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Primal Druid

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Primal Druid Features

Primal Sources

 

Creating a Primal Druid

As you build your druid, consider what primal source you are connected to as this will greatly impact how you interact with the world. How did you forge the connection in the first place? Were you born with it? Did you have a revelation of it's spiritual or philosophical meaning during intense meditation or a life threatening event? If you chose the source, was there a particular aspect that drew you to it or some other reason?   What is your character's perspective on technology? Many druids forsake the use of metal weapons and items preferring a lifestyle closer to nature while others seek to protect nature or educate others by blending their druidic lifestyles with modern society.
Quick Build
  You can make a Primal Druid quickly by following these suggestions. First, make Wisdom your highest ability score followed by Dexterity for attack and save bonuses or Constitution for health and save bonuses. Second, choose the Acolyte or Hermit Background.
 

Note

This class is a variant to the base rules Druid. Neither class can be multiclassed with each other nor can the levels or sub-classes be interchanged.

 

Primal Druid Features

 
As a Primal Druid, you gain the following class features.  

Hit Points

Hit Dice: 1d8 per primal druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per primal druid level after 1st  

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit or Medical Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Astronomy, Insight, Life Science, Medicine, Perception, and Survival  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer’s pack, and a druidic focus
  •  
    SACRED PLANTS AND WOOD   A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.   Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.   Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
     
    LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
    1st+2Druidic, Primal Source, Spellcasting22--------
    2nd+2-23--------
    3rd+2Primal Source Feature242-------
    4th+2Cantrip Versatility, Ability Score Improvement343-------
    5th+3-3432------
    6th+3Primal Source Feature3433------
    7th+3-34331-----
    8th+3Nature's Advancement, Ability Score Improvement34332-----
    9th+4-343331----
    10th+4Primal Source Feature443332----
    11th+4-4433321---
    12th+4Ability Score Improvement4433321---
    13th+5-44333211--
    14th+5Primal Source Feature44333211--
    15th+5-443332111-
    16th+5Ability Score Improvement443332111-
    17th+6-5433321111
    18th+6Primal Source Feature5433331111
    19th+6Ability Score Improvement5433332111
    20th+6Archdruid, Primal Source Feature5433332211
     

    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.  

    Primal Source

    A Primal Source is a force of the natural world that have spiritual, mental, emotional, and philosophical power and when one can understand the source, their attunement grants them the ability to channel the raw force of nature from that source. Your attunement to a Primal Source is tied to your very soul and cannot be removed, mitigated, or otherwise destroyed barring extreme and often powerful arcane or divine meddling. You can only have a connection to 1 Primal Source at a time. Most Primal Druids are born with an innate connection to a Primal Source, though very rarely some are able to forge a bond to a Primal Source and become Primal Druids.   The Primal Sources are listed below and indicate expanded spell options or other similar affects granted at level 1. You gain unique abilities based on your Primal Source at 3rd, 6th, 10th, 14th, and 18th levels.  

    Spellcasting

    Drawing on the divine essence of nature itself via your connection to a Primal Source, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list. See the Primal Druid Spell List for more information on spells.  

    Cantrips

    At 1st level, you know two cantrips of your choice from the primal druid spell list. You learn additional primal druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Primal Druid table.  

    Preparing and Casting Spells

    The Primal Druid table shows how many spell slots you have to cast your primal druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of primal druid spells that are available for you to cast, choosing from the primal druid spell list. When you do so, choose a number of primal druid spells equal to your Wisdom modifier + your primal druid level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level primal druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can also change your list of prepared spells when you finish a long rest. Preparing a new list of primal druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

    Spellcasting Ability

    Wisdom is your spellcasting ability for your primal druid spells, since your magic draws upon your attunement to nature and connection to a Primal Source of Magic. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a primal druid spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

    Ritual Casting

    You can cast a primal druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

    Spellcasting Focus

    You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

    Cantrip Versatility

    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the primal druid spell list or your Primal Source cantrip options.  

    Nature's Advancement

    Once you've reached 8th level, you begin to see the inherent connections of the universe and know how to sense the basic building blocks of the world around you. You understand that technology and nature are not so different and have learned to fabricate weapons from natural elements like trees, plants, and stone that may even replicate the effects of technology.   You are considered proficient with the weapon crafted and it exists until you die or you perform this ritual again to craft another weapon, where the current one reverts to some core components of its source. The weapon material reflects the natural element you crafted it from, and if the weapon has the powered property it is considered to have an internal battery of capacity 20 and can only recharge over time not in use (5 minutes per charge) or from spells that transfer charges.   By spending 10 minutes attuning to a tree, plant, or other similar aspect of nature you can craft from it a facsimile of the following weapons:
  • Shortsword
  • Scimitar
  • Spear
  • Short Bow
  • Long Bow
  • quarterstaffs
  • Mk II Phaser Pistol
  • Spark Shooter
  •   At 12th level, you may add your Wisdom Modifier to attack and damage rolls made with the weapon instead of Strength or Dexterity and the damage is considered magical for the purposes of resistances.  

