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Druid

Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.    

Apprentice Druid CR: 1/4 (50 XP)

Medium humanoid (any race), any
Armor Class: 10
Hit Points: 9 (2d8)
Speed: 30 ft

STR

10 +0

DEX

10 +0

CON

10 +0

INT

10 +0

WIS

14 +2

CHA

11 +0

Skills: Medicine +4, Nature +2, Perception +4
Senses: Passive Perception 12
Languages: Druidic plus any one language (usually Common)
Challenge Rating: 1/4 (50 XP)

Spellcasting. The druid is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The druid has the following druid spells prepared:

Actions

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d4 piercing damage.

   

Druid CR: 2 (450 XP)

Medium humanoid (any race), any
Armor Class: 11 (16 with barkskin)
Hit Points: 27 (5d8 + 5)
Speed: 30 ft

STR

10 +0

DEX

12 +1

CON

12 +1

INT

12 +1

WIS

16 +3

CHA

12 +1

Skills: Medicine +5, Nature +3, Perception +5
Senses: Passive Perception 15
Languages: Druidic plus any two languages
Challenge Rating: 2 (450 XP)

Spellcasting. The druid is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The druid has the following druid spells prepared:

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+5 to hit with shillelagh), reach 5 feet, one target. Hit: 1d6 bludgeoning damage, 1d8 bludgeoning damage if wielded with two hands, or 1d8 + 5 bludgeoning damage with shillelagh.

   

High Druid CR: 6 (2,300 XP)

Medium humanoid (any race), any
Armor Class: 13 (hide armor, 16 with barkskin)
Hit Points: 49 (9d8 + 9)
Speed: 30 ft

STR

10 +0

DEX

12 +1

CON

12 +1

INT

14 +2

WIS

18 +4

CHA

14 +2

Saving Throws: Int +5, Wis +7
Skills: Medicine +7, Nature +5, Perception +7
Senses: Passive Perception 17
Languages: Druidic plus any two languages
Challenge Rating: 6 (2,300 XP)

Spellcasting. The druid is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The druid has the following druid spells prepared:

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit (+7 to hit with shillelagh), reach 5 feet, one target. Hit: 1d6 bludgeoning damage, 1d8 bludgeoning damage if wielded with two hands, or 1d8 + 7 bludgeoning damage with shillelagh.   Change Shape (1/Day). The druid magically polymorphs into a beast with a challenge rating of 3 or less, and can remain in this form for up to 9 hours. The druid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The druid reverts to its true form if it dies or falls unconscious. The druid can revert to its true form using a bonus action on its turn. While in a new form, the druid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

   

Archdruid CR: 12 (8,400 XP)

Medium humanoid (any race), any
Armor Class: 14 (hide armor, 16 with barkskin)
Hit Points: 117 (18d8 + 36)
Speed: 30 ft

STR

12 +1

DEX

14 +2

CON

14 +2

INT

14 +2

WIS

20 +5

CHA

14 +2

Saving Throws: Int +6, Wis +9
Skills: Medicine +9, Nature +6, Perception +9
Senses: Passive Perception 19
Languages: Druidic plus any two languages
Challenge Rating: 12 (8,400 XP)

Spellcasting. The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:

Actions

Quarterstaff. Melee Weapon Attack: +6 to hit (+9 to hit with shillelagh), reach 5 feet, one target. Hit: 1d6 + 2 bludgeoning damage, 1d8 + 2 bludgeoning damage if wielded with two hands, or 1d8 + 9 bludgeoning damage with shillelagh.   Change Shape (2/Day). The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn. While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.


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