Hit Points
Vaardigheden
Druid
| Niveau | Proficiency Bonus | Eigenschappen | Primal Power | Cantrips Known |
|---|---|---|---|---|
| 1 | + 2 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 2 | 2 |
| 2 | + 2 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 3 | 2 |
| 3 | + 2 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 4 | 2 |
| 4 | + 2 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 5 | 3 |
| 5 | + 3 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 6 | 3 |
| 6 | + 3 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 7 | 3 |
| 7 | + 3 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 8 | 3 |
| 8 | + 3 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 9 | 3 |
| 9 | + 4 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 10 | 3 |
| 10 | + 4 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 11 | 4 |
Spell Slots
| Niveau | Proficiency Bonus | Eigenschappen | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 2 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 3 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 4 | 2 | 0 | 0 | 0 |
| 4 | + 2 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 4 | 3 | 0 | 0 | 0 |
| 5 | + 3 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 4 | 3 | 2 | 0 | 0 |
| 6 | + 3 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 4 | 3 | 3 | 0 | 0 |
| 7 | + 3 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 4 | 3 | 3 | 1 | 0 |
| 8 | + 3 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 4 | 3 | 3 | 2 | 0 |
| 9 | + 4 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 4 | 3 | 3 | 3 | 1 |
| 10 | + 4 | Druidic Spellcasting Primal Power Wild Shape Druid Circle Druid Circle Feature | 4 | 3 | 3 | 3 | 2 |
Klasse-eigenschappen
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Vaardigheden
light
medium
Startuitrusting
Klasse-eigenschappen
Druidic (Level 1)
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 can spot the message's presence with a successful DC 15 Wisdom (Perception) check—but they can't decipher it without magic.
Spellcasting (Level 1)
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips
At 1st-level, you know two 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 Class Features (Druid) table.
Spell Slots
The Class Features (Druid) table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of your 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.
Preparing Spells
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list.
Preparing Your Spell List:
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. Casting a spell doesn't remove it from your list of prepared spells.
Changing Your Prepared Spells:
You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells. Use your Wisdom modifier to determine the saving throw DC or attack modifier for a druid spell you cast.
Spellcasting Ability
Spell
Spell
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.
Natural Versatility
When you finish a long rest, you may choose one of your druid cantrips and replace it with another cantrip from the druid spell list.
Primal Power (Level 1)
You have an amount of primal power, as shown in the Primal Power column of the Class Features (Druid) table. You can spend primal power to shapeshift into animal forms—and you may learn other applications from your Druid Circle.
You recover all expended primal power when you finish a long rest.
Wild Shape (Level 1)
You are able to spend primal power to magically shapeshift into the form of a beast. See the Wild Shape section for more details about this feature.
Druid Circle (Level 1)
You are a druid, a guardian of the wild world. With primal power, you defend flora and fauna against those who would supplant them with metal and machines.
But where do you draw your primal power from? Do you call on the land to fuel your spells? Do you draw power from beasts and take on powerful animal forms? Or do you call on the natural elements to defend and destroy?
Choose a Druid Circle to help grow a deep, druidic connection to the natural world. You gain features from your Druid Circle at 1st, 3rd, 6th, and 10th-level.
Natural Recovery (Level 2)
When you finish a short rest, you can recover some expended spell slots. The spell slots must have a combined level equal to or less than half your druid level (rounded up), and none of the slots can be 6th-level or higher.
You can use this feature once, and you regain expended uses when you finish a long rest.
Druid Circle Feature (Level 3)
At 3rd level, you gain a feature from your Druid Circle.
Ability Score Improvement (Level 4)
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Druid Circle Feature (Level 6)
At 6th level, you gain a feature from your Druid Circle.
Greater Ability Score Improvement (Level 8)
At 8th-level, you gain another ability score improvement.
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Weald Walker (Level 10)
You are able to tap into the primal power of nature and travel great distances. Create a weald tree and you'll never be far from home.
Creating a Weald Tree
You may perform a 1 hour wealding ritual to create a weald tree. You can use this feature once, and you regain expended uses when you finish a long rest.
