Druid
Base Class: Druid

Druids of an enterprising or charismatic nature may utilise or exploit their unique affinity with the natural world for the purposes of entertainment. Individuals with a flair for the dramatic, or courageous sorts who dare to tangle and tame the fiercest of Nature's children find themselves at home amongst the sideshows and circuses that exist on the fringe of society. Disciples of the Circle of the Ringmaster excel at coaxing feral beasts, keeping the attention of an enraptured audience and fooling unsuspecting minds into believing their daring deeds. Their exploitation of the gifts bestowed by nature have seemingly restricted their composure and focus when shapeshifting, often creating wild and exotic results.

Chaotic Wild Shape Table

1 Stuck in Wild Shape for 1d4 days. DM's choice of form, Druid is wild.
2-3 CR 0
4-5 CR 1/8
6-7 CR 1/4
8-9 CR 1/2
10-11 CR 1
12-13 CR 2
14-15 CR 3
16-17 CR 4
18-19 CR 5
20 CR 6(or 6+, DM's discretion). DM's choice of form.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.

Exotic Performance

At 2nd level, the Druid hones their ability to enthrall unsuspecting minds with images of daring feats and a silver tongue. The Druid gains proficiency in the Perform skill and gains the spell 'Minor Illusion' as a bonus cantrip.

Circle Spells

Your mystical connection to the land 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 land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.

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.

Ringmaster

DRUID LEVEL SPELLS

3rd

charm person, silent image

5th

hypnotic pattern, major image

7th

charm monster, hallucinatory terrain

9th

seeming, animate objects 

Arctic
Druid Level Spells

3rd

hold person, spike growth

5th

sleet storm, slow

7th

freedom of movement, ice storm

9th

commune with nature, cone of cold 

Coast
Druid Level Spells

3rd

mirror image, misty step

5th

water breathing, water walk

7th

control water, freedom of movement

9th

conjure elemental, scrying

Desert
Druid Level Spells

3rd

blur, silence

5th

create food and water, protection from energy

7th

blight, hallucinatory terrain

9th

insect plague, wall of stone

Forest
Druid Level Spells

3rd

barkskin, spider climb

5th

call lightning, plant growth

7th

divination, freedom of movement

9th

commune with nature, tree stride

Grassland
Druid Level Spells

3rd

invisibility, pass without trace

5th

daylight, haste

7th

divination, freedom of movement

9th

dream, insect plague

Mountain
Druid Level Spells

3rd

spider climb, spike growth

5th

lightning bolt, meld into stone

7th

stone shape, stoneskin

9th

passwall, wall of stone

Swamp
Druid Level Spells

3rd

darkness, acid arrow

5th

water walk, stinking cloud

7th

freedom of movement, locate creature

9th

insect plague, scrying

Underdark
Druid Level Spells

3rd

spider climb, web

5th

gaseous form, stinking cloud

7th

greater invisibility, stone shape

9th

cloudkill, insect plague

 

Rabbit Out Of A Hat

At 6th level, the Druid channels their arcane energy into acts of conjuration and showmanship. As an action, the Druid can operate their arcane focus like a Bag of Tricks and conjure an animal from it (refer to the Gray Bag of Tricks table). The creatures operate under the same rules as described by the Bag of Tricks. This feature is expended after 2 uses and can be used again after a Long Rest.

Beast Tamer

At 10th level, the Druid has developed a fundamental connection with all beasts and can use this to charm or coerce the animals they encounter. Firstly, the Druid gains proficiency in Animal Handling and resistance to Slashing damage from Natural Weapon Attacks.Secondly, the Druid can use this feature as an action on a hostile beast as if using the spell 'Dominate Beast'. The Druid can use the feature on a friendly beast and gain the beast as a companion as per 'Ranger's Companion' Ranger Class Feature for 1d2 days. This feature can be used once before a long rest is required.

Master of the Sideshow

Master of the Sideshow[edit]

At 14th level, your consistent mastery of exploiting the chaos of nature's gifts has evolved your arcane talents. Firstly, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Secondly, your Wild Shape ability expands to new limits, refer to the 'Upgraded Wild Shape' table. Thirdly, your adventuring has exposed you to creatures of mystical and arcane origin, a Druid may pick one of the following benefits:

  • Experienced Arcanist: Your Spell DC increases by 1 and if your Wild Shape can speak, you can cast spells.
  • Exotic Forms: You can add one of the following creature types to your list of Wild Shapes: Aberrations, Celestials, Constructs, Elementals Fiends, Monstrosities, Oozes, Undead. If the chosen form possesses one of the following abilities, those abilities are not gained:

Spellcasting, Innate Spellcasting, Shapechanger, Change Shape, Rejuvenation, Regeneration, Teleport, Telepathy(any).

  • Lord of The Feral Wood: Add +1 CR to the maximum CR that is rolled when using the Wild Shape feature, as per 'Carnival of Chaos'.

Fourthly, your ability to exert your will over nature and reality allows for more options for the 'Rabbit Out Of A Hat' feature, refer to 'Upgraded Rabbit Out Of A Hat' table.

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