    Archdruid

    Upon reaching 20th level, you can ignore the verbal and somatic components of your primal druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. Should you ignore all components, this means the spell casting is undetectable as being cast and thus cannot be countered. The only exception is if the material component had a cost value, or you are under the effect of a Detect Thoughts spell which would alert someone to your thoughts of casting a spell.  
     

    Primal Sources

    All Primal Druids are connected to the forces of Nature and have various abilities to perform magic related to its various aspects. This is why you can find an Earth Druid casting spells like Frostbite or a Solar Druid casting Moonbeam. All Primal Sources are interconnected which allows this bleedthrough of power, but the Primal Source you are attuned to unlocks the full potential of a particular and distinct aspect of Nature that empowers you with it's full might.  
     

    Sun Primal

    The Primal Source of the Sun is the first of what are known as the "Astral" Sources and is connected to the element of fire, the only Astral Source to be connected to one of the 4 elements of the natural world. The Sun Primal is also associated with Life, Truth, Regeneration, and Healing. Those connected to the sun primal range from cheerful healers to hot-headed warriors.  

    Primal Spells

    After forging your connection at 1st level, you gain access to new spells associated with the Primal's associated elements or principles. At 3rd, 5th, 7th, 9th, 11th, and 13th level you gain access to new spells associated with your Primal Source. Once you gain a spell in this way, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the primal druid spell list, the spell is nonetheless a primal druid spell for you.  
    Primal Druid LevelSpells
    1
    Burning Hands, Cure Wounds
    3
    Orb of Light*, Scorching Ray
    5
    Daylight, Revify
    7
    Fire Shield, Flame Wave*
    9
    Corona of Despair*, Flame Strike
    11
    Heal
    13
    Solar Winds
      You also gain access to choose from this expanded list of Cantrips:
  • Firebolt
  • Light
  • Prestidigitation
  • Telekinetic Projectile
  •  

    Warming Grace

    Beginning at 3rd level, you add and additional 1d4 to all healing spells cast by you. This amount increases to 2d4 at 8th level and 3d4 at 14th level.  

    Solar Form

    At level 6, you learn to channel your connection to the Sun into a fiery form. Once per long rest, as an Attack Action, you can enter a Solar Form where your eyes glow with a radiant light and glowing yellow, orange, or red runes appear all over your body. You also emit bright light in a radius of 5ft and dim light 5 more feet that is considered sunlight.   The effect lasts for a minute or until you end it early as a free action, and in this form you have a +1 to STR and DEX Checks and Saves as well as attack rolls. Additionally, any melee attack that hits you deals 1d6 fire damage to the attacker.  

    Blinded by the Sun

    Starting at 10th level, as a reaction when an ally within 40ft of you makes a successful melee weapon attack against a target, you may cause their weapon to flare and deal 1d8 Fire damage and the target must make a CON save against your spell save DC or be blinded until the end of its next turn on a failure.   You may do this a number of times equal to your wisdom modifier per long rest. The damage increases to changes to 3d4 at 14th level.  

    Radiant Immersion

    Once you reach 14th level, your bond and exposure to the Sun Primal grants resistance to Radiant damage as well a advantage on saving throws that would impose the Blinded condition or to overcome the blinded condition.  

    Solar Storm

    When you reach 18th level, your connection to the Sun primal grants you access to prepare the 9th Level spell Solar Flare.   Also, your Solar Form refreshes after each Short Rest, though can only be used a maximum of 3 times per long rest. While in your Solar Form you give off 15ft of bright light, 15ft of dim light, and radiate heat in a radius of 10ft. When a creature enters the space or starts its turn there it takes 3d6 Fire Damage. The damage done when you are hit by a melee attack is increased to 2d6 Fire and 2d6 Plasma damage. The light is considered sunlight.  

    Herald of the Sun

    By gaining the status of an Archdruid at 20th level, the spell Solar Flare is always prepared for you and does not count against your number of prepared spells. You may also cast it once without using a spell slot per long rest, however the damage is reduced to 3d10 of each type and only applies the blinded condition on failures and does not cause the separate save to be stunned.  
     

    Moon Primal

    The Primal Source of the Moon is the second of the "Astral" sources. The Primal of the Moon deals with perception, illusion, and transformation. Some druids channel the darker aspects of the moon to harm where the sun would heal. Moon Druids also have close ties to Ocean Druids due to the relationship of moons and the tides. Moon druids range from illusionist guardians of natural wonders to fierce defender of land they have claimed for themselves.  

    Primal Spells

    After forging your connection at 1st level, you gain access to new spells associated with the Primal's associated elements or principles. At 3rd, 5th, 9th, 11th, and 13th level you gain access to new spells associated with your Primal Source. Once you gain a spell in this way, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the primal druid spell list, the spell is nonetheless a primal druid spell for you.  
    Primal Druid LevelSpells
    1
    Disguise Self, Inflict Wounds
    3
    Mirror Image, Moonbeam
    5
    Ethereal Veil, Major Image
    7
    Greater Invisibility, Polymorph
    9
    Curse of the Bloodmoon, Ethereal Cloak
    11
    Harm
    13
    Shadow Step
      You also gain access to choose from this expanded list of Cantrips:
  • Bend Shadows
  • Chill Touch
  • Minor Illusion
  • Night Maiden's Moonfire
  •  

    Animal Form

    Beginning at 3rd level, you can use a bonus action to magically assume the shape of a beast (cr equal to half your druid level) that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. 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 6th level, your attacks while in this form are considered magical.
    At 10th level, you may choose to transform into a Fire Elemental, Earth Elemental, Water Elemental, Air Elemental, or Shadow Elemental.   While you are transformed, the following rules apply:
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.

  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  •    

    Hearth of Moonlight and Shadow

    At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.   While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.   The sphere vanishes at the end of the rest or when you leave the sphere.  

    Whither and Decay

    Starting at 10th level, your darker magic leaves a lingering effect on creatures. Whenever you deal Cold or Necrotic damage to a target it must make a Constitution saving throw against your spell save DC and takes 2d4 of the same damage type at the start of its next 2 turns on a failure. This effect cannot stack on itself and must run its course before it can take hold again.  

    Myriad of Transformations

    By 14th level, you have learned to use magic to alter your physical form in more subtle and reliable ways. You can cast the Alter Self spell at will.  

    Shadow of the Moon

    When you reach 18th level, your connection to the Moon primal grants you access to prepare the 9th Level spell Ethereal Shroud, an illusion that hides the true nature of things, much like the moon's shadow. Additionally, you may cast True Sight once without expending a spell slot, and must complete a long rest before doing so again.  

    Phase Shifter

    By gaining the status of an Archdruid at 20th level, you are ever changing as the phases of the moon. The spell Shape Change is always prepared for you and does not count against your number of prepared spells. Additionally, your Animal Form also has no time limit or use count restrictions on it.  
     

    Star Primal

    The final Astral Source is that of the Stars. This primal is related to insight, memory, legends and stories, information, transference, and knowledge of both past and present. Star druids are very rare and have almost always been born with their connection to the Star Primal. Star Druids tend to be eclectic scientist, philosophers, or storytellers, though others come across as cold and objective advisors. Though they deal in knowledge, there has never been a documented case of a Star Druid using their abilities for evil. Ironically, in recent history, the Star Druids and their powers are not so different from the legends and stories they sought to preserve.  

    Primal Spells

    After forging your connection at 1st level, you gain access to new spells associated with the Primal's associated elements or principles. At 3rd, 5th, 9th, 11th, and 13th level you gain access to new spells associated with your Primal Source. Once you gain a spell in this way, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the primal druid spell list, the spell is nonetheless a primal druid spell for you.  
    Primal Druid LevelSpells
    1
    Detect Radiation. Mind Link
    3
    Enhance Ability, See Invisibility
    5
    Clairvoyance, Cloak in Star and Shadow
    7
    Flickering Fate, Guided Fortitude
    9
    Ancient's Resilience, Scrying
    11
    Celestial Dominance
    13
    Crown of Stars
      You also gain access to choose from this expanded list of Cantrips:
  • Light
  • Message
  • Starburst
  • Telekinetic Projectile
  •  

    Guiding Light

    Beginning at 3rd level, your connection to and knowledge of the stars helps you lead yourself and others.  
  • You know the Guidance Cantrip (or another primal druid cantrip if you already know it)
  • You may cast the spell Guiding Bolt, which is a primal druid spell for you, at first level without expending a spell slot a number of times equal to your proficiency bonus and regain all spent uses after a long rest.
  •    

    Cosmic Omen

    At level 6, you learn to channel the power of the stars to gain insight or bestow a curse. At the end of a long rest, roll a d6. Based on the roll result, you gain a special reaction. You may use this reaction a number of times equal to your Wisdom modifier and regain all uses after a long rest.  
  • Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
  • Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
  •    

    Constellation Form

    Starting at 10th level, twice per short rest, you may use a bonus action to channel your connection to the stars and enter a constellation form as small pin pricks of lights appear like stars on your skin, some with lines forming their own constellations. When you enter this form, choose one of the constellation options below and it forms on you and grants its bonus.   While in this form you may choose to emit or stop emitting bright light in a 5ft radius and dim light for an additional 5ft as a free action. The form lasts for 10 minutes and at the start of your turn while in the form, you may change the constellation option active. The form ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.   Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 2d8 + your Wisdom modifier.   Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 2d8 + your Wisdom modifier.   Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.   Ursa. A constellation of a bear appears on you. While this constellation is active, you gain resistance to bludgeoning, slashing, and piercing damage.  

