My Documents
Become a Patron!
# 2024 D&D Druid Revisited (WiP) Druids are people who revere nature and its unbiased order above all else. Many belong to ancient orders that call on the forces of nature, others might be part of ancestral oral traditions, some are handpicked to be trained as shamans and oracles for their communities, and a few are self-taught hermits who’ve learned to live in harmony with nature spirits. Harnessing the magic of animals, plants, weather, and the elements, Druids can heal, transform themselves, and wield elemental destruction. While some Druids might worship nature deities, their magic comes from their mystical connection to nature itself and the various ways to tap into primal energies through bones, runes, feathers, and totems. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines. Through their mystical connection to the wilderness, Druids also gain the ability to transform into animal forms, and some Druids focus on this practice to the point where they feel more at home in the body of a beast. For Druids, nature exists in a precarious balance with settled lands, the unnatural anathema of undeath, and other threats to the natural order. Breaking this careful equilibrium jeopardizes not just the wilderness, but the very elemental fabric that sustains the prime material plane. Thus, Druids oppose anything that endangers the delicate ecological balance that supports plant and animal life, undeath, cults that twist and corrupt elemental forces, and other dangers to the natural world. While they would rather see nature remain untamed, many Druids are not necessarily opposed to urbanization. Fully aware that towns and cities are here to stay, they are more concerned with the need for people to live in harmony with nature, whether they reside in a city or in the wild. Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger threatens nature’s balance or the lands they protect, Druids take a more active role against such threats. ### Ceating a Druid **Class Group:** Priest **Primary Ability:** Wisdom
To create a Druid, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Druid” sidebar. Then look at the Druid table to see the class features you get at each level in this class. The descriptions of those features appear in the “Druid Class Features” section. #### Hit Points **Hit Dice:** 1d8 per Druid level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points per Level after 1st:** 1d8 + your Constitution modifier #### Proficiencies **Saving Throws:** Intelligence, Wisdom
**Skills (Choose 2):** Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
**Weapons:** Simple Weapons, scimitars
**Tools:** Herbalism Kit #### Armor Training Light armor and Shields. Druids can only wear non metallic armor and shields made from natural materials, such as leather, hide, wood, bone, scales, carapaces and the like. #### Starting Equipment You start with the following equipment at 1st level, plus anything provided by your background. * a wooden shield or a shortbow * a scimitar or a simple melee weapon * leather armor, an enchiridion, an Explorer's Pack, an Herbalism Kit, and a Druidic Focus Alternatively, you can start with 2d4 × 10 gp to buy your own equipment instead.
©Dragoncrown Games
\pagebreak
##### Druid | Level | Proficiency
Bonus | Features | Channel
Nature | Prepared
Cantrips | Prepared
Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Druidic, Ritual Caster, Spellcasting | 2 | 2 | 4 |2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Channel Nature | 2 | 2 | 5 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Druid Archetype | 2 | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Character Improvement | 2 | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Wild Resurgence | 3 | 3 | 9 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Archetype Feature | 3 | 3 | 10 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | Primal Shapechanger | 3 | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Character Improvement | 3 | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | Wild Soothsayer | 4 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Archetype Feature | 4 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | Verdant Whispers | 4 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Character Improvement | 4 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | Nature's Wrath | 4 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Archetype Feature | 4 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | Beast casting | 4 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Character Improvement | 4 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | Primal Vitality | 4 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Elemental Aegis | 4 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Character Improvement | 4 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Archdruid | 4 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
> ##### Multiclassing and the Druid >If your group uses the multiclassing rules in the Player’s Handbook, here’s what you need to know if you choose Druid as one of your classes. > >**Ability Score Minimum.** As a multiclass character, you must have a score of at least 13 in the Druid’s primary ability, Wisdom, to take a level in this class or to take a level in another class if you are already a Druid. > >**Armor Training.** When you gain your first Druid level, you gain armor training with the following: Light armor and Shields. Druids can only wear non metallic armor and shields made from natural materials, such as leather, hide, wood, bone, scales, carapaces and the like, even if another class would allow them to wear metallic armor. A multiclassed Druid might need to have a breastplate custom made from an ankheg carapace, plate mail crafted from gorgon skin plates, or a tower shield carved from a bulette’s armored skull. Such equipment has the same game statistics as those made of >**Spell Slots.** Add all your Druid levels to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules. You prepare spells for each of your classes individually, referring to the spell slots of an individual class to determine the number and levels of the spells you prepare for it.
