Legendary Classes

Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible!

Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes.

Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class.

Why?

Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones.

  • It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D.

  • This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless.

  • It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play.

Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way.

For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley!


Legendary Player Characters

As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 127 page document below!

Google Drive

Homebrewery

It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document!

Encounters

When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level.

I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly)

If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters.

Leveling

Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount.

Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+)

You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed.

Multiclassing

Assume the following for multiclassing:

  • You may multiclass as normal up to level 30.

  • Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level.

  • For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.

Legendary Druid
Level Proficiency
Bonus
Features Primeval
Boons
Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Natural Affinity, Spellcasting, Semi Proficiencies 2 2
2nd +2 Druidic Circle, Primeval Form 2 3
3rd +2 Gifts of Gaia, Primeval Boons 2 2 4 2
4th +2 Ability Score Improvement 2 3 4 3
5th +3 Rules of Nature 3 3 4 3 2
6th +3 Ancient Strikes, Circle Feature 3 3 4 3 3
7th +3 Legendary Ability Score Improvement 4 3 4 3 3 1
8th +3 Ability Score Improvement, 4 3 4 3 3 2
9th +4 Gifts of Gaia (2) 5 3 4 3 3 3 1
10th +4 Circle Feature 5 4 4 3 3 3 2
11th +4 Rules of Nature (2) 6 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 4 4 3 3 3 2 1
13th +5 Lesser Primeval Form 6 4 4 3 3 3 2 1 1
14th +5 Circle Feature 6 4 4 3 3 3 2 1 1
15th +5 Gifts of Gaia (3), Legendary Ability Score Improvement 7 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 7 4 4 3 3 3 2 1 1 1
17th +6 Rules of Nature (3) 7 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless 7 5 4 3 3 3 3 1 1 1 1
19th +6 Form Magic 8 5 4 3 3 3 3 2 1 1 1
20th +6 Ability Score Improvement 8 5 4 3 3 3 3 2 2 1 1
21st +7 Epic Spell Slots (10th), Gifts of Gaia (4) 8 5 4 3 3 3 3 2 2 1 1
22nd +7 Circle Feature 8 5 4 3 3 3 3 2 2 2 1
23rd +7 Legendary Ability Score Improvement, Rules of Nature (4) 9 5 4 3 3 3 3 2 2 2 1
24th +7 Ability Score Improvement 9 5 4 3 3 3 3 2 2 2 2
25th +8 Epic Spell Slots (11th) 9 5 4 3 3 3 3 2 2 2 2
26th +8 Lesser Primeval Form (2) 9 5 4 3 3 3 3 3 2 2 2
27th +8 Gifts of Gaia (5) 10 6 4 3 3 3 3 3 2 2 2
28th +8 Ability Score Improvement 10 6 4 3 3 3 3 3 3 2 2
29th +9 Epic Spell Slots (12th), Rules of Nature (5) 10 6 4 3 3 3 3 3 3 2 2
30th +9 Archdruid 10 6 4 3 3 3 3 3 3 3 2
Druid Ability Score

Upon gaining this class, you must select your Druid Ability Score. This score can be either Wisdom or Charisma.

Druid Modifier

If something refers to your Druid Modifier, then that means it is referring to the modifier of your Druid Ability Score.

For example if your Druid Ability Score was Wisdom and your Wisdom score was 17, your Druid Modifier would be +3.

Class Features

Your Class gains the following features

Hit Points


  • Hit Dice: 2d8
  • Hit Points at 1st Level: 16 + two times your Constitution modifier
  • Hit Points at Higher Levels: 2d8 (9) + two times your Constitution modifier per Druid level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: 5 Simple weapons and 1 Martial weapon of your choice
  • Tools: Herbalism Kit

  • Saving Throws: Intelligence/Charisma (Choose 1), Wisdom
  • Skills: Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival.

Spellcasting

Upon choosing this class at 1st level, you can shape the divine essence of nature itself to your whim to produce powerful spells.

Cantrips

You know 2 cantrips of your choice from the Druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the cantrips known column in the druid class table.

Whenever you receive the Ability Score Improvement or Legendary Ability Score Improvement features, you may exchange one druid cantrip you know for another.

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your Druid spells of 1st level and higher. To cast one of these Druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Druid spells that are available for you to cast, choosing from the Druid spell list. When you do so, choose a number of Druid spells equal to your Druid modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16 (And Wisdom being your Druid ability score) Your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.


Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A wooden shield or (b) Any simple weapon
  • Any simple or martial weapon
  • Leather Armor, an explorer's pack, and a druidic focus












Spellcasting Ability

Your spellcasting ability score is the same as your Druid modifier; which can be either Wisdom or Charisma. Wisdom represents your devotion and attunement to nature, while Charisma represents your sheer force of will over natural energies.


Spell save DC = 8 + your proficiency bonus +
your Druid modifier

Spell attack modifier = your proficiency bonus +
your Druid modifier

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Semi Proficiencies

Additionally at 1st level, you choose a number of skills equal to the amount you normally get upon choosing your starting class (2 as a Druid) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them.

Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw.

If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type.

You only gain this feature if Druid is the first class you choose. You can not have two instances of this feature from separate classes.

Natural Affinity

Upon choosing this class at 1st level, you must also select a Natural Affinity to bind yourself to. Your choice grants you three benefits:

Affinity Attack. Your affinity attack is a special attack based on your affinity. This attack uses your Druid modifier for any DCs or attack rolls it uses.

Whenever you make an attack with this, you may expend a spell slot of 1st level or higher to empower it. The attack grows stronger as detailed in its description.

Lands Gift. This feature grants you special passive abilities that are active at all times.

