Druid

Druid

Medium humanoid (any species)
Challenge

STR
0
DEX
2
CON
1
INT
1
WIS
2
CHA
0

27
5d8+5
16
Fort
+1
Ref
+2
Will
+2
Defense note −2 without barkskin

Speed 5 m.
Skills Medicine +3 (14), Perception +3 (14), Primal +3 (14), Wilderness +3 (14)
Languages Druidic plus any two languages

Spellcasting. The druid uses Primal (wis) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 5 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will): animal friendship, druidcraft, primal savagery, shillelagh, thorn bola, thorn whip

1 mana: animal messenger, aquatic adaptation, barkskin, bestial transformation, call steed, climbing claws, cocoon, ensnare, ensnaring strike, goodberry, locate animals, locate plants, natural weapons, protection from poison, regrowth, speak with animals, tough hide, unnerve animals, vine lash, warg, webshooter, wild companion, winged flight

Actions (1)

Scimitar. Melee Weapon Attack: +3 to hit. Hit: 5 (1d6 + 2) slashing damage.

Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdarksrd

Spells

As an action, you can convince an animal within 5 meters that can see and hear you that you mean it no harm. The creature must make a Will saving throw. If the animal’s Intelligence is −3 or higher, the spell has no effect on it.

On a failure, it is charmed by you for the duration.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

1 minute

As an action, you whisper to the spirits of nature to create one of the following effects within 5 meters:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 1-meter cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

As an action, you channel primal magic to cause your teeth or fingernails to sharpen. Make a melee spell attack against the target.

On a hit, it takes 1d10 piercing or slashing damage.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

After you make the attack, your teeth or fingernails return to normal.

At higher levels

This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).

5 minutes

As an action, the wood of a club or a quarterstaff you are holding is imbued with nature’s power for the duration. The weapon becomes magical, if it isn’t already.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the club or quarterstaff in your hand.

At higher levels

When you reach 9th level, you can make an attack with the weapon as part of the same action to imbue it with power.

As an action, you shoot thorny vines at a creature or object within 5 meters. Make a ranged spell attack against the target.

On a hit, it takes 1d8 piercing damage and its speed is reduced by 2 meters until the end of its next turn.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

As an action, you create a long, vine-like whip covered in thorns that lashes out at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 piercing damage and is pulled 2 meters toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 9th level (2d6; Large) and 17th level (3d6; Huge).

(ritual); 1 day/mana

As an action, you use an animal to deliver a message. Choose a Tiny animal you can see within 5 meters, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target animal travels for the duration of the spell toward the specified location, covering about 80 kilometers per 24 hours for a flying messenger, or 40 kilometers for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the animal makes its way back to where you cast this spell.

Augment

You can send an additional twenty-five words for each additional mana expended.

1 hour/mana

As an action, you adapt to life underwater. Choose fins or gills as the spell’s effect.

Fins. You grow fins and webbing between your fingers and toes; you gain a swimming speed of 5 meters for the duration.

Gills. You grow gills; you gain the ability to breathe underwater for the duration. You also retain your normal breathing pattern.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to gain the benefit of both effects.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

3 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and the target’s skin has a rough, bark-like appearance until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

As an action, you alter your physical form to gain different characteristics. When you use this ability, you have 1 mana to choose one or more of the following effects. Each effect has its own mana cost, reducing the pool of mana.

Bear’s Endurance (1 mana). You gain 1d10 + your spellcasting ability temporary health, which is lost when the spell ends and you have advantage on Fortitude saving throws to resist dehydration, drowning, sleep deprivation, starvation, and suffocation and to march or labor for hours without rest.

Bull’s Strength (1 mana). You have advantage on Athletics and Brawn checks and your carrying capacity doubles.

Cat’s Grace (1 mana). You have advantage on Nimbleness checks and when calculating fall damage, reduce any falling distance by 4 meters if you aren’t incapacitated.

Camouflage (1 mana). Your skin and equipment take on the color and texture of nearby objects, including floors and walls, masking you from detection. For the duration, you have advantage on Stealth checks.

Echolocation (3 mana). You gain the ability to sense your surroundings by sound. For the duration, you have advantage on Perception checks that rely on hearing and you have blindsight out to a range of 5 meters. If you already have blindsight, its range increases by 5 meters. You can’t use this blindsight while deafened.

