Base Class: Druid
You have learned to harness your Druidic powers and mask them to blend in with everyone else in the city. At later levels you can blend other people in with the population.
Terrain Tactician
At 2nd level, you are able to call on the power of nature and harness its effects. The effects you gain depend on whether you are standing on “constructed” terrain. Constructed terrain is ground that has been fabricated or shaped by mankind’s hands, such as cut stone, metal sheets, or wooden boards. Standing on a rock in the forest would not be considered Constructed Terrain, whereas standing on stone bricks on a castle’s ramparts would be considered Constructed Terrain. Whether a terrain is considered natural or constructed does not depend on if the materials used are “natural” or not, but rather the amount of people’s involvement in giving it its current shape. If it is ambiguous, which ground you are standing on is at the DM’s discretion.
- While standing on Constructed Terrain, you strengthen your body against harmful effects and are able to resist the shortcomings of civilization:
- You add 1d6 to all Dexterity saving throws you make, as well as all Dexterity-based attacks.
- You gain proficiency with the Insight skill.
- You gain immunity to disease.
Wild Shaper
Also at 2nd level, you can strengthen your pull on the natural energies you gain from your environment. As an action, you can expend a use of your Wild Shape feature to embolden the effects you gain from the terrain you’re standing on, rather than transforming into a beast form. While this feature is active, you gain the following benefits:
- While standing on Constructed Terrain, choose one damage type between acid, cold, fire, lightning, or poison. You are now resistant to that damage type until the start of your next turn, upon which you may choose the same damage resistance or a different one.
- You gain 1d6 temporary hit points at the start of each of your turns; these temporary hit points last until the start of your next turn.
These benefits last for 10 minutes, and persist even if you use your Wild Shape ability.
Acid
Become resistant to acid damage for ten minutes
Cold
You become resistant to Cold damage for ten minutes
Fire
You become resistant to fire damage for ten minutes
Lightning
You become resistant to lightning damage for ten minutes
Poison
You become resistant to poison damage for ten minutes
Land’s Spoils
At 6th level, your influence over the terrain you walk on extends past yourself, allowing you to share the gifts of the land with your allies and encumber those who go against your vision. Any space within 10 feet of you becomes difficult terrain for any creature of your choice. Additionally, while your Wild Shaper feature is active, you can use a bonus action to choose a creature within 10 feet of you. While that creature is within 10 feet of you, they enjoy the same bonuses you derive from the Terrain Tactician feature.
Teeming Terrain
At 10th level, your influence over the environment surrounding you grows, harvesting stronger fruits from its effects. You roll 1d12 to add to Dexterity saving throws and attack rolls, and while your Wild Shaper feature is active, you gain 3d6 temporary hit points at the start of your turn instead of 1d6. Additionally, you can choose two creatures within 10 feet of you to enjoy the same bonuses from your Terrain Tactician feature while your Wild Shaper feature is active.
Terraformer
At 14th level, you are no longer constrained by the terrain you stand on, now able to change its nature to your will. When you expend a use of Wild Shape to gain the benefits of your Wild Shaper feature, you can force natural terrain to become Constructed. When you do this, the terrain melds to your wishes, infrastructure springing up from nowhere. All area within 50 feet of you gains features that could conceivably be made by humanoids without magic, and your Land’s Spoils ability works in that area, even if you leave it. The alterations are semi permanent, as they will remain there, but are assumed to be of relatively feeble construction (a well, if not shored up, will collapse quickly, for example). These features take two rounds to form, which provides ample time for creatures to escape anything that could trap them, provided they notice that they could be trapped. The infrastructure created cannot exceed roughly 500 gp in value, and cannot be more than 10 feet in any dimension for a singular structure.
Nothing
This is not a feature. It is only here because it is required in order to be published. Thank you for your time.
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