Terrain Empowerment. It grants you a special set of features that are only active in your affinity's respective terrain. For example, if your affinity is the depths, then these features would only be active while in or near a large body of water, such as a coast or the ocean.

Primeval Form

At 2nd level, you gain access to a powerful shapeshifting technique known as your Primeval Form. At the start of your turn (No action required) You may either enter or exit your Primeval Form, this effect is magical.

Your statistics are replaced with that of your Primeval Forms (The options for which can be found later in this document) except you retain your Intelligence, Wisdom and Charisma scores, all of your proficiencies and any special senses. You are also still capable of speech while in this form.

Keep track of your forms HP even while not transformed by it, if you exit it, the damage your form suffered remains (So for example, if you exited your form with 25 out of its 45 hit points remaining, the next time you entered it you'd have 25 hit points)

If your form is reduced to 0 HP, you are forced back into your regular self and any excess damage the form suffered is dealt to you. You cannot transform into your form while its HP is at 0.

Whenever you would receive magical healing, you may distribute it amongst your Primeval Form and you regular hit points as you wish (For example, if you healed 10 HP you could heal your form for 7 HP, and your normal form for 3)

Upon completing a long rest, your Primeval Form restores all of its HP.


Druidic Circle

Also at 2nd level, you have identified yourself as a druid by declaring yourself to be apart of a particular circle, the options for which are listed later in the document. Your choice grants you features now and again at levels 6, 10, 14 and 22.

Gifts of Gaia

Upon reaching 3rd level, the earth has begun to empower your very being. You may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite, in order to choose that feature, you must have at least that many levels in the Druid class.

Upon reaching the following levels in this class, you may select an additional Combat Trait that you meet the prerequisites for: 9th Level, 15th level, 21st level, 27th level.

Primeval Boons

Also at 3rd level, your form has begun to evolve in a myriad of ways. You may choose 2 Primeval Boons that you meet the prerequisites for, which you gain the benefits of while transformed by your Primeval Form.

You gain additional boons as you gain levels in this class, as shown in the Primeval Boons column on the Legendary Druid class table.

Whenever you gain a level in this class, you may exchange one boon you possess for another you meet the prerequisites for.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 20th, 24th and 28th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat.

When you reach 7th level and again at levels 15 and 23, you gain a Legendary Ability Score Improvement. You may either gain the benefits of a regular ASI as per the rules up above, or you may take a Legendary Feat, which are listed in the Legendary Player Characters document.

Rules of Nature

Beginning at 5th level, you are very familiar with the rules of the wilds. You gain both of the following benefits:

Form Attack. When you take the attack action on your turn and attack with your Primeval Forms natural weapons, you may make an additional attack with one of these natural weapons as apart of the same action.

Rampaging Affinity. When you use your action to make an attack with your Affinity Attack, you may make an additional attack with your Affinity Attack as apart of the same action.

When you reach certain levels in this class, the number of attacks you can make as part of your action increases; at 11th level (3 attacks), at 17th level (4 attacks), at 23rd level (5 attacks) and at 29th level (6 attacks)

Ancient Strikes

Beginning at 6th level, your form is fueled by ancient magics. Any attacks made while in your Primeval Form are now considered magical for the purposes of overcoming immunity or resistance to damage.

Lesser Primeval Form

Upon reaching 13th level, you have adopted a lesser form that you may wield much like your Primeval Form. You choose one option from the options available (You may even choose the same form as you originally chose for your Primeval Form)

Your choice is known as your Lesser Form. Your Lesser Form has half the hit point maximum as your true Primeval Form, and it cannot benefit from any Primeval Boons you possess (But it is still affected by features such as Rules of Nature extra attack, or Ancient Strikes) Your Lesser Form also can't regain HP by any means aside from completing a long rest, from which it restores all of its HP.

As an action or by expending three legendary actions at the end of another creatures turn, you may reduce your Lesser Forms HP to 0, to restore HP to your Primeval Form equal to the HP your Lesser Form lost. You cannot do this while transformed by your Lesser Form.

Once you reach 26th level, you may gain a second Lesser Form, following all the rules above.

Timeless

At 18th level, the primal magic that you wield changes your body. You cease to age and cannot be aged magically, you suffer none of the negative effects of old age and cannot die as a result of it.


Form Magic

Beginning at 19th level, your form becomes more open to the concept of magic. You may now cast any Druid spell you have prepared of 5th level or lower while transformed by your Primeval Form, ignoring all components aside from costly material components.

At 21st level, this limit is increased to 6th level spells. At 23rd level it's increased to 7th level spells. At 25th level it's increased to 8th level spells. At 27th level it's increased to 9th level spells. Finally at 29th level it's increased to 10th level spells.

Epic Spell Slots

Upon reaching 21st level, the world of epic magic has been revealed to you. You gain a single 10th level spell slot, you receive a second one at 23rd level.

At 25th level you gain a single 11th level spell slot, you receive a second one at 27th level.

Finally at 29th level, you gain a single 12th level spell slot.

Epic Magic and You

Despite gaining 10th level and beyond spell slots, you do not learn these spells naturally. Epic magic spells can only be learned through DM rewards and should be treated as if you are receiving a magic item or gold.

The full rules for Epic Magic can be found in the full Legendary Player Characters 3.0 Document.

Archdruid

Finally upon reaching 30th level, you have become the pinnacle of druids. You gain the following benefits:

  • While not transformed by your Primeval Shape, it recovers 20 HP at the start of each of your turns (This does not affect your Lesser Shape)

  • When you use your action to cast a Druid spell, you may use your bonus action to make a number of Affinity Attacks equal to half the amount you normally can (Rounded down, minimum of 1. If you could normally make 4 affinity attacks, this feature allows you to make 2 as a bonus action)

  • As an action, you may exchange one Primeval Boon you possess for another.

