Druid
Druids form the world-spanning hierarchy of the Druidic Order of Londolon.
Druid
overview
The Druidic Order of Londolon is a world-spanning organization of priests whose reverence for the natural world grants them a position of respect in guiding the leadership of Londolon's nomadic peoples.
The Druidic Order of Londolon is a world-spanning organization of priests whose reverence for the natural world grants them a position of respect in guiding the leadership of Londolon's nomadic peoples.
linked to base class Priest
ability requirements Wis 13, Cha 13
spellcasting
Domain Access: Animals Domain, Life Domain, Plants Domain, Weather Domain.
Minor Access: Omens Domain
Domain Access: Animals Domain, Life Domain, Plants Domain, Weather Domain.
Minor Access: Omens Domain
Experience Points | Level | Proficiency Bonus | Class Milestones |
---|---|---|---|
0 | 1 | +1 | Base Class Adoption, Skill Proficiencies |
300 | 2 | +1 | Training Regimen 1 |
900 | 3 | +2 | Druid's Circle Initiation Oath, Training Regimen 2 |
2,700 | 4 | +2 | Focus Adoption, Training Regimen 3 |
6,500 | 5 | +3 | Class Ability 1, Beast Shape |
14,000 | 6 | +3 | Focus ability 1 |
23,000 | 7 | +3 | Ability score improvement 1 |
34,000 | 8 | +3 | Wilderness Traveler |
48,000 | 9 | +4 | Focus ability 2 |
64,000 | 10 | +4 | Ability score improvement 2 |
85,000 | 11 | +4 | Class Ability 2, Grove Circle |
100,000 | 12 | +4 | Focus ability 3 |
120,000 | 13 | +5 | Ability score improvement 3 |
140,000 | 14 | +5 | Grove Oath |
165,000 | 15 | +5 | Focus ability 4 |
195,000 | 16 | +5 | Class ability 3, Ability score improvement 4 |
225,000 | 17 | +6 | Hierophant |
265,000 | 18 | +6 | Focus ability 5 |
305,000 | 19 | +6 | Ability score improvement 5 |
355,000 | 20 | +6 | Archdruid |
Tradition Features
Druid's Circle Initiation Oath
overview
You pledge to help living creatures in need if they are in danger and helpless, and you must protect the wilderness from exploitation. As part of this oath, you can only wear armor and use shields or weapons that were crafted or consecrated at a druid grove. You gain an additional proficiency slot, which can be spent on existing options plus new proficiency options Nature, Perception, and Survival. You also gain proficiency with the Herbalism kit and the Hunter's Kit, and you learn to speak Druidic and write and interpret druidic symbols. You are able to brew potions without Alchemist's supplies. You can use the Reaction granted by your Join Circle ability (see Intuitive Combatant) to add a Talent Die to an ally’s Wisdom check.
You pledge to help living creatures in need if they are in danger and helpless, and you must protect the wilderness from exploitation. As part of this oath, you can only wear armor and use shields or weapons that were crafted or consecrated at a druid grove. You gain an additional proficiency slot, which can be spent on existing options plus new proficiency options Nature, Perception, and Survival. You also gain proficiency with the Herbalism kit and the Hunter's Kit, and you learn to speak Druidic and write and interpret druidic symbols. You are able to brew potions without Alchemist's supplies. You can use the Reaction granted by your Join Circle ability (see Intuitive Combatant) to add a Talent Die to an ally’s Wisdom check.
linked to class / tradition / focus
Druid
level unlocked
3
Beast Shape
overview
You gain Advantage on all spell and training mastery checks while training in a Druid Grove. As a bonus action, you can roll a Talent Die and add the result as temporary hit points to your hit point maximum. When you do, you can magically assume the shape of a beast you have seen before with a Challenge Rating as high as half of your level, rounded down. You can stay in a beast shape until the next time the GM empties the Time Pool, and you retain the temporary hit points for that period, as well (unless they are depleted through damage). You can revert back to your normal form earlier by using your Beast Shape bonus action, or to another beast form by using your Beast Shape bonus action and spending another Talent Die. When you revert, you lose any remaining temporary hit points. You automatically revert if you fall Unconscious, drop to 0 hit points, or die. When you transform from a beast form to another form -- including your normal form -- gain 1 point of exhaustion.