Create Weald Tree
Casting Time: 1 hour
Range: 10 ft
Components: V, S
Spend 6 primal power and choose a living, inanimate, nonmagical, Large (or larger) tree within 10 ft. That tree becomes a weald tree.
Magical: Once a tree becomes a weald tree, it is considered magical and can be detected by magical senses (such as the Detect Magic spell).
Primal Connections: You can maintain a number of active weald trees equal to your Wisdom modifier (minimum of 2). If you are already at your maximum number, you can't cast this ritual.
Weald Walking
You can spend an action to create a magical link between your weald trees. You can use this feature once, and you regain expended uses when you finish a long rest.
Weald Walk
Casting Time: 1 action
Range: 10 ft
Components: V, S
Duration: 1 round
Choose one weald tree within range and another weald tree on the same plane of existence. For the duration, any creature can step into the target tree and exit from the destination tree by using 5 ft of movement.
Homegrown: You can target only weald trees that you have created yourself.
Creature Size: A creature must be of a size category equal to or smaller than both the targeted weald trees.
No Metal: You can't transport metal by weald walking. When a creature passes through a weald tree, any metal objects that they carry are dropped at the foot of the target tree. If this is not possible—or it would cause harm to the creature—the creature can't travel through the weald tree.
Metal that is concealed within a magical container—such as a Bag of Holding or Handy Haversack can pass through without detection.
Unwealding
You are able to turn a weald tree back into a normal tree by one of two methods:
Unwealding Ritual: You can perform an unwealding ritual to remove the primal power from one of your weald trees. This ritual takes 1 minute, and you must be within 10 ft of the weald tree to cast it.
Destruction: If a weald tree is killed or otherwise destroyed, it loses its primal power.
Death: If you die, your weald trees lose their primal power.
Druid Circle Feature (Level 10)
At 10th level, you gain a feature from your Druid Circle.
Multiklassen
Multiklasse-vereisten
{"wis":13}
Subklasses
Subklasse-eigenschappen
Circle of the Beast
Circle of the Beast (Level 1)
You are a fierce guardian of the wilds, changeable as the moon. You prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth as a bear to drive off a trespassing monster. The wild is in your blood.
Natural Shifter
You are able to use Wild Shape on your turn as a bonus action, rather than as an action. In addition, you gain three additional primal traits of your choice.
At 3rd, 6th, and 10-level, you gain two additional primal traits of your choice.
Primal Traits
Add the following primal traits to your list of trait options.
Natural Armor
As you are shapeshifting, you can spend one 1st or 2nd-level spell slot to increase your AC by +1. This bonus increases to +2 if you spend a 3rd or 4th-level spell slot, and +3 if you spend a 5th-level spell slot.
This effect ends when you end your wild shape.
Primal Fury
While you are shapeshifted, you can spend spell slots to deal harm to creatures that you attack.
Once per turn, when you hit a creature with an unarmed strike, you can spend a spell slot to deal an additional 1d8 damage per level of the spell slot expended.
Regenerate Wounds
While you are shapeshifted, you can spend a bonus action to spend one spell slot and regain 1d8 hit points per level of the spell slot expended.
Sharp Claws
As you are shapeshifting, you can spend one 1st or 2nd-level spell slot to increase your unarmed damage by +1. This bonus increases to +2 if you spend a 3rd or 4th-level spell slot, and +3 if you spend a 5th-level spell slot.
This effect ends when you end your wild shape.
Size Shifter
As you are shapeshifting, you may spend 1 primal power to alter the natural size category of your primal skin by one step larger or smaller.
This effect ends when you end your wild shape.
Beast Walker (Level 3)
You can learn the primal skin of Large beasts. Starting at 5th-level, this increases to Huge beasts.
Primal Attack (Level 6)
While you are shapeshifted, you can attack twice instead of once whenever you take the Attack action on your turn.
In addition, your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Essence Master (Level 10)
When you take on a wild shape, you can spend 1 additional primal power and choose two essences instead of one. You gain the benefits of both essences. To calculate the base AC and speed of your shapeshifted form, take the average of both essences.
