BCF: Spellcasting, Druid
You gain the ability to cast spells, as druids tend to do.
he Druid is a spell caster who draws their power from the environment and the worlds beyond. This includes landscapes understood and simple, like forests, foreign, living worlds capable of fostering even the most harsh of life, like the heavens and the hells. Druids tap into the primal nature of all things. As a result, you gain the following features pertaining to your ability to cast spells
Because this feature is complex, each part of this feature, both unique to the class and from common features, will be reviewed point by point.
Unique to the Druid.Common Features gained:
- The Spellcasting Attribute for all your Druid spells will be your class’s key attribute, unless you multiclassed into it. Then it will be , Wisdom.
- You will gain and manage spells from the Elemental or Primal Universal Spell List (your choice), as well as the Druid Class Spell List. You will gain access to more spell lists from your subclasses.
- You can use generic casting focuses to cast spells.
- Finally, the Druid is a Full-Caster, meaning your Caster Level from this class is equal to your Class Level (rounded up), following the Spellcaster Level Table if you have Spell Slots. This also affects the tier of spell you can learn at certain ranks, gaining higher ones at Class Level 1, 3, 5, 7, 9, 11, 13, 15, and 17.
- Spell Library, for storing your spells in, via Prepared Spells.
- Caster Spell Slots, giving you Spell Slots tied to your total Caster Level (see above). These slots recover on a Long Rest.
- Spell List Understanding, giving you full access to all spells from this class’s spell lists.
- Spell Complexity: Complex , allowing you to cast simple and complex spells . Additionally, you can ⤴/Augment Up and ⤵/Augment Down your spells, provided you have the resources to Heighten/Upcast and Downcast with.
- Class Cantrips, Cantrip Expansion, allowing you to learn, store, and manage 0th rank spells in your Spell Library (equal to Half-Proficiency (x2) + 2.
- Class Save DC, which makes your Class DC 10 + your Proficiency Bonus + your Key Attribute. For the Druid, this is often the same as the key attribute listed above (traditionally Wisdom).
Class Save DC
Your class provides you with many tools that will ask for a Saving Throw. This common feature grants what you need.
When you gain this feature, your class’s Key Attribute (one that was chosen on character creation) will be used to govern the Save DC of your features and abilities. If the class was not gained during character creation (as with Multiclassing), a preset Attribute will be used (such as Intelligence for Wizards, Strength for Barbarians, etc).
To this end, your Class DC is 10 + your Proficiency Bonus + your Key Attribute.
Caster Spell Slots
* You round up for your caster levels for half and quarter casters. (For Half Casters, 2 at class level 3, 3 at class level 5, so on. For Quarter casters, d 2 at class level 4, 3 at class level 8, so on, forYou can use spell slots, or a huge magical pool of resources to use on abilities at your whim.
You gain a number of Spell Slots, as determined by your total Caster Levels and the Spellcaster Level Table.
Unlike other common features, you can only have one version of this. Instead, you add your classes' total caster levels, if they come from multiple sources/classes.
Unless otherwise stated, all spell slots recover fully on a Long Rest
| Caster Level | 1st rank spell slot lvl | 2nd rank spell slot lvl | 3rd rank spell slot lvl | 4th rank spell slot lvl | 5th rank spell slot lvl | 6th rank spell slot lvl | 7th rank spell slot lvl | 8th rank spell slot lvl | 9th rank spell slot lvl |
|---|---|---|---|---|---|---|---|---|---|
| 1st | 2 | — | — | — | — | — | — | — | — |
| 2nd | 3 | — | — | — | — | — | — | — | — |
| 3rd | 3 | 2 | — | — | — | — | — | — | — |
| 4th | 3 | 3 | — | — | — | — | — | — | — |
| 5th | 3 | 3 | 2 | — | — | — | — | — | — |
| 6th | 3 | 3 | 3 | — | — | — | — | — | — |
| 7th | 3 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | 3 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | 3 | 3 | 3 | 2 | 1 | — | — | — | — |
| 10th | 3 | 3 | 4 | 3 | 2 | — | — | — | — |
| 11th | 3 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | 3 | 3 | 3 | 3 | 3 | 2 | — | — | — |
| 13th | 3 | 3 | 3 | 3 | 3 | 2 | 1 | — | — |
| 14th | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — | — |
| 15th | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | — |
| 16th | 3 | 3 | 3 | 3 | 3 | 4 | 3 | 2 | — |
| 17th | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 1 |
| 18th | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
| 19th | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
| 20th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
| 21st+ (starts from the beginning) | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Cantrip Expansion
Your mastery of magic broadens your range of accessible spells.
