Druid
Description
Druids serve as protectors of the wilderness and the delicate equilibrium within it, steadfastly guarding their domain against any infringement upon the laws of nature. Whether harnessing the elemental forces of Nature or mirroring the behaviors of creatures in the animal kingdom, druids embody the resilience, cleverness, and wrath inherent in nature. They do not assert dominance over Nature; instead, they view themselves as manifestations of its unyielding determination. Druids hold nature in the highest regard, drawing their spells and mystical abilities from the intrinsic power of nature or the Guidance of a nature deity. These ancient druidic practices are often referred to as the Old Faith, distinguishing them from the worship of deities in conventional temples and shrines.- Every creature has a starting amount of Spell Points (SP) equal to 4.
- Each attribute point spent during character creation towards a caster's Spellcasting Attribute increases their Spell Points (SP) by another 4.
- Choose from 4 subclasses, each with its own specific bonuses
- Druids forego living in large civilizations and will avoid entering them if possible.
- Druids will always prioritize the preservation of an ecosystem and are normally found out in the true wilds of the world.
Roleplay Guide
Druids do not wear metal armor or use metal weapons by lore. Wood, leather, bone and other natural materials need to be worn to approximate the appearance of any armor and weapon rune equipped. Metal may be used for items like buckles, accessories like necklaces, or rings - but should not make up the bulk of any armor or outfit. We know that customization options are limited for non-metal options, so we understand that there is some need to be flexible. If you have any questions about representing your armor rune as a druid, you are welcome to open a mod-other ticket in the discord to have us review and help you.ROLEPLAYING AS DOMESTIC ANIMALS
As protectors of the natural world in whatever realm they inhabit and tend to, Druids possess a unique affinity to Wildshape into beasts. Having been granted this ability by spirits of nature or the blessing of a deity maintaining balance as they see it within the realms, the art of transforming into an animal is never one to be taken lightly - Druids are forces of maintaining balance as they see it, and abusing their source of power for mundane tasks without purpose to aiding the protection of life, death, and the natural order is a gross misstep.
As such, it is an expectation that Druids on Crossroads do not engage in roleplay while wildshaped that would indicate they are domestic animals or 'pets'. This behavior is uncharacteristic of the traits carried by Druids within the setting, and should be wholly avoided at all costs. It is considered a lorebreak.
In addition, druids cannot speak any language in Wildshape, and can only communicate to a player who has the speak with animals ability.
Subclasses
Core Wildshape Forms
For all wildshape form uses, including non-combat, players are required to activate the Wildshape ability in RPR.Small Wildshape
Examples: Cat, Fox, Frog, Rabbit
+3 Dex Saves, +3 stealth, +3 escape artist, +3 perception.
+1 Movement
16 AC (No armor bonus, No shield bonus)
- Attack: 1d4 Slashing/Piercing
- Scamper: You can disengage using a bonus action.
- Annoying Distraction: Once per short rest; As a reaction, impose a -2 Hit and -1 Spell DC on a single enemy for 2 turns.
Durable Wildshapes
Bear
+12 Temp Hitpoints, 19 AC, 2 DT (No armor bonus, No shield bonus)+3 STR Saves, +2 Con Saves, +2 Athletics, +2 Resilience, +2 Breach.
MELEE ATTACK: 1d10+8 Slashing/Piercing; Reach, Finesse. +4 Hit
ABILITIES: The Durable Wild Shape has the following abilities.
- Bear Hug: As a bonus action, force the target must make an STR or Dex save vs a DC 14+Mastery. On a failed save; they take dealt 1d6+mastery bludgeoning/slashing damage and are grappled. This ability costs 3 spell points.
- Protect Other: Once per short rest; As a reaction, grant an ally +1 AC and +2 DT for two turns.
- Action Attack: Make a second melee attack as a free action.
Medium Wildshapes
Wolf
+4 Temp Hitpoints. 17 AC, DT 1+1 DEX Saves, +1 CON Save, +1 Initiative, +2 Stealth, +2 Tracking, +1 Attack
+1 Movement
MELEE ATTACK: 1d10+8 Slashing/Piercing; Reach, Finesse. +4 Hit
ABILITIES: The Wolf Wildshape has the following abilities.