\pagebreak ## Druid Class Features As a Druid, you gain the following class features when you reach the specified levels in this class. These features are listed on the Druid table. ### 1st Level: Druidic You know Druidic, the secret language of nature, which only druids and some fey creatures can understand. When two creatures fluent in druidic speak, they intonate various natural sounds or create fleeting natural phenomena that only they can recognize the meaning of through their attunement with the wilderness. In addition, you can create one of the following effects while speaking druidic: **Nature's Whisper.** As a bonus action, you can create a manifestation of this language in a 30 feet radius area around you—a peculiar gust of wind, the pattern on a mushroom top, the song of a distant caw, the rhythm of a bee’s dance. This message remains in that area for 2 days per Druid level, unless you dismiss it early as a bonus action. When entering the message's area, you and others who know Druidic automatically spot it and can understand it. Others in the area can spot the message’s presence with a successful DC 15 Investigation check, but can’t decipher it without magic. **Wildspeak.** While speaking druidic, you can choose to act as if under the effects of the *Speak with Animals* spell for as long as you maintain concentration (as if concentrating on a spell). ### 1st Level: Ritual Caster You can cast any spell in your spellbook as a ritual if that spell has the Ritual tag. You don’t need to have the spell prepared or expend a spell slot to cast it in this way, but its casting time increases by 10 minutes and you must read it from your spellbook while maintaining concentration throughout the casting. ### 1st Level: Spellcasting You have learned to cast spells through a deep connection to the mystical forces of nature and a careful study of the plants, crystals, elements, and natural components that channel them. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Druid. **Enchiridion.** You have a spellbook containing all the spells you know. It starts with four cantrips and six 1st-level spells of your choice from the Primal spell list. On your adventures, you might find other Primal spells that you can copy into your spellbook (see “Spellbooks”). Instead of choosing, you can have your book start with the following spells: * **Cantrip.** *Druidcraft*, *Mending*, *Produce Flame*, and *Shillelagh*. * **1st Level.** *Cure Wounds*, *Entangle*, *Faerie Fire*, *Goodberry*, and *Thunderwave*. **Prepared Cantrips.** You choose 2 cantrips from your spellbook, making them available for you to cast. You can prepare additional cantrips when you reach higher levels in this class as shown on the Prepared Cantrips column of the Druid table. **Spell Slots.** The Druid table shows how many Spell Slots you have to cast your 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. **Prepared Spells of 1st+ Level.** You prepare a list of spells of 1st level and higher that are available for you to cast with this feature. To do so, you choose a number of Druid spells from your spellbook as shown in the Prepared Spells column of the Druid table. Whenever this number increases, choose more Druid spells from your spellbook until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you are a 5th-level Druid, your list of prepared spells can include nine spells from your spellbook of 1st, 2nd, or 3rd level, in any combination. If another Druid feature gives spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this Spellcasting feature and they don’t have to be in your spellbook. **Changing your Prepared Spells.** You can change your list of prepared spells whenever you finish a Long Rest, replacing one or more of those spells for another one in your spellbook that you don’t have prepared. Preparing a new list requires time spent meditating to refocus your connection to the natural world and priming various rituals and components: at least 1 minute per spell level for each spell you add to the list. Cantrips take 1 minute to prepare. **Spellcasting Ability.** Wisdom is your Spellcasting Ability for your Druid spells. In addition, you use your Wisdom modifier when setting the saving throw DC for a Druid spell you cast and when making an attack roll with one as shown below:
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
**Spellcasting Focus.** You can use a Druidic Focus as a Spellcasting Focus for the spells you prepare for this class. **Learning Spells.** Whenever you gain a new level in this class, you learn two Primal spells of a level that you can prepare and copy them into your spellbook. In addition, whenever you find a source to learn a new Primal spell from—such as a spell scroll, an spellbook, or a fellow spellcaster—you can make a Nature (Wisdom) check to learn the new spell if it is of a level you can prepare. The DC for this check is 10 plus the level of the spell you are attempting to learn. On a success, you can copy that spell into your spellbook. On a failure, you don’t learn the spell and must continue to study it at the end of 5 cumulative long rests before you can try again. If the source of that spell is a spell scroll, it is consumed by the learning attempt, whether you succeeded or not. \pagebreak > ##### Spellbooks > >Characters with the Spellcasting feature must have a spellbook: a repository of their magical knowledge used to learn, prepare, and record spells they know. Spellbooks can vary in content and function depending on the type of magic a spellcaster wields. While their different contents might play a role in some situations, they all follow the same game rules and are collectively referred to as spellbooks for rules purposes. > > * **Spellbooks.** The traditional arcane spellcaster’s spellbook contains the formulas, incantations, diagrams, and thaumaturgical notations needed for them to cast their spells. It is also a repository of a spellcaster’s notes on arcane research, magical knowledge, and insights into the fabric of the multiverse. > * **Liturgies.** A divine spellcaster’s liturgies contain the prayers, rites, blessings, and sacred words needed for them to cast their spells. It also serves as a religious text, containing the teachings, lore, ceremonies, and covenants of their faith. > > * **Enchiridions.** A primal spellcaster’s enchiridion contains the rituals, talismans, chants, and totemic symbols needed for them to cast their spells. These books often read as almanacs full of knowledge on nature, astrology, herbalism, and the creatures who inhabit the wild. > > * **Grimoires.** A wyrd or pact spellcaster’s grimoire appears almost identical to an arcane spellcaster’s spellbook to the untrained eye. Upon closer inspection, it becomes obvious it contains not only arcane spells, but also the hexes, alchemical formulas, invocations, and secret rituals used in eldritch magic, as well as the contracts needed to bargain with one or more powerful entities. > > * **Exotic Spellbooks.** While most spellcasters approach the process of studying and documenting spells according to the form of magic they practice, some break with tradition in favor of something more fitting to their fancies. For instance, a Bard might store their spells in lyricals where spell formulas are combined with complex pentameters or musical notation, a Paladin might forgo paper entirely and carry engraved rings or prayer wheels containing their orisons, or a Warlock might hide their knowledge behind artful ideograms in an illustrated codex. \columnbreak > ##### Spellbooks (cont.) > > **Copying a Spell into the Book.** When you learn a spell, you can add it to your spellbook if it is of a spell level you can prepare. For each level of the spell, the process takes 2 hours and costs 50 gp, or half as much for a cantrip. The cost represents material components you expend as you experiment with the spell to master it, as well as any supplies you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. > > **Replacing the Book.** You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need to spend only 1 hour and 10 gp for each level of the copied spell, or half as much for a cantrip. > >If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many spellcasters keep backup spellbooks in a safe place. > > **The Book’s Appearance.** Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, a loose collection of notes scrounged together after you lost your previous spellbook in a mishap, or even an exotic spellbook unique to your character.
