Base Class: Druid
You have dedicated yourself to the study of life and its origins, focusing on dissections, diagraming, modeling, and research. As a result, your observations of the natural world and the cosmos has given you insight to the inner workings of the world. Druids that answer the call to investigate life's great mysteries and reveal the spirits of nature revere life, healing, and the organic world.
Lucidity
At 2nd level, your time spent researching has given you the ability to focus your thoughts, allowing you to concentrate and clearly administer natural medicines. As a bonus action, you can expend a use of your Wild Shape feature to clear your mind, rather than transforming into a beast.
While experiencing this clarity, you retain your game statistics and it lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
When you assume this form, you gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1). Additionally, you can cast the spell Healing Word as if it were a cantrip. You can cast the spell in this way even if you do not have it prepared.
Unarmored Defense
Your studies of bestial anatomy and adaptations have provided insight into their methods of survival. Starting at 2nd level, your armor class equals 10 + your Wisdom modifier + your Constitution modifier while you are not wearing any armor. You can use a shield and still gain this benefit. Additionally, you gain proficiency with the Wisdom (Survival) skill. If you already have proficiency with this skill, you instead gain expertise with it.
Antigen
At 6th level, you've grown adept at identifying natural venoms and developing antidotes. Whenever you restore hit points to a target, you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
Natural Selection
At 10th level, while lucid, you can grant a target (including yourself) an aspect of a magical creature for one round. As an action, select which aspect you would like to imbue the target with:
- Blink Dog - As a reaction, the target can magically teleport, along with any equipment they are wearing or carrying, up to 30 feet to an unoccupied space they can see.
- Displacer Beast - The target projects an illusion that makes them appear to be standing in a place near their actual Location, causing any creature to have disadvantage on Attack rolls against them.
- Dragon - The target gains resistance to acid, cold, fire, lightning, and poison damage
- Coautl - Creatures within 5 feet of the target are pushed 15 feet away from them and take 2d8 psychic damage.
- Manticore - When the target hits a creature with a weapon attack, that creature must make a Constitution saving throw against your Spell DC. On a failed save, the creature is paralyzed until the start of the target's next turn.
- Pixie - The target gains a flying speed equal to its movement
- Kraken - The target gains advantage on Strength (Athletics) checks and deals 3d6 damage to a creature they grapple
- Unicorn - The target gains temporary hit points equal to your level in this class
- Tarrasque - The target gains a +5 bonus to their AC
Environmental Fitness
You are at ease in the natural world, lending aid to your allies to adapt to any environments. You and your allies within 90 feet of you are unaffected by difficult terrain. Additionally, any attack you or your allies make against enemies within difficult terrain are made with advantage and deal an additional 1d4 damage
3rd Level
3rd Level Feature
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