Affinity of the Arctic

Areas of snow and frost are where you draw your power from, feeling an immense connection you seek to spread or preserve the cold of the land.

Chilling Winds

Affinity Attack

You send out chilling winds in a 5-foot wide line that is 15-feet long in a direction of your choice. All creatures caught within the line must succeed on a Constitution saving throw or suffer 1d8 + Druid modifier cold damage on a failed saving throw, or half as much on a successful one.

Also on a failed saving throw, a creature has their movement speed reduced by 5-feet until the end of your next turn.

Empower. For every level of spell slot expended, this deals an additional 1d8 cold damage, and the movement speed reduction is increased by 5-feet.

Sculpter

Lands Gift

As an action, you may magically create a sculpture made of snow or ice that fits within a 5-foot cube (The size of this cube increases by 5-feet for every 5 Druid levels you have) The sculpture is perfectly precise, matching exactly how you mentally envisioned it. It melts and is destroyed after 1 minute.

If you have the proper amount of ice or snow, you may cause this feature to consume it in order to build the sculpture. If you do so, it lasts indefinitely (It can still melt if the climate is too warm for it to exist however)

Bound to Cold

Terrain Empowerment

Finally, you gain a variety of benefits while within an arctic environment. This could be any area classified as an arctic region, or simply one that is sufficiently cold.

Adapted Body. All cold damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.

Blizzard Sight. Your vision cannot be impaired as a result of snow or ice related sources (Such as a heavy blizzard)

Cold Comfort. You are naturally adapted to the extreme cold, and can withstand temperatures as low as absolute zero (-273 degrees celsius) while suffering no adverse effects.

Slow to Hunger. You can last an additional number of days without consuming food equal to your Druid level before you begin to experience negative effects.


Affinity of the Blight

You do not preserve nature, you see no beauty in it... Rather you see beauty in its decay, in where nature has died and only rot remains.

Withering Touch

Affinity Attack

You reach out with a decaying touch towards a target within 5-feet of you, making a melee spell attack roll. On a hit, the target suffers 1d8 + Druid modifier necrotic damage.

Also on a hit, the target is Poisoned until the start of their next turn. If the creature is already poisoned, this attack instead deals an additional 1d4 necrotic damage.

Empower. For every level of spell slot expended, this deals an additional 1d8 necrotic damage.

Decaying Presence

Lands Gift

You are able to eat rotten and spoiled food or water without any consequences, and you gain full nutritional value from them as if they were perfectly fresh.

Additionally, as an action you may touch a non-creature plant of medium or smaller and immediately cause it to wither and die.

World of Death

Terrain Empowerment

Finally, you gain a variety of benefits while within a blighted environment. This could be any area where a mass amount of nature has died, or one full of undeath.

Adapted Body. All necrotic damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.

Inured to Decay. You cannot gain levels of exhaustion, nor can you be poisoned.

Wicked Resilience. You gain a +1 bonus to saving throws made against the Blinded, Deafened and Petrified conditions for every 2 Druid levels you have.

Affinity of the Coast

You find contentment in areas that border large bodies of water, enjoying the soothing coastline.

Mist Burst

Affinity Attack

You send out a burst of mist around you. All creatures within 10-feet of you must succeed on a Dexterity saving throw, suffering 1d8 + Druid modifier cold damage on a failed saving throw, or half as much on a successful one.

If a creature fails their saving throw against this feature by 5 or more, they can no longer see further than 30-feet out from themselves until the end of your next turn.

Empower. For every level of spell slot expended, this deals an additional 1d8 cold damage.

Mistvision

Lands Gift

You can see through light obscurement caused by a source other than dim light or darkness as if it were not there. Additionally, you can see through heavy obscurement caused by a source other than darkness as if it were only lightly obscured.

Coast Walker

Terrain Empowerment

Finally, you can a variety of benefits while within a coastal environment. This could be any area classified as a coast region, or the area bordering a large body of water.

Hidden Eye. While a creature cannot see you, it has disadvantage on checks made to hear or smell you.

Liquid Consumption. For every 250mL of seawater you consume, you regain 1 hit point. You can only recover a number of hit points equal to three times your Druid level in between long rests using this feature. You suffer no detrimental effects from drinking this seawater.

Water Walker. You can walk across liquid as if it were a solid surface.


Affinity of the Depths

The ocean makes up most of the world, and you are one who embodies both its tranquility and ferocity.

Water Jet

Affinity Attack

You shoot a jet of water towards a target within 90-feet of you, making a ranged spell attack roll. On a hit, the target suffers 1d8 + Druid modifier magical bludgeoning damage.

This attack roll has advantage if the target is swimming and does not possess a swim speed.

Empower. For every level of spell slot expended, this deals an additional 1d8 bludgeoning damage.

Land and Sea

Lands Gift

You gain a swimming speed equal to your walking speed, and you can breathe both air and water. If your Primeval Form has a swimming speed, it is increased by 20-feet.

Everything is a River

Terrain Empowerment

Finally, you gain a variety of benefits while within an aquatic environment. This could be any large body of water such as an ocean, lake or river.

Aquatic Might. While completely submerged in water, you count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.

Born to Swim. For every 3 Druid levels you possess, your swimming speed is increased by an additional 5-feet (This also applies to your Primeval Form)

Grace in Water. You gain a +1 bonus to Acrobatics checks for every 2 Druid levels you have.

Speech of Water. You are able to communicate with any creature that has an innate swimming speed as if you shared a language.

Affinity of the Desert

Lands of immense heat and the scorching sun are where you draw your power from.

Swelter

Affinity Attack

You cause the air around you to swelter in an unbearable heat. All creatures within 10-feet of you must succeed on a Constitution saving throw, or suffering 1d8 + Druid modifier fire damage on a failed saving throw, or half as much on a successful one.

