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
Rituals

  Novice
Feywild Affinity
+2 Persuasion, +2 Deception, +1 Performance. You can speak, read and write Sylvan from Novice.
Balm of the Summer Court
As a Bonus Action and for the cost of 3 Spell Points, select up to 2 targets within 8 tiles. They each heal for a number of d4s equal to your Mastery level, as well as increasing their maximum hitpoints by an amount equal to your Mastery level. Multiple instances of the maximum hitpoint increase can overlap, and last until the end of combat. The bonus health from this ability can be dispelled via Dispel Magic and Necromancy Wizards’ Shadow Feast.

  Adept
Lucidity
You gain a +2 bonus to saving throws against Charmed or Dominated status effects and +6 Spell Points.
Hearth of Moonlight and Shadow
Hearth of Moonlight
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
As a Reaction, after healing an ally, you may teleport to within 1 tile of the target, or teleport the target to within 1 tile of you. This ability cannot be used on hostile targets, and can be used a number of times equal to your Mastery level per rest.
  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
You gain an additional charge of Hearth of Moonlight and Shadow. All your healing spells & abilities restore an additional +2 hitpoints.



 

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 damage
Adept: Arcane Exposure: Cold, Snilloc's Snowball Storm & Cone of Cold
Master: Hold Creature

Coast
Novice: 15% Cold resistance, your Climatic Cantrip deals Cold damage
Adept: Arcane Exposure: Cold, Evard's Black Tentacles & Watery Sphere
Master: Chain Lightning

Desert
Novice: 15% Fire resistance, your Climatic Cantrip deals Fire damage
Adept: Arcane Exposure: Fire, Silence & Fireball
Master: Immolation

Forest
Novice: 15% Poison resistance, your Climatic Cantrip deals Poison damage
Adept: Arcane Exposure: Lightning, Sleep, Color Spray, Daze & Haste
Master: Telekinesis

Grassland
Novice: 15% Lightning resistance, your Climatic Cantrip deals Lightning damage
Adept: Arcane Exposure: Lightning, Slow, Shatter & Daylight
Master: Eyebite

Mountain
Novice: 15% Lightning resistance, your Climatic Cantrip deals Lightning damage
Adept: Arcane Exposure: Lightning, Catapult & Thunder Step
Master: Steel Wind Strike

Swamp
Novice: 15% Acid resistance, your Climatic Cantrip deals Acid damage
Adept: Arcane Exposure: Acid, Ray of Sickness & Wither and Bloom
Master: Harm

Underdark
Novice: 15% Necrotic resistance, your Climatic Cantrip deals Necrotic damage
Adept: Arcane Exposure: Acid, Vampiric Touch & Ray of Sickness
Master: Negative Energy Flood
Rituals
Adept
Air Pocket
 

  Novice
Biome Affinity I
You gain 15% resistance to an elemental damage type corresponding to your biome choice. This bonus stacks with other sources of resistance.
Verdant Stride
As a Bonus Action, select 1 target within 8 tiles. They heal for 1d4+Mastery hitpoints and lose the Entangled, Slowed, Grappled and Paralyzed status immediately. Additionally, they gain +1 Movement and can ignore any movement penalties from Swimming until the end of their turn. This ability can be used on yourself and can be used a number of times equal to your Mastery per short rest.
Climatic Cantrip
As a Bonus Action, 2 Spell Points: Select 1 target within 12 tiles and make a ranged spell attack against their AC with +4 to Hit. If successful, deal 2d4+Mastery of your biome's damage type.

  Adept
Biome Affinity II
You gain 2 additional spells related to your biome choice.
Wellspring
Natural Recovery
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
As a Bonus Action, select up to 3 targets within 12 tiles. They each gain the Nature's Sanctuary - Retaliate ability for 3 turns. The targets also gain +1 AC and +2 to saves against Frightened effects for the duration of the Sanctuary or until the Retaliate is used. This ability does not stack with other Shield buffs, can be used on yourself and can be used twice per long rest.
  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
Nature's Sanctuary gains an additional use. Verdant Stride now grants +2 Movement and can be used on up to 2 targets and the heal increases to 2d4+Mastery. Climatic Cantrip’s damage increases to 3d4+Mastery.
Biome Affinity III
You gain an additional spell related to your biome choice.



 

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


 
Durable Wildshapes
Lion
PERKS:
+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.

 
Medium Wildshapes
Giant Spider
PERKS:
+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
PERKS
+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
PERKS:
+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
PERKS:
+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
+1 Animal Handling, +2 Riding.
Primal Wildshape I
Pick one of the Circle of the Moon Druid Exclusive Wildshapes.

  Adept
Primal Strike
+1 Attack and +1 True damage in wildshape forms
Primal Wildshape II
Pick TWO of the Circle of the Moon Druid Exclusive Wildshapes and gain an additional 2 charges of Wildshape per long rest. Your Melee damage while wildshaped also increases to 2d6+8.

  Expert
Primal Wildshape III
Pick TWO of the Circle of the Moon Druid Exclusive Wildshapes.

  Master
Empowered by the Moon
You are empowered by the circle of the moon. The DC’s of any Wildshape ability increase to by +1 and you gain +2 damage on all natural weapon attacks.



