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DB RPG Druid

Druid is a class that gains magical abilities through a connection to nature. As a druid, you can take on animal forms using Wild Shape and cast spells drawing on nature's forces. You gain proficiency with light armor, shields, simple weapons, and the herbalism kit. Your spellcasting ability is Wisdom. You can prepare and cast spells of levels you have spell slots for after a long rest, and can change your prepared spells each long rest through meditation.

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0% found this document useful (0 votes)
107 views

DB RPG Druid

Druid is a class that gains magical abilities through a connection to nature. As a druid, you can take on animal forms using Wild Shape and cast spells drawing on nature's forces. You gain proficiency with light armor, shields, simple weapons, and the herbalism kit. Your spellcasting ability is Wisdom. You can prepare and cast spells of levels you have spell slots for after a long rest, and can change your prepared spells each long rest through meditation.

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DRUID

N
ature in Valerna is a constantly changing • 2 throwing axes or a shortbow with 20 arrows
environment, shaped by Vaala through • A druidic focus (mistletoe, a kaab stone or a staff)
storms, seasonal changes and natural
cataclysms. Valernian druids understand this, and • A suit of leather or hide armor
worship nature not as a passive ideal, but as a • An explorer’s pack
volatile force in constant motion.
As a druid, you attuned your vaala to The Druid
understand and encourage natural forces. LEVEL PROFICIENCY FEATURES
BONUS
You gain the following class features: 1st +2 Druidic, Spellcasting

HIT POINTS 2nd +2 Druid circle, Wild shape

Hit Dice: 1d8 per druid level 3rd +2 -

Hit Points as 1st Level: 8 + your Constitution 4th +2


Ability score increase,
modifier Improved Wild shape
5th +3 -
Hit Points at Higher Levels: 4 (1d8) + your
Constitution modifier per druid level after 1st 6th +3 Druid circle feature

7th +3 -
PROFICIENCIES Ability score increase,
8th +3
Armor: Nonmetal Light and Medium armor, Improved Wild shape
nonmetal Shields 9th +4 -

Weapons: Simple weapons 10th +4 Druid circle feature


Tools: Herbalism kit
11th +4 -
Saving throws: Intelligence, Wisdom
12th +4 Ability score increase
Choose 2 skills from this list:
13th +5 -
Animal Handling
14th +5 Druid circle feature
Arcana
Insight 15th +5 -
16th +5 Ability score increase
Medicine
17th +6 -
Nature
Beast spells, Timeless
Perception 18th +6
body
Religion 19th +6 Ability score increase

Survival 20th +6 Archdruid

EQUIPMENT
You start with the following equipment, in addition
to the equipment granted by your Background:
• A sickle or a simple melee weapon of your choice
• A scythe or a wooden shield

2
Druid Spellcasting
SPELL SLOTS PER LEVEL
LEVEL CANTRIPS 1ST 2nd 3rd 4th 5th 6th 7th 8th 9th
KNOWN
1st 2 2 - - - - - - - -

2nd 2 3 - - - - - - - -

3rd 2 4 2 - - - - - - -

4th 3 4 3 - - - - - - -

5th 3 4 3 2 - - - - - -

6th 3 4 3 3 - - - - - -

7th 3 4 3 3 1 - - - - -

8th 3 4 3 3 2 - - - - -

9th 3 4 3 3 3 1 - - - -

10th 4 4 3 3 3 2 - - - -

11th 4 4 3 3 3 2 1 - - -

12th 4 4 3 3 3 2 1 - - -

13th 4 4 3 3 3 2 1 1 - -

14th 4 4 3 3 3 2 1 1 - -

15th 4 4 3 3 3 2 1 1 1 -
16th 4 4 3 3 3 2 1 1 1 -

17th 4 4 3 3 3 2 1 1 1 1

18th 4 4 3 3 3 3 1 1 1 1

19th 4 4 3 3 3 3 2 1 1 1

20th 4 4 3 3 3 3 2 2 1 1

DRUIDIC SPELLCASTING
You know Druidic, a glyph-based language that all Druids can wield natural forces in the form of
druids, and only druids, understand. You can use spells. You can use magic by channeling life,
this language to leave secret messages to each other, weather and the elements.
which all druids automatically understand. Those
that don’t know druidic must succeed on a DC 15 Cantrips
Wisdom (Perception) check to recognize a druidic You know two cantrips of your choice from the
message, and they can’t understand its meaning. druid spell list. You may choose additional cantrips
as you progress in level, as shown in the Cantrips
Known column of the Druid Spellcasting table.

