Druid
Base Class: Druid

 

You gain the following Features...

Sacred Beast

At 2nd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or five times your druid level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take one of its action or any other normal actions. If you don't issue a command, the beast acts on is own. 

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If the beast dies, you can use the revivify, raise dead or reincarnation spells. if you do, you can ignore the material cost of these spells.

Sacred Rites

At 2nd level, Choose three Rites for your beast to wield. Those rites can be chosen only if you meet the prerequisites for it.
You choose two new rites at 6th level, 10th level and 14th level.

Avatar of Nature

Your sacred Beast becomes one with nature.
Using an action, Once per day for 1 minute, it gains the following benefits...
- Cannot be Charmed or Frightened.
- Has resistance to all damage types.
- Grows one size larger
- adds another die to its attacks (ex... claws deals 2d8, they now deals 3d8)

Awakened Intellect

Your sacred beast gains a bonus to its intellect of 5 and can speak and read one language that you have.

Beast of Rage

Your sacred Beast gains the barbarian rage feature.

Druidic Magic

Your sacred beast gains the following innate spellcasting, it uses its wisdom modifier to cast these spells...
At-Will : 2 cantrips of your choice from the druid spell list.
1 Each : 1 first level spell of your choice from the druid spell list.

Enhanced Ability

Your sacred beast is proficient in a Saving throw of your choice. (Ex. its saving throw is 2 + it's ability modifier + your proficiency bonus)

Heart of a Phoenix

At the beginning of your turn, if your sacred beast is unconscious at 0 hit points.
It regains half its hit points and gains back consciousness.
This ability cannot happen more then once, every long rest.

Improved Druidic Magic

Your sacred Beast gains one more level 1 druid spell and one level 2 druid spell.
These new spells can be cast once per long rest.

Larger Benefits

Your sacred beast can become more ferocious by doubling its size.
As an action, your sacred beast grows one size larger and gains the following...
- Its attacks deals one more damage die. (ex: bite, 1d8 becomes 2d8)
- It has advantage on strength checks and saving throws.

Natural Language

Your sacred beast can speak with animal and plants at will.

Sacred Strike

Your sacred beast attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Superior Druidic Magic

Your sacred Beast gains one more level 2 druid spell and one level 3 druid spell.
These new spells can be cast once per long rest.

Supreme Druidic Magic

Your sacred Beast gains one more level 3 druid spell and one level 4 druid spell.
These new spells can be cast once per long rest.

Tougher Hide

Your sacred beast gains the benefit of the tough feat.
Gaining a number of hit points equal to 2 multiplied by your druid level.

Veil of Shadows

Your sacred beast becomes proficient in the Stealth skill. (Ex. its skill bonus is 2 + it's dex modifier + your proficiency bonus)

Circle Spells

Your mystical connection to sacred beast infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the sacred beast.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Sacred Rites Improvement

Starting at 6th level, You can choose one more rite to strengten your sacred beast.

Sacred Rite Improvement

Starting at 10th level, You can choose one more rite to strengten your sacred beast.

Sacred Rite Improvement

Starting at 14th level, You can choose one more rite to strengten your sacred beast.

Previous Versions

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