Circle of the Land
Circle of the Land (Level 1)
You draw magical strength from the land itself. With its power, you safeguard the ancient knowledge and mysterious rites of your druidic kin.
Power of the Land
You learn one additional druid cantrip of your choice.
Land Spells
Choose one type of land—arctic, coastal, desert, forest, grassland, mountain, or swamp. At 1st, 3rd, 5th, 7th, and 9th-level, you gain access to two unique spells connected to that land.
Once you gain a land 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.
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Land's Stride (Level 3)
You can move through nonmagical difficult terrain without spending extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement—such those created by the Entangle spell.
Nature's Ward (Level 6)
You can't be charmed or frightened by elementals or fey. In addition, you are immune to poison and disease.
Nature's Sanctuary (Level 10)
When a beast or plant creature attacks you, you can spend 1 primal power to have that creature make a Wisdom saving throw against your druid spell save DC.
On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
Circle of the Spores
Circle of Spores (Level 1)
Druids who are members of the Circle of Spores embrace the cycle of creating life from death and vice versa. These druids use the remnants of decay to synthesize something new, allowing the druids to break down and repurpose deceased flora and fauna.
Spore Cloud
When a large or smaller creature dies, you can use a reaction to cause a puff of spores to disperse from the corpse. The spores deal 2d4 poison damage to any creature that fails a constitution saving throw vs your Spell Save DC within a radius stemming from the target creature determined by its size category. You can use this ability a number of times equal to your wisdom modifier per long rest.
Spore Vulnerability:
Undead take no damage from this ability but automatically fail this saving throw.
Small/Tiny: 5 Foot Radius
Medium/Large: 10 Foot Radius
Huge (Prerequisite: 5th Level): 15 Foot Radius
Gargantuan (Prerequisite: 9th Level): 20 Foot Radius
Fungal Facade
You can learn the primal skins of Plants, and the time it takes to learn the primal skins of mushrooms and other fungi is halved.
Contaminate Cultivation (Level 3)
Creatures and corpses touched by your Spore Cloud ability become Spore Touched for one minute. You can spend one primal power to grow one of the following fungi on top of a Spore Touched corpse or creature. These fungi each have max hit points equal to 3 times your Druid Level, an AC of 9 + your Proficiency Bonus, and a speed of 0. They automatically fail any checks beyond their original purpose. A creature can use an action to remove one of these fungi from itself or another creature, killing it at the end of your next turn, unless otherwise specified. These fungi also wither and die after one minute.
Spore Touched Immunity
Constructs and creatures that do not need to breathe are immune to the Spore Touched condition. Creatures and corpses that have had a fungus grown from them in the last hour are also immune to the Spore-Touched condition.
Mycelium Knots
The target creature is restrained and its speed is 0. Removing this fungus with an action requires a Strength check vs your Spell Save DC. Creatures have advantage on checks made to grapple the target.
Acid Sprinkler
As a bonus action, you can make this fungus spray a glob of acid at a creature within 25 feet of it, using your Spell Attack Modifier to hit and dealing 2d4 acid damage. You can do this even while wild-shaped.
Toxic Squish
A creature that touches this fungus must make a Constitution saving throw against your Spell Save DC or be charmed for 10 minutes unless it is immune to poison damage or the poisoned condition. This does not affect the creature that this fungus grows from until it tries to remove the fungus with an action or the fungus dies. The creature can repeat the save at the end of each subsequent turn to end the effect early.
Slime Mold
This fungus fills a 20-foot cube touching the creature or corpse it is grown from. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
High Morel
This fungus extends 30 feet in any direction and can be easily climbed by a Medium or smaller creature without requiring a check as if they had a climb speed equal to their movement speed.
Enriched Growth (Level 6)
You can feed your fungi more nutrients to increase their health and gain additional effects. By growing fungi from two Spore Touched targets that are within 10 feet of each other, the fungus gains additional hp equal to 3 times your Druid Level. By growing them from three Spore Touched targets within 5 feet of each other, fungi gain one of the following effects based on their type.