    Memories and Prophecy

    Once you reach 14th level, you can preserve the memories of others or gain glimpses of the future. You learn to make a potion that requires 400EC of reagents and takes 2 hours to craft but 8 hours to be ready to use. The amount is enough to hold 10 memories, but can be combined with multiple batches if there is sufficient containment. You, and up to 4 creatures you choose, can view visions preserved within your potions as if you cast the Echoes of the Past spell, though you do not physically move in reality when moving in the vision. After viewing a memory it can be re-deposited into the potion, but a prophecy can only be stored again if it has not yet come to pass. A memory / prophecy filament that is not placed in the potion or spills from one is destroyed after 1 minute of non-use.   Memory.
    You can draw out the memory of a willing creature that is not a construct or undead by touching it's head with a focus or your finger to draw out a memory of the creature's choice which is then stored in the potion for preservation. You can attempt to draw a memory of your choosing from an unwilling creature but if it succeeds on a Wisdom save you get nothing. A conscious creature has advantage on this save.   A willing creature may alter the memory without your knowledge for any reason, and when in the memory, though all senses work as normal, you cannot gain any information the original creature did not know at the time.   Prophecy.
    You need some personal affect of the target in question and takes a 10 minute ritual to craft a strand. Roll a d20 and the result determines the crafted strand. Prophecies are notoriously hard to decipher and may not always show or mean the thing it may seem to mean. A creature can only have 1 prophecy created by you in existence at a time, and any new attempt by you automatically fails.
  • (1-7) the item is consumed and the crafted strand is unstable and is destroyed in a flash of light letting out 1-2 words or minor illusory images.
  • (8-13) You craft a strand that gives a cryptic message of 25 words or less about something that may occur in the future to or around the creature.
  • (14-20) You craft a strand that gives the previous status though also shows vague images to give more context
  •  

    Stellar Core

    When you reach 18th level, you gain the ability to prepare the spell: Heart of the Star. You also have permanent advantage on saving throws that would force you to move do to force like Thunderwave or gravity changing like in Reverse Gravity.  

    Nova

    By gaining the status of an Archdruid at 20th level, you always have the spell Nova's Last Light prepared and it doesn't count against your prepared spells. You also gain a fly (hover) speed of 15ft while in your Constellation Form which you can now use 3 times per short rest.  
     

    Ocean Primal

    The first of the Elemental Sources is that of the Ocean, representing the element of water. The Ocean Primal and its element of water represent flexibility, adaptability, and change. However it also represents unknowing depths as those of the oceans and the cruel chill and upheaval of rough seas. The Ocean Druids also have a unique connection with Moon Druids on worlds with moons as they play a heavy role in the forces of the tides. Some go so far to say the first Ocean Druids were Moon Druids who focused on the pushing and pulling of the oceans by the Moon and forged a new connection to the very seas they controlled.  

    Primal Spells

    After forging your connection at 1st level, you gain access to new spells associated with the Primal's associated elements or principles. At 3rd, 5th, 9th, 11th, and 13th level you gain access to new spells associated with your Primal Source. Once you gain a spell in this way, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the primal druid spell list, the spell is nonetheless a primal druid spell for you.  
    Primal Druid LevelSpells
    1
    Armor of Agathys, Tidal Barrier
    3
    Darkvision, Misty Step
    5
    Water Breathing, Tidal Wave
    7
    Control Water, Freedom of Movement
    9
    Greater Restoration, Maelstrom
    11
    Wall of Ice
    13
    Transport via Water
      You also gain access to choose from this expanded list of Cantrips:
  • Ray of Frost
  • Thaumaturgy
  • Water Whip
  • Wind Lash
  •  

    Ocean Mist

    Beginning at 3rd level, you can use an action to create a thick fog that covers an area of a 20ft radius centered on yourself that heavily obscures the area. This fog lasts for 10 minutes or until you dismiss it as a free action or it is blown away by a spell of 2nd level or higher creating a strong wind in the area, though the fog resumes if the winds do not persist.   You can see through all of the fog as if it was only lightly obscured and any creatures of your choice that are within 5ft of you also gain this benefit until the end of their first turn they start more than 5ft away from you. You can use this ability twice and regain all spent charges after completing a long rest. At 6th level, you gain 1 additional use.  

    Healing Current

    At level 6, as an action, you can summon and channel a stream of water to bring healing and relief to creatures. A creature of your choice within 30ft of you is surrounded by a dimly glowing ring of water that heals them over time. Roll 2d8 + your wisdom modifier when you take this action. Then divide this number into 3 equal amounts, with the remainder going into the initial group. The chosen creature receives the first amount immediately, and then receives healing again at the start of its next 2 turns so long as you are still conscious at each of those times.   You can use this ability twice and regain all spent uses after finishing a long rest. At 10th level, the healing amount increases to 4d8 + your Wis Mod and you can use the ability three times before needing to complete a long rest to use it again.  

