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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 | Druids draw [["Power"|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. | ||
: | : | ||
:Maximizing '''Strength''' or '''Dexterity''' is recommended if you want to focus on attacking with weapons and using | :Maximizing '''Strength''' or '''Dexterity''' 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. | ||
:Maximizing '''Wisdom''' is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, Metamagic Pool). | :Maximizing '''Wisdom''' 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. | ||
:'''Dexterity''' allows you to maximize Armor Class from light/medium armors and improves your Reflex save. | :'''Dexterity''' allows you to maximize Armor Class from light/medium armors and improves your Reflex save. | ||
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save. | :'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save. | ||
:'''Intelligence''' contributes to your maximum | :'''Intelligence''' contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save. | ||
:'''Charisma''' contributes to your Will save and support | :'''Charisma''' contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|"Commander Strike"]]. | ||
== Vitals == | == Vitals == | ||
:'''Hit | :'''Hit Die''': d8 (8 HP per Level) | ||
:'''Proficiencies''': Armor (All), Shields, Weapons ( | :'''Proficiencies''': Armor (All), Shields, [[#Druid Weapons|Weapons (Druid)]], Weapons (Mystic) | ||
:'''Skill Points per | :'''Skill Points per Level''': 6 | ||
:''' | :'''Primary Saving Throw(s)''': Fortitude, Will | ||
:'''Spellcasting Ability''': Wisdom | :'''Spellcasting Ability''': Wisdom (10 + Spell Level to be able to cast a spell) | ||
:'''Spellcasting Type''': Primal. Memorized. | :'''Spellcasting Type''': 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. | ||
:'''Spellbook''' Druids know all available | :'''Spellbook''': Druids know all available spells once they become capable of casting at a given spell level. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
!Level | |||
!Feature | |||
|- | |- | ||
|1 | |1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]] | ||
|Spellcasting | |||
|- | |- | ||
|2 | |2 || [[#Woodland Stride|Woodland Stride]], [[#Metamagic: Polarized Spell|Metamagic: Polarized Spell]] | ||
| | |||
|- | |- | ||
|3 | |3 || [[#Spell List|Spellcasting Level 2]], [[#Wildshape|Wildshape]] | ||
|Spellcasting | |||
|- | |- | ||
|4 | |4 || [[#Archetypes|Archetype Feature I]] | ||
|Archetype Feature I | |||
|- | |- | ||
|5 | |5 || [[#Spell List|Spellcasting Level 3]] | ||
|Spellcasting | |||
|- | |- | ||
|6 | |6 || [[#Venom Immunity|Venom Immunity]] | ||
| | |||
|- | |- | ||
|7 | |7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]] | ||
|Archetype Feature II, Spellcasting | |||
|- | |- | ||
|8 | |8 || [[#Resist Nature's Lure|Resist Nature's Lure]] | ||
| | |||
|- | |- | ||
|9 | |9 || [[#Spell List|Spellcasting Level 5]] | ||
|Spellcasting | |||
|- | |- | ||
|10 | |10 || [[#Archetypes|Archetype Feature III]] | ||
|Archetype Feature III | |||
|} | |} | ||
== Druid Core Mechanics == | == Druid Core Mechanics == | ||
=== '''Metamagic: Conversion''' === | |||
The character receives the [[Feats#Conversion|Conversion]] feat for free. | |||
=== '''Metamagic: Polarized Spell''' === | |||
The character receives the [[Feats#Polarized Spell|Polarized Spell]] feat for free. | |||
=== '''Wildshape''' === | === '''Wildshape''' === | ||