If a creature fails on its saving throw against this feature by 5 or more, they gain a level of Exhaustion, which lasts until the end of their next turn. If they already have three or more levels of exhaustion, they do not gain any from this feature.

Empower. For every level of spell slot expended, this deals an additional 1d8 fire damage.

Mirage Molder

Lands Gift

All spells belonging to the Illusion spell school are added to the druid spell list for you, and may be prepared as you normally would prepare druid spells.

Additionally, creatures who are suffering any levels of exhaustion as a result of being dehydrated automatically fail checks or saving throws they make against your illusion spells.

Flaming Home

Terrain Empowerment

Finally, you gain a variety of benefits while within a desert environment. This could be any area classified as a desert region, or places with immense heat-such as the elemental plane of fire or a volcano.

Adapted Body. All fire damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.

Hot Habitation. You are naturally adapted to the extreme heat, and can withstand temperatures as high as 500 degrees celsius while suffering no adverse effects.

Mirage Piercer. You have advantage on checks and saving throws made against illusions.

Slow to Thirst. You can last an additional number of days without drinking water equal to your Druid level before you begin to experience negative effects.


Affinity of the Forest

Even if it's a bit expected from a druid, you are most dedicated to protecting the forests of the world.

Branch Slash

Affinity Attack

You manifest a large branch in your hand that you strike out with like a whip towards a target within 60-feet of you, making a melee spell attack roll. On a hit, the target suffers 1d8 + Druid modifier magical slashing damage.

If the target is concentrating on a spell when hit by this attack, they have disadvantage on the check made to maintain concentration.

Empower. For every level of spell slot expended, this deals an additional 1d8 slashing damage

Climber

Lands Gift

You gain a climbing speed equal to your walking speed, and while climbing trees, every 2 feet of movement only requires you to expend 1 foot of movement.

Protector of the Trees

Terrain Empowerment

Finally, you gain a variety of benefits while within a forested environment. This could be any area classified as a forest region, or an area that has a large concentration of trees such as a jungle.

Barken Skin. While not wearing armor or using a shield, you gain a +1 bonus to your AC for every 5 Druid levels you have (Minimum of 1) As a reminder, this also applies to your Primeval Form.

Plant Sense. You are aware of the exact location of every plant within a number of feet of you equal to 10 times your Druid level. You are able to identify what type of plant it is, and whether it is a creature or not using this feature.

Tree Strength. You gain a +1 bonus to Athletics checks for every 2 Druid levels you have.

Affinity of the Hills

You draw your strength from the lush hills of the wild.

Rolling Hills

Affinity Attack

You strike the ground and cause it to quake. All creatures within 10-feet of you must succeed on a Dexterity saving throw, suffering 1d6 + Druid modifier magical bludgeoning damage on a failed saving throw, or half as much on a successful one.

If a creature fails their saving throw against this feature by 5 or more, they fall prone.

Empower. For every level of spell slot expended, this deals an additional 1d6 bludgeoning damage.

Land Carver

Lands Gift

You gain a burrowing speed equal to your walking speed. You can only burrow through material that is no harder than dirt.

Hilly Domain

Terrain Empowerment

Finally you gain a variety of benefits while within a hill environment. This could be any area classified as a hill region, or simply incredibly large bumpy terrain.

Air Retainer. You can hold your breath for an additional number of minutes equal to ten times your Druid level.

Opportune Striker. You have advantage on spell attack rolls made against creatures who are prone, even if you are further than 5-feet away from them. Additionally, prone creatures have disadvantage on saving throws they make against your Druid spells.

Steady Footing. You gain a +1 bonus to saving throws made against falling prone for every 2 Druid levels you have.


Affinity of the Mountains

You are most at home in the sprawling mountains whose peaks touch the sky.

Booming Peaks

Affinity Attack

You send out a soundwave towards a target within 120-feet of you, making a ranged spell attack roll. On a hit, the target suffers 1d6 + Druid modfiier thunder damage.

The struck target suffers a -1 cumulative penalty to all ability checks it makes until the end of your next turn.

Empower. For every level of spell slot expended, this deals an additional 1d6 thunder damage.

Soaring Heights

Lands Gift

You gain a flying speed equal to your walking speed and can hover. If you end your turn and solid ground is further than 10-feet beneath you, you harmlessly descend 15-feet.

Sky Bound

Terrain Empowerment

Finally, you gain a variety of benefits while within a mountain environment. This could be any area classified as a mountain, or while at a significantly high altitude while still on solid ground.

Adapted Body. All thunder damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.

Cliff Diver. You reduce all falling damage you suffer by an amount equal to five times your Druid level. You must be conscious to gain this benefit.

High Climber. You suffer no detrimental effects from being at high altitude, such as the lack of air or the temperature.

Affinity of the Plains

Stretching fields of grass or other sorts of terrain are where you can be most commonly found.

Blades of Grass

Affinity Attack

You suddenly raise daggerlike blades of grass from the ground in a 15-foot cone in front of you. All creatures caught within the cone must succeed on a Dexterity saving throw or suffer 1d8 + Druid modifier magical piercing damage on a failed saving throw, or half as much on a successful one.

Creatures more than 5-feet above solid ground are unaffected by this attack. The ground this attack affects is considered difficult terrain until the start of your next turn.

Empower. For every level of spell slot expended, this deals an additional 1d8 piercing damage.

Field Walker

Lands Gift

You ignore magical and nonmagical difficult terrain made of plants or other sources of nature. This includes the difficult terrain created by your Blades of Grass affinity attack.