    Flash Flood

    Starting at 10th level, as an action you may flood the area around you briefly and force all creatures within a 20ft radius into a Strength check against your spell save DC. Choose whether your tide pulls affected creatures towards you or pushes them away. Creatures that fail take 1d8 Bludgeoning damage, move 10ft in the direction you chose and fall prone. Creatures that succeed only take the half the damage (min. 1). Creatures already prone who fail take an additional 1d8 damage.   You may use this ability 3 times and regain all spent charges after a long rest.  

    Heart of the Sea

    Once you reach 14th level, your bond with the Ocean Primal grants you a swim speed equal to you movement speed or an additional 10ft if you already have that. You also do not suffer any negative effects from moving or attacking underwater.   You also emit an aura of a radius of 10ft from you that grants a 15ft swim speed and remove the negative effects of moving and attacking underwater to any creatures of your choice within the area of effect. At 18th level this radius extends to a 20ft radius and the swim speed equals 30ft.  

    Tempest Form

    When you reach 18th level, you always have the spell Tsunami prepared which doesn't count against your prepared spells. When you cast this spell, you may alter its trajectory by 45 degrees by using a Bonus Action. You are not affected by the spell and may use the wave to carry you as it moves.   Additionally, you may use an action to transform into a form similar to a Water Elemental for 1 minute. You gain 3d8 Temporary Hit Points and Your size becomes Large, but retain your abilities, armor, weapons, and traits. You also gain resistance to Acid, Poison, and non magical Piercing, Slashing, and Bludgeoning damage in this form. The form ends early if you fall unconscious or die, or you may end it early as a free action. You must complete a short or long rest before using this ability again.   You also gain the following traits and attacks while in this form:
  • Water Form. You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.
  • Typhoon Slam. Melee Weapon Attack. Range: 10ft. 1 target. 1d20 + your Spell Attack Bonus to hit; (3d6 + your Wisdom Modifier) Bludgeoning Damage and the target must make a Strength Saving Throw with a DC equal to your spell save DC and be pushed 10ft away from you and fall prone on a failure.
  • Whelm (Recharge 4–6). Each creature in your space must make a Strength saving throw against your spell save DC. On a failure, a target takes 13 (2d8 + your Wisdom Mod) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 15). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out your space.
  • You can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of your turns, each target grappled by it takes 13 (2d8 + your Wisdom Mod) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 15 Strength check and succeeding.    

    Spirit of the Sea

    By gaining the status of an Archdruid at 20th level, you permanently gain the ability to breathe in water.   You can also cast each of the following spells once without expending a spell slot and must complete a long rest before doing so again:
  • Control Water
  • Water Breathing
  • Water Walk

  •  

    Earth Primal

    The Earth Primal not so surprisingly represents the element of earth. The Earth Primal can represent stability, dependability, and stubbornness, strength, and patience. Earth druids can range from calm sagelike individuals to strong and powerful fighters. All Earth Druids have a strong connection to the land and often reflect the environment of their home or will change their mood based on the health and condition of the land around them.  

    Primal Spells

    After forging your connection at 1st level, you gain access to new spells associated with the Primal's associated elements or principles. At 3rd, 5th, 9th, 11th, and 13th level you gain access to new spells associated with your Primal Source. Once you gain a spell in this way, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the primal druid spell list, the spell is nonetheless a primal druid spell for you.  
    Primal Druid LevelSpells
    1
    Earth Tremor, Speak with Animals
    3
    Maximilian’s Earthen Grasp, Spike Growth
    5
    Erupting Earth, Sandstorm
    7
    Guided Fortitude, Stoneshape
    9
    Passwall, Wall of Stone
    11
    Bones of the Earth
    13
    Transport via Plants
      You also gain access to choose from this expanded list of Cantrips:
  • Pummelstone
  • Prestidigitation
  • Message
  •  

    Inner Strength

    Beginning at 3rd level, you have proficiency with Constitution saving throws and are resistant to poison damage.   When you reach 6th level you gain the ability to give yourself advantage on a CON saving throw or ability check, you decide after the roll but before you know if it succeeds or not, and must complete a long rest before you can use this ability again. At 10th level, you can use the ability twice and regain spent uses after completing a long rest.  

    Land Stride

    At level 6, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.  