A druid can transform themselves into beasts of the wild. By means of a successful | A druid can transform themselves into beasts of the wild. By means of a successful ''Nature'' check, the druid receives a totem of that form. Using this totem consumes 2 Wildshape and transforms the druid into that animal, gaining an amount of temporary hitpoints per druid level and properties relevant to the animal's role as listed below. Using the ''Wildshape'' feat itself will instantly transform the druid into whatever last shape they used. | ||
Using the totem again cancels the transformation, as does using the ''Wildshape'' feat, or another totem to take a new form. Losing the temporary hitpoints granted by the ''Wildshape'' will also revert the druid to their true form. | |||
This ability may be used once per rest per Druid level plus Wisdom modifier, and regains 1 use upon slaying 5 non-minion foes. | |||
The Druid may also convert ''Wildshape'' into ''Metamagic'' via their ''Wildshape'' menu, consuming 2 Wildshape to generate Metamagic equal to their Wisdom modifier. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
!Role | |||
!Temp HP/Level | |||
!Additional | |||
|- | |- | ||
|Brute | |Brute | ||
| | |10 || +5 Damage | ||
| + | |||
|- | |- | ||
|Skirmisher | |Skirmisher || 8 || +2d6 Sneak Attack | ||
| | |||
| + | |||
|- | |- | ||
|Lurker | |Lurker || 6 || +3d6 Sneak Attack | ||
| | |||
| + | |||
|- | |- | ||
|Controller | |Controller || 6 || +2 Spell and [[General Mechanics Information#Maneuvers|Maneuver]] DCs | ||
| | |||
| +2 Spell DCs | |||
|- | |- | ||
|Soldier | |Soldier || 12 || +25% Multiplicative Damage Immunity to all damage | ||
| | |||
| + | |||
|- | |- | ||
|Artillery | |Artillery || 6 || +2 AB, +6 Damage | ||
| | |||
| + | |||
|} | |} | ||
=== '''Woodland Stride''' === | |||
The character is immune to the [[Spells#Entangle|''Entangle'']], [[Spells#Grease|''Grease'']], [[Spells#Web|''Web'']], [[Spells#Spike_Growth|''Spike Growth'']], and [[Spells#Vine_Mine|''Vine Mine'']] spells. | |||
=== '''Venom Immunity''' === | |||
The druid is immune to all poisons. | |||
=== '''Resist Nature's Lure''' === | |||
This feat grants a +2 insight bonus on saving throws against fear spells and effects. | |||
=== '''Spell List''' === | === '''Spell List''' === | ||
| Line 108: | Line 102: | ||
| | | | ||
[[Spells#Acid Splash|Acid Splash]]<br> | [[Spells#Acid Splash|Acid Splash]]<br> | ||
[[Spells# | [[Spells#Electric_Jolt|Electric Jolt]]<br> | ||
[[Spells#Flare|Flare]]<br> | [[Spells#Flare|Flare]]<br> | ||
[[Spells#Inflict_Minor_Wounds|Inflict Minor Wounds]]<br> | |||
[[Spells#Light|Light]]<br> | [[Spells#Light|Light]]<br> | ||
[[Spells# | [[Spells#Ray_of_Frost|Ray of Frost]]<br> | ||
[[Spells#Resistance|Resistance]]<br> | [[Spells#Resistance|Resistance]]<br> | ||
[[Spells# | [[Spells#Cure_Minor_Wounds|Spare the Dying]]<br> | ||
[[Spells#Virtue|Virtue]]<br> | [[Spells#Virtue|Virtue]]<br> | ||
| | | | ||
[[Spells# | [[Spells#Burning_Hands|Burning Hands]]<br> | ||
[[Spells#Camouflage|Camouflage]]<br> | [[Spells#Camouflage|Camouflage]]<br> | ||
[[Spells#Charm_Person|Charm]]<br> | |||
[[Spells#Cure Light Wounds|Cure Light Wounds]]<br> | [[Spells#Cure Light Wounds|Cure Light Wounds]]<br> | ||
[[Spells#Endure_Elements|Endure | [[Spells#Endure_Elements|Endure Energy]]<br> | ||
[[Spells#Entangle|Entangle]]<br> | [[Spells#Entangle|Entangle]]<br> | ||
[[Spells#Grease|Grease]]<br> | [[Spells#Grease|Grease]]<br> | ||
[[Spells#Ice Dagger| | [[Spells#Ice_Dagger|Ice Dagger]]<br> | ||
[[Spells#Inflict_Light_Wounds|Inflict Light Wounds]]<br> | |||
[[Spells#Magic_Weapon|Magic Weapon]]<br> | |||
