Druid V2

From Risenholm

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.
Level Feature
1 Spellcasting Level 1, Metamagic: Conversion, Wildshape
2 Woodland Stride
3 Spellcasting Level 2
4 Archetype Feature I
5 Spellcasting Level 3
6 Venom Immunity
7 Archetype Feature II, Spellcasting Level 4
8 Resist Nature's Lure
9 Spellcasting Level 5
10 Archetype Feature III

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

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

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

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

Barkskin
Bull's Strength
Cat's Grace
Charm Person Or Animal
Cure Moderate Wounds
Eagle's Splendor
Electric Loop
Endurance
Flame Lash
Fox's Cunning
Hold Animal
Lesser Restoration
One With The Land
Owl's Wisdom
Resist Elements
Summon Creature II
Web

Bestow Curse
Call Lightning
Contagion
Cure Serious Wounds
Dispel Magic
Dominate Animal
Greater Magic Weapon
Healing Sting
Infestation Of Maggots
Magic Vestment
Neutralize Poison
Poison
Protection From Elements
Quillfire
Remove Disease
Spike Growth
Summon Creature III

Cure Critical Wounds
Death Ward
Elemental Shield
Flame Strike
Freedom of Movement
Hold Monster
Ice Storm
Restoration
Stoneskin
Summon Creature IV
Wall of Fire

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

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.
  • Targeting yourself 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.
  • Your Invocations benefit from any applicable Metamagic you know for free, and any increases to your spell DC.
  • Upon expiry, an Invocation refunds 4 spell levels' worth of harmful spells to you.
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 Your Wildshape now functions differently from the typical druid's in several ways:
  • 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.
  • You may cast spells whilst transformed.
  • 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 either through losing THP, or by 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 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.
  • The 'Master of Many Forms' feat may be toggled on to consume 1 use of Wildshape upon shifting, in order to gain the following Form Mastery benefits, dependent upon the form role:


Brute: You receive a physical damage bonus to attacks equal to half your Druid level (rounded up) for one minute.

Skirmisher: You gain one bonus attack per round for one minute.

Lurker: Upon a successful Sneak Attack, you inflict a potent supernatural corrosion. This deals Negative Energy damage equal to your Druid level every 3 seconds, for 3 rounds. This does not stack, with further applications instead refreshing the duration.

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 30% multiplicative physical damage immunity. You also receive Damage Resistance to all damage with a Threshold equal to 5 + your Druid level, a Magnitude equal to 8 points per Druid level, and a duration of one minute.

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 1d4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it.

These benefits are lost when shifting from one form to another.

7 Parallel Evolution Upon shifting to a form with Form Mastery active, you now receive the Form Mastery benefits of your previous form for 3 rounds - provided that form was of a different role.
10 Peak Performance The base bonuses you receive from creature 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).


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 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.


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.