    Stone Trait

    Starting at 10th level, you choose which aspect of the earth you'd like to focus on: Strength or Resilience. Once chosen you cannot change your choice. You gain more abilities at 18th level.   Strength.
    You focus on the physical aspects of your connection to the Earth Primal and use it to defend that which you care for with the power and furry seen in Rockslides, Avalanches, and similar natural events.   You gain the following abilities:
    • You learn the Pummelstone cantrip or another if you already know it. The damage die for this spell becomes a d10 for you.
    • If your Strength score is less than your Wisdom score, you may make any Strength Ability Check, Saving Throw, or Attack Roll that uses your Strength score or modifier as if it used your Wisdom score or modifier. You may use this ability three times and regain all spent uses after completing a long rest.
      Resilience.
    You have learned to endure attacks and with patience know when the prime opportunity to strike arrives.   You gain the following abilities:
    • You can cast Stoneskin once without expending a spell slot or needing it prepared, but can only target yourself. It lasts the full duration without needing your concentratoin. You must complete a short or long rest to do so again.
     

    Dependable Caster

    Once you reach 14th level, when you complete a short rest you can regain spell slots with a cumulative level total less than or equal to half your Primal Druid Level (rounded up). None of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.  

    Enhanced Stone Trait

    When you reach 18th level, your stone trait choice gives even more abilities.   Strength.
    • You gain proficiency in Strength saving throws.
    • When you take the attack action, instead of making a weapon attack or casting a spell, you can strike the ground to call forth the fury of the earth. This can be in the form of a minor quake, a rockslide, etc. The mechanics however remain unchanged.
      • Choose a 30ft cube within 100ft of you that you can see. All creatures within the space must make Strength saving throws against your spell save DC or take 5d8 magical bludgeoning damage and fall prone, or half as much and not prone on a succes. If the creature is airborn without the ability to hover, is within 100ft of the ground, and fails the save, it falls to the ground and takes an additoinal 2d6 bludgeoning damage on impact. You must wait 10 minutes before using the ability again.
      Resilience.
    • You gain tremmorsense in a 20ft radius of yourself. You have disadvantage on percieving movement when asleep.
    • If you would be reduced to 0 hit points, you may attempt a DC 18 CON save and if you succeed you instead remain at 1HP. You may only attempt this once and must complete a long rest before attempting it again.
     

    Blood of the Earth

    By gaining the status of an Archdruid at 20th level, while a part of your body is in contact with a terrestrial object (planet, asteroid, etc) and you are conscious, at the start of your turn you regain 1d4 HP.  
     

    Sky Primal

    The Primal Source of the Sky is associated with the element of Air and draws its power from the storms and winds of the world and beyond. Air is symbolic of freedom, agility, and joy. However, just as nature has a light and dark side, so too does the Sky. The darker aspects of the Sky embody the fury and chaos of a terrible storm or the relentless force of winds that plow over everything in its path. A Sky Druid is at home in both of these environments and knows how to navigate them both. Some Sky Druids are considered flighty and impulsive, while others have been known to be tricksters or scholars.  

    Primal Spells

    After forging your connection at 1st level, you gain access to new spells associated with the Primal's associated elements or principles. At 3rd, 5th, 9th, 11th, and 13th level you gain access to new spells associated with your Primal Source. Once you gain a spell in this way, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the primal druid spell list, the spell is nonetheless a primal druid spell for you.  
    Primal Druid LevelSpells
    1
    Feather Fall, Thunderwave
    3
    Gust of Wind, Warding Wind
    5
    Lightning Bolt, Wind Wall
    7
    Freedom of Movement, Hiroth's Conduit*
    9
    Control Winds, Steel Wind Strike
    11
    Investiture of Wind
    13
    Whirlwind
      You also gain access to choose from this expanded list of Cantrips:
  • Wind Lash
  • Lightning Lure
  • Shocking Grasp
  •  

    Enhanced Agility

    Beginning at 3rd level, you can focus on the element of air and increase your natural agility.   As a Bonus Action, you gain the following abilities for the next minute:
  • your base walking speed increases by 15ft
  • you gain a +5 bonus to Dexterity saving throws
  • You must complete a short or long rest before using this ability again. At 8th level the duration increases to 5 minutes.  

    Uncanny Dodge

    At level 6, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.  

    Wind Walker

    Starting at 10th level, you gain the ability to sprout avian wings (styled to your choice) and fly.   As an action you sprout wings gaining a flying speed of 50ft for 10 minutes. If you already have wings, your fly speed is equal to 50 and any restrictions on armor or similar weight requirements do not apply for the duration. If you are in the air when the ability ends (or requirements would make it so you no longer have your innate fly speed), you fall unless you have a means of stopping the fall. You must complete a long rest before using this ability again.   At 15th level, the duration increases to 1 hour.  

    Air Pocket

    Once you reach 14th level, you always have the spell Life Bubble prepared and treat it as a Primal Druid spell. It does not count against your number of prepared spells.  