Keen Sense (1 mana). Choose eyes, ears, or nose. Your senses connected to that choice become more sensitive. You gain advantage on Perception checks that rely on hearing, sight, or smell.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the pool of mana by 1 for each additional mana expended.

  • You can expend 1 additional mana to target a willing creature you touch.

As you spend 10 minutes to cast this spell, you call forth an animal from the wilderness to be a loyal, majestic steed. Appearing in an unoccupied space within 5 meters, the steed assumes the form of an animal companion that doesn’t have a burrow, flying, or swimming speed using 1 resource. A steed is typically a camel, elk, horse, mastiff, or pony, but if you have encountered more exotic creatures like an eagle, lizard, spider, wolf, rhinoceros, or saber-toothed tiger you can call forth one of them, with GM approval. The steed appears as a size suitable for you to ride: Medium if you are Small, or Large if you are Medium, but no other game statistics change.

Once called, you form a bond with the creature. Casting this spell again re-summons the same bonded steed, with all its health restored and any conditions removed. You can’t have more than one steed bonded by this spell at a time. As an action, you can release a steed from its bond, causing it to disappear permanently.

The steed has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana or 2 ki you expend, the steed gains 1 mana or 2 stamina dice. The steed is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

You control the steed in combat. If you are not mounted, the steed only defends itself against hostile creatures.

While mounted on it, you can make any spell you cast that targets only you also target the steed.

The steed disappears temporarily when it drops to 0 health, leaving behind any objects it was wearing or carrying. You can dismiss the steed on your turn (no action required) as it leaves behind any objects it was wearing or carrying and wanders into the wilderness, disappearing after 1 minute.

Augment

You can use an additional resource for each additional mana expended. The companion can have a burrow, flying, or swimming speed.

1 hour/mana

As an action, you grow tiny hooked claws that allow you to climb. You gain a climbing speed equal to your walking speed for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you shoot writhing strands of webbing that wrap up a creature that you can touch or see within 10 meters like a mummy. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

A creature restrained by the cocoon, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

The cocoon has 10 Defense, 1 Soak, and 15 Health. It can’t be dispelled by dispel magic. When reduced to 0 health, the cocoon is ripped open, which frees the target.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 or more mana so while restrained by this spell, the creature takes 2d8 bludgeoning damage at the start of each of its turns for each additional mana expended. You can also increase the cocoon’s Defense by 2, and increase the cocoon’s Health by 15 for each additional mana expended.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you ensnare a creature that you can touch or see within 10 meters with a writhing mass of thorny vines that wrap around it. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

A creature restrained by the vines, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 or more mana so while restrained by this spell, the creature takes 2d8 bludgeoning damage at the start of each of its turns for each additional mana expended.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, {ATTACK}}

A creature restrained by the vines, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed. make a weapon attack.

On a hit, add your spellcasting ability to the attack’s damage roll and the creature must succeed on a Reflex saving throw or a writhing mass of thorny vines wraps around it as it is restrained for the duration. A Large or larger creature has advantage on this saving throw.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 3d6 for each additional mana expended.

As an action, a berry appears in your hand and is infused with magic. A creature can use an action to eat the berry which restores 2d8 + your spellcasting ability health and provides enough nourishment and water to sustain a creature for a day.

The berry loses its potency if it has not been consumed within 24 hours of the casting of this spell.

Augment

You can increase the healing by 3d8 for each additional mana expended.

As an action, describe or name a specific kind of animal. You learn the direction and distance to the closest creature of that kind within 10 kilometers, if any are present.

(ritual)

As an action, describe or name a specific kind of plant. You learn the direction and distance to the closest plant of that kind within 10 kilometers, if any are present.

1 hour/mana

As an action, you grow claws, fangs, spines, horns, or a different natural weapon of your choice for the duration. Some examples could be that your hands turn into claws, two of your teeth turn into tusks, or you grow a whip-like tail. Your natural weapon, which you can use to make unarmed strikes that you are capable with, deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose.

Your unarmed strikes become magical, if they aren’t already.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so you become proficient with the natural weapons.

  • You can expend 1 additional mana so a creature you touch grows natural weapons instead. You can target one additional creature for each additional mana expended.