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br> | [[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br> | ||
[[Spells# | [[Spells#Restoration|Restoration]]<br> | ||
[[Spells#Shield_of_Faith|Shield of Faith]]<br> | |||
[[Spells#Sleep|Sleep]]<br> | [[Spells#Sleep|Sleep]]<br> | ||
[[Spells#Summon_Creature_I|Summon Creature I]]<br> | [[Spells#Summon_Creature_I|Summon Creature I]]<br> | ||
| Line 130: | Line 129: | ||
[[Spells#Barkskin|Barkskin]]<br> | [[Spells#Barkskin|Barkskin]]<br> | ||
[[Spells#Bulls_Strength|Bull's Strength]]<br> | [[Spells#Bulls_Strength|Bull's Strength]]<br> | ||
[[Spells#Cat' | [[Spells#Cat's_Grace|Cat's Grace]]<br> | ||
[[Spells# | [[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]<br> | ||
[[Spells#Eagle_Splendor|Eagle's Splendor]]<br> | [[Spells#Eagle_Splendor|Eagle's Splendor]]<br> | ||
[[Spells#Gedlees_Electric_Loop|Electric Loop]]<br> | [[Spells#Gedlees_Electric_Loop|Electric Loop]]<br> | ||
[[Spells#Endurance|Endurance]]<br> | [[Spells#Endurance|Endurance]]<br> | ||
[[Spells#Flame Lash| | [[Spells#Flame_Lash|Flame Lash]]<br> | ||
[[Spells#Freedom_of_Movement|Freedom of Movement]]<br> | |||
[[Spells#Foxs_Cunning|Fox's Cunning]]<br> | [[Spells#Foxs_Cunning|Fox's Cunning]]<br> | ||
[[Spells# | [[Spells#Hold_Person|Hold]]<br> | ||
[[Spells# | [[Spells#Inflict_Moderate_Wounds|Inflict Moderate Wounds]]<br> | ||
[[Spells#One With The Land|One With The Land]]<br> | [[Spells#One With The Land|One With The Land]]<br> | ||
[[Spells#Owls_Wisdom|Owl's Wisdom]]<br> | [[Spells#Owls_Wisdom|Owl's Wisdom]]<br> | ||
[[Spells#Resist Elements|Resist | [[Spells#Resist Elements|Resist Energy]]<br> | ||
[[Spells#Summon_Creature_II|Summon Creature II]]<br> | [[Spells#Summon_Creature_II|Summon Creature II]]<br> | ||
[[Spells#Web|Web]]<br> | [[Spells#Web|Web]]<br> | ||
| | | | ||
[[Spells#Call Lightning|Call Lightning]]<br> | [[Spells#Call Lightning|Call Lightning]]<br> | ||
[[Spells#Contagion|Contagion]]<br> | [[Spells#Contagion|Contagion]]<br> | ||
[[Spells# | [[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]<br> | ||
[[Spells#Dispel_Magic|Dispel Magic]]<br> | [[Spells#Dispel_Magic|Dispel Magic]]<br> | ||
[[Spells# | [[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br> | ||
[[Spells#Healing Sting|Healing Sting]]<br> | [[Spells#Healing Sting|Healing Sting]]<br> | ||
[[Spells# | [[Spells#Inflict_Serious_Wounds|Inflict Serious Wounds]]<br> | ||
[[Spells#Magic Vestment|Magic Vestment]]<br> | [[Spells#Magic Vestment|Magic Vestment]]<br> | ||
[[Spells#Neutralize Poison|Neutralize Poison]]<br> | [[Spells#Neutralize Poison|Neutralize Poison]]<br> | ||
[[Spells#Poison|Poison]]<br> | [[Spells#Poison|Poison]]<br> | ||
[[Spells#Protection_from_Elements|Protection From | [[Spells#Protection_from_Elements|Protection From Energy]]<br> | ||
[[Spells#Quillfire|Quillfire]]<br> | [[Spells#Quillfire|Quillfire]]<br> | ||
[[Spells# | [[Spells#Remove_Disease|Remove Disease]]<br> | ||
[[Spells# | [[Spells#Spike_Growth|Spike Growth]]<br> | ||
[[Spells#Summon_Creature_III|Summon Creature III]]<br> | [[Spells#Summon_Creature_III|Summon Creature III]]<br> | ||
| | | | ||
[[Spells# | [[Spells#Bestow_Curse|Bestow Curse]]<br> | ||
[[Spells# | [[Spells#Cure_Critical_Wounds|Cure Critical Wounds]]<br> | ||
[[Spells# | [[Spells#Death_Ward|Death Ward]]<br> | ||
[[Spells# | [[Spells#Dominate_person|Dominate]]<br> | ||
[[Spells# | [[Spells#Elemental_Shield|Elemental Rebuke]]<br> | ||
[[Spells# | [[Spells#Enervation|Enervation]]<br> | ||
[[Spells#Ice Storm| | [[Spells#Flame_Strike|Flame Strike]]<br> | ||