Verdant Abode

Terrain Empowerment

Finally, you gain a variety of benefits while within a plains environment. This could be any area classified as a grassland region, or simply large stretches of open fields.

Beast Sense. You are aware of the exact location of every beast within a number of feet of you equal to 5 times your Druid level. You are able to identify what species of beast it is using this feature.

Nomads Journey. You are able to travel at a fast pace without suffering a penalty to your passive perception, and you can travel up to 16 hours without needing to make a saving throw against exhaustion.

Ready for Anything. You gain a +1 bonus to Initiative checks for every 2 Druid levels you have.


Affinity of the Swamp

The fetid marshlands and swamps are where you find yourself most comfortable.

Bog Rush

Affinity Attack

You coat yourself in a fetid mist before commanding it to strike at a target within 10-feet of you, making a melee spell attack. On a hit, the target suffers 1d10 + Druid modifier poison damage.

Additionally on a hit, you may magically teleport to an unoccupied space within 5-feet of the struck target if it was a creature.

Empower. For every level of spell slot expended, this deals an additional 1d10 poison damage.

Land and Sea

Lands Gift

You gain a swimming speed equal to your walking speed, and you can breathe both air and water. If your Primeval Form has a swimming speed, it is increased by 20-feet.

Fetid Residence

Terrain Empowerment

Finally, you gain a variety of benefits while within a swamp environment. This could be any area classified as a swamp, or even areas with a large amount of incredibly murky/dirty water.

Adapted Body. All poison damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.

Hidden in the Bog. You gain a +1 bonus to Stealth checks for every 2 Druid levels you have.

Murkvision. No matter how dirty or murky water is, you can see through it as if it were perfectly clear.

Affinity of the Underdark

Deep below the surface is a land of pure darkness that is home to many life threatening creatures. You as a druid have pledged yourself to this land and molded your power over it.

Dark Orb

Affinity Attack

You throw a globule of darkness towards a point within 120-feet of you that you can see. All creatures within 5-feet of the point must succeed on a Dexterity saving throw or suffer 1d6 + Druid modifier psychic damage on a failed saving throw, or half as much on a successful one.

Until the start of your next turn, magical darkness fills the area that this attack affected. You can see through the magical darkness this creates.

Empower. For every level of spell slot expended, this deals an additional 1d6 psychic damage. For every two levels of spell slot expended, its area is increased by 5-feet.

True Darkvision

Lands Gift

You can see in dim light within 120-feet of you as if it were bright light, and darkness as if it were dim light. Unlike normal darkvision, you are capable of discerning color in darkness. If you already possess Darkvision, its range is increased by 120-feet and it is now able to discern color in darkness.

Home in Darkness

Terrain Empowerment

Finally, you gain a variety of benefits while within the underdark, or sufficiently dark areas such as unlit caves.

Adapted Body. All psychic damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.

Expansive Sight. For every Druid level you have, the range of your Darkvision/True Darkvision is increased by 10-feet.

Shadow Speech. You are able to communicate with any creature that innately has Darkvision out to any range as if you shared a language.


Affinity of the Urban

You see beauty in civilization, and draw your power from the settlements that people create.

Jagged Cuts

Affinity Attack

You send out jagged pieces of metal towards a target within 60-feet of you, making a ranged spell attack roll. On a hit, the target suffers 1d8 + Druid modifier magical piercing damage.

If the target is struck, all healing they receive until the end of your next turn is halved. If they are struck by this attack while already under this effect, they become incapable of receiving healing for this duration instead.

Empower. for every level of spell slot expended, this deals an additional 1d8 piercing damage.

Well Equipped

Lands Gift

You gain proficiency in two skills of your choice, two tools or instruments of your choice, and you learn two languages of your choice.

City Slicker

Terrain Empowerment

Finally, you gain a variety of benefits while within an urban environment. This could be any area classified as urban, or simply any decently sized settlement of intelligence creatures.

Adapted Body. If you are struck by a nonmagical weapon made of metal, you reduce the damage taken by 1 for every 2 Druid levels you have. This reduction applies before resistances are applied.

Minor Boost. When you make an ability check using a skill you are proficient in, you may add half your proficiency bonus (Rounded up) to the checks result. You may do so a number of times equal to your Druid modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Druidic Circle

A druids Druidic Circle is their subclass, and shows what circle you have pledged yourself to. They choose their archetype at 2nd level, and gain features then and again at levels 6, 10, 14 and 22.

Subclasses

All subclasses can be found below

Ancients (Page 14) - A subclass that is reminiscient of original druid and how wild shape works.

Dreams (Page 15) - A subclass that wields healing magic and transportation.

Inferno (Page 16) - A subclass that is a reworked version of Wildfire.

Moon (Page 17) - A subclass for druids who seek to master and perfect their primeval form.

Shepherd (Page 18) - A subclass that summons spirits of nature to aid them.

Spores (Page 19) - A necromantic subclass that spreads spores to those around them.

Stars (Page 20) - A subclass that wields starry magic to divine fate.

Twilight (Page 21) - A heavily damaging subclass that preserves the cycle of life and death.

Wanderlust (22) - A wandering subclass that gains the power of many terrains.

Woad (23) - A martial subclass for Druids who seek to be warriors outside of their primeval form.