> ##### Spellcasting Foci > > A spellcasting focus is an item that a spellcaster can use to channel, control, and shape magical energies. > > When you cast a spell, you can use your spellcasting focus in place of any material components specified for that spell. If a cost is indicated for a component, or the component is consumed by the spell, it can't be substituted by your spellcasting focus and you must have that specific component before you can cast the spell. > > Some spellcasting foci are enchanted to enhance a spellcaster's magical abilities or empower their spells. \pagebreak ### 2nd Level: Channel Nature The magic of nature infuses you. Tapping into that power, you can create various magical effects. You start with three such effects: Healing Wind, Totem Spirit, and Wild Shape, each of which is described below. Each time you use Channel Nature, you choose which effect to create from among those available to you. Other Druid features might grant you additional effect options or alter the ones you already have at higher levels in this class. You can use Channel Nature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Druid levels, as shown in the Channel Nature column of the Druid table. If a Channel Nature effect requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature. **Healing Wind.** As an action, you can roll a number of d4s equal to your Proficiency Bonus and channel life energy into a soothing breeze, which manifests in a point of your choice within 30 feet of you. This manifestation can take any form you choose, such as spectral flower petals, fluttering butterflies, or tiny fey creatures. The spectral manifestation appears for a moment in a 10-foot-radius sphere centered on the chosen point, and each creature of your choice within that sphere regains a number of hit points equal the number rolled. You can forgo restoring hit points to a creature to end the Charmed, Poisoned, or Unconscious condition on them instead. **Totem Spirit.** You have bonded with a specific nature spirit, which assumes a corporeal form to aid you. As an action, you can summon this spirit by casting the *Find Familiar* spell without material components or expending a spell slot. When you cast the spell in this way, you can choose a Tiny or Small Animal, Beast, or Elemental of CR 1/2 or lower for its form. The familiar is an Elemental and it uses the Totem Familiar stat block detailed later in this class' description. Once you use this effect, you can't use it again until you finish a short rest. **Wild Shape**. As a bonus action, you transform into a form that you have learned for this feature. You start knowing two such forms, Animal of the Land and Animal of the Sea, which are detailed in the “Wild Shapes” section later in this class’ description. You stay in that form for a number of hours equal to half your Druid level. This transformation ends early if you use Wild Shape again, have the Incapacitated condition, or you end it early as a Bonus Action. You learn new forms when you reach certain Druid levels as shown in the Wild Shape Forms table below. ##### Wild Shape Forms | Druid Level | Form | |:---:|:-----------:| |3rd | Insect of the Wild | | 8th | Animal of the Sky | \columnbreak While in a Wild Shape form, the following rules apply: * **Temporary Hit Points.** When you transform into a Wild Shape form by expending a use of your Channel Nature, you gain a number of temporary hit points equal to your Wisdom modifier plus your Druid level. * **Cognitive Continuity.** You retain your personality, memories, proficiencies, and ability to speak (including Druidic and its various uses, such as Nature's Whisper). * **Body Transformation.** The form’s game statistics replace yours, and its traits and actions replace those granted by your species. Each form allows you to choose additional traits or actions to empower them. This choice cannot be changed until you spend another use of Channel Nature to Wild Shape again. * **Form Limitations.** You retain all your feats and class features, and you can use them as long as your Wild Shape form is physically able to do so. Your ability to handle objects is determined by the form’s appendages. * **Suppressed Spellcasting.** You cannot cast spells while in a Wild Shape form, but transforming does not break your concentration on an ongoing spell or effect. You can also continue to take actions that are part of a spell you already cast prior to assuming a form. * **Equipment Melding.** When you transform, equipment you’re wielding or wearing merges with the form, but not carried items. Merged equipment cannot be used and ceases to provide any benefits until your Wild Shape ends. ### 3rd Level: Druid Archetype You gain a Druid archetype of your choice. If you are unsure which one to pick, consider selecting the Beastwalker archetype. An archetype is a specialization that grants you special abilities at certain Druid levels. For the rest of your career, you gain each of your archetype’s features that are of your Druid level and lower. ***At Higher Levels.*** You gain additional features for your Druid archetype at 6th, 10th, and 14th level, as shown on the Druid table. ### 4th Level: Character Improvement One Ability Score of your choice increases by one (to a maximum of 20) and you gain one feat of your choice for which you qualify. ***At Higher Levels.*** You gain the benefits of this feature again at 8th, 12th, 16th and 19th level, as shown on the Druid table. ### 5th Level: Wild Resurgence If you have no uses of Channel Nature left, you can give yourself one use by expending a spell slot of any level (no action required). You can do so only once per turn. In addition, you can expend one use of your Channel Nature (no action required) to give yourself a 1st level spell slot, and you can't do so again until you finish a long rest. \pagebreak ### 7th Level: Primal Shapechanger You've grown to be in tune with the feral beast within. If you’re in a Wild Shape form and you use a Bonus Action to switch back to your normal form, you can assume another Wild Shape form you know within the next minute as a Bonus Action without expending a use of your Channel Nature. Neither switch changes your temporary hit points when you transform in this way, but you can choose your Wild Shape form's traits and appearance anew. ### 9th Level: Wild Soothsayer You’ve attuned to the hidden whispers of nature and the secrets they can reveal. You can spend 1 minute communing with nearby nature spirits and ask for their help in locating something, such as a creature, an object, a hideout, a form of shelter, a hidden trail, or a source of food and water. If what you seek is within a 5 mile radius, the spirits point you in its general direction by creating a message in druidic. The information provided by the spirits is truthful, but it might be limited by their understanding or by what they know. You can use this feature twice, and regain all expended uses when you finish a long rest. ### 11th Level: Verdant Whispers You have learned to communicate with the land itself. The following effect is now among your Druidic options: **Verdant Whispers.** As a bonus action, you can command plantlife in a 10 foot radius to part and allow passage for as long as you maintain concentration (as if concentrating on a spell). Overgrowth, such as brambles, thorns, vines, briars and similar features no longer count as difficult terrain for you and creatures of your choice in that area, and you can choose to make the foliage cover your tracks as you pass. ### 13th Level: Nature's Wrath Your connection to the elemental forces strengthens and surges through you. Once on each of your turns when you hit a creature with a weapon or a Wild Shape form's attack, that attack deals an extra 1d6 cold, fire, lightning, or thunder damage (choose when the attack hits). In addition, when you cast a spell that deals one of the listed damage types, you can add your Wisdom modifier to one damage roll of that spell. If that spell is a cantrip with a range of 10 at least feet, it's range increases to 300 feet. ### 15th Level: Beast Casting You can cast your prepared spells and perform Somatic and Verbal Components for them while in a Wild Shape form. You can't provide material components for your spells while in a Wild Shape form, but you can cast them as if you had a spellcasting focus. ### 17th Level: Primal Vitality Whenever you roll Initiative, you regain one expended use of your Channel Nature. In addition, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. ### 18th Level: Elemental Aegis The forces of nature course through your body, granting you a new effect for your Channel Nature feature. **Elemental Aegis.** As a bonus action, you can choose one damage type from cold, fire, lightning, or thunder. For 1 minute, you and creatures of your choice within 10 feet of you have resistance to the chosen damage type. In addition, Saving Throws against spells you cast that deal damage of the chosen type are made with disadvantage while this effect is active. ### 20th Level: Archdruid You have become a primal avatar with the power to command the elements at will. Once on each of your turns, you can take a bonus action and choose one of the effects described below. ***Blazing Surge.*** You target a fire you can see within 60 feet of you and turn it into a burning inferno in a 10 feet radius sphere around its central point. Each creature in the area must make a Dexterity Saving Throw against your Spell Save DC, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. ***Gale Shield.*** You roil the surrounding wind to create a loud and sudden shockwave in a 10 feet radius sphere around you. Each creature in the area must make a Strength Saving Throw against your Spell Save DC. On a failed save, a creature takes 2d6 thunder damage and is pushed 10 feet directly away from you. On a successful save, a creature takes half as much damage and isn’t pushed. ***Earthen Grasp.*** You command the very earth to ensnare a creature within 30 feet of you that is standing on rocks or soil. The target must make a Strength Saving Throw against your Spell Save DC or take 2d6 bludgeoning damage and become restrained. A creature can take an action to repeat this save, freeing itself or another creature on a success. ***Rime Blade.*** You touch a body of at least 1 gallon of water and create a frozen lance that shoots towards a creature within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 4d6 cold damage.