[[Spells# | [[Spells#Ice_Storm|Ice Storm]]<br> | ||
[[Spells#Infestation_of_Maggots|Infestation of Maggots]]<br> | |||
[[Spells#Inflict_Critical_Wounds|Inflict Critical Wounds]]<br> | |||
[[Spells#Stoneskin|Stoneskin]]<br> | [[Spells#Stoneskin|Stoneskin]]<br> | ||
[[Spells#Summon_Creature_IV|Summon Creature IV]]<br> | [[Spells#Summon_Creature_IV|Summon Creature IV]]<br> | ||
[[Spells# | [[Spells#Wall_of_Fire|Wall of Fire]]<br> | ||
| | | | ||
[[Spells#Awaken|Awaken]]<br> | [[Spells#Awaken|Awaken]]<br> | ||
[[Spells# | [[Spells#Cone_of_Cold|Cone of Cold]]<br> | ||
[[Spells# | [[Spells#Energy_Buffer|Energy Buffer]]<br> | ||
[[Spells#Healing_Circle|Healing Circle]]<br> | |||
[[Spells#Inferno|Inferno]]<br> | [[Spells#Inferno|Inferno]]<br> | ||
[[Spells# | [[Spells#Monstrous_Regeneration|Monstrous Regeneration]]<br> | ||
[[Spells#Raise Dead|Raise Dead]]<br> | [[Spells#Raise Dead|Raise Dead]]<br> | ||
[[Spells#Summon_Creature_V|Summon Creature V]]<br> | [[Spells#Summon_Creature_V|Summon Creature V]]<br> | ||
[[Spells# | [[Spells#Vine_Mine|Vine Mine]]<br> | ||
|} | |} | ||
== Druid Weapons == | |||
The Druid may use the club, dagger, quarterstaff, sickle, shortbow, sling, spear, and throwing dagger. | |||
== Archetypes == | == Archetypes == | ||
| Line 191: | Line 196: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
!Class Level | |||
!Feature | |||
!Details | |||
|- | |- | ||
|4 | |4 | ||
|'''Invocation''' | |'''Invocation''' | ||
| | | You gain an ''Invocation'' pool, with a capacity of [10 + Wisdom Modifier]. Points are gained equal to a harmful spell's level upon casting. You may use this feat to target yourself, or a point within 20m. Activating the feat again whilst the targeter is active will auto-target yourself. | ||
* Targeting yourself consumes 1 [[#Wildshape|''Wildshape'']], granting ''Invocation'' points equal to your WIS mod. If at full ''Invocation'', [[General Mechanics Information#Metamagic|Metamagic]] points are granted instead. | |||
* The damage type is Fire, overridden by Rune effects the Polarized Spell feat. 8 points are consumed to create an ''Invocation''. This ''Invocation'' has 6 charges, expending 1 charge per 3 seconds to strike the nearest enemy target with 1d6 damage (Fortitude half). If any ''Invocation'' is within any of your persistent area of effect spells, it strikes any targets within these. You may create one ''Invocation'' at a time. | |||
* ''Invocations'' have a DC equal to your highest level spell, consume [[General Mechanics Information#Metamagic|Metamagic]] as if they were a spell, and damage bonuses from items as if they were a level 0 spell. | |||
* Upon expiry, ''Invocations'' restore 5 spell levels' worth of harmful spells. | |||
In addition, your cost to convert [[#Wildshape|''Wildshape'']] to [[General Mechanics Information#Metamagic|Metamagic]] is reduced to 1. | |||
|- | |- | ||
|7 | |7 | ||
|'''Leylines''' | |'''Leylines''' | ||
| | | ''Invocation'' damage increases to 2d4, base capacity to 15, and you may now place a second. A ''Leyline'' is drawn between that ''Invocation'' and any others you have placed within 10m. Creatures crossing this ''Leyline'' are slowed by 90% for 3 rounds. | ||
|- | |- | ||
|10 | |10 | ||
|'''Convergence''' | |'''Convergence''' | ||
| | | ''Invocation'' damage increases to 2d6, base capacity to 20, and you may now place a third. Creatures within the triangle formed by three ''Invocations'' will be stunned for 1 round every round if they fail their will save. The DC is equal to that of your ''Invocations''. | ||
|- | |- | ||