As an action, you have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to the poisoned condition and poison damage.


Dampen Poison

1

As a reaction, which you use when you take poison damage, you gain resistance to poison damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes poison damage. The creature gains the resistance instead.

As an action, a creature that you can touch or see within 10 meters regains 1d6 + your spellcasting ability health immediately and again at the end of its next turn. This spell has no effect on constructs or undead.

Augment

You can increase the healing by 2d6 for each additional mana expended.

(ritual); 5 minutes/mana

As an action, animals can understand your speech and you gain the ability to decipher their noises and motions for the duration. The knowledge and awareness of many animals is limited by their intelligence, but at a minimum, animals can give you information about nearby locations and creatures, including whatever they can perceive or have perceived within the past day. You might be able to persuade an animal to perform a small favor for you, at the GM’s discretion.

3 hours/mana

As an action, your skin becomes as tough as leather until the spell ends. Your Defense becomes 13 + half your Aptitude Bonus (min 1) + your Dexterity (max 4). The spell ends if you don armor or if you dismiss the spell on your turn (no action required).

(ritual); 1 hour/mana

As an action, a creature that you can touch or see within 10 meters must make a Will saving throw.

On a failed save the creature becomes offensive to animals for the duration. Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on.

5 minutes/mana

As an action, vines extend from your outstretched arm. Until the spell ends, you can cause the vines to lash out on each of your turns as an action.

Creature. A creature within 20 meters of you must succeed on a Reflex saving throw or be pulled up to 5 meters toward you. A Large or larger creature has advantage on this saving throw. If the creature is willing, it can allow itself to be pulled.

Unattended Object. An unattended object within 20 meters of you is pulled up to 5 meters towards you; if this moves it into your square, you may grasp the item, although you must have a free hand to do so.

Surface. If you target an immovable object within 20 meters of you such as an object bolted to the floor, a building wall, floor, or ceiling, you can move up to 10 meters towards the target. If you end your movement at a climbable location, such as a wall or ledge, you can attempt an Athletics check to grab hold, or pull yourself over the edge in the case of a ledge. If you fail that check you begin falling. You can move yourself up to 10 meters as an action on your turn.

If you pull yourself towards a surface while being grappled, any creature that is grappling you must make a Brawn check against your spell save Difficulty.

On a success, the creature can choose to prevent you from moving or to be pulled along with you. A creature cannot be pulled along with you if it is larger than you.

On a failure, the creature must let go of the grapple.

You can cause the vines to release at any time (no action required by you). They retract instantly.

The vines are flammable. Any vines exposed to fire burn away in 1 round.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana as a reaction, which you use when you or a creature within 10 meters of you falls. Vines lash out to a solid surface within 10 meters, or the falling creature, and lower you or the creature up to 20 meters from the point of attachment toward the ground.

  • Soaring Vines. You can expend 1 additional mana so the vines can attach themselves to your torso, leaving your arms and legs unhindered. The vines automatically attach to solid surfaces (such as a building, a wall, or a tree) or other plants at least 3 meters above you and within 10 meters of you and shift with you, growing and retracting as you move from surface to surface. If any of the vines are destroyed, a new vine immediately grows to take its place.

    For the duration, as long as you are within 10 meters of a solid surface or other plants that is at least 3 meters above you, you have a flying speed of 10 meters, which can’t be reduced by nonmagical means. Additionally, you have advantage on saving throws made against effects that would push or pull you. When the spell ends, if you are near a solid surface or other plants, the vines gently lower you to the ground as they shrivel away.

concentration, 1 hour/mana

As an action, you establish a telepathic link with one animal that you can touch or see within 10 meters that is friendly to you or charmed by you. Until the spell ends, the telepathic link is active while you and the animal are within line of sight of each other. Through the link, the animal can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you.

Additionally, you can use an action to see through the animal’s eyes and hear what it hears, and continue to do so until you use an action to return to your normal senses. While perceiving through the animal’s senses, you gain the benefits of any special senses possessed by the animal, though you are blinded and deafened to your own surroundings.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Dominate. You can expend 1 additional mana to take control of the animal. The telepathic link is active as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the animal while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the animal completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

    You can use two actions to take total and precise control of the animal. Until the end of your next turn, the animal takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the animal to use a reaction, but this requires you to use your own reaction as well.