- Drag Down: As a bonus action and after landing a melee attack on a target, force them to make STR save against a DC 14+Mastery. On a failed save; the target takes 1d6+mastery piercing damage and is knocked prone.
- Howl: As a Reaction; you and your allies gain +1 Movement and +2 Damage until the end of their turn. Purges Prone and slow. Usable Once per short rest, per mastery level.
- Action Attack: Make a second melee attack as a free action.
- Sneak Attack: You may sneak attack an enemy for 3d4 True Damage. For use with standard sneak attack rules.
Circle of Dreams
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.Perks
Spell List
Mass Healing Word
Misty Step
Sleep
Adept
Mass Cure Wounds
Motivational Speech
Expert
Greater Vigor
Power Word: Heal
Master
Dimension Door
Mass Heal
Weird
Rituals
Novice
Feywild Affinity
Balm of the Summer Court
Adept
Lucidity
Hearth of Moonlight and Shadow
Reaction: Select 1 target within 6 tiles that is currently under the effect of an ability that renders them out of line of sight. The effect is immediately removed from them. This ability can be used once per rest and shares charges with Hearth of Shadow.
This ability can be used for 1 Spell Point out of combat to grant the target +2 Perception until their next rest, but will not stack with Hearth of Shadow.
Hearth of Shadow
Reaction: Select 1 allied target within 6 tiles. They are considered to be out of line of sight until the end of their next turn and may not take hostile actions for the duration of this effect, but may heal and buff themselves and allies. This ability can be used on yourself, has a 1 turn cooldown, can be used once per rest and shares charges with Hearth of Moonlight.
This ability should NOT be used against hostile targets, doing so is a strikeable offense. This ability can NOT be used as a prebuff.
This ability can be used for 1 Spell Point out of combat to grant the target +2 Stealth until their next rest, but will not stack with Hearth of Moonlight.
Expert
Hidden Paths
This ability allows for Mage Slayer attacks of opportunity against both the caster AND the target, even if used on someone other than the caster.
Master
Walker in Dreams
Circle of the Land
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.Perks
Biome Affinity
Arctic
Novice: 15% Cold resistance, your Climatic Cantrip deals Cold damageAdept: Arcane Exposure: Cold, Snilloc's Snowball Storm & Cone of Cold
Master: Hold Creature
Coast
Novice: 15% Cold resistance, your Climatic Cantrip deals Cold damageAdept: Arcane Exposure: Cold, Evard's Black Tentacles & Watery Sphere
Master: Chain Lightning
Desert
Novice: 15% Fire resistance, your Climatic Cantrip deals Fire damageAdept: Arcane Exposure: Fire, Silence & Fireball
Master: Immolation
Forest
Novice: 15% Poison resistance, your Climatic Cantrip deals Poison damageAdept: Arcane Exposure: Lightning, Sleep, Color Spray, Daze & Haste
Master: Telekinesis
Grassland
Novice: 15% Lightning resistance, your Climatic Cantrip deals Lightning damageAdept: Arcane Exposure: Lightning, Slow, Shatter & Daylight
Master: Eyebite
Mountain
Novice: 15% Lightning resistance, your Climatic Cantrip deals Lightning damageAdept: Arcane Exposure: Lightning, Catapult & Thunder Step
Master: Steel Wind Strike
Swamp
Novice: 15% Acid resistance, your Climatic Cantrip deals Acid damageAdept: Arcane Exposure: Acid, Ray of Sickness & Wither and Bloom
Master: Harm
Underdark
Novice: 15% Necrotic resistance, your Climatic Cantrip deals Necrotic damageAdept: Arcane Exposure: Acid, Vampiric Touch & Ray of Sickness
Master: Negative Energy Flood
Rituals
Air Pocket
Novice
Biome Affinity I
Verdant Stride
Climatic Cantrip
Adept
Biome Affinity II
Wellspring
As a Bonus Action, select 1 target within 8 tiles. They gain a number of Spell Points equal to your Mastery immediately, and an amount equal to your Mastery at the end of each turn, for 2 turns. This ability can be used on yourself and can be used once per long rest.
Drain Magic
As a Bonus Action, select 1 target within 8 tiles. They lose a number of Spell Points equal to your Mastery immediately, and an additional Spell Point at the end of each turn, for 2 turns.