Full Caster

Despite all the special features a druid receives, they are still primarily a caster. If you wish to look at their casting progression without seeing anything else, you can do so below:

Full-Caster Spellcasting
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2
2nd 3
3rd 4 2
4th 4 3
5th 4 3 2
6th 4 3 3
7th 4 3 3 1
8th 4 3 3 2
9th 4 3 3 3 1
10th 4 3 3 3 2
11th 4 3 3 3 2 1
12th 4 3 3 3 2 1
13th 4 3 3 3 2 1 1
14th 4 3 3 3 2 1 1
15th 4 3 3 3 2 1 1 1
16th 4 3 3 3 2 1 1 1
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1
21st 4 3 3 3 3 2 2 1 1
22nd 4 3 3 3 3 2 2 2 1
23rd 4 3 3 3 3 2 2 2 1
24th 4 3 3 3 3 2 2 2 2
25th 4 3 3 3 3 2 2 2 2
26th 4 3 3 3 3 3 2 2 2
27th 4 3 3 3 3 3 2 2 2
28th 4 3 3 3 3 3 3 2 2
29th 4 3 3 3 3 3 3 2 2
30th 4 3 3 3 3 3 3 3 2

Circle of the Ancients

Druids who follow this circle have pledged themselves to the ancient ways, when people were more primal in nature. They bring this primal ferocity into the world with immense vigor.

Circle Spells

You gain circle spells at the Druid levels listed in the table below. Spells on the table are considered Druid spells for you, and are always prepared. They do not count against your prepared spells.

Circle of the Ancients Spells
Druid Level Spells
2nd Animal Friendship, Beast Bond
3rd Beast Sense, Summon Beast
5th Conjure Animals, Enemies Abound
7th Charm Monster, Dominate Beast
9th Hold Monster, Wrath of Nature

Ancient Shape

Beginning at 2nd level, your form is much more malleable than other druids. Whenever you would transform into your Primeval Form, you can instead transform into any beast of a CR equal to or lower than one third of your druid level (Rounded down, minimum of 1) In order to transform into a beast, you must have seen it before.

You gain the actions and statistics of this beast, and any primeval boons you may have are applied to this beast as if it were your primeval form. You do not use the beasts HP however, you use your primeval forms HP, which is shared between your primeval form and this beast transformation.

If you are unable to transform into your primeval form (Such as via being in a zone of antimagic or having no HP for your primeval form) You are unable to transform into a beast in this manner. Your beast transformation otherwise functions exactly as primeval form.

Primal Tongue

Additionally at 2nd level, the mindless understand you. If a creature cannot understand any languages, it can understand what you are saying. You can also decipher what it is attempting to say provided you can see, hear and smell it.

Primeval Might

Upon reaching 6th level, your forms natural weapons grow stronger. Your Primeval Forms natural weapons gain a bonus to their attack and damage rolls equal to half your proficiency bonus (Rounded up)

Sieger

At 10th level, manmade creations fail against you. You deal double damage against all objects and structures while in your Primeval Form or Ancient Shape.

Additionally, siege weapons (Such as cannons, ballistas, ect) deal half damage to you.

Cleaving Destruction

Beginning at 14th level, your strikes harm for more than just their initial target. Provided you are at least large size and in your Primeval Form or Ancient Shape, whenever you damage a creature, you can force all other creatures (Other than yourself) within 5-feet of the struck creature to make a Dexterity saving throw.

On a failed saving throw, they suffer half of the damage the struck creature suffered, they suffer no damage on a successful saving throw.

You may use this feature a number of times equal to your Druid modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

True Destroyer

Finally at 22nd level, you are the incarnation of primal ferocity. You may now use Cleaving Destruction as many times as you wish between rests.

Additionally, whenever you damage an object or structure, instead of rolling, you can deal the maximum damage possible.

Circle of Dreams

Druids who have pledged themselves to the dreamlike wonders of the feywild, these druids can often be found amongst good aligned fey. They seek to mend wounds and restore hope to those they interact with.

Circle Spells

You gain circle spells at the Druid levels listed in the table below. Spells on the table are considered Druid spells for you, and are always prepared. They do not count against your prepared spells.

Circle of Dreams Spells
Druid Level Spells
2nd Cure Wounds, Healing Word
3rd Detect Thoughts, Prayer of Healing
5th Beacon of Hope, Catnap
7th Divination, Hallucinatory Terrain
9th Dream, Seeming

Balm of the Summer Court

Upon choosing this circle at 2nd level, you have learned how to wield special magics of the summer court. You have a pool of fey energy represented by a number of d6's equal to your Druid level.

As a bonus action, you can expend a number of die up to your Druid modifier (Minimum of 1 die) Roll the die, you may distribute these die as healing amongst any creature within 60-feet of you (For example if you roll a 3 and 5, you may heal one creature for 3 HP and another for 5 HP, or heal one for 8 HP)

A creature also gains temporary hit points equal to half the hit points they regained from this feature (Rounded down)

If the only target of this healing is yourself, you may perform it without expending your bonus action (You may not use this feature again this turn if you do so)

You regain all expended die upon completing a long rest.


Hearth of Moonlight and Shadow

Beginning at 6th level, home can be wherever you are. Whenever you start a short or long rest, you may touch a point which causes an invisible, 30-foot radius sphere of magic to appear centered on that point. Total cover blocks the sphere.

While within the sphere, you and all creatures of your choice gain a bonus to Stealth and Perception checks equal to your Druid modifier, and any light originating from within the sphere isn't visible outside it.

The sphere remains until you leave the sphere.

Hidden Paths

Upon reaching 10th level, you are able to see the hidden paths of the feywild wherever you look. As a bonus action on your turn, you may teleport to an unoccupied space you can see within 60-feet of you. Alternatively, you may allow a willing creature within 10-feet of you to use their reaction to teleport to an unoccupied space within 30-feet of them.

You may teleport using this feature by expending two legendary actions at the end of another creatures turn.

Walker in Dreams

Beginning at 14th level, the realm of dreams is open to you. Whenever you finish a short rest, you may use one of the following features:

  • You open a portal that leads to the last location you completed a long rest. Any creature you allow may use the portal as an action to teleport to the location it leads to. The portal remains for 30 minutes or until you close it as an action.