    Harbinger of the Storm

    When you reach 18th level, you always have Storm of Vengeance prepared and it does not count against your prepared spells. Whenever you cast it, you are immune to its effects unless you choose to be affected, however you must choose when casting the spell and cannot change after casting.   You also gain the ability to absorb lightning damage. When you would take lightning damage, you instead restore HP up to 1/4 (rounded up) the amount of damage you would have taken.  

    Skyward Soul

    By gaining the status of an Archdruid at 20th level, you can cast Control Weather once without using a spell slot. You must complete a long rest before doing so again.   There is also no duration on your Wind Walker ability and you can have your wings (or the enhanced fly speed) indefinitely until you dismiss them as a free action. The fly speed also becomes Fly (Hover) while you are conscious.  
     

    Aether Primal

    Check with your Game Master before choosing this sub-class to see if and how it will fit in your campaign   The most cryptic Primal Source is that of Aether. To date the only known Aether Druids are unamed figures with vague details around them in fragmented legends and myths. From what has been pieced together, the Aether Primal has connections to the strands and mythical substance that binds the planes of existance and the vast brilliance and wonder of the cosmos. There is a theory that the Aether Primal is related to or the same source of power as Solarians.  

    Primal Spells

    After forging your connection at 1st level, you gain access to new spells associated with the Primal's associated elements or principles. At 3rd, 5th, 9th, 11th, and 13th level you gain access to new spells associated with your Primal Source. Once you gain a spell in this way, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the primal druid spell list, the spell is nonetheless a primal druid spell for you.  
    Primal Druid LevelSpells
    1
    Absorb Elements, Color Spray
    3
    Ice Fire, Misty Step
    5
    Call Lightning, Mind Thrust
    7
    Life Bubble, Summon Elemental
    9
    Awaken, Spectral Wings
    11
    Celestial Dominance
    13
    Ether's Embrace
      You also gain access to choose from this expanded list of Cantrips:
  • Light
  • Starburst
  • Telekinetic Projectile
  •  

    TBD

    Beginning at 3rd level,  

    TBD

    At level 6,  

    TBD

    Starting at 10th level,  

    TBD

    Once you reach 14th level,  

    TBD

    When you reach 18th level,  

    TBD

    By gaining the status of an Archdruid at 20th level,  
     

    Corrupted Primal

    Check with your Game Master before taking this sub-class to see if and how it will fit into the campaign.
    This is considered an advanced subclass due to the nuance and complexity in creating a character.
      Very little information is known about Primal Sources. However, there are ancient records of Druids that practiced forbidden dark magic that somehow corrupted their connections to their Primal Sources with dark magic. It is believed that this vein of magic was some aspect of Shadow Magic that corrupted the spark of the Primal with a touch of the Negative Energy Plane. A Druid with a corrupted Primal Source connection still has remnants of his or her Primal Source but aspects have changed and become darker variants or the druid gains darker powers they would not normally have.  
    Playing a Druid with a corrupted source
    All Primal Druids have a connection to a Primal Source of one of the subclasses listed above. A Druid with a corrupted connection is still a Druid of their source but adds the "Corrupted" title before their class. So a Star Druid would become a Corrupted Star Druid.   A Druid may encounter a strong magical force or have a magical accident that causes their connection to their Primal Source to be corrupted. Others willingly seek it out by using lost forbidden magics. It is important to note Corrupted Druids are not inherently evil. The corrupted label is indicative of their connection to a Primal Source being affected by the Negative Energy Plane and Shadow Magic dampending their normal abilties but granting others that many Primal Druids would consider to be unnatural.   Talk with your Game Master if you wish your Primal Druid to have their connection to a Primal Source become corrupted or find out ways to purge the corruption.
     

    Primal Spells

    You choose a different Primal Druid subclass to use as your base for this class, with is still referred to as your Primal Source. This subclass changes some elements of that base class at certain levels. As your source is corrupted, you have some spells unique to this subclass, but also retain some abilities from the Primal Source (the spells and features outlined in the subclass you choose as your base).   After forging your connection at 1st level, you gain access to new spells associated with the Primal's associated elements or principles. At 3rd, 5th, 9th, 11th, and 13th level you gain access to new spells associated with your Primal Source. Once you gain a spell in this way, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the primal druid spell list, the spell is nonetheless a primal druid spell for you.   ** = Your choice of one of the spells documented in your subclass base's Primal Spells table for this level  
    Primal Druid LevelSpells
    1
    Inflict Wounds, **
    3
    Darkbolt, **
    5
    The spells granted by your Primal Source subclass at this level
    7
    Blight, **
    9
    Umbral Beast, **
    11
    The spells granted by your Primal Source subclass at this level
    13
    Shadow Step
      You also gain access to choose from this expanded list of Cantrips in addition to those granted by your base subclass:
  • Bend Shadows
  • Darkened Claws
  • Douse Light
  • Ray of Frost
  •  

    Primal Source Ability

    Beginning at 3rd level, you gain the feature / ability dictated by the Primal Source subclass you chose as your base.  