This ability can be used once per long rest and shares charges with Natural Recovery. If used on a target currently benefiting from Natural Recovery, it will cancel that effect.
Expert
Nature's Sanctuary
Nature's Sanctuary - Retaliate
As a Reaction, after an opponent attempts to make any kind of ranged or melee weapon, unarmed or wildshape attack, or an AC targeting spell, you may spend your Reaction to retaliate against them. They take 1d8+Mastery True damage. You subsequently remove the Nature's Sanctuary buff to heal yourself for 1d8+Mastery hitpoints and gain +2 AC until the end of your turn. This ability can be used out of turn order provided you have had an attack attempted against you.
Master
Warden of the Wilds
Biome Affinity III
Circle of the Moon
Druids of the Circle of the Moon are fierce guardians of the wilds. Their fellowship convenes beneath the full moon, exchanging information and issuing warnings. They inhabit the most secluded regions of the wilderness, where weeks may pass without encountering another humanoid being, let alone a fellow druid.As adaptable as the lunar phases, a druid associated with this circle might stalk through the night as a formidable cat, soar above the treetops as an eagle the following day, and charge through the underbrush in the form of a bear to repel intruding monsters. The essence of the wild flows through the veins of these druids.
Moon Druid Wildshapes
Lion
+12 Temp Hitpoints, 19 AC, 2 DT (No armor bonus, No shield bonus)
+2 Str Saves, +1 all other saves, +2 Initiative, +2 Tracking
MELEE ATTACK: 1d10+8 Slashing/Piercing; Reach, Finesse. +4 Hit
ABILITIES:The Lion Wildshape has the following abilities.
- Lion’s Challenge: As a bonus action, force your target to make Wis Save against a DC 14+Mastery. On a failed save they are taunted. Twice per short rest.
- Action Attack: Make a second melee attack as a free action.
- Lion’s Pride: After taking a damage from an attack, you may spend your reaction to heal for 1d6+mastery.
Giant Spider
+8 Temp Hitpoints 17 AC, DT 2 (No armor bonus, No shield bonus)
+2 Dex Saves, +2 Str Saves, Poison Immunity, +2 Initiative, +3 Stealth
MELEE ATTACK: 1d10+8 Slashing/Piercing; Reach, Finesse. +4 Hit
ABILITIES: The Durable Wild Shape has the following abilities.
- Venomous Injection: After landing a melee attack on a target; as a bonus action force them to make CON Save against a DC 14+Mastery. On a failed save the target takes 1d8+Mastery poison damage, and is poisoned for 3 rounds. This ability costs 3 spell points.
- Web Spray: As a bonus action, select 1 target within 6 tiles of yourself. These targets must make an STR Save against a DC 14+Mastery. On a failed save they become entangled for 1 round. Usable twice per short rest.
- Action Attack: Make a second melee attack as a free action.
- Wall Crawler: You can move along walls without issue as a passive ability.
Giant Snake
+8 Temp Hitpoints, 17 AC, DT 2 (No armor bonus, No shield bonus)
+2 Con Saves, +1 Str Saves, Poison Immunity, +2 Initiative, +3 Stealth
MELEE ATTACK: 1d10+8 Slashing/Piercing; Reach, Finesse. +4 Hit
ABILITIES: The Durable Wild Shape has the following abilities.
- Venomous Injection: After landing a melee attack or constrict on a target; as a bonus action force them to make Con Save against a DC 14+Mastery. On a failed save the target takes 1d8+Mastery poison damage, and is poisoned for 3 rounds.
- Enveloping Coil: As a bonus action, select a target you have hit this round. The target must make an STR or Dex save vs a DC 14+Mastery. On a failed save they are grappled. This ability costs 3 spell points.
- Action Attack: Make a second melee attack as a free action.
- Constrict: A target grappled by you takes 1d6+Mastery bludgeoning damage, and suffers a -1 to all saves until the end of their next turn.
Dire Wolf
+4 Temp Hitpoints. 17 AC, DT 1
+2 Dex Saves, +1 Con Save, +2 Initiative, +3 Stealth, +3 Tracking, +1 Attack
+1 Movement
MELEE ATTACK: 1d10+8 Slashing/Piercing; Reach, Finesse. +4 Hit
ABILITIES: The Dire Wolf Wildshape has the following abilities.
