Base Class: Wizard
Despite sharing a name, Elder Druids and typical druids have almost nothing in common. Elder Druids are most often Wizards or Sorcerers. Clerics seldom follow the path of the Elder Druid, as no Elder Druid can follow the doctrine of a particular god.
NPC Elder Druids are often wanderers, and most Elder Druids travel for long periods of time without the company of their brethren, seeking to learn more about the world at large. Almost all groups of Elder Druids obey a hierarchy, and their leaders spend most of their time focusing on avoiding major catastrophes. Elder Druids seek to maintain balance across the globe and prevent war, but they are not above fighting on the battlefield should the need arise
Druid's Skill
Beginning when you select this school at 2nd level, you gain a number of benefits befitting an Elder Druid. As they are both peacekeepers and protectors of both Magical Knowledge and of the people of the land, they are more combat capable, and able to communicate with the various races.
- The Hit Dice, and Hit Point gain at Higher Levels for the wizard class becomes a d8, instead of a d6. This is retroactive.
- You become proficient in one of these skills: Arcana, History, Nature, or Religion;
- You gain the extraordinary ability to react to danger before your senses would normally allow you to do so. You can no longer be flanked or surprised. You cannot be targeted by any type of “Sneak Attack” such as by a Rogue. Creatures cannot gain advantage by flanking, by surprise attacking, or by being hidden from you. The exception to this defense are Rogues who are at least 4 levels higher than your character.
- You can invoke Tongues and Comprehend Languages on yourself as the spells of the same name, at will, and does not use a Spell Slot.
- You can use Detect Magic as the spell of the same name, at will, and does not use a Spell Slot. You can read any magical writing and runes, and can decipher magical inscriptions on objects-books, scrolls, weapons, and the like that would otherwise be unintelligible. You can read at the rate of one page (250 words) per minute. You can identify a glyph of warding, or any symbol spell with an Arcana check of DC 10 + spell slot level.
Druid Fire
Starting at 2nd level, you can create Druid Fire. As an action, the Elder Druid can summon forth an attack of blue flames. Creatures in the area of effect must make a Dexterity saving throw, taking Fire Damage equal to 1d8 x your Proficiency Bonus + your Wisdom Modifier on a failed save, or half as much damage on a successful one.
Druid Fire DC = 12 + your Proficiency Bonus + your Wisdom Modifier
This attack can be focused in different ways. Upon activation, choose one method of attack:
- A 40-foot-cone of fire.
- A 60-foot-line of fire that deals 1d8 bonus damage.
- Choose a single creature or object within 80 feet, they take 2d8 bonus damage and are pushed 5 feet from you. If they fail the saving throw, they are pushed an additional 5 feet and until the beginning of their next turn they are Slowed (as per the Slow spell).
The fire can affect incorporeal and ethereal creatures, and spell/magic & fire resistance does not apply. (Creatures with Spell/Magic/Fire Resistance do not halve damage, or gain advantage on Saving Throws against this ability) Creatures that would be immune to this damage, instead take half damage.
You may sacrifice a spell slot to increase the damage by 1d8 x the level of the spell slot.
You can use this feature a number of times equal to 1 + your proficiency modifier. You regain any expended uses when you finish a long rest.
When using Arcane Recovery, you also recover a single use of Druid Fire. This increases to 2 uses recovered at level 9, and 3 uses recovered at level 17.
Elder Druid Resistance
Starting at 6th level, the Elder Druid’s body becomes resistant to poison and disease. You have advantage on saving throws against Poison and Disease, and have Resistance to Poison Damage.
Spell Shield
Starting at 6th level, the Elder Druid can shield himself with arcane energy. Upon activation, the Elder Druid must sacrifice a spell slot or a use of Druid Fire.
When the Elder Druid would be attacked or affected by a spell or ability such as a Red Dragon’s Fire Breath; The Elder Druid can take a reaction to activate Spell Shield to gain a bonus to your AC or a bonus to the Saving Throw equal to 4 + the level of the Spell Slot sacrificed. If you succeed on the saving throw, you take no damage, and only half damage if you fail.
If a use of Druid Fire is sacrificed, it counts as a Spell Slot equal to your proficiency bonus. In addition, any creatures within 5 feet of the Elder Druid take 1d8 + your Wisdom modifier of Fire Damage that ignores resistances.
Druid Sleep
Starting at 10th level, the Elder Druid is taught how to enter Druid Sleep, a form of magical hibernation that allows him to exceed his natural lifespan. A total of twenty-eight days out of the year must be spent in hibernation (assuming your year is around 365 days).
Provided this ratio is maintained, the Elder Druid adds one year to his maximum lifespan for each day spent in hibernation. If the Elder Druid does not maintain the ratio, the days spent in Elder Druid sleep provide no benefit. Druid Sleep can be used to prolong one’s life beyond that point, but such excessive use brings on additional side effects. Provided the Elder Druid continues hibernating on a regular basis, he will no longer suffer the penalties of aging, nor will he show any physical signs of aging. Bonuses still accrue.
Side Effects:
Every twenty-eight days past the first twenty-eight days that someone spends in Druid Sleep, he must make a successful Wisdom save (DC 15) or be turned into a ghost-like creature, much like a Lich or Wraith. For every twenty-eight days the sleep continues, another Wisdom save must be made, increasing in difficulty by 1 (DC 16 after 84 days, 17 after 112, and so on) until the saving throw fails.
Elder Druid Blade
Starting at 10th level, the Elder Druid learns how to temporarily infuse a weapon with magical energy. This can be done as an action or bonus action, provided the weapon is already held in hand. Choose an effect:
- The Elder Druid must sacrifice a spell slot for the remainder of the day. In exchange, the weapon is considered a Magical Weapon with an enchantment bonus equal to the level of the spell sacrificed.
- Sacrifice a use of Druid Fire. The weapon is considered a Magical Weapon with an enchantment bonus equal to your proficiency bonus, and it does an extra 1d4 of fire damage that ignores resistances.
- You can sacrifice the ability to use a certain cantrip for that day to make a weapon perform as a silver weapon.
This temporary enhancement lasts for 1 round per Wizard level.
Incredible Memory
Starting at 14th level, the Elder Druid gains the ability to recall any memory with surprising accuracy. Choose two skills to gain Expertise in: Arcana, History, Nature, or Religion. Meaning, your proficiency bonus is doubled for any check made with those skills. You must already be proficient in the skill to gain expertise.
This ability is also useful in combat, as it gives the Elder Druid a +2 bonus to attack rolls against any opponent he has fought during a prior encounter. It increases his Spell Save DC and Druid Fire Save DC by +1 against these foes as well.
Immolate Body
Starting at 14th level, the Elder Druid can increase his abilities at the cost of his health. The Elder Druid can exceed his uses of the Druid Fire, suffering 1 point of Constitution damage with each use. This can also be done for spells. Casting an extra spell causes 1 point of Constitution damage plus 1 per level of the spell. Casting an extra spell from level 5-8 also ages the Elder Druid by 1d4 years. Casting an extra 9th level spell ages the Elder Druid by 2d4+2 years. This damage is suffered immediately after a spell is cast.
(Ability Damage from this ability is healed at a rate of 1 point per Long Rest, or 2 points per use of Greater Restoration. Aging from this ability can only be healed by sleeping extra days by use of the Druid Sleep, 1 extra day per year of aging.)
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Posted Jul 15, 2022Very nice conversion of the Elder Druid. I'm thinking of making one name Allen Ron.