|} | |} | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
!Class Level | |||
!Feature | |||
!Details | |||
|- | |- | ||
|4 | |4 | ||
|''' | |'''Form Mastery''' | ||
| You may | | Your [[#Wildshape|''Wildshape'']] now functions differently from the typical druid's in several ways: | ||
* You gain 1 [[#Wildshape|''Wildshape'']] for each non-minion slain. | |||
* It now costs 10 [[#Wildshape|''Wildshape'']] for you to convert [[#Wildshape|''Wildshape'']] to [[General Mechanics Information#Metamagic|Metamagic]]. | |||
* Your [[#Wildshape|''Wildshape'']] capacity is now equal to 10 + twice your Wisdom Modifier. | |||
* You may learn a greater variety of forms, including vermin, beasts, and magical beasts. | |||
* Your transformations cannot be dispelled. | |||
* You do not consume [[#Wildshape|''Wildshape'']] to change form; however, changing form no longer grants you temporary hitpoints (THP). | |||
* You no longer revert to humanoid form when resting. | |||
* You receive a new feat, ''Primal Surge'', which you may use once per round to gain the THP you would otherwise gain from the form, consuming 5 uses of [[#Wildshape|''Wildshape'']]. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained. | |||
* The ''Form Mastery'' feat may be activated to consume 3 uses of [[#Wildshape|''Wildshape'']] in order to gain the following ''Form Mastery'' benefits for 1 minute, dependent upon your current form's role. If you change form, you receive the relevant ''Form Mastery'' benefits for that form instead. | |||
'''Brute:''' You receive +1 bonus attack per round, and a +5 physical damage bonus to attacks. | |||
'''Skirmisher:''' You receive +1 bonus attack per round, and +2d6 Sneak Attack. | |||
'''Lurker:''' You gain +3d6 Sneak Attack. You may reactivate the feat to vanish from sight, disengaging from your attack schedule and entering stealth. Whilst this ''Form Mastery'' bonus is active, reactivating ''Form Mastery'' causes you to vanish from sight once again, at a cost of 1 [[#Wildshape|''Wildshape'']] per use. You cannot perform this action after exiting stealth mode until one round has passed. | |||
'''Controller:''' For one minute, upon striking a target, they must succeed at a save versus your cantrip DC or suffer the effects of Blindness for 1 round. Applicable [[General Mechanics Information#Metamagic|Metamagic]] you know is applied without cost. | |||
'''Soldier:''' You receive 25% multiplicative physical damage immunity. | |||
'''Artillery:''' Once per round for one minute, you automatically fire a volley of spines at targets within 10m of your attack target. If you have no current attack target, the nearest enemy is selected instead. You create one spine per Druid level, with each inflicting 4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it. | |||
|- | |- | ||
|7 | |7 | ||
|''' | |'''Second Shift''' | ||
| | | One round after activating ''Form Mastery'', you receive the ''Second Shift'' effect, further enhancing your ''Form Mastery'' benefits. Changing forms resets the ''Second Shift'' effect, reactivating after 1 round has passed in the new form. | ||
'''Brute:''' You receive an additional +1 bonus attack per round, and a further +5 physical damage bonus to attacks. | |||
'''Skirmisher:''' You receive an additional +1 bonus attack per round, and a further +2d6 Sneak Attack. | |||
'''Lurker:''' You receive +1 bonus attack per round, and a further +3d6 Sneak Attack. | |||
