Druid
Base Class: Druid

The Gods spoke the first word, and all that lived on the earth awoke and stretched and opened their mouths and minds to say the word. Through many patterns of stars, they all spoke to one another, the wind to the hawk, the snail to the stone, the frog to the reeds. But after many turnings and many deaths, the languages were forgotten. Yet the sun still moves up and down, and the stars still shift in the sky, and as long as there is movement and harmony, there are words.”

“Some people are born with the first word of a language resting on their tongue, though it may take some time before they can taste it. There are three kinds, three gifts. Did you know your father and uncle have the first? The gift of people-speaking. Many rulers have it. And people listen to them, and believe them, and love them. It has always been difficult to argue with your father…and even more so with your uncle. His words confuse and muddle and distort until only his truth is the right one. That can be the power of people speaking.”

“The first gift has kept our country safe. Rulers like your father helped negotiate peace between us and the other nations. It can be powerful and good, and it can also be dangerous.”

“You and I have the second gift, the gift to speak to animals.  Many who are like us live near the mountains, in the places where animals are not in cages.  It can be a difficult life, my sparrow, for there were once many of us, but now so few remember.”

“The third gift is lost or rare. I’ve never known one with the gift of nature-speaking, though the stories insist it existed, once. I strain my ears and my eyes and my mind…but I do not know the tongue of fire or wind or tree. Someday, I hope, someone will discover how to hear it again.”

Speech of the Woods

At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Summon Beast Companion

2nd-level feature

You can summon a beast companion (normally a goose) bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your companion, rather than assuming a beast form.

The companion is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the companions stat block, which uses your proficiency bonus (PB) in several places. You determine the beast companions appearance.

BEAST Companion

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your druid level)

Speed 40 ft., climb 40 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.

Wing Attack. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d4 + 2 + PB bludgeoning damage.

 

In combat, the beast 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.

The beast manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the beast again, or until you die.

Circle Spells

Your mystical connection to the wind infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the wind and sky.

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.

Mighty Summoner

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Sky Save

At this point in your journey you have learned that what goes up, must come down. Beginning at 6th level, you can use your reaction to reduce any fall damage by five times your druid level.

Faithful Summons

Starting at 10th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.

Windstorm

When you reach 14th level, as a bonus action, you summon mighty winds around yourself to ward off or protect against your enemies for up to 1 minute. The winds appear in a 10 foot radius sphere centered around yourself. The area within the winds is considered difficult terrain. You may invoke an action to force any enemies in the storm to make a Strength saving throw equal to 14 + your spellcasting modifier or be pushed 20 feet in the direction of your choosing. You may choose any number of creatures in the area equal to your proficiency bonus to ignore the effects of your Windstorm. Once you use this feature, you cannot use it again until you finish a long rest.

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