Druid
Base Class: Druid

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Environmental Manipulation

At the 2nd level, the user begins to understand the world around them more. Sense all nonorganic objects in a 25-feet radius and gain a resistance to necrotic damage.

The user continues to understand the world around them further.

Druid Level

Manipulation ability

 3rd

 Moving and Manipulating Small Objects (dc 7 [+Spell Attack in Combat]) [d10 + wisdom]

5th

Moving and Manipulating Medium Objects (dc 9 [+Spell Attack in Combat]) [2d10 + wisdom]

7th

Moving and Manipulating Large Objects (dc 11 [+Spell Attack in Combat]) [3d10 + wisdom]

9th

 Sense all NonOrganic Objects in a 100-feet radius

 

4 Spell Slots per Level

Circle Spells

DRUID LEVEL

SPELLS

 3rd

 Mending, Create or Destroy Water

5th

 Commune with Nature, Water Walk

7th

Find the Path, Mirage Arcane

9th

Reverse Gravity, Earthquake

Reduce the Effectiveness of Weapons

At level 6, the user is more in tune with the elements around them. They are able to reduce the damage output of certain weapons when struck by the weapons.

Examples:

  • Blunting a blade when struck (reduces the damage of sword for the duration of fight) [-1 dmg per hit]
  • Reducing the damage of an arrow fired at the user [-1 dmg]

Environmental Armor

At level 10, the user's intelligence on environmental manipulation has advanced to a point of improving one's physical armor. When the user is at 1/2 hp or higher, they can survive a hit that would kill them, leaving them on 1 hp.

Parting the Red Sea

At level 14, once per short rest, the user may move or manipulate massive objects. (dc 13 [ + Wisdom if not in Combat] [ + Spell Attack in Combat])

Examples:

  • Part a sea
  • Splitting a mountain
  • Creating Large Structures
  • Destroying Large Structures

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