Druid
Base Class: Druid

The Tairnadal have tremendous respect for the power of nature. During the uprising against the giants on Xen'drik, Tairnadal druids countered the magic of the giants with storm and thunder, and they bolstered the ranks of the elf army with the beasts of the wilds. A number of the druids joined the battle in animal form, and the greatest Tairnadal rangers rode into battle astride druids who used wild shape to assume the forms of mighty stallions. In one of the most fearsome battles of the uprising, a giant wizard of the Sul'at League laid a terrible curse on the opposing druids, forever binding them in animal form. The Tairnadal believe that the spirits of these champions of nature live on in their descendants, and they hold that these beings deserve the same respect as the other heroes of history. For a Tairnadal cavalry warrior, a horse is not simply a tool or a weapon: He is a brother striving toward the same destiny. 

The druids of the Valenar serve two roles. First and foremost, they are charged to preserve the bloodline of the elven horses. The druids protect the breeding grounds, tend to injured horses, and help raise the young. These blood guardians mingle with the herd using wild shape and speak with animals, forging the bond between horse and elf from the earliest days. They also help to match elf and rider, working to forge the bond between rider and mount. Beyond this, the Siyal Marrain are warriors. Just as their ancestors fought the giants with lightning and flame, the druids of the modern day may ride with a warband, turning the power of nature against their enemies.

See Dragonshards: Druids of Khorvaire Part 4, by Keith Baker

Voice of the Ancestors

At 2nd level, you gain the ability to talk with animals.

You can cast the spell, Speak with Animals, a number of times per day equal to your Wisdom modifier, as if you had it prepared. You do not need to take the longer amount of time to cast it as a ritual.

Horse Sense

You've become an expert in raising, nurturing, and helping Valenar steeds. You gain proficiency in Animal Handling and add twice your proficiency bonus to Animal Handling rolls.

Ancestor Steed

Starting at 3rd level, you can call forth the spirit of a Valenar Steed ancestor to carry you into battle. You know and can cast the Find Steed spell, but instead of summoning the normal options, it will summon a Valenar Warhorse. Roll from the Ancestral Trait table for your warhorse each time you summon it.

Ancestral Traits

d8 Trait
1 Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2 Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3 Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4 Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5 Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep.
6 Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7 Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8 Shrouded Step. The animal can’t be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.

Valenar Beastform

Starting at 6th level, you can take on Ancestral Traits of the Valenar beasts when you use wildshape. Whenever you take a new animal form, you gain a random Ancestral Trait from the table below.

Ancestral Traits

D8 TRAIT
1 Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2 Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3 Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4 Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5 Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep.
6 Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7 Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8 Shrouded Step. The animal can’t be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.

Ancestral Traits

Beginning at 10th level, after you take a long rest, roll on the Ancestral Traits table and gain that ability until you take a new long rest.

Ancestral Traits

D8 TRAIT
1 Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2 Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3 Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4 Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5 Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep.
6 Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7 Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8 Shrouded Step. The animal can’t be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.

Ancestral Guidance

Beginning at 14th level, you may select a trait on the Ancestral Traits table instead of rolling a random trait at the beginning of each day, when casting Find Steed, or when using Valenar Wildshape.

In addition, if you spend an hour with any Valenar beast, you make select a new trait from the table for it to manifest, losing its old ability.

Ancestral Traits

D8 TRAIT
1 Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2 Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3 Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4 Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5 Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep.
6 Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7 Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8 Shrouded Step. The animal can’t be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.

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