Druid
Base Class: Druid

The orcs, taught by the dragon Vvaraak, became the first creatures capable of wielding druidic magic in all of Eberron. During the war against the forces of Xoriat, they were in charge of closing the portals and ending with the aberrations.
To this day they constitute one of the main sects of druids that populate the Eldeen Reaches and the Shadow Marches, maintaining their will to defend nature fiercely.
This subclass is oriented towards orcs and a close and aggressive combat style. Even so, it is possible to find other types of races that are familiar with their traditions.

Advice: This subclass is intended to be played in the Eberron setting, although it could be translated to other worlds.

Ancient Fortitude

Beginning at 2nd level, you are able to establish a connection with the children of Eberron. As an action, you can spend one use of your Wild Shape feature to increase your stamina and willpower, instead of transforming into an animal. You gain the following benefits:

  • You gain 2 temporary hit points per druid level and a 2 point bonus to your Armor Class.
  • You have advantage on saves to avoid being frightened or charmed.

These benefits last for 10 minutes or until you become incapacitated.

Extraplanar Studies

You have studied the daelkyr and their creations. When you want to gather information about aberrations by making a Nature (Intelligence) or Arcana (Intelligence) skill check, you can do so with advantage.
Additionally, you learn the shillelagh cantrip. This does not count towards the maximum number of cantrips you know and you can use it on spears as well as staffs and clubs.

Circle Spells

You gain certain spells when you reach levels in this class, as shown on the Circle Spells table. They are always prepared, and it does not count towards the number of spells you can prepare per day.

Druid Level Spells

2nd

protection from evil and good, ensnaring strike

3rd

see invisibility, branding smite

5th

remove curse, blinding smite

7th

banishment, mordenkainen's private sanctum

9th

dispel evil and good, hold monster

17th

imprisonment

 

Extra Attack

Starting at 6th level, when you use your Attack action on your turn, you can attack 1 additional time. In addition, each of these attacks deals extra damage equal to your Strength modifier (minimum +0).

Resistance to the supernatural

Beginning at 10th level, while under the effects of Ancient Fortitude, you can add your Wisdom modifier (minimum +1) to your Constitution, Intelligence, and Strength saves. Additionally, your form cannot be altered against your will by any spell or effect.

Aspect of Vvaraak

At 14th level you are able to tap into the teachings of the older dragons. When activating Ancient Fortitude choose one of the following effects:

  • Another ally you can see within 30 feet shares your bonus armor class and temporary hit points from the Ancient Fortitude trait for 10 minutes.
  • You can make a melee attack against creature using your bonus action.
  • You have advantage on Constitution saves to maintain concentration. Falling unconscious can't break your concentration anymore.

Additionally, falling unconscious does not disable your Ancient Fortitude trait.

Previous Versions

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