Class: Druid in CHASE SRD | World Anvil

Class: Druid

The Druid

 
ClassName Description filled with Flowery Text
 

ClassName Mindset

 

Playing a(n) ClassName

 

Roleplay

 

Mechanical Talk

  How to play, etc etc.  

Key Attribute(s):

  Strength Dexterity Constitution Intelligence Wisdom Charisma  

Key Terms

  BONUS/PENALTY DICE): Bonus and Penalty die are important to all characters. For the Fighter, your kit will give you bonus die on fear effects...   PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Fighter, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...   Name them all.  

X Class Table

 
Class Level Class Features
1
  • Initial Character Additions
    • Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
  • Multiclass Additions
    • Class Hit Dice
    • Added Proficiencies
  • Class Features
  Class Features Here
2 X (Subclass),
3 Class Feature, Subclass Feature
4 +Y: Y, 1st Class Mastery Choices
5 Token Class Feature (PS, AA, etc), Class Features
6 Subclass Feature
7 +Y: Y, 2nd Class Mastery Choices
8 Class Feature
9 Subclass Feature
10 +Y:Y, 3rd Class Mastery Choices
11 Class Feature/td]
12 Subclass Feature
13 +Y: Y, 4th Class Mastery Choices
14 Build on Class Feature
15 Subclass Feature
16 +Y: Y, 5th ClassMastery Choices
17 Named Class Feature
18 Subclass Feature
19 +Y: Y, Last Class Mastery Choices
20 Class Capstone
 

ClassName Basics

 

Initial Character Additions

  If the CLASSNAME is your starting Class, you gain the following features and proficiencies:  

Ancestry, Background, etc

You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
 

Health

  Starting / Leveled Health: X (Average or 1dX)  

Proficiencies and Gear

 
Gear Profs
  Armor:   No Armor Proficiencies   Light Armor and Bucklers   Light and Medium Armors, All shields except Tower Shields   All Armors (Light Armors, Medium Armors, Heavy Armors) All Shields.   Weapons: All Simple Weapons and Martial Weapons   Saving Throws: Fortitude (Con/Cha), Reflex (Str/Dex), or Will (Int/Wis)  
Skill Profs
  Choice of 2/3/4 primary skills from the following list:  
  • Acrobatics (Dex)
  • Adventuring (Int/Wis)
  • Athletics
  • Concentration (Con)
  • Deception (Dex/Cha)
  • Diplomacy (Cha)
  • Insight (Wis)
  • Intimidation (Str/Cha)
  • Knowledge: Arcana (Int)
  • Knowledge: History (Int)
  • Knowledge: Martial (Str/Cha)
  • Knowledge: Medicine (Int/Wis)
  • Knowledge: Nature (Int/Wis)
  • Knowledge: Religion (Int/Wis)
  • Knowledge: Society (Int/Cha)
  • Perception (Int/Wis)
  • Quickness (Dex, Con)
  • Sleight-of-Hand (Dex)
  • Spellcraft (Int/Cha)
  • Stealth (Dex)
  Choice of 2/3 secondary skill from the following list:  
  • Appraise (Int)
  • Disable Device (Dex)
  • Gaming Set - X (Dex/Int)
  • Linguistics (Int)
  • Lore - X (Int)
  • Navigate - X (Dex/Int)) (Any available)
  • Perform - X (varies) (Any available)
  • Profession - X (varies) (Any available)
  • Tinker (Dex/Int)](article:3ae30ea8-ea04-4fbc-b61d-a89a965d2009) (Any available)
  Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.   Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule.  
Starting Gear
  You gain either xd4x10 sp (or 1xx sp / x.x gp) as starting gold to spend on gear, OR gear from the X Class Kits.  
[h2Multiclass Additions
  Minimum Requirements: Z stat +2/+3 or more   If you are multiclassing into the Engineer, you gain the following proficiencies:
  • Proficiencies
  • X
  •  

    Other ClassName Info

      Class Hit Die: DX   Class Group(s): Channeler, Expert, Mage, Warrior, Specialist   Favorite Class Bonus:WIP.  

    Core Class Features

    As a Druid, you gain Class Features associated with your class at certain class levels.
    At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.   At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
      You gain the following class features:  

    (1st) Spellcasting, Druid

    The 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.
     