  • Unwilling. You can expend 1 additional mana to target an unwilling animal. The duration changes to 1 minute/mana and the animal must succeed on a Will saving throw or the spell takes effect. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

    Each time the animal takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

5 minutes/mana

As an action, webs extend from your outstretched arm. Until the spell ends, you can cause the webs to lash out on each of your turns as an action.

Creature. A creature within 20 meters of you must succeed on a Reflex saving throw or be pulled up to 5 meters toward you. A Large or larger creature has advantage on this saving throw. If the creature is willing, it can allow itself to be pulled.

Unattended Object. An unattended object within 20 meters of you is pulled up to 5 meters towards you; if this moves it into your square, you may grasp the item, although you must have a free hand to do so.

Surface. If you target an immovable object within 20 meters of you such as an object bolted to the floor, a building wall, floor, or ceiling, you can move up to 10 meters towards the target. If you end your movement at a climbable location, such as a wall or ledge, you can attempt an Athletics check to grab hold, or pull yourself over the edge in the case of a ledge. If you fail that check you begin falling. You can move yourself up to 10 meters as an action on your turn.

If you pull yourself towards a surface while being grappled, any creature that is grappling you must make a Brawn check against your spell save Difficulty.

On a success, the creature can choose to prevent you from moving or to be pulled along with you. A creature cannot be pulled along with you if it is larger than you.

On a failure, the creature must let go of the grapple.

You can cause the webs to release at any time (no action required by you). They retract instantly.

The webs are flammable. Any webs exposed to fire burn away in 1 round.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana as a reaction, which you use when you or a creature within 10 meters of you falls. Webs shoot out to a solid surface within 10 meters, or the falling creature, and lower you or the creature up to 20 meters from the point of attachment toward the ground.

  • Swinging Webs. You can expend 1 additional mana so the webs can attach themselves to your torso, leaving your arms and legs unhindered. The webs automatically attach to solid surfaces (such as a building, a wall, or a tree) at least 3 meters above you and within 10 meters of you and shift with you, growing and retracting as you move from surface to surface. If any of the webs are destroyed, a new web immediately grows to take its place.

    For the duration, as long as you are within 10 meters of a solid surface that is at least 3 meters above you, you have a flying speed of 10 meters, which can’t be reduced by nonmagical means. Additionally, you have advantage on saving throws made against effects that would push or pull you. When the spell ends, if you are near a solid surface, the webs gently lower you to the ground as they fade away.

(ritual); M (charcoal, incense, and herbs worth 10 sp that must be consumed by fire, consumed)

As you spend 10 minutes to cast this spell, you call forth an animal from the wilderness to serve as your faithful companion. Choose one of the following forms: almiraj, badger, bat, cat, crab, fish (quipper), flying monkey, flying snake, frog, hawk, lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, toad, tressym, weasel, or any Tiny or smaller animal of challenge rating 0.

Appearing in an unoccupied space within 5 meters, the companion has the statistics of the chosen form, though its health is increased by 5. Your companion can understand your speech and you gain the ability to decipher its noises and motions.

Your companion acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to your companion, it defends itself from hostile creatures but otherwise takes no actions. A companion can’t attack, but it can take other actions as normal.

While your companion is within 20 meters of you:

  • Your companion has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • When you cast a spell with a range of touch, your companion can deliver the spell as if it had cast the spell. Your companion must use its reaction to deliver the spell when you cast it. If the spell is an attack, you use your own skill check for the roll.

As an action, you can temporarily dismiss your companion if it is within 5 meters of you. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 5 meters of you that you can see.

You can’t have more than one blood sentinel, divine emissary, familiar, or wild companion at a time. If you cast this spell while you already have a blood sentinel, divine emissary, familiar, or wild companion, the spell fails.

When the companion drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If it is slain by a creature, you gain advantage on your next attack made against the killer.

Augment

You can increase your companion’s health by 15 for each additional mana expended.

Prerequisites: Itarii

5 minutes/mana

As part of your move, as long as you aren’t encumbered by weight, you can fly into the air with a flying speed equal to your walking speed for the duration.