'''Controller:''' In addition to the on-hit blind effect, you now also afflict your attacked targets with the Paralyze effect for 1 round, should they fail a Will saving throw versus your cantrip DC. Applicable [[General Mechanics Information#Metamagic|Metamagic]] you know is applied without cost. | |||
'''Soldier:''' You may reactivate ''Form Mastery'' to expend 2 [[#Wildshape|''Wildshape'']] and receive a Damage Resistance (DR) effect to all damage with a Threshold equal to 5 + your Druid Level, with Absorption of 10 per Druid Level. Any Absorption remaining when the effect expires (either due to expiring duration or changing form) is saved and applied to the Absorption of the next DR effect created this way. | |||
'''Artillery:''' You generate twice the number of spines. | |||
|- | |- | ||
|10 | |10 | ||
|''' | |'''Peak Performance''' | ||
| | | The base bonuses you receive from Wildshape roles are now doubled. | ||
|- | |- | ||
|} | |} | ||
| Line 239: | Line 286: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
!Class Level | |||
!Feature | |||
!Details | |||
|- | |- | ||
|4 | |4 | ||
|''' | |'''First Words''' | ||
| Your | | Your bond with the wilds has granted you the benefit of a natural companion. Use this feat on yourself to choose your companion type (default wolf). This companion has the statistics of an Elite-rated creature of its given role. If you also possess the ''Animal Companion'' feature from the [[Ranger|''Ranger'']] [[Ranger#Beastmaster|''Beastmaster'']], your Druid and [[Ranger|Ranger]] levels stack when determining the companion's Threat Level. You may summon your companion for free once per rest. | ||
You may also target your companion with this feat to restore hitpoints equal to its maximum hit points, expending 3 [[#Wildshape|''Wildshape'']]. Any excess is granted as temporary hitpoints lasting one minute, to a maximum of half their hit point total. Should your companion perish, it may be resummoned with this feat for the cost of 3 [[#Wildshape|''Wildshape'']]. | |||
Your companion also possesses your [[#Woodland_Stride|''Woodland Stride'']] class feature. | |||
Upon casting a harmful damage spell, for 3 rounds your companion receives a damage bonus equal to your Druid class level plus the spell's level, of the spell's damage type. | |||
|- | |- | ||
|7 | |7 | ||
|''' | |'''Growing Bond''' | ||
| Your | | Your companion receives a stack of the following bonuses for every round they remain within one of your persistent areas of effect (AoE) (such as [[Spells#Grease|Grease]], [[Spells#Web|Web]], etc), to a maximum of 3 stacks. | ||
These bonuses are retained as long as they remain within the AoE. Should the companion leave your AoEs, these stacks will be lost at a rate of 1 every 3 rounds. | |||
'''Bear:''' +3 Physical Damage | |||
'''Boar:''' +20% Physical Damage Immunity (Multiplicative) | |||
'''Wolf:''' +2 Physical Damage / +10% Movespeed | |||
'''Hawk:''' +2d6 Radiant damage on Sneak Attack | |||
'''Lynx:''' +2d6 Radiant damage on Sneak Attack | |||
|- | |- | ||
|10 | |10 | ||
|''' | |'''Rite of Passage''' | ||
| | | When your companion's ''Growing Bond'' stacks reach their maximum, their rating upgrades to Solo. The companion's rating reverts to Elite if the stacks should decay below the maximum. | ||
|- | |- | ||
|} | |} | ||
Latest revision as of 22:21, 29 August 2026
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 Strength or Dexterity is recommended if you want to focus on attacking with weapons and using Maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
- Maximizing Wisdom is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, Metamagic Pool). Wisdom also contributes to your Will save.