    • The Druid is a Full Caster, whose Druid level equates and builds into their Spellcaster Level Table and uses Spell Slots.
    • You gain the Spell Library / Prepared Spells and the Spell List Understanding common features. The spell lists available to the Druid draws from the Primal Spell List and the Druid's Class Spell List. They also gain access to other spell lists via their access to Domains, acting as druidic orders they can tap into that divulge secrets. As Full Casters, the tier of spell ranks they can learn will increase at class levels 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th.
    • You gain the Cantrips, Prepared common feature.
    • You gain the Spell Complexity: Exotic common feature, making you capable of casting almost any spell they can obtain, and giving you the ability to ⤴/Augment Up or ⤵/Augment Down any spell.
      The Druid's spellcasting Attribute is Wisdom, and you may add your proficiency bonus to your spell's attacks or Save DC (your default spell save DC is 10 + your proficiency bonus + your spellcasting modifier + other modifiers, should they exist).
      You can use generic casting focuses to cast spells.
     

    (1st) Initiate of the Old Ways

    You are introduced to the tenets of your Druidic Order, coming in the form of a Domain. You will not gain every feature from the Domain itself, but it will provide you with a glimpse into the broader scope of your ability and communing with nature.

    From the Domain, you gain it's Domain Initiate feature, and all of it's 1st level features.

    Additionally, you learn the Druidic and Wildsong secret languages.

     

    (2nd) Druidic Circles (Subclass Choice)

    At class lvl 2, all Druids join a Circle their home provides or provided for. This is their subclass. Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
     

    (2nd) Charge of the Wilds

    All druids of even the smallest repute supernatural abilities that only they can access. You gain the Power Point Pool common feature, and the Unique Abilities Wild Shape and Wild Shift to use them with.   Additionally, you gain the Wild Empathy common feature, granting you two spells and the Animal Handling skill talent.
     

    (3rd) Secondary Build on or Helpful feature

    Gives them good stuff for their class here.
     

    (3rd) 2nd Secondry Build Feature or other

    Warriors get something small but extra, Experts get their skill talent feature, Mages and Channelers get less
     

    (3rd) Subclass Feature(s)

    At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
     

    (4th) MF: Feature Name, Y

    Your Y feature improves with your mastery. does one or two ribbons. Like a feat.
      You also gain your choice of the following below.  
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
      These choices are also listed in the Classname Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.  

    (5th) Token Class Group Ability

    Additional Attack, Potent Spellcasting, Or something else that defines the class.
     

    (5th) 3rd Unique Feature

    One that doesn't usually Improve
     

    [(5th) 4th Unique Feature

    One that can be improved if the other one can't. usually a 7th level fearture from 5e in terms of strength.
     

    (7th) MF: Y, Y

    Your X feature improves with your mastery.   :y
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (8th) 5th Unique Ability

    Slightly Unique, and also some build on to what the class is already doing.
     

    (10th) MF: Y, Y

    Your X feature improves with your mastery.   Improves a prior ability that defined the class, and welcomes the class into a new tier of content.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    [ (11th) 6th Unique, 1st High Tier Feature

    Simple, but Effective. Here. We Go.
     

    (13th) MF: Y, Y

    Your X feature improves with your mastery.   Builds on something, etc.
     
    • A:.
    • B: :.
    • C: Player Choice: YYou may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (14th) Build on feature

    High level build on feature. Does something good, but sitll just improves the old stuff like 11th level did.
     

    (16th) MF: Y, Y

    Your X feature improves with your mastery.   :y
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (17th) Named Feature

    • The Big feature, that's often like a movie quote or a book quote.
       

    (19th) MF: Y, Last Class Enhancement

    Your X feature improves with your mastery.   Something Big, and usually something that does something cool or pinnacle-like.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (20th) Class Capstones

      When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.   3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.  
    Capstone 1   X
     
    Capstone 2 / Class Group   X
     

    ClassName Mastery Array

     
    Class Level Feature Enhanced Choice A Choice B Choice C
    4th +4: 4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    7th +4:4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    10th +10: 10 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    13th +13: 13 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    16th +16: 16 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    19th +19: 19 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    Subclasses and Archetypes

     

    Subclass, manually color

    Short Description Good At Mechanically Grants
    X (Classic Subclass)
    Variant Subclass 1
    Variant Subclass 2
    Weird Subclass (if applicable)
     

    Archetypes

    Short Description Good At Mechanically Grants/Replaces
    TBD TBD
    • +Benefits
    • -The Cost
     

    Sample Builds

      To come.

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