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Druid (Cynkard)


Hit Points

Hit Dice: d8 per Druid (Cynkard) level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields (druids will not use armor or shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaves, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Int, Wis
Skills: Choose two: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival

Class Features

Druidic

You know Druidic, the secret language of druids. You can speak it and use it to leave hidden messages. You and other who know this language automatically spot such a message. Others spot the presence of such a message with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.  

Wild Shape

At 2nd level, you can use your action to magically assume the form of a beast you have seen before. You can use this feature twice. You regain expended use when you finish a short or long rest. Your druid level determines the beasts you can turn into, as shown on the table below. You can stay in this form for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You may revert back to your normal form earlier by using a bonus action on your turn. You automatically convert if you fall unconscious, drop to 0 hit points, or die.
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 Giant Eagle
  While transformed, the following rules apply:   • Your game statistic are replaced by the beast's, except as follows: you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of the creature. If you both have the same proficiency, use the beast's bonus if it is higher. You cannot use any legendary or lair action of the creature.   • When you transform, you assume the beast's hit point and HD. When you revert to your normal form, you return to the number of hit points you had when you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your natural form. For example, if you have 1 hit point left in animal form and take 10 damage, you revert and your natural form takes 9 damage. As long as your normal form still has more then 0 hit points, you remain conscious.   • You can't cast spells, and your ability to speak or take any action that require hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration for any spells you have already cast, however, or prevent you from taking any actions that are part of a spell you have already cast.   • You retain the benefit of any feature gained from your class, race, or other source, and can use them if your beast form is physically capable of doing so. However, you can't use special senses, such as darkvision, unless your new form also has that sense.   • You choose whether your equipment falls to the ground, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear. Your equipment doesn't change size or shape to match your new form. Merged equipment has no effect until you leave the form.  

Druid Circle

You choose the circle from which you draw your connection to the world at this level. This choice grants you features at 2nd, 6th, 10th, and 14th level.  

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Timeless Body

At 18th level, the primal magic you wield slows down your aging. For every 10 years that pass, you only age 1 year.  

Beast Spells

At 18th level, you can cast many of your spells while in a shape assumed by using Wild Shape. You can provide somatic and verbal components of a druid spell while in a beast shape, but you cannot provide material components.  

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.


Starting Equipment

• Choose: a wooden shield; or any simple weapon   • Choose: a scimitar; or any simple melee weapon   • Leather armor, an explorer's pack and a druidic focus
 


Spellcasting

Cantrips

You know two cantrips from the Druid Spell List. You learn an additional cantrip at 4th and 10th level.  

Preparing and Casting Spells

The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your druid level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.  

Spellcasting Ability

Wisdom is your casting ability for druid spells. Your magic comes from your devotion and attunement to nature. When a spell refers to your spellcasting ability, you use Wisdom. In addition, you use your Wisdom to determine the save DC of any druid spell which requires one, and when making an attack roll with one.   Spell save DC= 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier= your proficiency bonus + your Wisdom modifier  

Ritual Casting

You may cast any druid spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.  

Spellcasting Focus

You may use a druidic focus as a spellcasting focus for your spells. Druidic foci include mistletoe, totem carvings, yew wands, or oaken staves.


Subclass Options

Circle of Hickory

Circle of Nature's Bond

Circle of the Land

Circle of the Moon

Circle of the Sheperd

Circle of the Seasons

Circle of the Spiritlords


LvlProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22
2nd+2Wild Shape, Druid Circle23
3rd+2242
4th+2Wild Shape improvement, Ability Score Improvement343
5th+33432
6th+3Druid Circle Feature3433
7th+334331
8th+3Wild Shape improvement, Ability Score Improvement34332
9th+4343331
10th+4Druid Circle Feature443332
11th+44433321
12th+4Ability Score Improvement4433321
13th+544333211
14th+5Druid Circle Feature44333211
15th+5443332111
16th+5Ability Score Improvement443332111
17th+64433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement4433332111
20th+6Archdruid4433332211

Created by

Orcrest.

Statblock Type

Class Features

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