> ##### Proficiency, Expertise, and Mastery > >While creating your character or upon gaining new levels, you might gain a skill or tool proficiency you already have more than once. If you do, that proficiency is upgraded to expertise the second time you gain that proficiency, or to a mastery the third time you gain it and beyond. The listed bonuses are added to your standard proficiency bonus. > >**Expertise.** You have a +2 bonus on d20 tests made with a skill or tool proficiency you have expertise with. > >**Mastery.** You have a +3 bonus on d20 tests made with a skill or tool proficiency you have mastery with. > >Any passive scores you have, such as Perception, also benefit from this extra bonus. \pagebreak ___ > ## Totem Familiar >*Tiny or Small Elemental (based on the form chosen when using Totem Spirit)* > ___ > - **Armor Class** 10 + your PB > - **Hit Points** 2 + your Druid level (the familiar has a number of d4 Hit Dice equal to your PB) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|5 (-3)|14 (+2)|10 (+0)|10 (+0)|15 (+2)|8 (-1)| >___ > - **Senses** Darkvision 60 ft., passive Perception 12 > - **Languages** druidic, telepathy 120 ft. (only between you and the familiar) > - **Challenge** — > - **Proficiency Bonus** equals your Proficiency Bonus > ___ > > ***Form's Movement*** When you summon the familiar, it gains a 30 ft. movement speed of your choice from climb, fly, or swim, provided its chosen form would normally have one of those movement types. > > ***Mystical Escape.*** When the familiar would drop to 0 Hit Points, it instead drops to 1 Hit Point and vanishes back into the spirit world, leaving behind anything it was wearing or carrying. It remains there until you summon it again with Totem Spirit, reappearing in your space. > > ***Passive Nature*** The familiar can only move and take the Dodge, Disengage, or Dash action on its turn, unless you command it to take another action as a reaction at the beginning of its turn. > > ***Shared Senses*** As an action, you can see what your familiar sees and hear what it hears until the end of your next turn. > ### Actions > ***Elemental Spark.*** *Melee Spell Attack:* your Spell Attack Modifier to hit, reach 5 ft., one target. *Hit:* 1 + half your PB cold, fire, lightning, or thunder damage (choose when the attack hits). > > ### Reactions > ***Deliver Spell.*** When you cast a spell with a range of touch, the familiar can deliver the spell with its touch. To do so, the familiar must be within 120 feet of you. \columnbreak ## Wild Shapes When you use your Wild Shape, you transform into a form you’ve learned for this feature. This section includes four forms: Animal of the Land, Insect of the Wild, Animal of the Sea, and Animal of the Sky. As you assume a form, you tap into your knowledge of an animal fitting the form's description. An animal is any creature with the beast type or the animal tag, or a monstrosity that has found a niche in the natural ecosystem, such as displacer beasts, griffons, owlbears, perytons, or worgs. Your transformation allows you to emulate the chosen animal within the constraints of the chosen form's stat block, and it does not grant you any special traits, actions, resistances, legendary actions, or other game features that animal might have. For instance, if you choose Animal of the Land to transform into an basilisk, you do not gain its petrifying gaze trait or its poison bite. When choosing an appearance for a form, your size changes to that of the chosen animal and your appearance matches what you would look like as a member of that species. For instance, if you have a noticeable scar, your animal form will have it too. If your character has red hair, your animal form might have red patches of fur, scales, or feathers. You choose how these features manifest when you assume a Wild Shape form. #### Animal of the Land An Animal of the Land is a flightless terrestrial animal, such as a bear, deer, horse, cat, dog, velociraptor, or rodent. While in this form, you use the Animal of the Land stat block. #### Animal of the Sea An Animal of the Sea is an aquatic or semiaquatic animal, such as a crocodile, dolphin, sea turtle, octopus, or shark. While in this form, you use the Animal of the Sea stat block. #### Insect of the Wild An Insect of the Wild is a terrestrial bug, such as a spider, snail, centipede, fire ant, or scorpion. At higher levels, you can choose to transform into a flying insect, such as a bee, fly, stirge, butterfly, or wasp. While in this form, you use the Insect of the Wild stat block. #### Animal of the Sky An Animal of the Sky is a winged animal, such as a bat, eagle, falcon, pteranodon, or owl. While in this form, you use the Animal of the Sky stat block. ## Druid Archetypes A Druid archetype is a specialization that grants you special abilities at certain Druid levels, as specified in the archetype. \pagebreak ___ > ## Animal of the Land >*Tiny, Small, Medium, or Large Terrestrial Animal (Your Creature Type Doesn’t Change)* > ___ > - **Armor Class** 12 + your Wisdom modifier > - **Hit Points** You continue to use your hit points > - **Hit Dice** You continue to use your Hit Dice > - **Speed** 40 ft., Climb 40 ft. (climb speed requires 5th+ level) >___ > - **STR, DEX** equal your Wisdom score > - **CON, INT, WIS, CHA** use your scores >___ > - **Saving Throws** use your bonuses > - **Skills** use your bonuses > - **Senses** Darkvision 60 ft. > - **Proficiency Bonus** equals your Proficiency Bonus > ___ > ### Actions > ***Beast Strike*** *Melee Attack:* your Spell Attack Modifier to hit, reach 5 ft., one target. *Hit:* 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (choose when you transform). > > ***Maul*** *Melee Attack:* your Spell Attack Modifier to hit, reach 5 ft., one target. *Hit:* 1d6 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (choose when you transform) and the target is grappled. If the target is still grappled at the beginning of your turn, you can deal your Beast Strike damage to it as a bonus action. If you do so, the grapple ends. > > ***Multiattack (Requires 5th+ Level).*** You make two Beast Strike attacks. > ___ > Choose a trait below when you assume this form. Your form has that trait. > > ***Charge. (action)*** If you move at least 20 feet straight toward a target and then hit it with a Beast Strike attack on the same turn, the target takes an extra 1d8 Bludgeoning, Piercing, or Slashing damage (choose when you transform). > > ***Keen Senses.*** You have Advantage on Perception checks. > > ***Pack Tactics.*** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. > > ***Pounce. (action)*** If you move at least 20 feet straight toward a creature and hit it with a Beast Strike on the same turn, you can make another Beast Strike against it as a bonus action. > > ***Rampage.*** When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a Beast Strike attack. ___ > ## Animal of the Sea >*Tiny, Small, Medium, or Large Aquatic or Semiaquatic Animal (Your Creature Type Doesn’t Change)* > ___ > - **Armor Class** 12 + your Wisdom modifier > - **Hit Points** You continue to use your hit points > - **Hit Dice** You continue to use your Hit Dice > - **Speed** 20 ft., Swim 40 ft. >___ > - **DEX** equal your Wisdom score > - **STR, CON, INT, WIS, CHA** use your scores >___ > - **Saving Throws** use your bonuses > - **Skills** use your bonuses > - **Senses** Darkvision 120 ft. > - **Proficiency Bonus** equals your Proficiency Bonus > ___ > ***Amphibious*** You can breathe air and water. > > ### Actions > ***Beast Strike*** *Melee Attack:* your Spell Attack Modifier to hit, reach 5 ft., one target. *Hit:* 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (choose when you transform). > > ***Multiattack (Requires 5th+ Level).*** You make two Beast Strike attacks. > > ___ > Choose a trait below when you assume this form. Your form has that trait. > > ***Constrict. (action)*** *Melee Attack:* your Spell Attack Modifier to hit, reach 5 ft., one creature. *Hit:* 2d8 + your Wisdom modifier bludgeoning damage, and the target is grappled. A creature grappled in this way takes 1d8 bludgeoning damage at the beginning of its turn. Until this grapple ends, the creature is restrained and you can't constrict another target. > > ***Ink Cloud. (action)*** If you are underwater, you can emit a 10 feet radius cloud of ink extending all around you. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action. > > ***Slam. (action)*** *Melee Attack:* your Spell Attack Modifier to hit, reach 5 ft., one target. *Hit:* 1d6 + your Wisdom modifier Bludgeoning damage. If you moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 2d6 bludgeoning damage. > > ***Tail Swipe. (action)*** *Melee Attack:* your Spell Attack Modifier to hit, reach 5 ft., one creature. *Hit:* 1d4 + your Wisdom modifier bludgeoning damage. If the target is a creature, it must succeed on a Strength Throw against your Spell Save DC or be knocked prone. \pagebreak ___ > ## Insect of the Wild >*Tiny, Small, Medium, or Large Insect (Your Creature Type Doesn’t Change)* > ___ > - **Armor Class** 10 + your Wisdom modifier > - **Hit Points** You continue to use your hit points > - **Hit Dice** You continue to use your Hit Dice > - **Speed** 40 ft., Climb 40 ft. >___ > - **DEX** equal your Wisdom score > - **STR, CON, INT, WIS, CHA** use your scores >___ > - **Saving Throws** use your bonuses > - **Skills** use your bonuses > - **Senses** Tremorsense 60 ft. > - **Proficiency Bonus** equals your Proficiency Bonus > ___ > ***Flying Insect (requires 5th+ level).*** You can use this form to turn into a winged insect of Small or Tiny size. If you do so, you gain a flying speed of 40 ft. > > ***Spider Climb*** You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ### Actions > ***Beast Strike*** *Melee Attack:* your Spell Attack Modifier to hit, reach 5 ft., one target. *Hit:* 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (choose when you transform). > > ***Multiattack (Requires 5th+ Level).*** You make two Beast Strike attacks. > > ___ > Choose a trait below when you assume this form. Your form has that trait. > > ***Blood Drain. (action)*** *Melee Attack:* your Spell Attack Modifier to hit, reach 5 ft., one creature. *Hit:* 1d6 + your Wisdom modifier piercing damage, and you attach to the target. While attached, at the start of each of your turns, the target loses 1d8 hit points due to blood loss. A creature, including the target, can use its action to detach you with a successful Strength check against your Spell Save DC. > > ***Spit Venom. (action)*** *Ranged Attack:* your Spell Attack Modifier to hit, reach 13/30 ft., one target. *Hit:* The target must make a Constitution Saving Throw against your Spell Save DC. On a failed save, the target takes 2d6 poison damage and is blinded until the end of its next turn, or it takes half as much damage and isn’t blinded on a successful one. > > ***Sting. (action)*** *Melee Attack:* your Spell Attack Modifier to hit, reach 5 ft., one creature. *Hit:* 1d6 + your Wisdom modifier piercing damage, and the target must make a Constitution Saving Throw against your Spell Save DC, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. ___ > ## Animal of the Sky >*Tiny, Small, Medium, or Large Winged Animal (Your Creature Type Doesn’t Change)* > ___ > - **Armor Class** 10 + your Wisdom modifier > - **Hit Points** You continue to use your hit points > - **Hit Dice** You continue to use your Hit Dice > - **Speed** 20 ft., Fly 40 ft. >___ > - **DEX** equal your Wisdom score > - **STR, CON, INT, WIS, CHA** use your scores >___ > - **Saving Throws** use your bonuses > - **Skills** use your bonuses > - **Senses** Darkvision 120 ft. > - **Proficiency Bonus** equals your Proficiency Bonus > ___ > ### Actions > ***Beast Strike*** *Melee Attack:* your Spell Attack Modifier to hit, reach 5 ft., one target. *Hit:* 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (choose when you transform). > > ***Multiattack (Requires 5th+ Level).*** You make two Beast Strike attacks. > ___ > Choose two traits below when you assume this form. Your form has those traits. > > ***Dive Attack.*** If you are flying and dive at least 30 feet toward a target and then hit it with a Beast Strike attack, the attack deals an extra 2d6 damage to the target. > > ***Echolocation.*** You have 60 ft. blindsight as long as you can hear. > > ***Evasion.*** If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful saving throw, and only half damage on a failure. > > ***Flyby.*** You don’t provoke Opportunity Attacks when you fly out of an opponent’s reach. > > ***Keen Senses.*** You have Advantage on Perception checks. > > ***Mimicry.*** You can mimic simple sounds, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Insight check against your Spell Save DC. > > ***Pack Tactics.*** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. > > ***Silent Wings.