Base Class: Druid
The land provides shelter for all creatures and sometimes to protect the land you must become once with its children. These druids use the feral might of the land they hold dear in order to protect natures’ wish. The unrelenting strength of the bear, the careful strikes of the tiger or the deadly bite of snakes can all be harnessed by these druids whenever they see fit. With the ability to harness the great tools of nature, that have evolved so perfectly over generations, and to do so within seconds. These druids are able to perfectly form their beasts and themselves to extrapolate the most advantageous evolutions and use them for their own when the time sees fit and to do harmless them with the ease and proficiency that the same creatures would be able to themselves.
Beasts of the Wild
Starting at 2nd level, you are able to cast find familiar as a ritual spell. This spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal form for your familiar or you can make it any beast with a CR of 1/8 or lower.
If your familiar is on the same plane as you when you use the ability Instant Adaptation, you may extend the effect to it as a free action.
Rapid Evolution
Starting at 2nd level, you have identified a way to harness the natural power of evolution into your Wild Shape. As a bonus action whilst in your Wild Shape you may suddenly evolve to better fit you surroundings, you may choose one of your chosen Instant Adaptations to take effect whilst you are Wild Shaped. There is no limit to how many Instant Adaptations you can activate whilst in Wild Shape; however you may not use the same one twice. At the end of your Wild Shape you will gain a number of exhaustion points equal to half the amount of times you used Instant Adaptation rounded up.
At second level you gain two Instant Adaptations of your choice to have access to using while in Wild Shape. You gain additional Instant Adaptations at 5th, 9th, 15th level,
Spells of the Beasts
Your mystical connection to the beasts of the forests 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 land where you became a druid.
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.
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Controlled Metamorph
Starting at 6th level, as an action on your turn you may target a beast or humanoid creature within 90ft. and attempt to either Evolve or Mutate it. If the target is hostile to you it must succeed a (DC {{savedc:wis}}) Wisdom saving throw to resist the effect, it may repeat this saving throw at the end of each of its turns. Otherwise, this effect will last 1 minute.
An evolved creature gain advantage on your choice of Constitution, Dexterity or Strength checks and saving throws; a Mutated creature has disadvantage on your choice of Constitution, Dexterity or Strength checks and saving throws. You may amplify this ability to increase its effects. Should you amplify the power of the Evolution/Mutation, you will gain 1 point of exhaustion after the effect has finished.
Amplified Evolution will allow you to apply one of your Instant Adaptation effects onto your target. Amplified Mutation will cause the target to take necrotic damage equal to your level at the end of each of its turns.
At 6th level you have one use of Evolve and Mutate each. This increases to two uses each at 12th level and three uses each at 18th level.
Synthesise Life
When you reach 10th level, as an Action on your turn you may remove a point of exhaustion . If you do so, you take necrotic damage equal to your level. You may choose to amplify this ability; if you do so you take extra necrotic damage equal to ha,f your level rounded up, but you may target a friendly beast or humanoid within 30ft. and heal them for a number of hit points equal to your level + your wisdom modifier.
Symbiotic Conversion
When you reach 14th level, a creature you summon through find familiar can be any beast of a size medium or smaller that has a CR of 1/2 or less. As well as this, you may also choose one of your Instant Adaptations to be permanently applied to you familiar after you’ve summoned it ( this can be changed by casting the spell again ). While your familiar is within 100ft. of you, it has resistance to Bludgeoning, Piercing and Slashing damage from nonmagical attacks.
Instant Adaptations
Adaptations are presented in alphabetical order.
Aquatic Adaptation
Webbing and gills grown over your body to help aid you in water. You gain a swimming speed of 30ft. and are able to breathe in water as if it were air.
Aviation Adaptation
You sprout wings that permit flight and gain keener eyesight. You gain a flying speed of 30ft. and have advantage in perception checks that rely on sight.
Barbed Adaptation
A thick hide, covered in sharp spines sprouts over your body. You gain +2 AC and any creature that makes physical contact with you takes piercing damage equal to half your Druid level rounded down.
Down Adaptation
A light coat of feather down grows over your body. You gain advantage on sheath checks and you slowly glide to the ground, reducing falling damage taken by five times.
Howl Adaptation
Your sudden feral instinct allows you to utilise the oldest tricks of pack animals. All creatures of your choice within 30ft. must succeed a WIS saving throw (DC {{savedc:wis}}) or be frightened of you for 1 minute, you also gain the pack tactics ability.
Muscular Adaptation
The sinew and muscle in your body suddenly grows and becomes very dense. You gain advantage on Strength checks and saving throws and your melee attacks do an extra 1d4 bludgeoning damage.
Subterranean Adaptation
Extremities specialised for digging and organs that detect presence emerge form your body. You gain a burrowing speed of 30ft. and you also gain blindsight to 60ft..
Swift Adaptation
Your bones lighten and your body shifts to accommodate fast and agile movement. Your walking speed is increased by 10ft. and you have advantage on Dexterity checks and saving throws.
Venom Adaptation
Your physical weapons become coated in a thick paralysing venom.Your melee weapon attacks deal an extra 1d6 poison damage and if a target takes damage from this them they must succeed a Constitution saving throw (DC {{savedc:wis}}) or be paralysed until the end of its next turn. If a target succeeds this saving throw, it can be paralysed by this ability again for 24 hours.
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Posted May 29, 2020VERY GOOD MAN