Druid
Base Class: Druid

Druids of the Awakened Races are devoted guardians of the Amethyst Isle, wielding the primal forces of nature and drawing power from the blessings of Xal'rith Azul-Thar, the Primordial Elemental of Earth. As protectors of their realm, these druids have transcended traditional forms of transformation, gaining the ability to shapeshift into powerful members of the Seven Awakened Races—an elite group of sentient creatures that emerged to defend the island from the Blighted Scourge.

Beastform Affinity

At 3rd level, you form a spiritual bond with one of the Seven Awakened Beasts. After completing a long rest, you choose one of the following beasts, gaining its associated benefits until you select a different beast after another long rest:

Berserker Badger: Gain proficiency in Athletics and Intimidation, and you can rage like a barbarian once per short rest, gaining advantage on Strength checks and melee attacks.

Whisperer Raccoon: Gain advantage on Stealth checks, the ability to communicate telepathically with any creature within 30 feet, and the ability to become invisible for 1 minute (once per long rest).

Unseen Weasel: You can cast Invisibility at will (self-only), and you gain advantage on Charisma (Deception) checks. Additionally, you may cast Mirror Image or Blur once per short rest as a reaction.

Shadow Earth Spider: Gain a climb speed equal to your walking speed and tremorsense up to 30 feet. You can also cast Web once per long rest without using a spell slot.

Heartwood Wolf: Gain proficiency in Perception and Stealth. You gain the Pack Tactics ability, giving you advantage on attacks when an ally is within 5 feet of your target.

Frost Owl: You gain the Flyby ability, allowing you to not provoke opportunity attacks when flying out of an enemy's reach. You are also immune to cold damage and can cast Fog Cloud once per long rest.

Desert Scorpion: Gain tremorsense out to 30 feet, the ability to burrow at half your speed, and the ability to summon a small sandstorm around you (15-foot radius) for 1 minute once per long rest. Enemies within the storm are blinded unless they succeed on a Constitution saving throw (DC = 8 + your Wisdom modifier + proficiency bonus).

Berserker Badger

Gain proficiency in Athletics and Intimidation, and you can rage like a barbarian once per short rest, gaining advantage on Strength checks and melee attacks.

Desert Scorpion

Gain tremorsense out to 30 feet, the ability to burrow at half your speed, and the ability to summon a small sandstorm around you (15-foot radius) for 1 minute once per long rest. Enemies within the storm are blinded unless they succeed on a constitution saving throw (DC = 8 + your Wisdom modifier + proficiency bonus).

Frost Owl

You gain the Flyby ability, allowing you to not provoke opportunity attacks when flying out of an enemy's reach. You are also immune to cold damage and can cast Fog Cloud once per long rest.

Heartwood Wolf

Gain proficiency in Perception and Stealth. You gain the Pack Tactics ability, giving you advantage on attacks when an ally is within 5 feet of your target.

Shadow Earth Spider

Gain a climb speed equal to your walking speed and tremorsense up to 30 feet. You can also cast Web once per long rest without using a spell slot.

Unseen Weasel

You can cast Invisibility at will (self-only), and you gain advantage on Charisma (Deception) checks. Additionally, you may cast Mirror Image or Blur once per short rest as a reaction.

Whisperer Raccoon

Gain advantage on Stealth checks, the ability to communicate telepathically with any creature within 30 feet, and the ability to become invisible for 1 minute (once per long rest).

Awakened Beast Shape

At 6th level, when you use Wild Shape, you may assume the form of one of the Seven Awakened Beasts. While in this form, you also gain specific abilities based on your chosen beast:

  • Berserker Badger: Gain the Regeneration ability, healing 5 hit points at the start of your turn if you’re touching the ground.
  • Whisperer Raccoon: While in this form, you can become invisible as a bonus action and have telekinetic abilities, able to use Mage Hand without material components.
  • Unseen Weasel: Gain the ability to cast Phantasmal Force once per short rest. You remain invisible in dim light or darkness even while attacking.
  • Shadow Earth Spider: While in spider form, you gain Web of Shadows and Shadow Leap, teleporting between shadows at will up to 30 feet.
  • Heartwood Wolf: Your bite attack knocks enemies prone, and you can cast Cure Wounds while in wolf form once per short rest.
  • Frost Owl: You radiate an aura of cold, and enemies within 10 feet take cold damage (equal to your Wisdom modifier) each time they start their turn there.
  • Desert Scorpion: When wild-shaped into this form, you can create a Sand Trap to restrain enemies or summon a localized sandstorm, blinding nearby enemies.

*Check monsters' sheet for rest of abilities*

Aspect of the Awakened

At 10th level, your bond with the Awakened Beasts deepens, allowing you to summon a spectral manifestation of one of the Seven Awakened Beasts to aid you in battle. This manifestation lasts for 1 minute and can be summoned once per long rest.

Summon: Choose one of the seven beasts. The summoned creature shares your initiative and obeys your commands.

Additionally, you gain an aura depending on your chosen beast:

  • Berserker Badger: Allies within 10 feet gain advantage on Strength-based attacks and checks.
  • Whisperer Raccoon: You and allies within 10 feet gain advantage on Stealth checks and can communicate telepathically.
  • Unseen Weasel: Allies within 10 feet have advantage on Deception and Stealth checks.
  • Shadow Earth Spider: You and allies within 10 feet can teleport up to 15 feet as a bonus action between shadows.
  • Heartwood Wolf: You and allies within 10 feet can reroll 1 on healing dice rolls.
  • Frost Owl: You and allies within 10 feet have resistance to cold damage.
  • Desert Scorpion: You and allies within 10 feet are immune to the blinded condition while inside sandstorms or other obscured areas.

Awakened Beast Mastery

At 14th level, you have mastered the art of Wild Shape, allowing you to remain in your Awakened Beast form indefinitely. When you transform into an Awakened Beast, you may combine the benefits of two beasts, gaining the full powers of one and an additional benefit from another.

Additionally, once per long rest, if you drop to 0 hit points while in an Awakened Beast form, you may immediately shift into another Awakened Beast form (using a second use of Wild Shape) with full hit points.

Comments

Posts Quoted:
Reply
Clear All Quotes