Druid
Base Class: Druid

As towns grew and cities rose, druids were also drawn into them, adapting to find new sources to draw power from in their modernizing world. These druids have lost much of their original power, but in turn gained an understanding of nature's grasp on the very existence of society.

 

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Circle Spells

Druid Level Spells
2 Command, Sanctuary
3 Zone of Truth, Calm Emotions
5 Motivational Speech, Beacon of Hope
7 Arcane Eye, Fabricate
9 Hold Monster, Scrying

 

Wild Companion

Druids of Order have lost their ability to Wild Shape, forgoing the ability to instead commune with creatures.

At 2nd level, you no longer gain the Wild Shape feature, but instead gain the ability to summon an an animal companion: during a long rest, you may cast a modified Find Familiar spell, with these modifications.

  • The creature summoned can be any beast which your wild shapes feature would normally provide access to
  • The creature is considered their normal type instead of a fey or celestial
  • The creature can use their attack action(s) as normal
  • The creature may not be "unsummoned"
  • A material cost of 100g per CR of the creature summoned in various herbs and magical components must be spent in the summoning

 

In addition, you may also attempt to influence any willing beast with this feature, raising the CR limitation to 1/3 of your Druid levels, rounding normally, creatures willingly undergoing this spell function as familiars as described above.

Should this feature be used while a companion is still alive, your old companion becomes an awakened creature, as described by the Awaken spell, and becomes hostile towards you for abandoning it.

Forceful Permanence

Druids of Order have observed the presence of nature in the most barren of places. and have learned to pull their power from themselves where others would find nothing.

Starting at level 6, whenever you fail a concentration check, you may instead choose to succeed, you may do this once per long rest. If you are out of uses of this ability, you may instead pay life points equal to 5 times the level of the spell you are concentrating on to succeed instead.

In addition, as a free action, you may reset the duration of a spell you are currently concentrating on by expending another spell slot of equal level to the one originally used on the spell.

Unnatural Punishment

Druids of Order have an innate sense of the unnatural, sensing even the most minute details out of place, and can root them out with ease.

Beginning at 10th level, you get an innate sense when any aberrations, celestials, elementals, fey, monstrosities, or undead are within 1 mile of you, you become aware of their existence, creature type, and general amount, but not where they are.

Whenever you target a creature with a spell, as a bonus action, you may attempt to expunge the target. The target must make a Charisma saving throw.

If the target is native to the plane of existence you’re on, the target takes 6d6 force damage, or half if they succeed on the saving throw.

If the target is native to a different plane of existence that the one you’re on, the target takes 6d6 force damage, then, if they fail the saving throw, the target is banished with a faint popping noise, returning to its home plane. You may then concentrate on this effect as if it were a spell, the target remains banished for as long as concentration is maintained, if concentration is maintained for a full minute, the banishment becomes permanent.

You can use this feature a number of times equal to your proficiency bonus per long rest.

This damage increases to 10d6 force damage at level 18.

Material Bond

Starting at 14th level, your Wild Companion gains the following features

  • You maintain your telepathic bond over any distance on the same plane
  • Your companion can make use of your Unnatural Punishment, targeting up to one creature it attacks
  • Your companion can make use of your Forceful Permanence, it uses your charges of the ability if you have any, but it's own hit points otherwise
  • Your companion regains the ability to be "unsummoned" but is immediately resummoned to your side, this is done as an action as per the summon familiar spell

Resolute Bond

This feature replaces Beast Spells

Starting at 18th level, you may use your bonus action to command your companion to cast a spell on your active spell list on their turn. A spell cast this way costs you two spell slots, and they cast it with your spell save DC and bonuses if applicable, but rolls to maintain concentration are done with their stats.

Your unnatural punishment damage is also increased to 12d8 force damage

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