Mycelium Knots:
Terrain within 10 feet of this fungus becomes difficult terrain.
Acid Sprinkler:
Needles from this fungus deal an additional 2d4 acid damage.
Toxic Squish:
A creature poisoned by this fungus hallucinates moving visions complete with sounds and smells within 20 feet of it. You control what the creature hallucinates, and the creature can discern the hallucination only by trying to make contact with it.
Slime Mold:
A creature leaving the area must spend 2 feet of movement for every 1 foot it moves until the end of its next turn.
High Morel:
This fungus grows up to 60 feet and can support huge or smaller creatures.
Sporacle (Level 10)
Once per long rest, when you cast a spell of 1st level or higher or spend primal power, you can create an aura of spores to circulate around you for one minute. While the aura is active, each creature that enters or starts its turn within a 10-foot radius of you becomes Spore Touched for one minute. This aura persists even when you wild shape.
While the aura is active, as an action, you can stimulate nearby spores to force every Spore Touched creature within 60 feet of you to make a Constitution saving throw or take 4d6 necrotic damage.
When you do this, up to 5 Spore-Touched corpses or creatures that are reduced to 0 hit points by this ability each grow one fungus as if you had used Contaminate Cultivation on them.
Circle of the Wildfire
Circle of the Wildfire (Level 1)
Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow.
Summon Wildfire Spirit
You can summon the primal spirit bound to your soul. As an action, you can expend one primal point to summon your wildfire spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the wildfire spirit stat block.
You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. You always summon the same elemental—same name, memories, personality, etc—but you may choose its form each time it is summoned. It's form does not impact any of its abilities or attacks.
In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you wild shape.
Power It Up
Primal Points and spell slots may be used to buff the Wildfire Spirit.
Natural Armor
When you summon your Wildfire Spirit, you can spend one additional primal point to increase its AC by +1. This bonus increases to +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.
Fan the Flames
While summoned, you can spend spell slots to empower your Wildfire Spirit's attacks. Once per turn, when your Wildfire Spirit hits a creature with an unarmed strike, you can spend a spell slot to deal an additional 1d8 fire damage per level of the spell slot expended.
Fuel for the Fire
While summoned, you can spend a bonus action to spend one spell slot, if you do so, your Wildfire Spirit regains 1d8 hit points per level of the spell slot expended.
Fiery Talons
When you summon your Wildfire Spirit, you can spend one additional primal point to increase the damage of its flame talons by +1. This bonus increases to +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.
Size Matters
When summoned, you may spend 1 primal power to alter the natural size category of your Wildfire Spirit by one step larger or smaller. Each point increases the size one category. To a maximum of medium at level 1, large at level 3, huge at level 7, and gargantuan at level 9. Each increase in size adds +2 to strength (this also provides a +1 to hit and damage rolls as a result), and 4 extra hit points.
Hot Air
Beginning at level 5, when summoned, you may spend 1 primal power to grant your Wildfire Spirit a flight speed (hover) equal to its base speed.
Burning Bonds
Beginning at level 7, whenever damage would reduce your Wildfire Spirit to 0 hit points, you can spend your reaction, one hit die and one primal power point to reduce your familiar to 1 hit point instead.
Of Like Minds
Beginning at level 9, when summoned, you may spend 1 primal power point to link your mind with your Wildfire Spirit. You can communicate telepathically with your Wildfire Spirit and perceive through your Wildfire Spirit's senses as long as you are on the same plane of existence.
Circle Spells
You learn the fire bolt cantrip. It does not count against the maximum number of cantrips you can know. You gain the following spell options.
| Druid Level | Spell |
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1st | |
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Enhanced Bond (Level 3)
The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d4, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
Flames of Life (Level 6)
You gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 1d8 + your Wisdom modifier. The flames vanish after a creature has touched them or after 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Blazing Endurance (Level 10)
The bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points while your wildfire spirit is summoned and don't die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level. Once you use this feature, you can't use it again until you finish a long rest.