Base Class: Druid
Nature is a form of energy moving in tandem with all the other forces that govern. The sun, the moon, the tides, the very air that fills your lungs all service nature in every way. Many find comfort in this reality, while many view it as a source of fear, and there are many who view this as a source of strength. To mold nature is to mold life, so why not grasp these molds and use them for yourself? The moon, an ancestral body stands above us like a godly beauty, a beauty that is a means to an end. The sun, a fiery oppressor that holds the world in its iron grip. The tides, an inescapable force that pulls any and all into its depths. The air, the very flow of life itself. This destructive nature will prove to be your greatest strength and your enemies greatest weakness.
Primal Spells
Your mystical connection to the ebb and flow of Nature infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to Primal spells connected to the primal form you have entered. When you use Configuration of Change to take a Primal form, you gain all spells of your level added to your spell list for the duration.
Once you gain access to a Primal 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. Whenever you enter a Primal form, you can freely use one of the 3rd-level spells only once for that Primal form during the duration.
| Sun | |
|---|---|
| Druid Level | Primal Spells |
| 3rd | Aganazzar's Scorcher, Flaming Sphere |
| 5th | Ashardalon's Stride, Fireball |
| 7th | Fire Shield, Wall of Fire |
| 9th | Dawn, Flame Strike |
| Moon | |
| Druid Level | Primal Spells |
| 3rd | Moonbeam, Blur |
| 5th | Counterspell, Haste |
| 7th | Banishment, Polymorph |
| 9th | Circle of Power, Wrath of Nature |
| Tides | |
| Druid Level | Primal Spells |
| 3rd | Prayer of Healing, Lesser Restoration |
| 5th | Aura of Vitality, Mass Healing Word |
| 7th | Aura of Purity, Death Ward |
| 9th | Maelstrom, Mass Cure Wounds |
| Wind | |
| Druid Level | Primal Spells |
| 3rd | Dust Devil, Warding Wind |
| 5th | Thunderstep, Wind Wall |
| 7th | Storm Sphere, Summon Elemental |
| 9th | Dominate Person, Control Winds |
Configuration of Change
At 2nd level, you gain the ability to harness nature's will to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a primal form relating to your chosen force of nature, rather than transforming into a beast.
While in your primal form, you retain your game statistics, but your body alters; your joints crack and shape, and you begin to resemble a form similar to your chosen force. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your primal form, choose which of the following forces of nature influences your body; your choice gives you certain benefits while in the form:
Sun. This form sheds bright light in a 5-foot radius and dim light for an additional 5 feet. When you assume this form, you can change all damage dealt by a damaging spell to radiant damage. As well, whenever a spell deals radiant damage, you add your spell modifier as extra radiant damage, you may use this feature a number of times equal to your proficiency bonus.
Moon. This form gives you a faint incorporealness, giving you advantage on Stealth checks for the duration. When you assume this form, you can change all damage dealt by a damaging spell to necrotic damage. As well, whenever a spell places a condition on a creature you can change the condition to be the charmed condition. This causes them to be charmed for one minute instead of one other condition, you may use this feature a number of times equal to your proficiency bonus. They may roll a save against your spell save DC at the end of each of their turns during this period.
Tides. This form amplifies your lungs allowing you to breathe underwater for the duration. When you assume this form, you can change all damage dealt by a damaging spell to cold damage. Also, whenever you cast a spell using a spell slot that restores hit points to a creature, refreshing tides encapsulate you or another creature within 30 feet of you granting whichever creature you choose temporary hit points equal to 1d8 + your Wisdom modifier, you may use this feature a number of times equal to your proficiency bonus.
Air. This form grants you an array of feathers. For the duration, when you fall at least 10 feet above the ground, you can use your reaction to extend your feathers to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide. However, if you end your turn with nothing to support you, you do continue to fall. When you assume this form, you can change all damage dealt by a damaging spell to thunder damage. Additionally, your movement speed increases by 10 feet.
Nature's Sting
Starting at 6th level, when you hit a creature with a spell attack while within a primal form, you can expend one spell slot to deal damage to the target corresponding to the type associated with your primal form, in addition to the spell's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 10d8. The damage increases by 1d8 if the target is a type that disobeys the flow of nature (such as an undead), to a maximum of 11d8.
Primal Awakening
At 10th level, you hone your ability to harness nature's fury to become a conduit for its will. Whenever you assume your primal form, you also gain the following features:
Sun. This form now sheds bright light in a 10-foot radius and dim light for an additional 5 feet. You may also change the casting time of a damaging cantrip to a bonus action from an action or to an action from a bonus action. Additionally, whenever a spell deals radiant damage, you can add your spell modifier twice, you may use this feature a number of times equal to your proficiency bonus.
Moon. This form's lunar light now extends to your allies, giving the effects of pass without a trace to allies within 30 feet of you given that you wish to extend this light outward, you are permanently under its effect. Additionally, when you decide to change the condition placed upon a creature by a spell you can now choose between charmed or frightened, you may use this feature a number of times equal to your proficiency bonus. They may roll a save against your spell save DC at the end of each of their turns during this period.
Tides. This form now grants you a swim speed equal to half your normal walking speed. Also, whenever you cast a healing spell you can now use your Nature's Sting ability to grant additional healing in the same format for one targeted creature.
Air. This form now grants you a fly speed equal to half your walking speed yet, when you end your turn if there is nothing to support you, you begin to fall. Additionally, your movement speed increases by 20 feet.
Primal Incarnate
At 14th level, you have mastered nature's fury and have become nature incarnate. Whenever you assume your primal form, you also gain the following features:
Sun. This form's light now extinguishes magical darkness within its radius. As well, your spell attacks can now critically hit on a 19-20. Additionally, whenever a spell deals radiant damage, you can add your spell modifier thrice. You may use this feature a number of times equal to your proficiency bonus.
Moon. This form's lunar light makes you invisible whenever you are in dim light and do not move. Additionally, when you decide to change the condition placed upon a creature by a spell you can now choose between blinded, charmed, deafened, frightened, poisoned, or stunned. You may use this feature a number of times equal to your proficiency bonus. They may roll a save against your spell save DC at the end of each of their turns during this period.
Tides. This form now grants you a swim speed equal to your normal walking speed. Also, whenever you cast a healing spell you can now also cure one condition from the target or maximize the healing of one dice. You may use this feature a number of times equal to your proficiency bonus.
Air. This form now grants you a fly speed equal to your normal walking speed. As well, your movement speed increases by 30 feet. Additionally, you can use the spell Misty Step without using a spell slot a number of times equal to your proficiency bonus.
Previous Versions
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