- Dexterity allows you to maximize Armor Class from light/medium armors and improves your Reflex save.
- Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
- Intelligence contributes to your maximum Maneuver pool and Reflex save.
- Charisma contributes to your Will save and support Maneuvers such as "Commander Strike".
Vitals
- Hit Die: d8 (8 HP per Level)
- Proficiencies: Armor (All), Shields, Weapons (Druid), Weapons (Mystic)
- Skill Points per Level: 6
- Primary Saving Throw(s): Fortitude, Will
- Spellcasting Ability: Wisdom (10 + Spell Level to be able to cast a spell)
- Spellcasting Type: 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.
- Spellbook: Druids know all available spells once they become capable of casting at a given spell level.
Druid Core Mechanics
Metamagic: Conversion
The character receives the Conversion feat for free.
Metamagic: Polarized Spell
The character receives the Polarized Spell feat for free.
Wildshape
A druid can transform themselves into beasts of the wild. By means of a successful Nature check, the druid receives a totem of that form. Using this totem consumes 2 Wildshape and transforms the druid into that animal, gaining an amount of temporary hitpoints per druid level and properties relevant to the animal's role as listed below. Using the Wildshape feat itself will instantly transform the druid into whatever last shape they used.
Using the totem again cancels the transformation, as does using the Wildshape feat, or another totem to take a new form. Losing the temporary hitpoints granted by the Wildshape will also revert the druid to their true form.
This ability may be used once per rest per Druid level plus Wisdom modifier, and regains 1 use upon slaying 5 non-minion foes.
The Druid may also convert Wildshape into Metamagic via their Wildshape menu, consuming 2 Wildshape to generate Metamagic equal to their Wisdom modifier.
| Role | Temp HP/Level | Additional |
|---|---|---|
| Brute | 10 | +5 Damage |
| Skirmisher | 8 | +2d6 Sneak Attack |
| Lurker | 6 | +3d6 Sneak Attack |
| Controller | 6 | +2 Spell and Maneuver DCs |
| Soldier | 12 | +25% Multiplicative Damage Immunity to all damage |
| Artillery | 6 | +2 AB, +6 Damage |
Woodland Stride
The character is immune to the Entangle, Grease, Web, Spike Growth, and Vine Mine spells.
Venom Immunity
The druid is immune to all poisons.
Resist Nature's Lure
This feat grants a +2 insight bonus on saving throws against fear spells and effects.
Spell List
Druid Weapons
The Druid may use the club, dagger, quarterstaff, sickle, shortbow, sling, spear, and throwing dagger.
Archetypes
Invoker
"The land answers my call."
| Class Level | Feature | Details |
|---|---|---|
| 4 | Invocation | You gain an Invocation pool, with a capacity of [10 + Wisdom Modifier]. Points are gained equal to a harmful spell's level upon casting. You may use this feat to target yourself, or a point within 20m. Activating the feat again whilst the targeter is active will auto-target yourself.
