SC5e Druid

by Stormchaser

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The Stormchaser D20 RPG
Druid

Druid

Class Features

Proficiencies

Armour: Light armour, medium armour (druids will not wear armour made out of metal)
Weapons: Simple Weapons
Tools: Herbalism kit
Defences: Wisdom and any 1 physical defence
Skills: Choose 2 from Arcana, Animal Handling, Endurance, Insight, Medicine, Nature, Perception, Religion and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a wooden standard shield (if proficient) or
    (b) a simple weapon
  • A simple melee weapon
  • Any underlay, an explorer’s pack, and a druidic focus

Wild Companionᵀ

At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Archdruid

At 20th level, you are one with nature. Your Wisdom score increases by 4, and your maximum for this also score increases by 4.

Additionally, you can use your Wild Shape an unlimited number of times, and ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Druid Circles

Circle of the Menhir

Some druids study the paths of nature’s power through the nodes and ley lines that connect standing stones and megalithic circles, learning to tap into their energies.

Spirit Sense

At 2nd level, as an action, you can open your awareness to detect otherworldy and magical beings. Until the end of your next turn, you know the location of any astral, ethereal, fey, incorporeal, outsider, or undead creature within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Place Magic

At 6th level a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, they can tap into the magic of a nearby ley line and increase their Wisdom bonus by +1 for 1 round. They can use this ability a number of times per day equal to 3 + their base Wisdom bonus.

Walk the Lines

At 10th level, a menhir savant can use their connection to ley lines to cast Transport via Plants a number of times per day equal to their Wisdom bonus.

Empty Body

At 14th level, a menhir savant can become ethereal as an action, as if using Etherealness. They can remain ethereal for a number of rounds per day equal to their druid level. These rounds do not need to be consecutive.

Welcome to D20 with Stormchaser

If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.

I hope you have fun, and if you have any questions at all, don't hesitate to ask.

Enjoy!

Thanks

Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!

Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".