 

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
Rituals

  Novice
Hit Dice
You gain d8 hit dice a level instead of 1d6.
Symbiotic Entity
You may adopt the Symbiotic Entity Form by spending a wild shaped charge. This grants you +6 Temp HP; +1 DT; +1 to CON/STR Saves; and Resistance to Poison Damage. All melee attacks deal +3 Necrotic damage in this form.

  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
You are immune to the frightened condition.
Fungal Infestation
After hitting a target with a melee weapon or melee touch spell attack while in Symbiotic Entity Form; as a free action you force them to make a DC 14+Mastery level Con save. On a failed save; the target takes 1d8+Mastery poison Damage and is poisoned for 3 rounds. You may use this ability 1+Mastery number of times. Charges are not spent on a miss.
  This spell can be used after a successful cast of Toll the Dead.

  Expert
Fungal Body
When you are reduced to 0 hp you may heal 10 + your WIS modifier hp and may rise to your feet as a free action without expending any movement. When you use this ability; you replenish a use of Halo of Spores. Usable once per Long Rest.

  Master
Master of Spores
You become one with your Symbiotic Entity gaining an additional +4 temporary hit points and +1 DT. Your fungal body ability also is empowered to allow you to heal for 15+WIS modifier.



 

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

 
  Novice
Constellation Watcher
Gain +2 Perception and +1 Initiative
Starry Forms
You may adopt a Starry Form by spending a wild shaped charge.
  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
You gain +6 Spell Points. You may activate any Starry Form as part of your precombat phase, in addition to one other buff.
Cosmic Omen
You can consult your Star Map for omens. As a reaction on your turn you may cast Weal or Woe. These abilities can be used up to three times per rest, sharing charges.
  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
As a free action; Gain resistance to bludgeoning, slashing, and piercing damage, and +1 DT for 2 rounds. Usable once per short rest.

  Master
Keeper of the Stars
Gain 1d4 additional healing on Archer and Chalice Starry Forms, and +1 DT from Dragon's Tail. You also gain an additional use of each Cosmic Omen and Full of Stars. Weal increases to +2 true damage.



 

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

  Novice
Animal Charmer
+3 Animal Handling, +2 Performance
Bestial Summon
Your Druidic abilities allow for you to control and direct summons of both land and air to aid you in battle; these may be represented by in-game pets. You may only have one summon available at a time.
  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
Damage of Call of the Flock and Strength of the Earth increased from 1d4+Mastery to 2d4+Mastery.
Spirit Bond
You unlock 3 animal spirits to aid you and your allies in battle: Bear, Hawk and Unicorn.
  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
As an Action, select up to 4 targets within 4 tiles. Force them each to make a STR saving throw. On a failed save, they each take 3d6 Bludgeoning damage and are pushed 2 tiles in a direction of the caster’s choosing. Half damage and no forced movement on a successful save. This ability can be used once per long rest.

  Master
Ethereal Attunement
You gain resistance to Psychic damage
Spirit Bond (all) - One additional usage for each, per short rest.
Spirit Bond (Hawk + Unicorn) - Damage and healing increased to 2d8+Mastery.
 


Combative Perks

  Novice
Spellcasting
Druids use Wisdom for their Spellcasting Modifier.   Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will.   Spells
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
You gain +6 HP when you first become a Druid. On each new mastery level, you gain an additional +6 to your Hit Points.
Wild Shape
You have access to Small wild shape, and a choice between either Wolf or Bear. Transforming costs 1 Action. You may wild shape a number of times per mastery level, per long rest. Small wildshapes can select custom forms only with ticketed approval.   Wildshape falls off at 0 HP   Custom forms are subject to scrutiny and are NOT guaranteed.   Wildshape is detectable by Witch Sight, True Seeing, Detect Magic, Scrying(does not directly detect but will work on the target regardless of disguise).
  Adept
Spell Points I
Gain +4 Spell Points
Natural Resistances
Gain Poison Resistance and +1 on Con Saves.
  Expert
Spell Points II
Gain +4 Spell Points.
Timeless Body
Gain +2 insight and +2 perception. For every 10 years that pass your body ages 1 year and cannot be magically aged.
Language of the Fey
You can now speak the Sylvan language
Upcasting
As a free action and for 1 SP, you are able to Upcast Damaging Cantrips, Novice, and Adept level spells for 40% spell potency.
Extra Spell Power
You gain an extra +1 to your spell save DC.
  Master
Spell points III
Gain +8 Spell Points.
Arch Druid
As a free action, you can ignore any verbal and somatic components for spells. This does not allow casting spells while wildshaped. Your Wild Shapes gain 1 additional AC. You may use this twice per long rest.
Flight Form
Your small Wild Shape shape can now fly.

Non-Combative Perks


Armor Proficiency
You can use any light armor, medium armor, or shields so long as they are not metal.
Druidic
You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Magical Healing
Once every 20 hours, you can heal a wounded creature of 20d2 wound levels.
Nature Keeper
Nature speaks to you, just as you speak to it. You recognize each other in ways many others must strive to earn; understanding the complex anatomy of the land is what you call second nature. You gain +4 to Knowledge: Nature.
Speak with Animals
Novice level Druids are able to use their connection with nature to speak with animals. The knowledge and awareness of many beasts is limited by their intelligence and any information gained is simply flavor.
Speak with Plants
As an Adept level druid, you imbue a plant you can see with limited sentience, giving them the ability to communicate with you. Any information gained is simply flavor.

Spell List


Novice
Adept
Expert
Master
Cantrips
Fluff
Rituals