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	<title>Druid V1 - Revision history</title>
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	<updated>2026-09-21T09:31:06Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<title>Tildryn: Created page with &quot;Druids draw Power from the primal energy lingering in all living things. They possess shapeshifting abilities that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique spellbook. Their Archetypes allow them to focus on furthering their shapeshifting abilities, a pet/summoner based playstyle, or an offensive elemental spellcaster.  : :Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039;...&quot;</title>
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		<updated>2026-08-21T05:06:30Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Druids draw &lt;a href=&quot;/index.php/%22Power%22&quot; title=&quot;&amp;quot;Power&amp;quot;&quot;&gt;Power&lt;/a&gt; from the primal energy lingering in all living things. They possess &lt;a href=&quot;#Wildshape&quot;&gt;shapeshifting abilities&lt;/a&gt; that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique &lt;a href=&quot;#Spell_List&quot;&gt;spellbook&lt;/a&gt;. Their &lt;a href=&quot;#Archetypes&quot;&gt;Archetypes&lt;/a&gt; allow them to focus on furthering their shapeshifting abilities, a pet/summoner based playstyle, or an offensive elemental spellcaster.  : :Maximizing &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Druids draw [[&amp;quot;Power&amp;quot;|Power]] from the primal energy lingering in all living things. They possess [[#Wildshape|shapeshifting abilities]] that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique [[#Spell List|spellbook]]. Their [[#Archetypes|Archetypes]] allow them to focus on furthering their shapeshifting abilities, a pet/summoner based playstyle, or an offensive elemental spellcaster.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Dexterity&amp;#039;&amp;#039;&amp;#039; is recommended if you want to focus on attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:Maximizing &amp;#039;&amp;#039;&amp;#039;Wisdom&amp;#039;&amp;#039;&amp;#039; is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, [[General Mechanics Information#Metamagic|Metamagic]] Pool). Wisdom also contributes to your Will save.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Dexterity&amp;#039;&amp;#039;&amp;#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Constitution&amp;#039;&amp;#039;&amp;#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hit Die&amp;#039;&amp;#039;&amp;#039;: d8 (8 HP per Level)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Proficiencies&amp;#039;&amp;#039;&amp;#039;: Armor (All), Shields, [[#Druid Weapons|Weapons (Druid)]]&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Skill Points per Level (*4 at 1st level)&amp;#039;&amp;#039;&amp;#039;: 6&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;: All&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Primary Saving Throw(s)&amp;#039;&amp;#039;&amp;#039;: Fortitude, Will&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Spellcasting Ability&amp;#039;&amp;#039;&amp;#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Spellcasting Type&amp;#039;&amp;#039;&amp;#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Spellbook&amp;#039;&amp;#039;&amp;#039;: Druids know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Wildshape|Wildshape]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Venom Immunity|Venom Immunity]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Resist Nature&amp;#039;s Lure|Resist Nature&amp;#039;s Lure]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 5]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Druid Core Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Metamagic: Conversion&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
The character receives the [[Feats#Conversion|Conversion]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Wildshape&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
A druid can transform themselves into beasts of the wild. By means of a successful &amp;#039;&amp;#039;Animal Handling&amp;#039;&amp;#039; check, the druid receives a totem of that form. Using this totem transforms the druid into that animal, gaining an amount of temporary hitpoints per druid level and properties relevant to the animal&amp;#039;s role as listed below. However, the druid cannot cast spells while wildshaped. Using the &amp;#039;&amp;#039;Wildshape&amp;#039;&amp;#039; feat itself will instantly transform the druid into whatever last shape they used.&lt;br /&gt;
&lt;br /&gt;
Using the totem again cancels the transformation, as does using the &amp;#039;&amp;#039;Wildshape&amp;#039;&amp;#039; feat, or another totem to take a new form. Losing the temporary hitpoints granted by the &amp;#039;&amp;#039;Wildshape&amp;#039;&amp;#039; will also revert the druid to their true form.&lt;br /&gt;
&lt;br /&gt;
This ability may be used once per rest per Druid level, and regains 1 use when dispatching an opponent of &amp;#039;&amp;#039;Elite&amp;#039;&amp;#039; rating or higher.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Role&lt;br /&gt;
!Temp HP/Level&lt;br /&gt;
!Additional&lt;br /&gt;
|-&lt;br /&gt;
|Brute&lt;br /&gt;
|5 || +1AB&lt;br /&gt;
|-&lt;br /&gt;
|Skirmisher || 4 || +1d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|Lurker || 3 || +2d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|Controller || 3 || +2 Spell and [[General Mechanics Information#Maneuvers|Maneuver]] DCs&lt;br /&gt;
|-&lt;br /&gt;
|Soldier || 6 || +1 AC&lt;br /&gt;
|-&lt;br /&gt;
|Artillery || 3 || +4 Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Woodland Stride&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
The character is immune to the [[Spells#Grease|Grease]], [[Spells#Web|Web]], and [[Spells#Entangle|Entangle]] spells.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Venom Immunity&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
The druid is immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Resist Nature&amp;#039;s Lure&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
This feat grants a +2 insight bonus on saving throws against fear spells and effects. &lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Spell List&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Cantrips&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|4th Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|5th Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Acid Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Electric Jolt|Electric Jolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flare|Flare]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure_Minor_Wounds|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Virtue|Virtue]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Burning Hands|Burning Hands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Camouflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure_Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Dagger|Ice Dagger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shield_of_Faith|Shield of Faith]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&amp;#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&amp;#039;s Grace|Cat&amp;#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Charm Person Or Animal|Charm Person Or Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&amp;#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gedlees_Electric_Loop|Electric Loop]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endurance|Endurance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Lash|Flame