Base Class: Druid
Sometimes called Arcane Hierophants, they are a circle of druids that wield a blending of Arcane magic and Primal magic with a heavy emphasis on nature and the elements. These masterful tacticians can manipulate magic using the wild making them unpredictable defender
Companion Familiar
Starting at 3rd level you utilize your connection to natural and arcane magics to conjure a specialized companion. As an action, you may expend a Wildshape to conjure forth a beast, whose challenge rating and features use the restrictions of your Wild Shape feature, shown below
Companion Familiar Table
| Level | Max CR | Other Limitations | Example |
|---|---|---|---|
| 2 | 1/4 | No Swimming or Flying | Wolf |
| 8th | 1/2 | No Flying | Crocodile |
| 11th | 1 | Giant Eagle |
This animal can attack but follows the restrictions of your Wildshape. The Beast has an equal duration to your Wild Shape timer and remains for the duration unless it is brought to 0 HP.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. As it functions like a familiar you may also Channel a spell with the range of touch through your animal Companion
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.
Arcane Savant
Starting at the 3rd level of the level your knowledge of the arcane takes shape; you may learn one cantrip from the wizards' spell list. You also gain access to an expanded spell list these spells. You learn additional spells when you reach certain levels in this class, as shown on the Expanded Spells table. Each of these spells counts as a Druid spell for you.
Whenever you gain a Druid level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be of the Conjuration, Transmutation, Or Evocation spell from the wizard spell list, These spells are automatically prepared
| Druid Level | Spells |
|---|---|
| 3rd | Frost Fingers, Grease |
| 3rd | Maximilien's Earthen Grasp, Misty Step |
| 5th | Fireball, Slow |
| 7th | Mordenkainen's Faithful Hound, Vitriolic Sphere |
| 9th | Cone of Cold, Far Step |
Flora and Fauna Channeling
At 6th level, you begin to weave nature and arcane to deliver a spell. When you cast a spell that does not have a range of self, you may use an allied Beast within 100 feet of you to deliver the spell This uses your beast's reaction to deliver the spell. If it requires an attack roll or saving throw, it uses your modifiers and spells save DC. When a spell is cast this way, it uses the beast's senses, rather than your own, to target.
You may also perform this action through a plant size Small or bigger. The plant must be within 300 feet of you, and you still use your senses to cast the spell.
You may use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Arcane Familiar
At the 10th level, the beast summoned through your Companion Familiar feature is enhanced with arcane magic as well as druidic energies. It gains the following benefits:
• Arcane Protection: Its armor class is increased by 3, and whenever you channel a spell that consumes a spell slot through the beast, it gains a number of temporary hit points equal to your Druid level.
•Druidic Ferocity: It gains a special attack it can use as an action. This attack has a bonus to hit equal to your spell attack bonus and deals 3d10 piercing or slashing damage on a hit. This damage is magical.
•Last Stand: If the beast would drop to 0 hit points or dies, it instead remains conscious and able to act until the end of its next turn, at which point it disappears.
Limited Arcanum
At the 14th level your mastery of arcane and Druidic magics peaks. You may learn a spell from the Wizard spell list of the sixth level or higher. The spell must be of a level you can cast, and it must be from the Conjuration, Evocation, or Transmutation schools, excluding the Wish Spell.
Additionally, every time you level up you may change a spell learned with this feature for another spell. You may cast each spell learned this way once per long rest consuming a spell slot.
At level 15 and 17 you may select one additional spell to be added to your list of limited arcanum spells. Spells prepared this way do not count against your maximum spells prepared.
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