you, and they are all under the same ferocious rules of nature.

Quick Build: As Wild Druid, you can use your spells to buff yourself before you shapeshift into a beast. At higher levels, you can also focus on Quick spells to cast in your Beast form.

Level Tier Abilities
2
2
Elemental Beast
6
3
True Beast
10
4
Shapeshifter Body
14
5
Shapeshifter's Regeneration
18
6
Grand Elemental Beast

Wild Aspect Level 2

Elemental Beast

You learn how to harness elemental power of wild spirits when you transform.

When you transform into a Beast by the effects of the Polymorph spell, you can choose between Cold, Electric or Fire damages. The Beast you transform gain extra effects based on your choice:

  • Cold: The Beast gains resistance to cold damage. In addition, the Beast Max Posture and HP increases by a number equal to your Druid Level, as Ice Shards appear and protect its body.

  • Electric: The Beast gains resistance to electric damage. In addition, the Beast can use 1 extra Action during its turns, but takes 2d8 electric damage when it does so as it discharges too much electrical energy.

  • Fire: The Beast gains resistance to fire damage, but also becomes Ignited (1d8). While the Beast is Ignited, all its Attacks deal extra 1d6 fire damage.

Wild Aspect Level 6

True Beast

When your Posture is broken while under the effects of the Polymorph spell, you can use 1 Wild Slot to remain under the Beast Form and not revert back. You then start using the Beast’s HP and only revert back once the Beast’s HP is reduced to 0.

Wild Aspect Level 10

Shapeshifter’s Body

You can cast the Alter Body, Grow or Shrink Body and Wild Body spells for free, without using any Mana.

In addition, you can also cast those spells even while affected by the Polymorph spell.

Wild Aspect Level 14

Shapeshifter’s Regeneration

While affected by the Polymorph spell, you can use a Mana to regain HP as a Bonus Action. You regain 1d10 HP for per 1 Mana used in this way.

If you use a Wild Slot instead of Mana, you can instead regain all the Posture that the Beast had.

Wild Aspect Level 18

Grand Elemental Beast

When you use your Elemental Beast ability, you can choose to activate the Cold, Electric and Fire effects all at once.