Lash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Foxs_Cunning|Fox&amp;#039;s Cunning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Animal|Hold Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lesser Restoration|Lesser Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One With The Land|One With The Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Owls_Wisdom|Owl&amp;#039;s Wisdom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Web|Web]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bestow_Curse|Bestow Curse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Call Lightning|Call Lightning]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Contagion|Contagion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dominate Animal|Dominate Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Sting|Healing Sting]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation Of Maggots|Infestation Of Maggots]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Vestment|Magic Vestment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison|Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Quillfire|Quillfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spike Growth|Spike Growth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Critical Wounds|Cure Critical Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Death Ward|Death Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Elemental Shield|Elemental Shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Flame Strike|Flame Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Freedom Of Movement|Freedom Of Movement]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold Monster|Hold Monster]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ice Storm|Ice Storm]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Restoration|Restoration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Stoneskin|Stoneskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_IV|Summon Creature IV]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Wall_of_Fire|Wall of Fire]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Awaken|Awaken]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Energy Buffer|Energy Buffer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Healing Circle|Healing Circle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Inferno|Inferno]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Monstrous Regeneration|Monstrous Regeneration]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Raise Dead|Raise Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_V|Summon Creature V]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vine Mine|Vine Mine]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Druid Weapons ==&lt;br /&gt;
&lt;br /&gt;
The Druid may use the club, dagger, dart, quarterstaff, scimitar, sickle, sling, and spear.&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Invoker&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
&amp;#039;&amp;#039; &amp;quot;The land answers my call.&amp;quot; &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Invocation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Once per round, you may use this feat to target a point and expend a use of [[#Wildshape|&amp;#039;&amp;#039;Wildshape&amp;#039;&amp;#039;]], creating an elemental invocation formed from the energies of the last harmful elemental spell you cast. Each round, this invocation will target the nearest enemy creature within 10m with an amount of elemental damage equal to 2d6 per level of the spell (Fortitude half), typed same as that of the invoking spell. The invocation triggers thrice, and inherits all [[General Mechanics Information#Metamagic|Metamagic]] that was used to cast the spell. If the invocation is within one of your persistent area spells (such as [[Spells#Entangle|Entangle]]), it also affects all creatures within that spell&amp;#039;s area of effect for 1d6 damage per spell level. You may only have one &amp;#039;&amp;#039;Invocation&amp;#039;&amp;#039; at a time.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Leylines&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| You may place a second &amp;#039;&amp;#039;Invocation&amp;#039;&amp;#039;. This draws a &amp;#039;&amp;#039;Leyline&amp;#039;&amp;#039; between that &amp;#039;&amp;#039;Invocation&amp;#039;&amp;#039; and any others you have placed within 10m. Creatures who pass through this &amp;#039;&amp;#039;Leyline&amp;#039;&amp;#039; are slowed by 90% for 3 rounds. Placing a new invocation will reset the duration of any existing invocations.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Convergence&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| You may now place a third &amp;#039;&amp;#039;Invocation&amp;#039;&amp;#039;. Any creatures within the triangle formed by three invocations will be stunned for one round every round if they fail their will save. The DC is equal to the maximum spell DC associated with any of the three invocations.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Shifter&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
&amp;#039;&amp;#039; &amp;quot;Show my face? Which one?&amp;quot; &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Master of Many Forms&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| You may now learn a greater variety of forms, including vermin, beasts and magical beasts. You also now regain a use of [[#Wildshape|&amp;#039;&amp;#039;Wildshape&amp;#039;&amp;#039;]] if you revert or change your form before losing the associated temporary hitpoints, provided it is a form you have not yet used since your last rest, or last slaying of a creature of &amp;#039;&amp;#039;Elite&amp;#039;&amp;#039; rating or higher.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Peak Performance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| When you use [[#Wildshape|&amp;#039;&amp;#039;Wildshape&amp;#039;&amp;#039;]], the bonuses you receive from the creature role are doubled, as are the temporary hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Evershifting Form&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Your [[#Wildshape|&amp;#039;&amp;#039;Wildshape&amp;#039;&amp;#039;]] forms can no longer be dispelled. You may also now cast spells while transformed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Wildspeaker&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
&amp;#039;&amp;#039; &amp;quot;Lend your ear to the wilds.&amp;quot; &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Beast Bond&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Your powerful bond with the wilds has granted you the benefit of a nature spirit taking beast form. Use this feat on yourself to choose your companion type (default wolf). You may summon this beast for free once per rest. Should the companion perish, it may be resummoned with this feat for the cost of one [[#Wildshape|&amp;#039;&amp;#039;Wildshape&amp;#039;&amp;#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Fervent Ally&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Your &amp;#039;&amp;#039;Beast Bond&amp;#039;&amp;#039; creates a beast of &amp;#039;&amp;#039;Elite&amp;#039;&amp;#039; rating.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Nature Speaks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Target your bonded beast once more with the &amp;#039;&amp;#039;Beast Bond&amp;#039;&amp;#039; feat. For the cost of one [[#Wildshape|&amp;#039;&amp;#039;Wildshape&amp;#039;&amp;#039;]], your ally gains the attributes of a &amp;#039;&amp;#039;Solo&amp;#039;&amp;#039; rated creature of its role for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
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