*** You have advantage on Stealth checks made while flying. \pagebreak ## Beastwalker Beastwalkers draw on their mystical link to the feral instincts within and their connection to the elements to empower their Wild Shape forms. Shapeshifters by nature, they wander the deepest parts of the wilderness in a Wild Shape form experiencing life as a beast, looking for intruders, and watching for threats to the lands under their protection. Changeable as the moon, a Beastwalkers might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the Druid’s blood. ### 3rd Level: Combat Wild Shape You have learned magical techniques that allow you to transform quickly and to channel magical protection while transformed, giving you these benefits: * **Abjuration Spells.** You can cast your prepared spells from the Abjuration School while in a Wild Shape form, and you can perform Somatic and Verbal Components for that spell. You can't provide material components for your spells while in a Wild Shape form, but you can cast them as if you had a spellcasting focus. * **Instinctive Transformation.** You can expend a use of your Channel Nature to enter your Wild Shape as a reaction whenever you roll initiative. * **Resilient Form.** The Armor Class of all your Wild Shape forms increases by 2, and when you transform by expending a use of your Channel Nature, you gain an additional number of temporary hit points equal to 5 times your proficiency bonus. * **Quick Swipe.** You can make a Beast Strike as a Bonus Action. ### 6th Level: Elemental Strike Elemental forces imbue your attacks. Whenever you assume a Wild Shape form, you choose one damage type from Acid, Cold, Fire, Lightning, or Poison. Your Wild Shape form's Beast Strike deals 2d6 damage of the chosen type, instead of its normal 1d8. Your form also displays signs of the chosen damage type. For example, if you choose Fire, your fur in Wild Shape might flicker with harmless flames. These signs are purely cosmetic and you choose the details. \columnbreak ### 10th Level: Elemental Wild Shape Channeling primal magic, you imbue your Wild Shape forms with power from the Elemental Planes. Once you’ve chosen a damage type for your Elemental Strike feature, you can further empower your Wild Shape form as a Bonus Action to gain the following benefits for 10 minutes. You can’t use this feature again until you finish a long rest. * **Damage Resistance.** You have Resistance to the chosen damage type. * **Elemental Aura.** Your Wild Shape form becomes wreathed in the chosen damage type, radiating it in a 5 feet radius around you. Creatures of your choice that move through the aura's area or start their turn in it take damage of the chosen type equal to your proficiency bonus. * **Elemental Burst.** As an action, you unleash a vortex of elemental force in a 20 feet radius sphere around you. Each creature in the area must make a Dexterity Saving Throw against your Spell Save DC, taking 4d8 damage of the chosen type on a failed save, or half as much on a successful one. You can use Elemental Burst twice, and you regain all expended uses when you finish a short rest. ### 14th Level: Primal Evolution The wild's whispers have helped you unlock the secrets of shapeshifting. As an action, you can choose one of the following options, the effects of which last for 1 hour and persist across your normal and Wild Shape forms. This effect ends early if you are reduced to 0 hit points or use a bonus action to dismiss it. You can only gain one of the following benefits at a time, ending the previous one when you use Primal Evolution again. * **Bestial Senses.** Your eyes, skin, or ears transform into those of a beast. You gain your choice of Darkvision or Tremorsense with a range of 120 feet, or Keen Hearing to gain a +5 bonus to your passive Perception score and advantage on Perception checks based on sound. * **Natural Adaptation.** You adapt your body to survive various environments. You can choose to act as if under the effect of a *Spider Climb* spell, you can sprout gills and grow webbing between your fingers to breathe underwater and gain a swimming speed equal to your walking speed, or you can sprout beast wings to gain a flying speed equal to your walking speed. * **Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 2d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. You have a +2 bonus to attack and damage rolls made with these natural weapons and they count as magical for the purpose of overcoming resistances and immunity to nonmagical attack and damage. \pagebreak ## Primeval Caller Primeval callers believe that, though the land may change over time, it never truly forgets. By tapping into the timeworn memory of the earth, these druids summon and bond with the spirit of a primeval behemoth—a hulking creature that once roamed the world in a bygone age. The most well-known primeval behemoths are the dinosaurs, but spirits bonded with a Primeval Caller have also taken the form of ancient predecessors to today's common beasts and other fantastical titanic creatures. Working alongside their companion spirit, most Primeval Callers spend their lives delving into long-forgotten places and preserving the remnants of forgotten eras. As a druid's power grows, so does their companion, the beast starting near equal in size to its druid partner before increasing in stature until it too towers over the land. ### 3rd Level: Primal Companion You can call upon the primeval creature whose spirit is bound to you. When you use Totem Spirit, you summon a Primal Companion instead of a totem familiar. The companion appears in an unoccupied space of your choice within 30 feet of you. The Primal Companion is friendly to you and your allies, and it obeys your commands. See the Primal Companion stat block for its game statistics, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic appearance of the companion; for example, your companion may evoke ancient predators like raptors, dire wolves, or saber-toothed tigers, or it might be more inclined for defense, appearing as an armored ankylosaurus or a wooly rhino. These choices have no effect on the companion's game statistics. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. When you take a Bonus Action on your turn to command your companion, you can have it take any action in its stat block or any standard action—including Improvise, if there is something you want your companion to try. If you are incapacitated, the companion can take any action of its choice. If you use Totem Spirit to summon the companion again while it's already present, it instead regains an amount of hit points equal to twice your Druid level, and you can choose a new appearance for it. \columnbreak ### 6th Level: Titanic Totem The bond between you and the primeval spirit deepens, allowing it greater access to the prime material world. As part of the bonus action you use to command your companion, you can expend a use of your Channel Nature to grow your companion to Large size, and you can grant it either a climbing speed or a swimming speed equal to its walking speed. In addition, the damaged for its Strike attack increases to 2d6 plus your proficiency bonus. The companion retains these changes until it vanishes or you expend a use of your Channel Nature to change its size and movement speed again. ### 10th Level: Feral Teamwork You and your companion have grown to trust and rely on each other. If the primal companion is affected by a spell you cast that allows creatures to make a saving throw against its effects, the primal companion has advantage on its saving throw. If the primal companion would normally take half damage on a successful save against this spell, the companion instead takes no damage on a successful save and half damage with no additional effects on a failed save. In addition, when you hit a target with an attack and your companion is within 5 feet of it, your companion can take its reaction to make a Strike attack against that target. ### 14th Level: Apex Predator You have learned to fully harness the titanic legacy of your companion. As part of the bonus action you use to command your companion, you can expend two uses of your Channel Nature to heighten your primal companion's might, granting it the following benefits: * **Hulking Behemoth.** The companion becomes Huge and gains temporary hit points equal to 10 times your proficiency bonus. If there isn't enough room for the companion to become Huge, it attains the maximum possible size in the space available. * **Mauler.** On a hit, the companion's Strike attack damage increases to 4d8 plus your proficiency bonus. * **Titanic Stride.** The companion's walking speed increases by a number of feet equal to 5 times your Proficiency Bonus. These benefits last for 1 hour, until the companion vanishes, or until you end it as a bonus action. \pagebreak ___ > ## Primal Companion >*Medium Fey Beast, Neutral* > ___ > - **Armor Class** 13 + your PB > - **Hit Points** 10 + five times your druid level > - **Hit Dice** 1d10 times your druid level > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|15 (+2)|17 (+3)|6 (-2)|12 (+1)|8 (-1)| >___ > - **Saving Throws** Dex +2 + PB, Con +3 + PB > - **Skills** skills > - **Senses** Darkvision 60 ft., passive Perception 11 > - **Languages** understands the languages you speak, Telepathy 120 ft. (only between you and the companion) > - **Proficiency Bonus** equals your Proficiency Bonus > ___ > ***Ancient Might.*** The companion’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage > > ***Mystical Escape.*** When the companion would drop to 0 Hit Points, it instead drops to 1 Hit Point and vanishes back into the spirit world, leaving behind anything it was wearing or carrying. It remains there until you summon it again with Totem Spirit, reappearing in your space. > > ***Passive Nature*** The companion can only move and take the Dodge, Disengage, or Dash action on its turn, unless you command it to take another action as a bonus action on your turn. > > ***Shared Senses*** As an action, you can see what your familiar sees and hear what it hears until the end of your next turn. > > ### Actions > ***Multiattack (Requires 6th Level)*** The companion makes two Strike attacks. > > ***Strike*** *Melee Attack:* +2 plus your PB to hit, reach 5 ft., one target. *Hit:* 1d8 plus your PB bludgeoning, piercing, or slashing damage (your choice). > > ### Reactions > ***Deliver Spell*** When you cast a spell with a range of touch, the companion can deliver the spell with its touch. To do so, the companion must be within 120 feet of you. > > ***Intercept Attack.*** When a creature the companion can see hits a target with an attack, and the target is within 5 feet of the companion, the target instead takes half the damage. The companion takes the remainder of the damage. \pagebreak ## Stargazer Stargazers draw on the power of starlight and their bond to the heavens to embody the cosmos itself. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, Stargazers seek to harness the powers of the stars. ### 3rd Level: Astromancy Your attunement to the heavens allows you to channel the power of stars. The following effect is now among your Channel Nature Options. **Cosmic Aspect.** As a bonus action, you become a conduit to astral powers and embody the aspects of a constellation. For the duration, your body becomes covered in glowing freckles (or your own freckles begin to glow), with luminous lines connecting several of them as if constellations on a star chart. You shed bright light in a 10-foot radius and dim light for an additional 10 feet. The aspect lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this Channel Nature option again. Whenever you use Cosmic Aspect, choose a constellation to embody from the options below. The chosen constellation glimmers prominently on your body (you choose where) and gives you certain benefits as described below while that aspect is active. * **Hunter.** As a bonus action, you can magically make a luminous bow manifest in your hands to make one ranged attack against a creature within 80 feet. On a hit, the attack deals 1d8 radiant damage. This luminous weapon is treated as if it was a shortbow, and you can use your Wisdom modifier, instead of Dexterity, for the attack and damage rolls you make with it. * **Owlbear.** You gain 1d8 temporary hit points, and the DC for spells you cast increases by an amount equal to your Constitution modifier (minimum of +1). In addition, you make Constitution saving throws to maintain concentration on a spell with advantage. * **Unicorn.** Whenever you restore hit points to a creature using a Channel Nature option or a spell that you cast, you can target yourself or another creature you can see within 30 feet. The target regains 1d8 hit points, or you can choose to end the blinded, charmed, deafened, frightened, or poisoned condition on it instead. ***At Higher Levels.