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Druid

Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
 

Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.

For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

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Subclasses

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Druid Symbol Transparent Ish.png
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Basics

  • Base Hit Points: 52

  • Hit Points per Advancement: 10

  • Actions: 1 Attack, 1 Bonus, 1 Reaction

  • Casting Attribute: Wisdom

  • ​Starting Kit:​

    • Wooden Club

    • Shield

    • Leather Armor

Proficiencies

  • Armor: Light armor, medium armor, shields (druids will not use any that are made of metal.)

  • Weapons: Simple weapons

  • Saving Throws: Intelligence, Wisdom

  • Skills: Animal Handling, Nature

  • Proficiency Bonus:

    • Level 8: +2

    • Level 10: +1 (3)

    • Level 12: +1 (4)

Druidic

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

Wild Shapes

You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a long rest. While wildshaped, you cannot cast spells or speak.

Wolf

  • Armor Class: 12

  • Temp HP: 20

  • 1d8+2 Bite attack

  • 2 Attack Actions

Rune choices: Shapeshifting (Grey Wolf), Shapeshifting (Black Wolf), & Shapeshifting (White Wolf)

Giant Elk

  • Armor Class: 13

  • Temp HP: 25

  • 2d4+3 Ram attack, has chance to knock back 1 tile.

Rune: Shapeshifting (Elk King)

Big Cat (Level 12)

  • Armor Class: 11

  • Temp HP: 15

  • 1d10+2 Pounce attack, 4 tile attack that can knock prone and moves to target.

  • 1d8+2 Bite attack, Bonus action that works on prone enemies.

Rune choices: Shapeshifting (Lion), Shapeshifting (Tiger), Shapeshifting (White-Tiger), Shapeshifting (Black Panther), & Shapeshifting (Sabertooth)

Bear (Level 12)

  • Armor Class: 14

  • Temp HP: 30

  • 1d8+4 Claw attack

Rune: Shapeshifting (Bear)

 

Critters

All druids may learn to wild shape into small critters that have no combat purpose. These include:

  • Cat

  • Chicken

  • Cobra

  • Doe

  • Fox

  • Frog

  • Horse

  • Piglet

  • Rabbit

 

 

These wild shapes can be learned through a quest by speaking to Sylva Windwhisper in Whispering Willow Grove. Whispering Willow Grove is accessible by any druid through the grove portal in Far Forest. Druids will be allowed to learn 3 total critters, so choose wisely!

Druid Circle

All druids identify with a circle of druids. Choose your druid circle (subclass) from the six listed below. These will be unlocked at Level 10 and reach their full potential at Level 12.

Class Expectations

Druids exist to maintain the balance of nature. Anything disrupting the balance of nature is considered vile and unnatural. As such druids are not allowed to associate in a friendly manner with Vampires, Soul Wights, or any such undead beings. This includes clanning with them even if you are 'IC' unaware. All circles, including Spores, falls under this expectation.

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Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Spell Slots

Level 8

  • 1st: +4

  • 2nd: +3

Level 10

  • 3rd: +3
  • 4th: +2

Level 12

  • 4th: +1

  • 5th: +2

Combat Spells

The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters.

Frostbite

Evocation
1 Action
V, S

You cause numbing frost to form on one creature that you can see within range.

3d6 Cold Damage
(
8 + Spell Bonus vs CON Save)

 

Acquired at 10th Level

Flavor Spells

The following spells are included in the druid's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10.

Control Flames

Transmutation
1 Action
S

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

  • You instantaneously extinguish the flames within the cube.

  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Ritual Spells

Spells that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does. If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand.

This is an RPR Spell, and does not require a DM Ticket!

Detect Magic

Divination
1 Action
V, S
, M

Class Required:

  • Artificer

  • Cleric

  • Bard

  • Druid

  • Paladin

  • Ranger

  • Sorcerer

  • Wizard

Components Required:

  • 1x Unstable Essence

  • 5x Arcane Residue

For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dirt.

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Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between the good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Bonus Proficiencies

  • Skills: Medicine

  • Class Resources:

    • Level 10: +10

    • Level 12: +2 (12)

Balm of the Summer Court

As a bonus action, you can choose any ally you can see within 12 tiles of you and spend 4 class resources. The target regains 4d4 + 4 hit points.

Hidden Paths

You can use hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport a creature up to 2 tiles away to an unoccupied space that you can see. You may use this twice per Long Rest.

Walker in Dreams

Requires Level 12

Once per long rest, you may magically teleport yourself and up to two willing allies who touch you back to the last location where you finished a long rest on the current plane. Upon casting this ability you may not move, or take any actions for three turns. If you are not stunned, or brought to 0 hit points after this time you may PvP Flee from combat with up to two allies.

Circle Spells

Poison Spray

Evocation

1 Action

V, S

 

You extend your hand toward a creature and project a puff of noxious gas from your palm.

 

2d12 Poison Damage

(8 + Spell Bonus vs CON Save)

Rituals

Dream

Illusion

1 Minute

V, S, M

Class Required:

  • Cleric: Twilight Domain

  • Druid: Circle of Dreams

  • Bard: College of Glamour

  • Warlock

Component Required:

  • Ground  up Valor Bell (Flavor)

  • Ground  up Brisk Leaf (Flavor)

  • Ground  up Mother's Leaf (Flavor)

 

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest.

 

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.