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| 10 || [[#Archetypes|Archetype Feature III]]
| 10 || [[#Archetypes|Archetype Feature III]]
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{| class="wikitable"
|+ Spell Slots per 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 ==
== Druid Core Mechanics ==
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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.


Targeting a point requires that you be under the effects of a Rune (such as from the Elemental Weapon spell), which defines its damage type. 6 points are then consumed to create an Invocation. 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. You may only create one Invocation at a time.
Targeting a point requires that you be under the effects of a Rune (such as from the Elemental Weapon spell), which defines its damage type. 6 points are then consumed to create an Invocation. 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 [[General Mechanics Information#Metamagic|Metamagic]] you know for free, and any increases to your spell DC.
Your Invocations benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] you know for free, and any increases to your spell DC.

Revision as of 19:41, 1 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 Wisdom (10 + Spell Level to be able to cast a spell)
Spellcasting Type: Memorized. Memorized spellcasters cannot change memorized slots while outside a rest zone, 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.
Level Features
1 Spellcasting Level 1, Metamagic: Conversion
2 Woodland Stride, Metamagic: Polarized Spell
3 Spellcasting Level 2, Wildshape
4 Archetype Feature I
5 Spellcasting Level 3
6 Venom Immunity
7 Spellcasting Level 4, Archetype Feature II
8 Resist Nature's Lure
9 Spellcasting Level 5
10 Archetype Feature III
Spell Slots per 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. However, the druid cannot cast spells while wildshaped. 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 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.

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

Cantrips 1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells 5th Level Spells

Acid Splash
Electric Jolt
Flare
Inflict Minor Wounds
Light
Ray of Frost
Resistance
Spare the Dying
Virtue

Burning Hands
Camouflage
Charm
Cure Light Wounds
Endure Energy
Entangle
Grease
Ice Dagger
Inflict Light Wounds
Ironguts
Magic Weapon
Protection
Shield of Faith
Sleep
Summon Creature I

Barkskin
Bull's Strength
Cat's Grace
Clarity
Cure Moderate Wounds
Eagle's Splendor
Electric Loop
Elemental Weapon
Endurance
Flame Lash
Fox's Cunning
Freedom of Movement
Hold
Inflict Moderate Wounds
One with the Land
Owl's Wisdom
Resist Energy
Restoration
Summon Creature II
Web

Call Lightning
Contagion
Cure Serious Wounds
Dispel Magic
Greater Magic Weapon
Healing Sting
Inflict Serious Wounds
Magic Vestment
Neutralize Poison
Poison
Protection from Energy
Quillfire
Remove Disease
Spike Growth
Summon Creature III

Bestow Curse
Cure Critical Wounds
Death Ward
Dominate Person
Elemental Rebuke
Enervation
Flame Strike
Ice Storm
Infestation of Maggots
Inflict Critical Wounds
Stoneskin
Summon Creature IV
Wall of Fire

Awaken
Cone of Cold
Energy Buffer
Healing Circle
Inferno
Monstrous Regeneration
Raise Dead
Summon Creature V
Vine Mine

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 10m.

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 a point requires that you be under the effects of a Rune (such as from the Elemental Weapon spell), which defines its damage type. 6 points are then consumed to create an Invocation. 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:

  • You gain 1 Wildshape for each non-minion slain.
  • It now costs 10 Wildshape for you to convert Wildshape to Metamagic.
  • Your 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 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. 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 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 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.

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 2 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.

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 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."

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.

  • 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.