Table of Contents

Druid

HP Per Level: 7.

Keywords: Druid, Spellcaster, Nature Magic.

Defenders of the balance between the natural world and the people who live in it, druids wield tremendous magical power. They commune and command powerful nature spirits, rain destruction down with elemental fury, and call upon the very forces of nature to change their very form into things like living lightning storms, animals, or even spirits.

Druid Proficiencies

Druid Skills

You are Professional in 2 of the following skills: Animal Husbandry, Aquatic, Medicine, Perception, Politique, Religion. Additionally, you are Exceptional with Fieldcraft.

Level Class Features
1 Signature: Enduring Spirit, Wild Aspect, Spellcasting, Druid Circle
2 (Feat)
3 Circle Power
4 (Honor)
5 (Ability Score Increase)
6 Commune with Nature
7 (Feat)
8 Circle Power
9 (Honor)
10 (Ability Score Increase)
11 Cleanse Nature
12 (Feat)
13 Circle Power
14 (Honor)
15 (Ability Score Increase)
16 Nature’s Blessing
17 (Feat)
18 Circle Power
19 (Honor)
20 Capstone: Ancient One, (Ability Score Increase)

Class Features

Signature Ability: Enduring Spirit (1st Level)

You are highly receptive to the natural world and are thus able to maintain your empowered state far longer than normal.

Benefit: You can spend a Hero Dice to enter your wild aspect. This allows you to enter it more than once per short rest. You can also use this class feature as a free action at the start of your turn to extend your wild aspect by 6 more rounds.

Wild Aspect (1st Level)

You flood your body with natural magic, gaining new powers based on your druid circle. The exact benefits of your wild aspect will vary, but always come with superficial changes to your appearance.

Benefit: To transform into your wild aspect you must use the transform action and the effect lasts for 6 rounds. You may only enter a wild aspect once per short rest.

Spellcasting (1st Level)

Benefit: You can cast spells drawn from the nature spell list. You have 5 + your Wisdom modifier in mana to cast druid spells. Casting a spell costs 1 mana. You recover all mana after a long rest. Your druid Spellcasting is based on your Wisdom.

You start with 3 spells of your choosing from the nature spell list. At 3rd level and every odd level thereafter you gain 1 new spell from the nature spell list.

Druid Circle (1st Level)

Benefit: You select which circle you are part of. This affects your Wild Aspect class feature, and later grants you different class features.

Commune With Nature (6th Level)

Everyone wants to ask plants about creatures that just went by, never how their day is going.

Benefit: You can freely speak with any plant, animal, or geographic feature that is not hostile to you as though you shared a language with them (even if they lack a language or the ability to converse). Boost: You can spend a Hero Dice to gain an Absolute bonus on an Animal Husbandry check.

Cleanse Nature (11th Level)

It is the solemn duty of every druid to keep the natural world free from taint and corruption.

Benefit: You may use Cleanse Corruption at will as an innate (Animal Husbandry or Fieldcraft) spell. You may only target animals, plants, and other natural features (for example, you could use it on a corrupted mountain).

Nature’s Blessing (16th Level)

You know that nature’s power can sustain you; everyone else just thinks you’ve suddenly developed chlorophyll.

Benefit: You are immune to poison. Additionally, while not in an urban environment you do not need to eat, sleep, drink, or even breath.

Capstone: Ancient One (20th Level)

Your spirit is older than dirt, and only slightly younger than time.

Benefit: You become ageless and immortal. While taking a long rest you may change your age to that of a young person, an adult, or an elderly person.

Additionally, when you die, you awaken a week later in the heart of the oldest tree nearest to where you fell. You can only be truly slain if the grove you are recovering in is destroyed down to the last tree.

Druid Circles

Aspect: This part of each circle’s entry describes the benefit of the wild aspect class feature. This is what occurs when you take the transform action. These benefits only last as long as the will aspect does.

Circle of the Ash Tree

The Circle of the Ash Tree takes its name from the image of a burnt tree after a wildfire. They believe the world must be cleansed before it can be healed. Some see them as eco-terrorists while others believe them to be a necessary evil; surgically purging the tainted part of the world so that life may yet again flourish.

