Class: Druid. The Druid is Considered a 20th Level Druid.
Beast Spells. While the Druid is is in Wildshape They can Perform the Verbal and Somatic components of Spells but they cannot Provide Material Components.
Natural Wrath. The Druid has advantage on Damage Rolls Made against Aberrations, Elementals, and Undead.
Taboo Against Metal. The Druid Cannot gain the benefits of Armor Made of Metal. Additionally The Druid will not Use weapons Made of Metal unless Convinced To Do so with a DC 19 Persuasion Check.
Timeless Body. The Druids Age cannot be Altered by Magical Means.
Wild Shape Improvement. The Druid Gains one of the Wild Shape Improvements Listed in the Description
Special Equipment. The Druids Staff is a Staff of the Woodlands, additionally the Druid Possesses a Magic Item From Magic Item Table H, and One Magic Item From Magic Item Table I.
Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Bludgeoning damage or 7 (1d8+2) Bludgeoning Damage if Using 2 Hands
Wildshape. The Druid Transforms into a Beast with a CR of 1 or Lower that they have Seen. They Remain in this Form for up to 10 Hours unless They use a Bonus action to End The Transformation, fall Unconscious, or Drop to 0 Hitpoints in their Beastform. While Wild Shaped the Druid Follows all The Rules of the Wild Shape as Described by the Druid Class.
Spellcasting. The Druid is a 20th Level Spellcaster, Wisdom is it's Spellcasting Ability (DC 19, +13 to hit with Spell Attacks), It has the Following Spells Prepared:
Cantrips (At Will): Druidcraft, Guidance, Produce Flame, Shillelagh
1st Level (4 Slots): Faerie Fire, Fog Cloud, Goodberry
2nd Level (3 Slots): Animal Messenger, Flaming Sphere, Heat Metal, Moonbeam, Spike Growth
3rd Level (3 Slots): Call Lightning, Meld into Stone, Plant Growth
4th Level (3 Slots): Grasping Vine, Polymorph, Stoneskin
5th Level (2 Slots): Awaken, Commune with Nature, Greater Restoration, Reincarnate
6th Level (2 Slot): Heal, Transport via Plants
7th Level (2 Slot): Mirage Arcane, Regenerate
8th Level (1 Slot): Control Weather, Feeblemind
9th Level (1 Slot): Shapechange
Description
Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
An Archdruid is the Pinnacle of Power any Druid can Possess, it is said that Every Druid Circle can Only possess 1 Archdruid at any Given Time, as each individual Archdruid is Responsible for Coordinating The Efforts of all Druids of Every circle in the Region, there is no Greater Title a Druid can Possess, and There is no Greater Position, it is the Archdruids Who are Responsible for handing off the Elemental Summoning Items to the Guardians of Nature and it is They who are Responsible for Maintaining all Circles Leadership and Influence in the world, a Change in Status of Archdruid Has DRASTIC effects on a Region as a Differing Philosophy And View Becomes the Pillars of that which all Druids must stand on, in these times an Archdruids own Circle GROWS in Power while all Other Circles begin to Weaken in influence but never Vanish.
At any Time an Archdruid is Surrounded by 1 of Each Of the 4 Elementals (Air, Earth, Fire & Water) but they may also be accompanied by up to 4 Guardians of Nature, and Have the Ear of 2d10+5 Circleguides and 4d12+20 Circlesworn.
Wild Shape Improvement
The Druid Gains one of the Following Benefits:
Enhanced Form. The Druid Gains the Ability to Wildshape Into a Beast of CR 5 or Lower.
Monstrosity Form. The Druid Gains the Ability to Wildshape Into a Monstrosity of CR 1 or Lower.
Variants
Some Druids are Charged w/ Spiritual Guides to aid them on their Path Such Druids Possess the Wild Companion Action:
Wild Companion. The Druid casts Find Familiar without Material Components, when Cast this Way the Familiar is a Fey that Remains for up to 10 Hours.
Previous Versions
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Coming Soon
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