Druid in Cynkard | World Anvil
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Druid

Druids are part of a mysterious religious order of priests and priestesses who worship and serve the powers of nature. As a Druid, you have great reverence for the natural world, and are more comfortable with plants and animals than with other people. You can cast spells to talk with wildlife, or enlist animals and even plants as your allies; but you are also an able fighter in defense of your forest and your friends. You share some characteristics with Fighters, Clerics, and Magic-Users, but are not as strong as those classes in their own specialties. However, you are better in physical combat than a Magic-User, while still having some healing ability and offensive spell power. Some of your nature spells are unlike anything a Cleric or Magic-User can cast. You are ready to extend the balance of nature to human affairs, and have little tolerance for those who go to excess either for good or evil, Law or Chaos. You keep your rituals secret, and prefer to live in the wilderness rather than in cities. Your ability to control fire helps to protect your sacred groves, but also can be effective in battle. One day, when you gain all your powers, you might choose to leave the life of adventuring and retreat to the ancient forests, never to be seen again. Or you might choose to establish a druidic citadel in a forest, around a newly-raised henge of stones. The decision is yours.

Druid Spells

You cast divine spells. The spells available are listed on the druid spell list. The table below shows the number of spells you may prepare and cast after a long rest . You prepare spells through your rituals and attunement to nature, followed by contemplation and study.

Spell Slots
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 2
2 3 3
3 4 3 2
4 4 3 2
5 4 3 2 2
6 4 4 3 2
7 4 4 3 2 1
8 4 4 3 3 2
9 4 4 3 3 2 1
10 4 4 4 3 2 1
11 4 4 4 3 3 2 1
12 4 4 4 3 3 2 1
13 4 4 4 3 3 2 1 1
14 4 4 4 3 3 2 2 1
15 4 4 4 4 3 3 2 1 1
16 4 4 4 4 3 3 2 1 1
17 4 4 4 4 3 3 2 2 1 1
18 4 4 4 4 3 3 2 2 1 1
19 4 4 4 4 3 3 3 2 1 1
20 4 4 4 4 3 3 3 2 2 1
Wisdom is your spellcasting ability for casting druid sp ells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modi fier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 10 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Cantrips: Druids know all of the 0-level spells, also known as cantrips, listed for their class but can only prepare a limited number of them, after a long rest, as noted on the table above. These spells are treated like any other spell, but are not expended when cast and may be used again.
Spellcasting Focus: You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells.

Resistance to Elements

At 2nd level you gain advantage on all saving throws against all acid, cold, lightning, fire, and thunder attacks.

Woodland Stride

At 3rd level you gain the ability to move through natural thorns, briars, overgrown areas, and similarly difficult terrain at normal speed and without suffering damage or other impairment. When doing so, you leave no trail in the natural surroundings and cannot be tracked (as the Pass without Trace spell). Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect you.

Wild Shape

At 4th level you gain the ability to change into a Small or Medium beast once per long rest as a bonus action. This form may be kept for 1 hour per druid level attained. This ability operates like the Polymorph spell except that each time you assume a beast’s form you regain 2d8+2 hit points. Upon reaching 8th, 12th, 16th, and 20th levels in this class you gain an additional use of this ability per long rest.
You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
At 8th level, you gain the ability to take the shape of a Large beast when using the Wild Shape ability.
The maximum Challenge Rating (CR) of the chosen form is equal to your druid level divided by 4, rounded down: CR 1 at 4th level, CR 2 at 8th level, CR 3 at 12th level, CR 4 at 16th level, and CR 5 at 20th level. You must have seen a creature in order to take its form.

Immunity to Nature’s Charms

At 7th level you become immune to all Charm spells and effects cast by fey woodland creatures such as dryads and nymphs.

Immunity to Nature’s Venom

At 11th level you gain immunity to all poisons.
Credit: unknown
Ability Requirements: Wisdom 13 and Charisma 13
Hit Die Type: d8
Alignment: Any neutral: neutral good, neutral evil, neutral, chaotic neutral, or lawful neutral
Weapon Proficiencies: Club, dagger, dart, great club, pike, quarterstaff, scimitar, sling, sickle, and spear
Armor Proficiencies: Light and medium armors, and shield*
Skill Proficiencies: Language (Druidic), Nature, and any 2 of the following: Animal Handling, Arcana, Athletics, Insight, Intimidation, Medicine, Persuasion, Poison, Profession (any), Religion, or Survival
* You may not cast spells or use your Wild Shape ability when using metal armor or shields.
Level Proficiency Bonus Class Features
1 +2 Druid Spells
2 +2 Resistance to Elements
3 +2 Woodland Stride
4 +2 Wild Shape (1/long rest)
5 +3
6 +3
7 +3 Immunity to Nature's Charms
8 +3 Wild Shape (2/long rest)
9 +4
10 +4
11 +4 Immunity to Nature's Venom
12 +4 Wild Shape (3/long rest)
13 +5
14 +5
15 +5
16 +5 Wild Shape (4/long rest)
17 +6
18 +6
19 +6
20 +6 Wild Shape (5/long rest)

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