If you have a Spell Repertoire , you gain an additional amount of 0th rank spells from your Spell Lists. If you have a Spell Library / Prepared Spells, you can prepare more 0th rank spells.
The added amount is equal to your Half-Proficiency.
Class Cantrips
You've learned how to use some of the most accessible spells as part of your class or profession.
You learn a number of 0th rank spells equal to 2 + Half-Proficiency, coming from the Spell List(s) of the class that gave you this common feature.
Additionally, these spells are an intrinsic part of your class.
If you have a Spell Repertoire, these spells are kept within it, and once per Long Rest, you can switch out one 0th rank spell with another, provided they are part of the same class's spell list(s).
. If you have a Spell Library, those spells are kept within it, and you may add and prepare these spells as you would the others (via Managing your Library / … and Preparing Your Spells / …) with the amount of cantrips you prepare per day being the amount you learn from this feature.
Spell Complexity, Complex
You are a complex spellcaster, able to cast almost all spells, save for the ones that can truly break things.
Complex SpellcastingComplex Spellcasting gives you access to almost all spells, with only the rare and the mythical forms of magic being outside of your grasp. Simple spells tend to specialize in straightforward, but effective means of magic, whereas Complex Spells have longer descriptions, esoteric effects, and/or require a bit of systems mastery to use effectively. To this end, you gain the following effects:
You can learn and use spells and hybrid abilities from your class's spell lists, as long as they have "Simple" or "Complex" in their Ability Complexity stat. You can still use more complex spells if they are granted from other features, classes, and/or abilities.
⤴/Augmenting UpWhen you gain access to higher rank spells, you can cast stronger versions of lower-rank spells using the same resources. This increases the spell's rank, heightening or "Augmenting up" it to match the Spell Slot or resources used. Many spells have specific improvements when they are augmented up to certain ranks, or even change into stronger versions of a spell. Such changes will always be listed on the spell's description.
As normal, you can only augment your spells up to the limit imposed by your Caster Levels.
⤵/Augmenting DownYou can cast weaker versions of your spells, reducing their strength and rank using the same resources. This is called lowering, or "Augmenting down", and can be used to reduce a spell's power to augment it in other ways (such as applying an Ability Augment Talent] using the same Spell Slot. Many spells will even change into weaker versions when they are augmented down to certain ranks, allowing you to learn or prepare only one version of a spell to use each version of it. Such changes will always be listed on the spell's description.
You can augment your spells downward by up to 3 ranks, and all spells cannot be reduced below 1 rank.
Spell Library
You have a vast array of spells you can tap into, stored in an artifact or written in the pages of a book. These were classically referred to as "Prepared Spells", but for you this is called your Spell Library.
You cannot use all the spells in your library, needing to prepare them for use instead. To this end, you can memorize, or "Prepare" a number of spells equal to our Class Level, plus the Class Key Attribute of the class that gave this feature, with a minimum of 2. Each time this number increases, you're able to prepare more from the spell list(s) that assigned this common feature.
These preparations are done at the start of an adventuring day and/or after finishing a Long Rest. As an example, A Level 3 Wizard with 4 of their key attribute (commonly, INT or CHA) will be able to prepare have 7 spells (3+4) in their library.
Managing your LibraryYou prepare spells by doing the Preparing Your Spells activity.
Adding new Spells to your LibraryAdding Spells to your Spell Library goes along with the Spell List Collection or the Spell List Understanding common features, which you will get along with this feature unless you prepare your spells in a way that is stated otherwise.
No matter what, adding spells to your library almost always incurs a cost or requires an investment of a feature or talent. The class that gives this feature will give over such, with each Library being different between classes and even individuals.
Additionally, certain features will use language like 'you learn x ability...' or 'you gain x ability...'). These spells are freely added to your Library and follow all the same rules as your other spells, but are not always prepared unless the feature specifically states such.