- Drag Down: After landing a melee attack on a target; as a bonus action force them to make Str Save against a DC 14+Mastery. On a failed save; the target takes 1d6+mastery piercing damage and is knocked prone. This ability costs 3 spell points.
- Pack Hunters: When a nearby enemy takes damage from an ally's attack or spell; you may move one tile towards them and make an attack dealing 1d8+Mastery piercing damage against them as a reaction.
- Action Attack: Make a second melee attack as a free action.
- Sneak Attack: You may sneak attack an enemy for 3d4 True Damage. For use with standard sneak attack rules.
Dire Hyena
+4 Temp Hitpoints. 17 AC, DT 1
+2 Str Saves, +1 Con Save, +2 Initiative, +3 Stealth, +3 Tracking, +1 Attack
+1 Movement
MELEE ATTACK: 1d10+8 Slashing/Piercing; Reach, Finesse. +4 Hit
ABILITIES: The Dire Hyena Wildshape has the following abilities.
- Drag Down: After landing a melee attack on a target; as a bonus action force them to make Str Save against a DC 14+Mastery. On a failed save; the target takes 1d6+mastery piercing damage and is knocked prone.
- Cackle: As a reaction, select three targets within six tiles and force them to make Wis Save against a DC 14+Mastery. On a failed save; the target is feared for 2 turns.Once per short rest.
- Action Attack: Make a second melee attack as a free action.
- Sneak Attack: You may sneak attack an enemy for 3d4 True Damage. For use with standard sneak attack rules.
Perks
Novice
Friend of Beasts
Primal Wildshape I
Adept
Primal Strike
Primal Wildshape II
Expert
Primal Wildshape III
Master
Empowered by the Moon
Circle of Spores
Druids of The Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form. They see nothing inherently wrong with Undeath, as long as the Undeath in question doesn't seek to snuff out or harm life nor cheat a deserved death, but these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing.As an example, there are mushrooms and fungi that can take over a host's body, and is viewed as both life and undeath. It is not to be confused with the unnatural ways of Necromancy.
Perks
Spell List
False Life
Toll the Dead
Adept
Fear
Vampiric Touch
Wither and Bloom
Expert
Enervation
Dolorous Decay
Master
Cloudkill
Finger of Death
Rituals
Gentle Repose
Novice
Hit Dice
Symbiotic Entity
Halo of Spores: While in Symbiotic Entity mode; you can spend your bonus action to spread your Halo of Spores. Up to 10 targets within 2 tiles of you must make a DC 14+Mastery level con save, or take 1d6+Mastery necrotic damage. Using this ability also heals you for 1d6+Mastery.
If a target takes damage you gain +2 to hit on weapon attacks and spell attacks until the end of your turn. This ability may be used 1+Master level times per short rest.
Adept
Fearless
Fungal Infestation
This spell can be used after a successful cast of Toll the Dead.
Expert
Fungal Body
Master
Master of Spores
Circle of Stars
The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these Secrets, The Circle of the Stars seeks to harness the powers of the cosmos.Perks
Spell List
Guiding Bolt
Bane
Guidance
Adept
Mass Cure Wounds
Evard's Black Tentacles
Expert
Power Word: Heal
Greater Vigor
Master
Greater Heal
Sunburst
Novice
Constellation Watcher
Starry Forms
This ability does not function as a polymorph, magical disguise, or other form of wildshape.
Archer
Assume a starry form with the constellation of an archer, granting +1 Movement and access to the Radiant Arrow ability.
Radiant Arrow: As a bonus action, You pick a target within 12 tiles; and make an attack against their AC using Casting Mod+4. On a successful hit the target takes 2d4+Mastery radiant damage, and has their AC reduced by 1 for 3 rounds. This stacks with Guiding Bolt and costs 2 SP.
Chalice
Assume a starry form with the constellation of a chalice, granting +2 healing to all healing spells and access to the Overflowing Life ability.
Overflowing Life: As a bonus action, you pick a target within 12 tiles; you may spend your bonus action to heal the target for 2d4+Mastery additional hitpoints. This works on yourself and costs 2 SP.
Dragon
Assume a starry form with the constellation of a dragon, granting +1 AC and access to the Dragon's Tail ability.
