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Alpha Druid


Hit Points

Hit Dice: d8 per Alpha Druid level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival

Overview & Creation

Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.     Power of Nature 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. Some druids train to perfect their spellcasting, while others specialize in commanding the wilds, and a few can take different shapes to enhance their abilities. Each druid is unique but they all are part of nature and serves it first and foremost. Preserve the Balance 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. Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory. Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
 


Class Features

Nature's Boon As you protect nature, nature protects you, leaving you untouched by natural hazards. Beginning at 3rd level, you're naturally acclimated to high altitude and adapted to warm and cold climates, as described in chapter 5 of the Dungeon Master's Guide (Pg. 110).   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You can forgo taking this feature to take a feat of your choice instead.   Nature’s Ward When you reach 9th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.   Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.   Archdruid At 20th level, you have become part of nature and nature a part of you. As a bonus action, you can enter an Avatar of Nature state which lasts for 1 minute. While in this state you have access to all spells on the Druid spell list regardless of which spells you have prepared. You can use this ability again after you finish a long rest. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell.
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   (a) a shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armour, an explorer’s pack, and a druidic focus


Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list. Cantrips At 1st level, you know three cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell 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 druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st- level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast 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 can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a druidic focus as a spellcasting focus for your druid spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.


Subclass Options

Circle of Keepers Druids are allies of nature and the creatures that make it their home. A few druids take it upon themselves to wander across the lands to protect the wilds from harm. During these travels, they often gain a staunt ally which helps them preserve and protect. Together they form a powerful bond which empowers both of them. Circle Spells You gain circle spells at the druid levels listed.   Keeper Spells Druid Level Spells 2nd find familiar, sanctuary 3rd enhance ability, enlarge/reduce 5th haste, nondetection 7th death ward, freedom of movement 9th Rary's telepathic bond, skill empowerment   Old Tongue You have a deep connection to nature and the creatures therein. At 2nd level, you have advantage on Wisdom (Animal Handling) checks.   Animal Companion At 3rd level, you bond yourself to a willing beast which is of importance to you. The rules for creating an Animal Companion are at the end of the document. The Companion obeys your commands as best it can. If your Animal Companion is ever slain, the magical bond you share allows you to return it to life. By performing a 1-hour ritual and the expenditure of 15 gp per druid level worth of rare herbs and fine food, you call forth your Companion's spirit and use your magic to create a new body for it. You can return a Companion to life in this manner even if you do not possess any part of its body. Companion’s Bond Your Animal Companion gains a variety of benefits while it is accompanying you: It acts on your initiative, and you determine its actions, decisions, attitudes, and so on (no action required by you). If you are incapacitated or absent, your companion acts on its own. Your Animal Companion has abilities and game statistics determined in part by your level. Your Companion uses your proficiency bonus rather than its own. Whenever you gain the Ability Score Improvement druid class feature, so does your Companion. Your Companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Your Companion can’t increase an ability score above 22 using this feature. Supernatural Bond Your magic reverberates with your companion empowering its attacks. At 6th level, your Companion's attacks count as magical for the purpose of overcoming damage reduction. In addition, whenever you target your Companion with a spell of 1st level or higher or it is under the effect of one of your spells, your Companion deals additional damage equal to your Wisdom modifier + the spell's level on all attacks until the start of its next turn.   Share Spells At 10th level, whenever you cast a spell targeting a creature, you can also target your Companion if it is within range of the spell.   Twin Spirits At 14th level, you can use an action to turn your familiar into the same animal as your companion, gaining the same statistics as it. The transformation lasts for 1 hour and if it dies, you have to resummon it using find familiar. While transformed your familiar can attack as your Companion can. Once you've done this, you cannot do so again until you finish a long rest. Keepers of the Land 18th level, your Animal Companion doesn't have to be in range to be targeted by a spell you cast on a creature and if your familiar is affected by Twin Spirits you can target it as well. Additionally, if your familiar is affected by Twin Spirits and within 5 feet of your Companion, both gain advantage on melee attacks.
 


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Fanche1000.

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