3
Preparing and Casting Spells DRUID MAX LIMITATIONS EXAMPLE
LEVEL BEAST
The Druid Spellcasting table shows how many spell CR
slots you have at each level. To cast a druid spell,
Light tundra
you must expend a slot of the spell’s level or higher. No fly or
2nd 1/4 charger,
swim speed
You regain all expended spell slots when you finish nehangi ant
a long rest. Fogboar,
4th 1/2 No fly speed
morsel
Choose a number of druid spells equal to your
Griffon, riding
Wisdom modifier + your Adept level. These spells 8th 1 —
vespida
must all be from levels you have available spell slots
for. These are the spells you have prepared; when
you cast a spell, you choose it from your list of You can stay in beast shape for a number of hours
prepared spells and then spend a spell slot of the up to your druid level. These hours need not be
appropriate level or higher. consecutive; during this time, you can revert to
human form and back into beast shape as a bonus
You may change your list of prepared spells by
action. You automatically revert to human form if
meditating as part of a long rest.
you fall Unconscious or die.
Spellcasting When you have been in beast shape for a
Wisdom is your spellcasting ability for druid spells. number of hours equal to your druid level, you
You need an open mind and an acute perception to need to finish a long rest before you can use this
understand nature magic. ability again. You regain all beast shape hours after
finishing a long rest.
Spell save DC = 8 + your Proficiency bonus + your
Wisdom modifier While in beast shape, you gain the beast’s speed,
actions, senses, special abilities, Strength, Dexterity
Spell attack bonus = your Proficiency bonus + and Constitution scores. You retain your own
your Wisdom modifier hit points, alignment, Intelligence, Wisdom and
Ritual Casting Charisma scores. You also retain your skill and
saving throw proficiencies, in addition to those of
You may cast any spell you know as a ritual if that the beast. If a creature has the same proficiency as
spell has the ritual tag. you and its bonus is higher than yours, you may
Spellcasting Focus use its proficiency bonus instead.

You may use a druidic focus (see Dragonbond You can’t speak, manipulate objects or wield
equipment) as a spellcasting focus for your druid spells. a weapon or shield while in beast shape, unless
the beast shape specifically allows it. You cannot
cast spells while in beast shape, but you may
WILD SHAPE
retain Concentration on a spell you cast while in
Starting at 2nd Level, you can use your action to human form.
magically assume the shape of a beast that you have
You retain your own class, race and feat benefits
seen before.
if the beast’s shape allows you to use them. You
Your druid level determines the maximum CR cannot use your special senses, however, using
and other limitations for the Beast shapes you may instead those of the creature.
adopt, as shown in the table below.
Any equipment you are wearing such as clothing
or armor merges into the beast shape, unless you
specifically choose to leave it behind when you
transform. Equipment merged into your beast
shape grants no benefits.

4
DRUID CIRCLE DRUID SPELLS Flaming Sphere
There are dozens of druid circles in Valerna, each Cantrips Gust of Wind
protecting or worshipping nature in their own way. Heat Metal
You belong to one of these circles, which grants you Druidcraft
specific abilities and beliefs. Guidance Hold Person
Choose a Druid circle from the ritualistic Circle Mending Lesser Restoration
of Blood, the alchemical Circle of Change, the Locate Animals or
Poison Spray
ancient Primordial Circle or the sacred Circle of Plants
Weaving. These druid circles are described starting Produce Flame
on page 7. Locate Object
Resistance
The druid circle you belong to grants you an Moonbeam
Shillelagh
Alignment Affinity (see the Alignment section) Pass without Trace
and gives you specific class features according to its 1st-level spells
Protection from Poison
beliefs. Your gain some of these features at 2nd level Animal Friendship
when you join your druid circle, and again at 6th, Spike Growth
10th and 14th level. Charm Person
3rd-level spells
Create or Destroy Water
ABILITY SCORE INCREASE Call Lightning
Cure Wounds
When you reach 4th level, and again at 8th, 12th, Conjure Animals
Detect Magic
16th and 19th level, you may increase one of your Daylight
ability scores by 2 points, or two ability scores by Detect Poison and
1 point each. You may not increase an ability score Disease Dispel Magic
above 20 by using this feature. Entangle Meld into Stone
Faerie Fire Plant Growth
TIMELESS BODY
Fog Cloud Protection from Energy
Starting at 18th level, you no longer suffer the
effects of old age. Goodberry Sleet Storm
Healing Word Speak with Plants
BEAST SPELLS Water Breathing
Jump
Starting at 18th level, you can cast spells while Water Walk
in beast shape, using your own animal form as a Longstrider
spellcasting focus. Purify Food and Drink Wind Wall
Speak with Animals 4th-level spells
ARCHDRUID
Thunderwave Blight
Upon reaching 20th level, you have become one of
the leaders, or perhaps the supreme leader, of your 2nd-level spells Confusion
druid circle. Animal Messenger Conjure Minor
• You no longer need any verbal, somatic or Elementals
Barkskin
material components to cast a spell. Conjure Woodland
Darkvision Beings
• You can remain in beast shape indefinitely.
Enhance Ability Control Water
Find Traps Dominate Beast
Flame Blade Freedom of Movement

5
Giant Insect 7th-level spells CIRCLE OF BLOOD
Hallucinatory Terrain Fire storm Blood is an integral part of nature, fueling the
Ice Storm Mirage arcane life of every creature, and yet overlooked by more
traditional druids. Some orders, however, such as
Locate Creature Regenerate the shamans and witches of the ogerron tribes, still
Polymorph Reverse gravity know the power of blood, and use it to strengthen
their bond with nature.
Stone Shape 8th-level spells
As a druid of the Blood Circle, you have learned
Stoneskin Animal Shapes to use blood — both from yourself and from other
Wall of Fire Antipathy/Sympathy creatures — to power your magic.
5th-level spells Control Weather Aspect
Antilife Shell Earthquake Starting at 2nd level, you gain the Will aspect of
your alignment (see the Alignment section).
Awaken Feeblemind
Commune with Nature Sunburst Blood Focus
Conjure Elemental You may use your own blood as a spellcasting
9th-level spells
focus. Starting at 2nd level, you may willingly lose
Contagion Foresight 1 hit point per spell level instead of using a material
Geas Shapechange focus or material components for any spell.
Greater Restoration Storm of Vengeance Circle Spells
Insect Plague True Resurrection As you advance in level, you gain access to
Mass Cure Wounds additional spells granted by your blood knowledge,
as indicated by the Blood Circle Spells Table.
Reincarnate
When you gain access to one of these spells, you
Scrying
always have it prepared, and it doesn’t count against
Spirit Binding* the number of spells you can prepare each day. If
Tree Stride the spell is not a druid spell, it counts as a druid
spell for you.
Wall of Stone
Blood Circle Spells
6th-level spells DRUID SPELLS
LEVEL
Conjure Fey
2nd false life, inflict wounds
Find the Path 4th gentle repose, lesser restoration
Heal 6th glyph of warding, plant growth

Heroes’ Feast 8th blight, death ward


10th greater restoration, contagion
Move Earth
Sunbeam Blood Rite
Transport via Plants Also starting at 2nd level, you gain the ability to
Wall of Thorns empower your spells through your own blood.
During a short rest, you may spend a number of
Wind Walk hit dice up to your maximum spell level. Instead
of regaining hit points, you regain a spell slot of a
level equal to the number of hit dice spent.