*** When you reach 9th level in this class, the die roll for all your aspects increases to 2d8. ### 3rd Level: Planisphere You gain one proficiency with the Cartographer’s Tools, and you can use them to create a planisphere to chart the stars and further your astrological observations. This star chart is small enough to be held in one hand and can serve as a spellcasting focus for your druid spells. While holding your planisphere, you always have the *guiding bolt* spell prepared and it counts as a druid spell for you. Your planisphere has 3 charges. While holding it, you can expend 1 charge as an action to cast the *guiding bolt* spell without expending a spell slot. Only you can use your planisphere and it regains all expended uses daily at dusk. To create or replace a planisphere, you must spend 1 hour working with your Cartographer’s Tools and performing a special ceremony to attune it to the stars. This work can be done during a short or long rest, and if you already have a planisphere, the previous one is destroyed. ### 6th Level: Star Reading You can use your planisphere to read which fate the stars have revealed for you and your allies. At the end of a long rest, you can roll 1d6 and consult the Astral Omens table below. When the foretold omen’s trigger happens in an area you can see within 60 feet of you, you can take your reaction to activate its effect. You can use the foretold omen a number of times equal to your Wisdom modifier (minimum of 1), and lose any unspent uses at the next dawn. | Astral | Omens | |:---:|:-----------| | 1 | You see signs of great harm. When you or an ally takes damage, you can reduce that damage by 1d6. | | 2 | The stars reveal success and fortune. When you or an ally makes a skill check or a saving throw, you can add your Wisdom modifier (minimum of 1) as a bonus to that roll. | | 3 | You have foretold a great victory. When you or an ally deals damage to a creature, you can make that creature take an extra 1d6 damage of the same type. | | 4 | The heavens warn of hardships ahead. When you or an ally makes an attack roll, you can add your Wisdom modifier (minimum of 1) as a bonus to that roll. | | 5 | Your chart predicts fruitful relationships. When you or an ally makes a d20 test for any non-combat interaction with a creature, you can force that test to be rolled with advantage. | | 6 | The heavens are unclear. When any creature makes a d20 test, you can choose to add or subtract your Wisdom modifier (minimum of 1) to that roll. | ### 10th Level: Cosmic Parallax Whenever you miss an attack with your *guiding bolt*, the target takes 2d6 radiant damage and suffers no other effects. In addition, while in your Cosmic Aspect, you have a flying speed equal to half your speed (rounded up to the nearest multiple of 5) and you can hover in place if you choose to, and at the start of each of your turns, you can change the chosen constellation for your Cosmic Aspect. ### 14th Level: Astral Avatar While in your Cosmic Aspect, you can choose to have your attacks deal radiant or force damage (choose when you make the attack), and you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage. \pagebreak ## Warden of the Wheel Wardens the Wheel seek to exterminate undeath and preserve the natural cycle of life and death. Their magic allows them to manipulate the boundary between the mortal and spirit realms, sending their foes to their final rest while keeping their allies from that grim fate. These druids seek out lands that have been tainted by undeath. Such places are fowl and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. Wardens of the Wheel go to such places to banish undeath and restore life. ### 3rd Level: Purifying Wind Your understanding of the natural cycle of life and death empowers your Healing Wind in the following ways: * **Improved Healing.** You can add your Spell Attack Bonus to one die rolled for its healing effect * **Increased Range.** Its range increases to a 20 foot radius sphere centered on a point within 60 feet of yourself. * **Rebuke Undead.** Each undead creature in the area must make a Constitution Saving Throw against your Spell Save DC. On a failure, a creature takes 1d6 radiant damage and is Dazed until the beginning of its next turn. On a success, it takes half as much damage and isn’t Dazed. This damage increases to 2d6 at 5th level and 3d6 at 10th level. ### 6th Level: Voices Through the Veil Your attunement with the wheel of life lets you tap into the mystical strands that connect the corporeal to the spiritual. The following effect is now among your Druidic options. **Veilspeak.** While speaking druidic, you can now choose to act as if under the effects of the *Speak with Dead* spell for as long as you maintain concentration (as if concentrating on a spell). The corpse you speak to can be that of an animal and you can understand its responses. While you speak Druidic in this way, Dying creatures of your choice within 30 feet of you automatically become stable and corpses within that range cannot be raised as undead. \columnbreak ### 10th Level: Guardian of the Threshold You have become a bane to the abhorrent scourge of undeath. You and your Wild Shape forms gain resistance to necrotic damage and you can choose to have your attacks deal radiant damage in any of your forms. (chosen before you roll for that attack) In addition, when you use Healing Wind you can expend an additional use of Channel Nature to empower it. If you do so, the area becomes bathed in sunlight for 1 minute. Undead creatures can’t charm, frighten, or possess creatures within the area. Any charmed, frightened, or possessed creature who moves through or starts its turn within the area has advantage on saves to end those conditions until the end of their turn. ### 14th Level: Veilwalker Your mastery over the great cycle allows you to peer into the hidden realms at the borders of the Ethereal plane—the spirit world overlapping the Prime Material plane. You can expend two uses of your Channel Nature to assume an ethereal form and act as if under the effect of the *Etherealness* spell for a number of hours equal to your Proficiency Bonus. As a bonus action while in this ethereal form, you can see and hear into the Feywild and the Shadowfell in a 120 feet radius from a point equivalent to your current position in the Ethereal plane until the end of your next turn. (the Feywild and Shadowfell are reflections of the Prime Material plane, and have an approximate size and geography to it) This effect ends when you become incapacitated, assume a Wild Shape form, or end it early as a bonus action. You can only use this feature while in the Prime Material plane and you can’t use it again until you finish a long rest.