  • You cast the Dream spell without expending a spell slot or any components.

Once you use this feature, you may not do so again until you complete a long rest.

Pure Dream Energy

Finally at 22nd level, your fey energy has reached its peak. Your pool of fey energy is now equal to two times your Druid level, and you can expend a number of die at once of up to twice your Druid modifier (Minimum of 2)

Circle of the Inferno

Reworked Wildfire Druid

Within flame there is destruction... But also creation. People could not have progressed without fire. Druids of this circle see fire as both creation and destruction, believing that for something to be reborn, it must be burned and rebuilt from the ashes.

Circle Spells

You gain circle spells at the Druid levels listed in the table below. Spells on the table are considered Druid spells for you, and are always prepared. They do not count against your prepared spells.

Circle of the Inferno Spells
Druid Level Spells
2nd Burning Hands, Cure Wounds
3rd Flaming Sphere, Scorching Rays
5th Fireball, Plant Growth
7th Aura of Life, Fire Shield
9th Flame Strike, Mass Cure Wounds

Healing Flames

Starting at 2nd level, your agonizing flames can even be soothing. Whenever you deal fire damage to a creature other than yourself using a druid spell of 1st level or higher, you can instead cause them to regain hit points equal to the fire damage the spell would've dealt (Ignoring their resistances/immunities)

One of Flame

Additionally at 2nd level, you learn the Fire Bolt cantrip, it is considered a druid spell for you and does not count against your cantrips known. In addition, whenever you prepare druid spells, any spell that deals fire damage is considered to be on the druid spell list for you.

Empowered Heat

At 6th level, your flames grow more potent. When you cast a Druid spell that deals fire damage, the spell gains a bonus to its damage roll equal to the number of damage die it has that deal fire damage (For example, Fireball would now deal 8d6+8 fire damage)

Flame Feast

Beginning at 10th level, you can devour the flames you throw at others. Whenever you deal fire damage to a creature using a druid spell, you can regain hit points equal to the fire damage you dealt. If the spell damaged multiple creatures, you are only healed for the damage you dealt to one of them.

You may use this feature a number of times equal to your proficiency bonus, you regain all expended uses upon completing a long rest.


Blazing Revival

Once you reach 14th level, like a blazing phoenix, you can revive. Whenever you are reduced to 0 HP or would be killed outright, you can instead regain hit points equal to half your hit point maximum, and force all creatures within 30-feet of you to make a Dexterity saving throw. A creature suffers fire damage equal to half the amount of hit points you regained on a failed saving throw, or none on a successful one.

Once you use this feature, you cannot do so again until you complete a long rest.

Fireheart

Finally at 22nd level, your heart blazes like a raging inferno. You are immune to fire damage, and provided an hour has passed since you last used Flame Feast, you regain one usage of the feature.

















Circle of the Moon

The circle of the moon welcomes fierce protectors who seek to defend the natural order of life. These druids master their shapechanging to a degree no other druids can match, and they use this mastery to protect nature.

Circle Spells

You gain circle spells at the Druid levels listed in the table below. Spells on the table are considered Druid spells for you, and are always prepared. They do not count against your prepared spells.

Circle of the Moon Spells
Druid Level Spells
2nd Jump, Longstrider
3rd Enlarge/Reduce, Moonbeam
5th Fear, Gaseous Form
7th Giant Insect, Polymorph
9th Commune with Nature, Wrath of Nature

Decorated Form

Starting at 2nd level, your form is much more advanced than the forms of many other druids. You gain two Primeval Boons of your choice (Normally druids do not receive the Primeval Boon feature until 3rd level, but you receive it now)

These boons do not count against your boons possessed. Whenever you gain a feature from this subclass (6, 10, 14 and 22) You gain another Primeval Boon of your choice.

War Form

Additionally at 2nd level, you gain the Wild Restoration combat trait, which is detailed below for ease of use:

As a bonus action, you may expend a spell slot of 1st level or higher. Your Primeval Form regains 1d8 + Your Druid modifier hit points if the spell slot was 1st level. For each level beyond the 1st, this restores an additional 1d8 hit points.

You may use this while in either your normal form or primeval form, however only your primeval form regains the hit points from this ability.


















Primeval Might

Upon reaching 6th level, your forms natural weapons grow stronger. Your Primeval Forms natural weapons gain a bonus to their attack and damage rolls equal to half your proficiency bonus (Rounded up)

Persistent Form

At 10th level, your form is everlasting. You may remain in your Primeval Form even if it is reduced to 0 HP, however you still suffer the excess damage to your normal forms HP. Whenever you would suffer damage while at 0 HP in your Primeval Form, that damage is instead dealt to your normal form.

If your normal form is reduced to 0 HP, you revert to your normal form and fall unconscious as normal.

Additionally, if you are in your normal form and your primeval form is at 0 HP, you may enter it anyway, using the rules above.

Savage State

Once you reach 14th level, your transformative ablities grow more powerful. You are considered to be permanently under the effects of the Alter Self spell. This effect is nonmagical and does not require concentration.

Accelerated Recovery

Finally at 22nd level, your form is always ready. Whenever your Primeval Form would regain hit points, you can cause it to regain double the amount it normally would've recovered.

You may do so a number of times equal to your Druid modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Circle of the Shepherd

In nature, there are many creatures who can't defend themselves, they need protection and assistance... Druids who follow this circle deem these creatures as their charges, protecting them from those who would bring them harm.

Circle Spells

You gain circle spells at the Druid levels listed in the table below. Spells on the table are considered Druid spells for you, and are always prepared. They do not count against your prepared spells.