6
Empowered Blood When you gain access to one of these spells, you
Starting at 6th level, when one of your spells deals always have it prepared, and it doesn’t count against
damage and you’re not at your maximum hit the number of spells you can prepare each day. If
points, you may add your Wisdom modifier to the the spell is not a druid spell, it counts as a druid
damage dealt. spell for you.
Circle of Change Spells
Penetrating Blood
DRUID SPELLS
Starting at 10th level, when a target makes a LEVEL
saving throw against a spell you cast, it suffers 2nd create or destroy water, disguise self
disadvantage on the die roll if you’re not at your hit 4th alter self, enlarge/reduce
point maximum. 6th gaseous form, water breathing
Borrowed Blood 8th giant insect, stone shape
10th awaken, modify memory
Starting at 14th level, you can use the blood of
others to empower your spells. During a short rest, Dream Shapes
you may spend one hit die and bleed a willing
or incapacitated creature other than yourself. Starting at 2nd level, you may use your Wild
Instead of regaining hit points, you deal piercing Shape ability to take the form of a beast, fey or
or slashing damage to the creature equal to your monstrosity. The specific rules of Wild Shape,
proficiency bonus, and you regain 1 spell slot of a including max CR and limitations according to
level up to your proficiency bonus. You don’t regain your druid level, still apply.
a spell slot if you don’t deal at least 1 point of
Spellshift
damage to the creature.
Also starting at 2th level, you may change the
CIRCLE OF CHANGE damage type and sensory effects — such as visual
appearance, sound or texture — of any spell you
While most druids are reverent of nature’s own cast as part of the casting.
unmodified, untouched processes, the Circle of
Change believes in helping nature along, altering Inspire Change
the so-called ‘natural order’ in unexpected ways so Starting at 6th level, you may use transmutation
it creates new, evolving paths. spells that have a range of ‘self ’ on other creatures.
The Circle of Change is understandably the If the target of such a spell is unwilling, it is
most popular in urban settings, such as the allowed a saving throw against your spell save DC.
naturalist academies of the Sikarian dominion. Also, you may spend one hour of Wild Shape to
Aspect grant one use of the Wild Shape ability to a willing
creature you touch. The creature gains the Wild
When you choose this circle at 2nd level, you Shape ability as if it was a druid of your level, with
gain the Dream aspect of your alignment (see the the same rules, max CR and limitations that apply
Alignment section). to you. The target must use Wild Shape within one
Circle Spells minute or lose the ability, but once used it may
remain in Wild Shape for up to one hour. As soon
As you advance in level, you gain access to as the creature returns to its normal form, it loses
additional spells, as indicated by the Circle of the Wild Shape ability.
Change Spells Table.

7
Natural Experiment the spell is not a druid spell, it counts as a druid
Starting at 10th level, as a downtime activity you spell for you.
may make a spell permanent. Primordial Circle Spells
When you engage in the Crafting downtime DRUID SPELLS
LEVEL
activity, you can choose a druid Transmutation spell
2nd fog cloud, grease
that targets one creature. You must spend 1000
gp x spell level. Then, you (and the spell’s target, 4th darkness, spike growth

if other than you) must work for 30 days x spell 6th call lightning, wind wall
level, dedicating at least 8 hours of each day to the 8th conjure minor elementals, ice storm
process, and casting the spell on the target at least 10th cloudkill, conjure elemental
once each day. If the target is unwilling, it is not
allowed a save against the spell, but it must remain Elemental Speech
Grappled or Restrained during the whole process. Starting at 2nd level, you know the Primordial
Once the total time has elapsed, the spell’s language and may telepathically communicate with
effects on the target are permanent until dispelled. any elemental creature.

