Druid
Base Class: Druid

An Ancient Circle of druids that worship the primals of the past. The Circle of the Primals is a well respected and and highly powerful and feared group of druids. These druids often protect ancient natural sights and burial grounds, fighting off those who insight change or wish to cause harm to these sacred grounds. 

Ancient Wild Forms

The rites of your circle grant you the ability to transform into dangerous ancient forms. Starting at 2nd level, you can use your Wild Shape as a bonus action to transform into a beast under the dinosaur list with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.)

Starting at 6th level, you can transform into a beast under the dinosaur list with a challenge rating as high as your druid level divided by 3, rounded down. 

Blood of the Primevals

Born under the teachings of the ancients, your blood was infused with the essence of the primeval at birth. Beginning at 2nd level, While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Wisdom modifier. This ability carries over to your wild shape forms. (Whilst in wild shape, you use the Dexterity of your Wild Shape form.)

Primitive Strike

Starting at 6th level, your attacks in dinosaur form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 

In addition, whilst you are wild shaped into dinosaur form, you gain +1 Bonus to your AC. 

Strength of the Apex

Your connection to the primeval grows ever stronger, as you're able to summon the aspect of the Apex predator itself. Beginning at 10th level, you can spend 2 wild shape charges to Wild Shape into a Tyrannosaurus Rex. 

In addition, whilst you are Wild Shaped into a Dinosaur, you are immune to the frightened condition.

Primal Awakening

The power of the primeval awaken within you, soaring your abilities to new heights. Beginning at 14th level, You can summon the Primeval Avatar, bolstering your Transformation.

As a bonus action, you can choose to Awaken the avatar; When you transform, choose an environment: Air, Land, or Water. The Avatar resembles a dinosaur of your choice that is native to the chosen environment, which determines certain traits in its stat block. When transformed this way, you take on the Avatar's Physical traits, whilst using your druids Intelligence, Wisdom and Charisma Scores. 

Your form lasts for 1 hour, until you change form or until you reach 0 hit points, and can only be used once per long rest. This form is considered a version of wild shape, and gains all features benefiting the wild shape feature.

Primal AVATAR

Armor Class 19 (natural armor)

Hit Points 150 + 5 times druid level

Speed 60ft., 80ft fly., (Air form only)., 80ft swim. (Water form only)

STR
27(+8)
DEX
18(+4)
CON
25(+7)
INT
-  
WIS
- 
CHA
-

Saving Throws STR +14, DEX +10, CON +13

Resistances: Non-Magical Bludgeoning, Piercing and Slashing damage (Land), Thunder (Air) or Cold (Water). 

Immunities: Fire (Land), Lightning (Air), Cold (Water).

Skills Insight +8, Intimidation +13, Perception +14

Senses Darkvision 120 ft., Passive Perception 24

 

Keen Sight (Air Only). You have advantage on (wisdom) perception checks that rely on sight.

Adaptable (Water Only.)  You can breathe both air and water, and have a 20ft movement speed whilst on land.

Avatar Resilience. You gain damage resistance and immunity, depending on the type of avatar chosen.

Actions

Multiattack. You can use your Frightful Presence and one bite attack as an action, and either two claw or two tail attacks, depending on your chosen form. (Land may choose one of each.)

Bite. Melee Weapon Attack: 8+prof to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage, plus 9 (2d8) damage of your chosen Avatar's damage type; Fire (Land), Lightning (Air), Cold (Water). 

Claws (Land or Air only). Melee Weapon Attack: 8+prof to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail Attack (Water or Land only.)Melee Weapon Attack: 8+prof to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage, plus 5 (1d8) damage of your chosen Avatar's damage type; Fire (Land), or Cold (Water). 

Breath Weapon (Recharge 5-6) (Land only). You exhale destruction in a 60-foot cone. Each creature in that area must take a Dexterity saving throw (DC 21), taking 66 (8d10) fire damage on a failed save, or half as much on a successful one. At level 17, the damage increases to 10d10, and to 12d10 at level 20.

Lightning Strike (Recharge 5–6) (Air only). You summon a magical lightning bolt at a point you can see within 500 feet. Each creature within 10 feet of that point must make a Dexterity saving throw (DC 21), taking 54 (8d8) lightning damage on a failed save, or half as much damage on a successful one. At level 17, the damage increases to 10d8, and to 12d8 at level 20.

Swallow (Water only).  After dealing damage with a bite attack, If the target is a Large or smaller creature, you may attempt to swallow the target. The target must succeed on a DC 21 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects coming from outside of your form, and it takes 21 (6d6) acid damage at the start of each of your turns.

If you take 30 damage or more on a single turn from a creature inside your form, you must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of you. If you are reduced to 0 hit points or leave your form, a swallowed creature is no longer restrained  and fall prone in a space within 10 feet of you.

Frightful Presence. Each creature of your choice within 120 feet and aware of you must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for 24 hours.

 

WHAT IS THAT MELODY?!

If you've found this, congrats! Here's your reward: https://www.youtube.com/watch?v=hPr-Yc92qaY

but seriously, this is here because DND Beyond is dumb and states It needs a lvl 3 feature for druids when they don't get a lvl 3 feature. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/16/2023 2:46:59 PM
16
1
--
Coming Soon
7/21/2023 12:09:28 AM
31
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes