Druid V2: Difference between revisions
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== Druid Weapons == | == Druid Weapons == | ||
The Druid may use the club, dagger, dart, quarterstaff, | The Druid may use the club, dagger, dart, quarterstaff, sickle, shortbow, sling, and spear. | ||
== Archetypes == | == Archetypes == | ||
Revision as of 15:40, 19 November 2025
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.
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 3 non-minion foes.
| 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 Grease, Web, and Entangle 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, dart, quarterstaff, sickle, shortbow, sling, and spear.
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.
|
| 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 powerful bond with the wilds has granted you the benefit of a natural companion - a beast, or a nature spirit taking animal form. Use this feat on yourself to choose your companion type (default wolf).
You may also target your companion with this feat to restore hitpoints equal to its maximum hit point total, at a cost of 2 Wildshape. Any excess is instead 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 2 Wildshape. Your companion also possesses your Woodland Stride class feature. |
| 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. |