    Primal Surge

    At level 6, you've learned to channel your Primal Source into a blast of energy. As an action you can cast the Burning Hands spell at 2nd level without spending a spell slot. The appearance changes to suit your Primal Source and the damage dealt is detailed below as it instead correlates to your Primal Source. You may use this ability two times and regain spent uses after completing a Long Rest.   When you use this ability: roll 1d4. On a 4, the damage type instead is corrupted and becomes Necrotic.  
    Primal SourceDamage Type
    SunFire
    MoonSlashing
    StarsRadiant
    OceanCold
    EarthBludgeoning
    SkyThunder
    AetherForce
     

    Primal Source Ability

    Starting at 10th level, you gain the feature / ability dictated by the Primal Source subclass you chose as your base.   If this feature would augment a previous feature of the sub-class that you do not have as a result of choosing this subclass, you instead gain the original feature of your base sub-class.  

    Primal Eclipse

    Once you reach 14th level, you gain the ability to use a unique action based on your Primal Source. Each of these actions is considered casting a spell, even if it does not use spell slots or have a level. For the purposes of counter spell and dispel magic, the level is considered equal to your proficiency bonus.  
    Sun:
    • Noctu Igne (Night Fire): As an action you conjure a meteor of Shadow Fire that streaks toward a point of your choosing that you can see within 150ft. All creatures in a 30ft radius must make a DEX saving throw against your spell save DC and take 2d8 Necrotic + 3d8 Fire Damage on a failure or half as much on a success. The area is then engulfed in indigo and black flames where any creature that enters the space or start's its turn there takes 2d6 Fire Damage.   You must complete a Long Rest before using this ability again.
      Moon:
    • Umbris Corpa (Phantom / Shadow Body): As an action you transform your body into living Shadow. For 5 minutes you transform into a Lesser Shadow Elemental but keep your Wisdom, Intelligence, and Charisma Scores. You also can still cast spells while in this form, and any carried equipment and clothing melds into your new form.   The form ends when you run out of HP of the Shadow Elemental form, the form is dispelled, you fall unconscious, or you drop the form as a free action. You can use this ability once and cannot do so again until completing a long rest.
      Stars:
    • Veritas Obscurus (Obscured Truth): As an action you cast a spell similar to that of Zone of Truth, treating this as a 2nd level spell, consuming spell slots as normal, and behaving as if you cast the spell with the following exceptions. The normal affects of the spell are not applied, rather, only you know who is affected by the spell and any Deception checks made by you or a creature of your choice in the spell's range against affected creatures have a +5 bonus while the spell is active.   If a creature utters a lie in the spell's space even if they are not affected by it, you are aware of it, though you dont know the specifics of what part of it was the lie.
    Aether:
    • Aborisco (Fade Away): As an action you may cast Fade without spending a spell slot. You may use this ability twice and regain spent uses after completing a Long Rest.
      Ocean:
    • Abyssos Frigus (Frigid Depths): As an action you conjure a dark portal to the darkest depths of a distant ocean for 1 minute. The portal has a 15ft radius and all creatures in its area when cast or who enter the space must make a Charisma saving throw and be plunged into the void on a failure. Creatures in the abyss take 4d8 Cold damage and are incapacitated. At the end of its turn, the creature may repeat the saving throw.   You may use this ability once and cannot do so again until after completing a Long Rest.
      Earth:
    • Tenebris Praesidium (Dark Protection): As a reaction when any space within a 30ft radius of you would be subject to an AoE effect or a ranged attack, you may conjure a shield of darkness that is a 30ft radius, 15ft tall dome centered on yourself that lasts until the end of your turn 1d4 rounds from the time of casting. While the shield is active the space is treated as full cover for the purposes of AoE and ranged attacks originating or cast outside it's borders.   Once you use this ability you must complete a Long Rest before doing so again.
      Sky:
    • Ater Fulmur (Black Lightning): As an action, you charge yourself with energy. For the next minute, as a bonus action, you may teleport to an unoccupied space within 60ft of you that you can see by which you travel as a bolt of black lightning. Creatures within 5ft of both your departure and arrival spaces must make Dexterity Saving Throws and take 2d10 lightning damage or half as much on a success.   Once you use this ability you must complete a Short of Long Rest before doing so again.
     

    Primal Source Ability

    When you reach 18th level, you gain the feature / ability dictated by the Primal Source subclass you chose as your base.   If this feature would augment a previous feature of the sub-class that you do not have as a result of choosing this subclass, you instead gain the original feature of the sub-class.  

    Primal Destruction

    By gaining the status of an Archdruid at 20th level, you always have the spell Umbral Storm prepared and it does not count against your prepared spell count. When you cast this spell, you can move and see through the spell's effects as if you are unaffected and have advantage on the saving throws required while in the effect.

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