Class: Druid. The Druid is Considered a 10th Level Druid.
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 16 Persuasion Check.
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.
Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Bludgeoning damage or 7 (1d8+2) Bludgeoning Damage if Using 2 Hands
Wildshape (2/Day). 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 5 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 10th Level Spellcaster, Wisdom is it's Spellcasting Ability (DC 16, +10 to hit with Spell Attacks), It has the Following Spells Prepared:
Cantrips (At Will): Druidcraft, Guidance, Produce Flame, Shillelagh
1st Level (4 Slots): Fog Cloud, Goodberry, Purify Food and Drink
2nd Level (3 Slots): Animal Messenger, Flaming Sphere, Moonbeam, Spike Growth
3rd Level (3 Slots): Call Lightning, Plant Growth
4th Level (3 Slots): Dominate Beast, Grasping Vine
5th Level (2 Slots): Awaken, Commune with Nature, Reincarnate
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.
A Druid Circleguide is Charged with Testing A Circles Initiates, and Determining whether or not they are Worthy of inducting into the Circle itself, a Druid Gains this Position when they Finally Manage to Craft themselves their Magical Staff, a staff of the Woodlands Designed to Be used by the Individual as a New Spellcasting Focus.
At any Time a Circleguide is Joined by 1d6 Druid Initiates whom they are Charged w/ both Keeping Safe and alive while also Teaching them the ways of Nature, Or Should the Initiate Prove Unworthy Exile them From the Circles Grounds.
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 2 or Lower.
Monstrosity Form. The Druid Gains the Ability to Wildshape Into a Monstrosity of CR ¼ 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 May expend 1 Use of its Wild Shape Action to cast Find Familiar without Material Components, when Cast this Way the Familiar is a Fey that Remains for up to 5 Hours.
Previous Versions
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