Druid: Difference between revisions
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:'''Skill Points per Level''': 6 | :'''Skill Points per Level''': 6 | ||
:'''Primary Saving Throw(s)''': Fortitude, Will | :'''Primary Saving Throw(s)''': Fortitude, Will | ||
:'''Spellcasting Ability''': | :'''Spellcasting Ability''': Wisdom (10 + Spell Level to be able to cast a spell) | ||
:'''Spellcasting Type''': Memorized. Memorized spellcasters cannot | :'''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. | :'''Spellbook''': Druids know all available spells once they become capable of casting at a given spell level. | ||
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=== Wildshape === | === 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 | 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. | 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. | ||
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=== Woodland Stride === | === Woodland Stride === | ||
The character is immune to the Grease, | The character is immune to the Entangle, Grease, Spike Growth, Vine Mine, and Web spells. | ||
=== Venom Immunity === | === Venom Immunity === | ||
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|- style="vertical-align: top;" | |- style="vertical-align: top;" | ||
| | | | ||
[[Spells# | [[Spells#Acid_Splash|Acid Splash]]<br> | ||
[[Spells# | [[Spells#Electric_Jolt|Electric Jolt]]<br> | ||
[[Spells#Flare|Flare]]<br> | [[Spells#Flare|Flare]]<br> | ||
[[Spells# | [[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> | ||
Spare the Dying<br> | [[Spells#Cure_Minor_Wounds|Spare the Dying]]<br> | ||
[[Spells#Virtue|Virtue]] | [[Spells#Virtue|Virtue]] | ||
| | | | ||
[[Spells# | [[Spells#Burning_Hands|Burning Hands]]<br> | ||
[[Spells# | [[Spells#Camoflage|Camouflage]]<br> | ||
Charm<br> | [[Spells#Charm_Person|Charm]]<br> | ||
[[Spells# | [[Spells#Cure_Light_Wounds|Cure Light Wounds]]<br> | ||
Endure Energy<br> | [[Spells#Endure_Elements|Endure Energy]]<br> | ||
[[Spells#Entangle|Entangle]]<br> | [[Spells#Entangle|Entangle]]<br> | ||
[[Spells#Grease|Grease]]<br> | [[Spells#Grease|Grease]]<br> | ||
[[Spells# | [[Spells#Ice_Dagger|Ice Dagger]]<br> | ||
[[Spells# | [[Spells#Inflict_Light_Wounds|Inflict Light Wounds]]<br> | ||
[[Spells#Ironguts|Ironguts]]<br> | [[Spells#Ironguts|Ironguts]]<br> | ||
[[Spells# | [[Spells#Magic_Weapon|Magic Weapon]]<br> | ||
Protection<br> | [[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br> | ||
[[Spells# | [[Spells#Shield_of_Faith|Shield of Faith]]<br> | ||
[[Spells#Sleep|Sleep]]<br> | [[Spells#Sleep|Sleep]]<br> | ||
[[Spells# | [[Spells#Summon_Creature_I|Summon Creature I]] | ||
| | | | ||
[[Spells#Barkskin|Barkskin]]<br> | [[Spells#Barkskin|Barkskin]]<br> | ||
[[Spells# | [[Spells#Bulls_Strength|Bull's Strength]]<br> | ||
[[Spells# | [[Spells#Cats_Grace|Cat's Grace]]<br> | ||
[[Spells#Clarity|Clarity]]<br> | [[Spells#Clarity|Clarity]]<br> | ||
[[Spells# | [[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]<br> | ||
[[Spells# | [[Spells#Eagle_Splendor|Eagle's Splendor]]<br> | ||
Electric Loop<br> | [[Spells#Gedlees_Electric_Loop|Electric Loop]]<br> | ||
Elemental Weapon<br> | [[Spells#Flame_Weapon|Elemental Weapon]]<br> | ||
[[Spells#Endurance|Endurance]]<br> | [[Spells#Endurance|Endurance]]<br> | ||
[[Spells# | [[Spells#Flame_Lash|Flame Lash]]<br> | ||
[[Spells# | [[Spells#Foxs_Cunning|Fox's Cunning]]<br> | ||
[[Spells# | [[Spells#Freedom_of_Movement|Freedom of Movement]]<br> | ||
Hold<br> | [[Spells#Hold_Person|Hold]]<br> | ||
[[Spells# | [[Spells#Inflict_Moderate_Wounds|Inflict Moderate Wounds]]<br> | ||
[[Spells# | [[Spells#One_With_The_Land|One with the Land]]<br> | ||
[[Spells# | [[Spells#Owls_Wisdom|Owl's Wisdom]]<br> | ||
Resist Energy<br> | [[Spells#Resist_Elements|Resist Energy]]<br> | ||
[[Spells#Restoration|Restoration]]<br> | [[Spells#Restoration|Restoration]]<br> | ||
[[Spells# | [[Spells#Summon_Creature_II|Summon Creature II]]<br> | ||
[[Spells#Web|Web]] | [[Spells#Web|Web]] | ||
| | | | ||
[[Spells# | [[Spells#Call_Lightning|Call Lightning]]<br> | ||
[[Spells#Contagion|Contagion]]<br> | [[Spells#Contagion|Contagion]]<br> | ||
[[Spells# | [[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]<br> | ||
[[Spells# | [[Spells#Dispel_Magic|Dispel Magic]]<br> | ||
[[Spells# | [[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br> | ||
[[Spells# | [[Spells#Healing_Sting|Healing Sting]]<br> | ||
[[Spells# | [[Spells#Inflict_Serious_Wounds|Inflict Serious Wounds]]<br> | ||
[[Spells# | [[Spells#Magic_Vestment|Magic Vestment]]<br> | ||
[[Spells# | [[Spells#Neutralize_Poison|Neutralize Poison]]<br> | ||
[[Spells#Poison|Poison]]<br> | [[Spells#Poison|Poison]]<br> | ||
Protection from Energy<br> | [[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# | [[Spells#Summon_Creature_III|Summon Creature III]] | ||
| | | | ||
[[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 Person]]<br> | ||
Elemental Rebuke<br> | [[Spells#Elemental_Shield|Elemental Rebuke]]<br> | ||
[[Spells#Enervation|Enervation]]<br> | [[Spells#Enervation|Enervation]]<br> | ||
[[Spells# | [[Spells#Flame_Strike|Flame Strike]]<br> | ||
[[Spells# | [[Spells#Ice_Storm|Ice Storm]]<br> | ||
[[Spells# | [[Spells#Infestation_of_Maggots|Infestation of Maggots]]<br> | ||
[[Spells# | [[Spells#Inflict_Critical_Wounds|Inflict Critical Wounds]]<br> | ||
