Druid
Base Class: Druid

A beastmaster feels more at home among the animals of nature than fellow sentient beings. Over time, these wanderers befriend a wide variety of animals, from mighty dire lions to tiny weasels. Eventually, a beastmaster takes on aspects of her animal companions, becoming almost as much animal as humanoid.

Each animal lord forms a bond with one group of animals. Apelords, bearlords, birdlords, catlords, horselords, sharklords, snakelords, and wolflords all exist. Animals in his selected group accept an animal lord as a kindred soul and a leader. They offer him their support, and he watches over them in turn.

Nature's warriors are defenders of the wild, protectors of the natural world . . . and often druids who have spent "too much time" in wild shape form.

Beast Totem

At 2nd level, a wild druid gains a +2 bonus on checks made with a specific skill, determined by his selected group as follows. Ape Totem: Acrobatics ; Bear Totem: Intimidate; Bird Totem: Perception; Cat Totem: Stealth; Horse Totem: Athletics; Shark Totem: Investigation; Snake Totem: Deception; Wolf Totem: Survival.

Ape Totem

Gain a +2 bonus to Acrobatics Checks

Bear Totem

Gain a +2 bonus to Intimidate checks

Bird Totem

Gain a +2 bonus on Perception checks

Cat Totem

Gain a +2 bonus on Stealth checks

Horse Totem

Gain a +2 bonus on Athletic checks

Shark Totem

Gain a +2 bonus on Investigation checks

Snake Totem

Gain a +2 bonus on Deception checks

Wolf Totem

Gain a +2 bonus on Survival checks

Totem Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a non-magical, living beast / animal companion of large size or lower and has the following challenge ratings per level:
3rd: cr1/4 or lower | 6th: cr1/2 or lower | 9th: cr1 or lower | 12th: cr2 or lower | 15th and higher: cr3 or lower

Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. It has a number of hit dice equal to twice your druid levels (max 20d#).

The beast obeys your commands as best as it can. Its own its initiative. On your turn, you can verbally command the beast where to move or to Attack, Dash, Disengage, or take the Help action. (no action required by you). If you don't issue a command, the beast will attack the nearest hostile creature, otherwise it takes the Dodge action.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

Nature's Totem of Evolution

A nature's warrior may choose one of the following abilities. These abilities are only applicable while the nature's warrior is in wild shape form.

Armor of the Crocodile

Gain +2 to AC while wild shaped

Blaze of Power

Become Fire Resistant while wild shaped

Claws of the Grizzly

gains a +3 bonus on damage when using her natural weapons

Earth's Resilience

gains damage resistance to piercing and slashing weapon while wild shaped

Robe of Clouds

As a bonus action wreathe her body in mist and cloud while wild shaped

Wild Growth

heal for 1d6 per round while wild shaped

Enchanted Companion

Your companion gains one of the following subtypes:
Celestial, Dragon, Fey, or Elemental(Air, Earth, Fire, and Water)

you can change your animal companion's subtype by performing a 6 hour ritual and sacrificing 1000gp.

Celestial sub type

you animal companion gains:

Innate Spellcasting. The companion's spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

Magic Weapons. The companion's natural attacks are magical.

 

 

Dragon subtype (Gold)

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Fire Breath. The companion exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The companion exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dragon subtype (Silver)

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

 

Paralyzing Breath. The companion exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Cold Breath. The companion exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

 

Dragon Subtype(Brass)

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it

Dragon Subtype(Bronze)

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons

Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon

Dragon Subtype(Copper)

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Elemental subtype(Air)

Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Elemental Subtype(Earth)

Damage Vulnerabilities Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Siege Monster. The elemental deals double damage to objects and structures.

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

 

Elemental subtype(Fire)

Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Elemental subtype(Water)

Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Fey Subtype

Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.

Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.

Apex Totem

At 14th level, a wild druid gains a permanent 1-point increase to two of his ability scores.

Ape: +1 Strength and Dexterity;

Bear: +1 Constitution and Strength;

Bird: +1 Wisdom and Intelligence;

Cat: +1 Dexterity and Intelligence;

Horse: +1 Constitution and Intelligence;

Shark: +1 Strength and Intelligence;

Snake: +1 Charisma and Dexterity;

Wolf: +1 Strength and Charisma.

Apex Ape

gain a permanent +1 to Strength  and Dexterity

Apex Bear

Gain a +1 to Strength and Constitution

Apex Bird

Gain a +1 to Wisdom and Intelligence

Apex Cat

Gain a +1 to Dexterity and Intelligence

Apex Horse

Gain a +1 to Dexterity and Constitution

Apex Shark

Gain a +1 to Strength and Intelligence

Apex Snake

Gain to +1 Charisma and dexterity

Apex Wolf

Gain +1 to Strength and Charisma.

Previous Versions

Name Date Modified Views Adds Version Actions
7/16/2023 1:58:48 PM
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