Change Mastery Elemental Shape

Starting at 14th level, whenever you cast a spell Starting at 6th level, you may use your Wild Shape
using a higher level spell slot, all level-dependent ability to take the form of an elemental creature.
effects of the spell count as one level higher than The specific rules of Wild Shape, including max
the spell slot you used (to a maximum of 9th level). CR and limitations according to your druid level,
still apply.
PRIMORDIAL CIRCLE Elemental Resistance
The world of Dragonbond was not created by Starting at 10th level, you gain resistance to acid,
deities, but shaped by protogons — mindless, cold, electricity, fire and poison damage.
nameless elemental entities that modified the land
and sky with their very movements. Primordial Self
As a member of the Primordial Circle, you seek Upon reaching 14th level, you gain immunity to
to tap into that raw power and wisdom, into nature the paralyzed, petrified and poisoned conditions.
in its most primal state, before life itself existed.
CIRCLE OF WEAVING
Aspect
For the most traditionalistic druids of Valerna,
When you choose this circle at 2nd level, you gain such as the Makaab circles of Nahuac, nature is
one Aspect of your choice from Dream, Source or a patterned weave, where every thread and every
Will (see the Alignment section). strand touches, sustains and shapes the others.
Circle Spells As a druid of the weave, you believe in the
As you advance in level, you gain access to inherent order of nature, in species cooperation and
additional spells, as indicated by the Primordial the power of the collective.
Circle Spells Table. Aspect
When you gain access to one of these spells, you When you choose this circle at 2nd level, you
always have it prepared, and it doesn’t count against gain the Source aspect of your alignment (see the
the number of spells you can prepare each day. If Alignment section).

8
Makaab Glyphs Spellweaving
Starting at 2nd level, you can carve makaab Starting at 10th level, you may invite others to help
glyphs. These are one-use items which allow your spellcasting. When you use Team Weave, you
other characters to cast a spell you know. To may spend a spell slot and choose a spell you know
carve a makaab glyph, you must carve a stone for from that level. The spell is not cast immediately;
10 minutes and choose one spell you can cast, instead, any character affected by Team Weave may
spending the appropriate spell slot. Instead of use the Help action to increase the spell’s level by 1,
casting the spell, however, you infuse it into a as if you had spent a higher level slot.
carved, hand-held stone slab. Any friendly creature The spell’s level increases by 1 for every ally that
that touches this stone slab may cast the spell, spends their action to Help you. At the start
using their own Wisdom and proficiency bonuses of your next turn, you may cast the spell as a
to calculate their spell attack roll and save DC. bonus action, regardless of its casting time, at the
Once used, the makaab glyph crumbles to dust. A increased spell level.
makaab glyph lasts for 24 hours before losing its
power; if not used within this time, it becomes a You may not cast a spell at a level higher than
normal stone. your maximum available spell level, regardless of
the number of allies Helping you.
You may create a maximum number of makaab
glyphs equal to your proficiency bonus. When one Share Casting
of your makaab glyphs is used or loses its power,
Starting at 14th level, you can share your
you may create another to replace it. You may cause
spellcasting ability with your teammates. When you
one of the makaab glyphs you previously created to
are under the effects of Team Weave, you may grant
lose its power or crumble to dust in order to create
your spells to your allies. As a free action on an
a new one.
ally’s turn, you may spend a spell slot and choose a
Team Weave spell you know of that level. That ally may use their
action to cast the chosen spell at the spent slot level,
Also at 2nd level, you may use an action to using your proficiency bonus and Wisdom modifier
establish a link with your allies. This ability affects to determine attack bonus and save DC.
you and a maximum number of friendly characters
equal to your proficiency bonus, all of which must
be within 10 feet of each other and be able to see or
hear you.
Until the end of your next turn, when a linked
character makes an ability check or attack roll, they
gain a bonus to the die roll equal to the number of
linked characters.
You may use this ability a number of times
equal to your Wisdom modifier (at least once). You
regain all uses of Team Weave when you finish a
long rest.
Woven defense
Starting at 6th level, when you use Team Weave,
every affected character may add the bonus to their
AC and saving throws until the effect ends.

9
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13. Termination: This License will terminate automatically if You


fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses
shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be


unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.

11

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