In addition, your cost to convert Wildshape to Metamagic is reduced to 1. |
| 7 | Leylines | Invocation damage increases to 2d4, base capacity to 15, and you may now place a second. A Leyline is drawn between that Invocation and any others you have placed within 10m. Creatures crossing this Leyline are slowed by 90% for 3 rounds. |
| 10 | Convergence | Invocation damage increases to 2d6, base capacity to 20, and you may now place a third. Creatures within the triangle formed by three Invocations will be stunned for 1 round every round if they fail their will save. The DC is equal to that of your Invocations. |
Shifter
"Show my face? Which one?"
| Class Level | Feature | Details |
|---|---|---|
| 4 | Form Mastery | Your Wildshape now functions differently from the typical druid's in several ways:
Brute: You receive +1 bonus attack per round, and a +5 physical damage bonus to attacks. Skirmisher: You receive +1 bonus attack per round, and +2d6 Sneak Attack. Lurker: You gain +3d6 Sneak Attack. You may reactivate the feat to vanish from sight, disengaging from your attack schedule and entering stealth. Whilst this Form Mastery bonus is active, reactivating Form Mastery causes you to vanish from sight once again, at a cost of 1 Wildshape per use. You cannot perform this action after exiting stealth mode until one round has passed. Controller: For one minute, upon striking a target, they must succeed at a save versus your cantrip DC or suffer the effects of Blindness for 1 round. Applicable Metamagic you know is applied without cost. Soldier: You receive 25% multiplicative physical damage immunity. Artillery: Once per round for one minute, you automatically fire a volley of spines at targets within 10m of your attack target. If you have no current attack target, the nearest enemy is selected instead. You create one spine per Druid level, with each inflicting 4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it. |
| 7 | Second Shift | One round after activating Form Mastery, you receive the Second Shift effect, further enhancing your Form Mastery benefits. Changing forms resets the Second Shift effect, reactivating after 1 round has passed in the new form.
Skirmisher: You receive an additional +1 bonus attack per round, and a further +2d6 Sneak Attack. Lurker: You receive +1 bonus attack per round, and a further +3d6 Sneak Attack. Controller: In addition to the on-hit blind effect, you now also afflict your attacked targets with the Paralyze effect for 1 round, should they fail a Will saving throw versus your cantrip DC. Applicable Metamagic you know is applied without cost. Soldier: You may reactivate Form Mastery to expend 2 Wildshape and receive a Damage Resistance (DR) effect to all damage with a Threshold equal to 5 + your Druid Level, with Absorption of 10 per Druid Level. Any Absorption remaining when the effect expires (either due to expiring duration or changing form) is saved and applied to the Absorption of the next DR effect created this way. Artillery: You generate twice the number of spines. |
| 10 | Peak Performance | The base bonuses you receive from Wildshape roles are now doubled. |
Wildspeaker
"Lend your ear to the wilds."
| Class Level | Feature | Details |
|---|---|---|
| 4 | First Words | Your bond with the wilds has granted you the benefit of a natural companion. Use this feat on yourself to choose your companion type (default wolf). This companion has the statistics of an Elite-rated creature of its given role. If you also possess the Animal Companion feature from the Ranger Beastmaster, your Druid and Ranger levels stack when determining the companion's Threat Level. You may summon your companion for free once per rest.
Your companion also possesses your Woodland Stride class feature. Upon casting a harmful damage spell, for 3 rounds your companion receives a damage bonus equal to your Druid class level plus the spell's level, of the spell's damage type. |
| 7 | Growing Bond | Your companion receives a stack of the following bonuses for every round they remain within one of your persistent areas of effect (AoE) (such as Grease, Web, etc), to a maximum of 3 stacks.
Bear: +3 Physical Damage Boar: +20% Physical Damage Immunity (Multiplicative) Wolf: +2 Physical Damage / +10% Movespeed Hawk: +2d6 Radiant damage on Sneak Attack Lynx: +2d6 Radiant damage on Sneak Attack |
| 10 | Rite of Passage | When your companion's Growing Bond stacks reach their maximum, their rating upgrades to Solo. The companion's rating reverts to Elite if the stacks should decay below the maximum. |