Base Class: Druid
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Environmental Manipulation
At the 2nd level, the user begins to understand the world around them more. Sense all nonorganic objects in a 25-feet radius and gain a resistance to necrotic damage.
The user continues to understand the world around them further.
|
Druid Level |
Manipulation ability |
|---|---|
|
3rd |
Moving and Manipulating Small Objects (dc 7 [+Spell Attack in Combat]) [d10 + wisdom] |
|
5th |
Moving and Manipulating Medium Objects (dc 9 [+Spell Attack in Combat]) [2d10 + wisdom] |
|
7th |
Moving and Manipulating Large Objects (dc 11 [+Spell Attack in Combat]) [3d10 + wisdom] |
|
9th |
Sense all NonOrganic Objects in a 100-feet radius |
4 Spell Slots per Level
Circle Spells
|
DRUID LEVEL |
SPELLS |
|---|---|
|
3rd |
Mending, Create or Destroy Water |
|
5th |
Commune with Nature, Water Walk |
|
7th |
Find the Path, Mirage Arcane |
|
9th |
Reverse Gravity, Earthquake |
Reduce the Effectiveness of Weapons
At level 6, the user is more in tune with the elements around them. They are able to reduce the damage output of certain weapons when struck by the weapons.
Examples:
- Blunting a blade when struck (reduces the damage of sword for the duration of fight) [-1 dmg per hit]
- Reducing the damage of an arrow fired at the user [-1 dmg]
Environmental Armor
At level 10, the user's intelligence on environmental manipulation has advanced to a point of improving one's physical armor. When the user is at 1/2 hp or higher, they can survive a hit that would kill them, leaving them on 1 hp.
Parting the Red Sea
At level 14, once per short rest, the user may move or manipulate massive objects. (dc 13 [ + Wisdom if not in Combat] [ + Spell Attack in Combat])
Examples:
- Part a sea
- Splitting a mountain
- Creating Large Structures
- Destroying Large Structures
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