You gain Advantage on all spell and training mastery checks while training in a Druid Grove. As a bonus action, you can roll a Talent Die and add the result as temporary hit points to your hit point maximum. When you do, you can magically assume the shape of a beast you have seen before with a Challenge Rating as high as half of your level, rounded down. You can stay in a beast shape until the next time the GM empties the Time Pool, and you retain the temporary hit points for that period, as well (unless they are depleted through damage). You can revert back to your normal form earlier by using your Beast Shape bonus action, or to another beast form by using your Beast Shape bonus action and spending another Talent Die. When you revert, you lose any remaining temporary hit points. You automatically revert if you fall Unconscious, drop to 0 hit points, or die. When you transform from a beast form to another form -- including your normal form -- gain 1 point of exhaustion.
linked to class / tradition / focus
Druid
level unlocked
5
Wilderness Traveler
overview
You gain an additional proficiency slot. You ignore the effects of even magical difficult, dangerous, or damaging terrain associated with plants, and you can add any number of Talent Dice to your saving throws to resist spells or effects that use plants to impede movement.
You gain an additional proficiency slot. You ignore the effects of even magical difficult, dangerous, or damaging terrain associated with plants, and you can add any number of Talent Dice to your saving throws to resist spells or effects that use plants to impede movement.
linked to class / tradition / focus
Druid
level unlocked
8
Grove Circle
overview
Whenever at least six other druids Join a Circle (see Intuitive Combatant) with you, you can begin the ritual establishing a Druid Grove as an action. You may add a Talent Die to your spell save DC whenever a creature rolls a saving throw to resist one of your spells. You can add any number of Talent Dice if you are inside the territory of your Grove.
Whenever at least six other druids Join a Circle (see Intuitive Combatant) with you, you can begin the ritual establishing a Druid Grove as an action. You may add a Talent Die to your spell save DC whenever a creature rolls a saving throw to resist one of your spells. You can add any number of Talent Dice if you are inside the territory of your Grove.
linked to class / tradition / focus
Druid
level unlocked
11
Grove Oath
overview
You pledge to always protect and defend druids that pay you tribute. You can receive tribute from up to six Grove-controlling druids, granting you the title “High Druid.” If you receive tribute from at least one other High Druid in your region, you receive the title “Great Druid” and additional powers. Whenever you add at least one Talent Die to one of your Life Domain spells while in the territory of your Grove or the Grove of one of your tributaries, you regain all spent Talent Dice immediately.
You pledge to always protect and defend druids that pay you tribute. You can receive tribute from up to six Grove-controlling druids, granting you the title “High Druid.” If you receive tribute from at least one other High Druid in your region, you receive the title “Great Druid” and additional powers. Whenever you add at least one Talent Die to one of your Life Domain spells while in the territory of your Grove or the Grove of one of your tributaries, you regain all spent Talent Dice immediately.
linked to class / tradition / focus
Druid
level unlocked
14
Hierophant
overview
You cannot be magically aged. You are immune to disease, and have Resistance to Poison Damage. You can perform somatic and verbal components of your spells while employing your Beast Shape even if your beast form does not have hands and is unable to speak, though you must still find a way to hold necessary material components on your body. Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
You cannot be magically aged. You are immune to disease, and have Resistance to Poison Damage. You can perform somatic and verbal components of your spells while employing your Beast Shape even if your beast form does not have hands and is unable to speak, though you must still find a way to hold necessary material components on your body. Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
linked to class / tradition / focus
Druid
level unlocked
17
Archdruid
overview
You no longer need to spend a Talent Die to use your Beast Shape ability. You can stay in beast form for an unlimited amount of time, and you no longer gain exhaustion when transforming or reverting to your normal form. If any spell or effect created by you attempts to influence a hostile beast, monstrosity, or plant during combat, the target does not receive advantage on their saving throw. When a beast, monstrosity or plant creature attacks you, that creature must make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature cannot attack you, and loses its action for that turn. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes the attack against you.
You no longer need to spend a Talent Die to use your Beast Shape ability. You can stay in beast form for an unlimited amount of time, and you no longer gain exhaustion when transforming or reverting to your normal form. If any spell or effect created by you attempts to influence a hostile beast, monstrosity, or plant during combat, the target does not receive advantage on their saving throw. When a beast, monstrosity or plant creature attacks you, that creature must make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature cannot attack you, and loses its action for that turn. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes the attack against you.
linked to class / tradition / focus
Druid
level unlocked
20
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