Dragon’s Tail: As a bonus action, you pick a target within 12 tiles; that target receives +1 DT, +1 movement, and may climb at full speed and does not require appropriate footing/support to do so. This ability has a duration of 1 round and costs 2 SP.
Adept
Twinkling Constellations
Cosmic Omen
Weal: Select a target within 10 tiles. The target creature gains +1 true damage to attacks, and has their Attack Bonus and Spell Saves increased by +2 for 1 turn.
Woe: Select a target within 10 tiles. The target creature has their Attack Bonus and Spell Saves reduced by -2 for 1 turn.
Expert
Full of Stars
Master
Keeper of the Stars
Circle of the Shepherd
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey.Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
Land Summon
A single animal follower will be chosen by the player at whitelist to be their animal companion. This could be changed at another point if they wish to swap their animal, but they may only have one at any time.
Air Summons
Air Summons may be represented via shoulder pets from Ravencrest Couriers.
Perks
Spell List
Shatter
Heroism
Adept
Watery Sphere
Mass Cure Wounds
Hold Creature
Expert
Eyebite
Greater Vigor
Master
Mass Heal
Circle of Power
Novice
Animal Charmer
Bestial Summon
Air Summon
Guard Bonus: +1 movement, +3 temporary hit points
Call of the Flock: Bonus Action: Select 1 target within 8 tiles. Make a ranged spell attack against their AC with +4 to hit. If successful, deal 1d4+Mastery points of Piercing damage, reduce their DT by 2 for 1 turn.
Land Summon
Guard Bonus: +5 temporary hit points, +1 STR, DEX and CON saving throws
Strength of the Earth: Bonus Action: Select 1 target within 5 tiles. Force them to make a STR saving throw. On a failed save, they take 1d4+Mastery Bludgeoning damage and are knocked Prone. Half damage taken on a successful save.
Adept
Mighty Summoner
Spirit Bond
Bear Spirit
Bonus Action: Select up to 4 targets within 5 tiles. They each gain 7+Mastery temporary hit points and +1 to STR saving throws for 3 turns. This ability can be used once per short rest, can only be used in combat, and can be used as a pre-buff.
Hawk Spirit
Bonus Action: Select up to 2 targets within 10 tiles. They each gain +1 to WIS saving throws for 3 turns. You gain the Hawk's Dive ability for 3 turns. This ability can be used once per short rest.
Hawk's Dive: Reaction: When one of your selected allies makes an attack, you may spend your reaction to also make a ranged spell attack against the same target, targeting their AC with +4 to Hit. If successful, deal 1d8+Mastery points of Slashing damage.
Unicorn Spirit
Bonus Action: Select up to 3 targets within 10 tiles. They each gain +1 movement for 3 turns. You gain the Equine Grace ability for 3 turns. This ability can be used once per short rest.
Equine Grace - Reaction: When 1 of your 3 targets for Unicorn Spirit takes damage, and provided they are within 10 tiles, you may spend your reaction to heal them for 1d8+Mastery hitpoints.
Expert
Spiritual Stampede
Master
Ethereal Attunement
Spirit Bond (all) - One additional usage for each, per short rest.
Spirit Bond (Hawk + Unicorn) - Damage and healing increased to 2d8+Mastery.
Combative Perks
Spellcasting
You have access to a list of spells you may cast. Spellcasting Ability
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. Spell save DC = 10 + your Wisdom modifier
Hit Dice
Wild Shape
Spell Points I
Natural Resistances
Spell Points II
Timeless Body
Language of the Fey
Upcasting
Extra Spell Power
Spell points III
Arch Druid
Flight Form
Non-Combative Perks
Armor Proficiency
Druidic
Magical Healing
Nature Keeper
Speak with Animals
Speak with Plants
Spell List
Novice
Adept
Expert
Master
Cantrips
Fluff
Rituals
Animal Friendship
Detect Magic
Detect Poison and Disease
Find Familiar (Fey Familiars Only)
Adept
Revivify
Animal Messenger
Divination
Locate Animals or Plants
Locate Object
Water Breathing
Unleashed Weave
Expert
Regenerate
Commune with Nature
Planar Binding
Scrying
Tree Stride
Druid Grove
Antilife Shell
Geas
Pass Without Trace
Befriend Bugs
Master
Reincarnate
Control Weather
True Resurrection
Skywrite
Hallucinatory Terrain
Master’s Domain