Aspect: At the start of your turn and when you first enter wild aspect, foes adjacent to you become vulnerable to fire until the start of your next turn. A Fortitude save (DC 10 + Spellcasting proficiency) negates this effect for the turn.

Circle Of The Beast

Often the first circle brought up when discussing druids, the Circle of the Beast focuses on kinship with the wild; each initiate is required to raise a wild beast as a sibling. They are the first to rankle at being constrained, and the first to break the cage that confines another. Their wild spirit can coalesce into a bestial form, blending together druid and beast.

Aspect: You gain the benefits of an innate animal aspect spell (Animal Husbandry). You may choose different benefits each time you enter wild aspect.

Circle of the Elder

Found in societies where wisdom is more valuable than strength, the Circle of the Elder creates enlightened druid-kings with knowledge of the past to help them direct the future. Such druids inherit memories for their past lives or from their own lineage to help them guide others to their full potential. Special: If you select this circle you gain the “Talented” keyword.

Aspect: You rapidly age, appearing ancient even for a member of your species (though you lose none of your abilities). While in wild aspect you can use 1 action to cast Whispers of the Past as an innate (Fieldcraft or Religion) spell instead of as a ritual. This takes a single action to use (rather than 1 minute).

Circle Of Frost

Hailing from windswept tundras and snow-capped mountains, frost druids reflect on the harshness of winter and the bitter cold. Often displaying a rugged survivalist bent, druids of the circle are depicted as being as cold and bitter as a blizzard. Able to wrap themselves in a blizzard storm, they can bring winter’s icy embrace to bear against their foes.

Aspect: While in wild aspect, foes adjacent to you take 1d4 + your Wisdom modifier in cold damage at the start of your turn or when you transform. A Fortitude save (DC 10 + Spellcasting proficiency) negates the damage. The damage is increased by +1d4 at 3rd level and every odd level after 3rd.

Circle Of The Mountain

Drawing power from rock and soil, mountain circle druids are stoic, hard-faced purveyors of magic. Deeply aware of the flow of natural power within the world, these druids are able to tap into this flow to empower their own spells.

Aspect: You wrap yourself in a cloak of hardened ley-charged rock and take on the appearance of a living statue. Though your body can move, your feet remain fused with the ground. You gain Resist 10 against all damage, but your movement speed is reduced to 0. You may still take other actions, such as attacking, casting spells, etc.

Circle of the New Age

The Circle of the New Age represents so-called “Neo-Druid” or “Hippy” teachings and is a co-opting of older traditions, blending them with modern tastes and more approachable cultural norms. They are informal, laid back, all about loving your fellow beings, and just being one with nature. In a way they represent the “humanoid” part of nature and how interactions are handled, a sort of bridge between the natural and the cosmopolitan. Some druids look down upon them as forgetting the old ways, but members of the Circle of the New Age feel they are fools for not seeing the path to the future.

Aspect: While in this form you are able to speak and understand all languages; additionally, sapient creatures appear to have an aura around them that you can easily read. This tells you the current most powerful emotion of that creature. It takes 1 action to read a creature’s aura. Unlike other wild aspects, a Circle of the New Age’s wild aspect lasts for 10 minutes (100 rounds). If you are a primary druid you can spend Hero Dice to extend it by 10 minutes per Hero Dice (rather than 6 rounds).

Circle Of the Stargazer

These druids always have their eyes on the skies. They prefer open plains and high peaks, anywhere with the best view, high above the clouds. These druids can see the future in the stars, and even manipulate it when necessary. Their predictions and actions always seem vague, until they aren’t. Non-druids see them as intentionally frustrating; other druids wouldn’t dare insult those who could change their fate forever.

Aspect: Your body fades away into an amorphous blob of darkness speckled with tiny stars throughout it. You become intangible.

Circle Of The Storm

These druids channel the rage of the storm itself. Found anywhere from the highest plateaus to the deepest rainforests, they seem simultaneously detached and connected to everything around them. When commanding their element, lightning crackles around them, and their eyes turn as gray as threatening clouds. Praise the sky!

Aspect: You ignore difficult terrain and are effectively weightless, allowing you to ‘walk’ on liquids and avoid setting off weight-sensitive things like pressure plates. Additionally, you can cast lightning bolt at will as an innate (Fieldcraft) spell in this form.