Class: Druid. The Druid is Considered a 15th 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 17 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, additionally the Druid Possesses a Magic Item From Magic Item Table H and one of the Following:
- Bowl of Commanding Water Elementals
- Brazier of Commanding Fire Elementals
- Censer of Controlling Air Elementals
- Stone of Controlling Earth Elementals
Staff. Melee Weapon Attack: +7 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 7 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 15th Level Spellcaster, Wisdom is it's Spellcasting Ability (DC 18, +12 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
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, Stoneskin
5th Level (2 Slots): Awaken, Commune with Nature, Reincarnate
6th Level (1 Slot): Heal, Transport via Plants
7th Level (1 Slot): Regenerate
8th Level (1 Slot): Control Weather, Feeblemind
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 Guardian of Nature Acts as an Embodiment of Nature's Wrath for those who wish to abuse and Defile it's Bounty, These Guardians Travel the World welcomed by any Circle as an Ally and are seen By The Corrupt and Wasteful as Enemies, Often Gifted w/ Objects Made to Bring about Elemental Wrath they Carry these Into Battle Designed so that they might Enforce Nature's Wrath through Elementals Themselves
A Guardian of Nature often Works Alone and is Found By their Lonesome but may be accompanied by 1d8-4 Elementals of the Type of which is Dependant on Which Elemental Item they Possess, if a Guardian of Nature Takes Shelter with a Druid Circle they may be accompanied by 4d4-3 Circlesworn and 1d4-1 Circleguides
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 3 or Lower.
Monstrosity Form. The Druid Gains the Ability to Wildshape Into a Monstrosity of CR ½ 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 7 Hours.
Previous Versions
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