Druid
Base Class: Druid

This Class makes use of its totems to support its allies and the power of its guardian animal to inflict harm to foes. 

Aspect of the Wood and Beast

At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

At 6th level, when you make perception or insight checks on beasts or fey creatures, you gain advantage when doing so.



Aspect Totems

Starting at 3rd level, you gain the ability to call forth nature spirits and use them to influence the world around you.

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

Bear Aspect. The bear aspect grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Eagle Aspect. The hawk aspect is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

Unicorn Aspect. The unicorn aspect lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Spirit Guide

At 6th level, you can use your wild companion is now empowered and can now assist you in a Varity of ways by expending a charge of wild shape.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Spirit guide stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

This Spirit guide form only lasts for an hour before it reverts back to its wild companion form.

SPIRIT GUIDE

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

Speed 50 ft., climb 30 ft. ignores difficult terrain 

STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
11 (+0)

Damage Immunities 

Damage Resistances  Non-Magical slashing, piecing and bludgeoning 

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Fey Shout. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB thunder damage.

Shepherd's Mark. When this creature hits a target with its fey shout attack, the next attack made on that creature is made with advantage

 



Herding: When your Wild Companion is present, any Nature or Animal Handling checks are made with advantage now

Speech of the Woods

Aspect of the Wood and Beast

At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

At 6th level, when you make perception or insight checks on beasts or fey creatures, you gain advantage when doing so.

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Aspect Totems

Aspect Totems

Starting at 3rd level, you gain the ability to call forth nature spirits and use them to influence the world around you.

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

Bear Aspect. The bear aspect grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Eagle Aspect. The hawk aspect is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

Unicorn Aspect. The unicorn aspect lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Spirit Guide

Mighty Spirit Guide

At 6th level, you can use your wild companion is now empowered and can now assist you in a Varity of ways by expending a charge of wild shape.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Spirit guide stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

This Spirit guide form only lasts for an hour before it reverts back to its wild companion form.



Spirit guide

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

Speed 50 ft., climb 30 ft. ignores difficult terrain 

STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
11 (+0)

Damage Immunities 

Damage Resistances  Non-Magical slashing, piecing and bludgeoning 

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Fey Shout. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB thunder damage.

Shepherd's Mark. When this creature hits a target with its fey shout attack, the next attack made on that creature is made with advantage

 



Herding: When your Wild Companion is present, any Nature or Animal Handling checks are made with advantage now

Guardian Spirit

Beginning at 10th level, your Aspect Totem restores the vitality of you and your allies. When a creature ends its turn in your totems aura, that creature regains a number of hit points equal to half your druid level. 

Empowered Spirit Guide: Your guardian grants inner strength to the world around you. While your Spirit Guide is summoned all wisdom ability checks are made with advantage.

Until the Very End

Starting at 14th level, your spirit guide refuses to let you fall, when you hit 0 hp, your Spirit guide gathers the energy from around itself and protects you from harm, if it was not summoned before, the spirit will manifest over your body granting you temp hp equal to your spirit guides hp.

In this state the incorporeal nature of the spirit allows you to resist all physical damage done and enemies that attack you must make a wisdom save as if they were under the effect of Sanctuary (Spell save is your spell DC)

Every death save is a success as long as the temp holds, once you reach 3 successes, the remaining temp hp becomes yours, but you cannot summon your spirit guide until the next long rest.

Once you use this feature, you can’t use it again until you finish a long rest.

 

Guardian Aspects

Guardian Spirit

Beginning at 10th level, your Aspect Totem restores the vitality of you and your allies. When a creature ends its turn in your totems aura, that creature regains a number of hit points equal to half your druid level. 

Empowered Spirit Guide: Your guardian grants inner strength to the world around you. While your Spirit Guide is summoned all wisdom ability checks are made with advantage. 

Until the Very End

Until the Very End

Starting at 14th level, your spirit guide refuses to let you fall, when you hit 0 hp, your Spirit guide gathers the energy from around itself and protects you from harm, if it was not summoned before, the spirit will manifest over your body granting you temp hp equal to your spirit guides hp.

In this state the incorporeal nature of the spirit allows you to resist all physical damage done and enemies that attack you must make a wisdom save as if they were under the effect of Sanctuary (Spell save is your spell DC)

Every death save is a success as long as the temp holds, once you reach 3 successes, the remaining temp hp becomes yours, but you cannot summon your spirit guide until the next long rest.

Once you use this feature, you can’t use it again until you finish a long rest.