Druid
Base Class: Druid

The Envoy of the Aesir is a Druid steeped in battle and hardy work. They seek to protect nature and yet culture as well. This Subclass will put the Druid is a frontline position and offer greater resilience and prolonged fighting in melee combat. The Envoy of the Aesir understand the cycle of nature and put forth their worth in both serving nature and ending it. Their power is raw and comes from the land and those which created it, rich in history and power are the Envoys of the Aesir as they draw forth the power of the realms. 

This Druid prefers to sit on the front line and deal with the aggressors personally, and while they retain the spellcasting of a normal druid the class focuses on making a Druid that is heftier and more resilient than others. This class takes the Druid's connection to the wild and embodies in archaic inspiration as well as mythos' tellings. The Envoy of the Aesir cuts foe down with axe, claw, and horn all the same and backs down from no fight.

 

Dawn of the Aesir

The Druid gains heavy Armor proficiency(non-metal) and the ability to craft heavy armor using Wood, Hide, Stone, and Bone as well as various other organic materials. These materials are common to the Druid and are what they work with in their everyday life. However the Envoy of the Aesir has learned to craft even heavy armors from the materials to provide the greatest defense against the monstrosities and foes of nature and the realms. 

Heavy Leather/Hide/Fur- 15AC, No Str requirement, No disadvantage to Stealth when in the wilds.

Heavy Bone- 16AC, Str 13, Disadvantage to Stealth

Heavy Wood- 17AC, Str 15, Disadvantage to Stealth

Heavy Stone- 18 AC, Str 15, Disadvantage to Stealth

 

The druid also gains the passive capability that when they Wildshape and choose to let their armor shift with them, they gain a +2 bonus to the chosen form's AC, and when transformed the Druid may roll the Beast's health hit dice rather than taking the base. However if the Druid is wearing stone armor, it instead envelops the form and gives the appearance of stone plating or stone formed body features. 

Forms of the Nine Realms

At Second Level when the Envoy obtains Wildshape, they no longer draw from normal Beasts in the list, nor do they have to have seen their shapes. In turn, the shapes they have are unique to the Envoy of the Aesir and their protection of the Realms. These forms still draw from the limitations of the Wildshape table, but the scaling is now increased by one quarter. 

2nd Level - CR 1/2(No Swimming or Flying Speed)

   - Eikthyrnir(Elk): The Eikthyrnir form takes that of an Elk slightly larger than of average, with sprawling antlers, a mane of green around its neck, and small streams of water flowing off it's antlers like faucets. The Eikthyrnir form may cast Create Or Destroy Water at will as well as Control Water when you gain 4th level spells as a Druid class, without needing materials. However you do not get the benefits of casting Create or Destory Water at higher level spell slots.

   - Sleipnir(Warhorse): The Sleipnir form is a large hooved, broad eight-legged, warhorse with a wild mane flowing free and long down it's neck. It's fur is often black or a deep brown with sparkling yellow eyes. The Sleipnir form gets a ground movement speed of 100Ft, can haul double the normal Warhorses load, and can travel long periods without tiring on a normal Warhorse's worth of food and water. The Sleipnir Form's Hooves attack also deal an additional D6 of damage, due to it's eight legs.

 

4th Level - CR 1(No Flying Speed)

   - Kraken(Giant Octopus): The Kraken form swells the Druid into a black, blue, green or combination of such, tentacled, aquatic creature of legend; a large beast capable of great strength and water mobility. It wields favorable presence in the water, but can hold it's breath on land for two hours. The Kraken form can crush most wooden object that it wrap it's tentacles around with ease, It can also disperse it's ink cloud on land to grease the floor or objects close to it. The Kraken form does not have to use all of it's tentacles in a single attack, and rather can preform two attacks using four each, while retaining it's Grapple effect. These two attacks can be taken against different targets, but if both are used on the same one it will increase the grapple difficulty to DC18. 

   - Jormungandr(Giant Poisonous Snake): The Jormungandr form is a large serpent with a thickened hide often colored black, purple, green, or darkened red. Piercing eyes sight out from the serpent's head while giant fangs protrude from a gaping maw. The Jormungandr Form gains 2d8 additional health dice. The Jormungandr form may make an attempt to swallow any beast or reasonable monstrosity completely whole with a DC14 for beasts of Medium and DC16 for monstrosities of Medium. Small or smaller beasts cannot contest the DC and are swallowed without a problem, while small monstrosities can contest from the inside once swallowed with a DC16. Anything swallowed has the ability to attempt escape, deal damage, or surrender and will be killed by digestive acid in three rounds. The Jormungandr Form's poisonous bite deals an additional 2d6 poison damage. 

 8th Level - CR 2

   - Huginn/Muninn(Giant Eagle): The Huginn Form and the Muginn Form both appear as giant Ravens with brilliantly shiny feathers of obsidian black. Their talons are large and capable of rending flesh, their beaks strong and capable of stabbing through softer armors and skin. The Huginn Form can cast Creation, Awaken, Speak with Plants at-will, while the Muginn Form can cast [Tooltip Not Found], Major Image, and Seeming. Both forms can cast the Mislead with the added effect that the illusory image is whichever form you did not choose. 

   - Ratataskor(Giant Badger): The Ratataskor Form is that of a large Squirrel with a long and thick tail. It has either deep brown fur or reddened fur as well as within the fur can be noted thin ivy-like lines of energy crackling with the radiance and power of lightning. The Ratataskor Form doesn't actually touch the ground, rather it floats a few feet above it with arcs of magic pushing it from the ground. The Ratataskor Form can cast Lightning Bolt, Chain Lightning, and Light at-will, however the Light is more effective if cast upon the Ratataskor's Form tail. The Ratataskor Form has a flying speed of 60ft and does so by darting into the air and transforming into a bolt of lighting that up and towards it's destination and then curves down at it's landing locale.

Nature's Ferocity

The Envoy of the Aesir has mastered two weapon fighting, with the weapons of the Aesir. The Envoy of the Aesir has mastered engaging in melee combat with his preferred weapons wielded in pairs. The Druid now gains his ability modifier on his off-hand weapon when two-weapon fighting, and may fore-go the requirement of the "Light" tag, so long as it is either an: Axe, Club, Hammer, or Pick One-handed weapon.

Bifrost Grandeur

The Bifrost has empowered you, granting the boons of Heimdallr and his axes. You may gift your weapons with the Thrown property and give it them the Returning enchantment without losing your proficiency in two weapon fighting, so long as the weapons are those of the Nature's Ferocity Feature. These weapons gain 15ft/30ft distance for throwing. Three times per long rest you may call upon this power, restoring the uses after such a rest. The ability last for ten minutes before needing to be activated again.

Call of Ragnarok

The Enovy of the Aesir may, times equal to {{modifier:wis}} per day, give themselves temporary Hp equal to their druid level plus their constitution modifier {{modifier:constitution}}. This ability also grants them their strength modifier {{modifier:str}} in additional damage with their melee weapon. It lasts for 1 minute and once it ends the Hp and damage are gone.

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