[[Spells#Stoneskin|Stoneskin]]<br> | [[Spells#Stoneskin|Stoneskin]]<br> | ||
[[Spells# | [[Spells#Summon_Creature_IV|Summon Creature IV]]<br> | ||
[[Spells# | [[Spells#Wall_of_Fire|Wall of Fire]] | ||
| | | | ||
[[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# | [[Spells#Healing_Circle|Healing Circle]]<br> | ||
[[Spells#Inferno|Inferno]]<br> | [[Spells#Inferno|Inferno]]<br> | ||
[[Spells# | [[Spells#Monstrous_Regeneration|Monstrous Regeneration]]<br> | ||
[[Spells# | [[Spells#Raise_Dead|Raise Dead]]<br> | ||
[[Spells# | [[Spells#Summon_Creature_V|Summon Creature V]]<br> | ||
[[Spells# | [[Spells#Vine_Mine|Vine Mine]] | ||
|} | |} | ||
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| '''Invocation''' | | '''Invocation''' | ||
| | | | ||
You gain a new resource pool, Invocation, with a capacity of [10 + Wisdom Modifier]. This gains points equal to a harmful spell's level upon casting. You may use this feat to target yourself, or a point within | You gain a new resource pool, Invocation, with a capacity of [10 + Wisdom Modifier]. This gains points equal to a harmful spell's level upon casting. You may use this feat to target yourself, or a point within 20m. | ||
Targeting yourself, or activating the feat again while the targeting cursor is up, consumes a use of Wildshape, granting Invocation points equal to your Wisdom modifier. | Targeting yourself, or activating the feat again while the targeting cursor is up, consumes a use of Wildshape, granting Invocation points equal to your Wisdom modifier. Any points beyond your Invocation capacity are granted as [[General Mechanics Information#Metamagic|Metamagic]] instead. | ||
Targeting a point | Targeting a point consumes 8 points to create an Invocation. Its damage type is Fire, or that of your active Rune (such as from the Elemental Weapon spell), and Polarized Spell may change it as it does for a spell. This Invocation begins with 6 charges, expending 1 charge every 3 seconds to strike the nearest enemy creature with 1d6 damage (Fortitude half). If the Invocation is within any of your persistent area of effect spells, it strikes any creatures within these. Invocation damage counts as Spells (Persistent AoE) for damage bonuses, even when it strikes a single creature. You may only create one Invocation at a time. | ||
Your Invocations benefit from any applicable | Your Invocations benefit from any applicable Metamagic you know for free, and any increases to your spell DC. | ||
Upon expiry, an Invocation refunds 5 spell levels' worth of harmful spells to you. | Upon expiry, an Invocation refunds 5 spell levels' worth of harmful spells to you. | ||
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* The Form Mastery feat may be activated to consume 3 uses of 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. | * The Form Mastery feat may be activated to consume 3 uses of 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 | {| class="wikitable" | ||
|- | |||
Skirmisher | | Brute || You receive +1 bonus attack per round, and a +5 physical damage bonus to attacks. | ||
|- | |||
Lurker | | Skirmisher || You receive +1 bonus attack per round, and +2d6 Sneak Attack. | ||
|- | |||
Controller | | 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. | ||
|- | |||
Soldier | | 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. | ||
|- | |||
Artillery | | 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. | |||
|} | |||
|- | |- | ||
| 4 | | 4 | ||
| '''Primal Surge''' | | '''Primal Surge''' | ||
| | | | ||
You may use this feat once per round to gain the THP you would otherwise gain from Wildshaping into the current form's role, consuming | You may use this feat once per round to gain the THP you would otherwise gain from Wildshaping into the current form's role, consuming 5 uses of Wildshape. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained. | ||
|- | |- | ||
| 7 | | 7 | ||
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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. | 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 | {| class="wikitable" | ||
|- | |||
Skirmisher | | Brute || You receive an additional +1 bonus attack per round, and a further +5 physical damage bonus to attacks. | ||
|- | |||
Lurker | | Skirmisher || You receive an additional +1 bonus attack per round, and a further +2d6 Sneak Attack. | ||
|- | |||
Controller | | Lurker || You receive +1 bonus attack per round, and a further +3d6 Sneak Attack. | ||
|- | |||
Soldier | | 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. | ||
|- | |||
Artillery | | Soldier || You may reactivate Form Mastery to expend 2 Wildshape and receive a Damage Resistance (DR) effect to all damage with a [[General Mechanics Information#Threshold and Absorption|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 | ||
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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. 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. | 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. 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. | ||
{| class="wikitable" | |||
|- | |||
| 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 | ||
Latest revision as of 22:53, 7 October 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, 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.
| Class Level | Cantrips | 1st Level | 2nd Level | 3rd Level | 4th Level | 5th Level |
|---|---|---|---|---|---|---|
| 1 | 3 | 1 | - | - | - | - |
| 2 | 4 | 2 | - | - | - | - |
| 3 | 4 | 2 | 1 | - | - | - |
| 4 | 5 | 3 | 2 | - | - | - |
| 5 | 5 | 3 | 2 | 1 | - | - |
| 6 | 5 | 3 | 3 | 2 | - | - |
| 7 | 6 | 4 | 3 | 2 | 1 | - |
| 8 | 6 | 4 | 3 | 3 | 2 | - |
| 9 | 6 | 4 | 4 | 3 | 2 | 1 |
| 10 | 6 | 4 | 4 | 3 | 3 | 2 |
Spell slots are before any bonus slots from a high spellcasting ability.
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 per 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, Spike Growth, Vine Mine, and Web 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.
Druid Weapons
The Druid may use the club, dagger, quarterstaff, shortbow, sickle, sling, spear, and throwing dagger.
Mystic Weapons
The character may use the casting gloves, mystic staff, and tome.
Spell List
Archetypes
Invoker
"The land answers my call."
Some Druids directly invoke natural elemental spirits to aid them.
| Class Level | Feature | Details |
|---|---|---|
| 4 | Invocation |
You gain a new resource pool, Invocation, with a capacity of [10 + Wisdom Modifier]. This gains points equal to a harmful spell's level upon casting. You may use this feat to target yourself, or a point within 20m. Targeting yourself, or activating the feat again while the targeting cursor is up, consumes a use of Wildshape, granting Invocation points equal to your Wisdom modifier. Any points beyond your Invocation capacity are granted as Metamagic instead. Targeting a point consumes 8 points to create an Invocation. Its damage type is Fire, or that of your active Rune (such as from the Elemental Weapon spell), and Polarized Spell may change it as it does for a spell. This Invocation begins with 6 charges, expending 1 charge every 3 seconds to strike the nearest enemy creature with 1d6 damage (Fortitude half). If the Invocation is within any of your persistent area of effect spells, it strikes any creatures within these. Invocation damage counts as Spells (Persistent AoE) for damage bonuses, even when it strikes a single creature. You may only create one Invocation at a time. Your Invocations benefit from any applicable Metamagic you know for free, and any increases to your spell DC. Upon expiry, an Invocation refunds 5 spell levels' worth of harmful spells to you. In addition, your cost to convert Wildshape to Metamagic is reduced to 1. |
| 7 | Leylines |
Your Invocation damage increases to 2d4, your base capacity to 15, and you may now place a second. This draws a Leyline between that Invocation and any others you have placed within 10m. Creatures who pass through this Leyline are slowed by 90% for 3 rounds. |
| 10 | Convergence |
Your Invocation damage increases to 2d6, your base capacity to 20, and you may now place a third. 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 that of your Invocations. |
Shifter
"Show my face? Which one?"
Capable of taking the form of almost any creature, the Shifter wields them almost as proficiently as the original, and often moreso.
| Class Level | Feature | Details | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 4 | Form Mastery |
Your Wildshape now functions differently from the typical druid's in several ways:
| ||||||||||||
| 4 | Primal Surge |
You may use this feat once per round to gain the THP you would otherwise gain from Wildshaping into the current form's role, consuming 5 uses of Wildshape. This also grants Regeneration, restoring hitpoints equal to your Druid level every 3 seconds, up to the total amount of THP gained. | ||||||||||||
| 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.
| ||||||||||||
| 10 | Peak Performance |
The base bonuses you receive from Wildshape roles are now doubled. |
Wildspeaker
"Lend your ear to the wilds."
Druids can partner directly with the wilds, listening to their pleas and receiving its boons as a result.
| 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. You may also target your companion with this feat to restore hitpoints equal to its maximum hit points, expending 3 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. 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. 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.
| ||||||||||
| 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. |