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)
- Skill Points per Level (*4 at 1st level): 6
- Skills: All
- 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 Animal Handling 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 3 non-minion foes.
Role | Temp HP/Level | Additional |
---|---|---|
Brute | 10 | +1AB |
Skirmisher | 8 | +1d6 Sneak Attack |
Lurker | 6 | +2d6 Sneak Attack |
Controller | 6 | +2 Spell and Maneuver DCs |
Soldier | 12 | +1 AC |
Artillery | 6 | +4 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, scimitar, sickle, sling, and spear.
Archetypes
Invoker
"The land answers my call."
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.
|
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?"
Class Level | Feature | Details |
---|---|---|
4 | Master of Many Forms | You may now learn a greater variety of forms, including vermin, beasts and magical beasts. You also now regain a use of Wildshape 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 Elite rating or higher. |
7 | Peak Performance | When you use Wildshape, the bonuses you receive from the creature role are doubled, as are the temporary hitpoints. |
10 | Evershifting Form | Your Wildshape forms can no longer be dispelled. You may also now cast spells while transformed. |
Wildspeaker
"Lend your ear to the wilds."
Class Level | Feature | Details |
---|---|---|
4 | Beast Bond | 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. |
7 | Fervent Ally | Your Beast Bond creates a beast of Elite rating. |
10 | Nature Speaks | Target your bonded beast once more with the Beast Bond feat. For the cost of one Wildshape, your ally gains the attributes of a Solo rated creature of its role for 3 rounds. |