Circle of the Shepherd Spells
Druid Level Spells
2nd Animal Friendship, Beast Bond
3rd Beast Sense, Summon Beast
5th Spirit Guardians, Summon Fey
7th Conjure Woodland Beings, Summon Elemental
9th Awaken, Wrath of Nature

Spirit Totems

Upon choosing this circle at 2nd level, you have learned how to summon powerful totems to aid you and your allies. As a bonus action, you can expend a spell slot of 1st level or higher to magically summon an incorporeal spirit to a point you can see within 60-feet of you-the spirit is not a creature nor object, it is best described as an illusion with an appearance of your choice.

The spirit projects an aura in a 30-foot radius around itself, and as a bonus action on your turn, you may move it up to 60-feet. The spirit remains until a number of rounds have passed equal to your Druid modifier (Minimum of 1) When you summon it, you choose what kind of spirit it is:

Bear. When a creature starts their turn within the aura or enters it for the first time on their turn, you may grant them temporary hit points equal to 5 times the expended spell slots level, which last until the start of their next turn. Creatures of your choice also gain a bonus to Strength checks and Saving throws equal to the expended spell slots level.

Hawk. Attack rolls made by creatures of your choice within the auras radius gain a bonus equal to half the expended spell slots level (Rounded down) In addition, creatures of your choice also gain a bonus to Perception checks equal to the expended spell slots level.

Unicorn. If an invisible creature starts their turn within the spirits aura or enters it for the first time in a turn, you may choose to end their invisibility. Additionally, whenever you cast a spell that restores hit points, all creatures of your choice within the spirits aura regain hit points equal to the expended spell slots level (The one used to summon the spirit)


Speech of the Woods

Also at 2nd level, you gain the ability to commune with those of the woods. You learn the Sylvan language. Additionally, you may commune with any beast as if you shared a language.

Master Summoner

Beginning at 6th level, you are well versed in summoning spirits to aid you. You do not require any material components when casting a Druid spell that summons a creature (Such as Summon Beast or Summon Fey)

Additionally, creatures you summon have additional hit points equal to your Druid modifier for every hit die they have. Their attacks are also considered magical for the purposes of overcoming immunity and resistance to damage.

Focus

At 10th level, your mind is well focused to watch your flock. You may add your Druid modifier (Minimum of 1) to any rolls you make to maintain concentration on a spell.

You may also add this bonus to Perception and Investigation checks you make.

Spirit Protection

Beginning at 14th level, the forces of nature protect you when you are vulnerable. When you are reduced to 0 HP or incapacitated against your will, you may cast any spell you know that summons creatures-if you do so, you do not need to expend any spell slots and the spell does not require concentration. The spell is considered to have been cast at 9th level.

The summoned creatures defend you to the best of their ability. Once you use this feature, you may not do so again until you complete a long rest.

Spirit Party

Finally at 22nd level, you are able to control many spirits. You may have up to three Spirit Totems summoned at a time (You may only move one at a time however) When you would summon a totem while already possessing one, you must summon a different one than the ones already active.

Circle of Spores

In decay there is beauty, even in the most lifeless of areas, fungi can thrive and create abundant life... In a similar way, Spore druids view undead in the same manner. They are a natural part of the cycle of life... But those who do not seek a final rest, or seek to bring all to undeath? That will bring upon the opposition of a spore druid.

Circle Spells

You gain circle spells at the Druid levels listed in the table below. Spells on the table are considered Druid spells for you, and are always prepared. They do not count against your prepared spells.

Circle of Spores Spells
Druid Level Spells
2nd Ray of Sickness, Tasha's Caustic Brew
3rd Silence, Wither and Bloom
5th Animate Dead, Bestow Curse
7th Blight, Confusion
9th Contagion, Danse Macabre

Halo of Spores

Upon choosing this circle at 2nd level, the air around you is filled with dangerous spores. When a creature moves into a space within 10-feet of you or starts its turn there, you can force them to make a Constitution saving throw as a reaction. On a failed saving throw, they suffer 1d4 necrotic damage (They suffer no damage on a successful save)

The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 22nd level.

While transformed by your Primeval Form, you roll two damage dice for this ability instead of one.


Fungal Infestation

At 6th level, you are capable of using your spores to infect that dead. If a beast or humanoid dies within 10-feet of you, you can use your reaction to reanimate it, causing it to stand up with 1 hit point. The creature uses the same statistics it had in life, except it is now undead, and it cannot regain hit points nor gain temporary hit points by any means.

Creatures animated from this feature take their turn immediately after yours, and obey all your mental commands (No action required) The creature remains animated for a number of hours equal to your Druid modifier (Minimum of 1) After which it collapses and dies.

You can use this feature a number of times equal to your Druid modifier (Minimum of 1) Regaining all uses upon completing a long rest.

Developing Spores

Beginning at 10th level, your spores spread much more easily. You no longer need to use your reaction to use Halo of Spores, however an individual creature can only be targeted by your spores once per round.

Fungal Body

Once you reach 14th level, the spores within your body alter you; you can't be blinded, deafened, frightened or poisoned, and any critical hit against you counts as a normal hit instead.

Fungal Rot

Finally at 22nd level, you have developed a special disease that you can use to infect people, granting them strength at a price. As an action, you may touch a willing creature and grant them the benefits of your Fungal Body trait, which lasts until you end this feature as an action.

While infected, you are capable of reading their surface thoughts while within 60-feet of you, and they cannot willingly harm you. When a creature dies while infected, they are reanimated as per your Fungal Infestation ability.

Circle of Stars

The circle of stars allows a druid to draw upon the power of starlight, using it to fuel their magic and overall power. These druids often either pursue to wield the power of the cosmos, or unearth its hidden secrets.

Circle Spells

You gain circle spells at the Druid levels listed in the table below. Spells on the table are considered Druid spells for you, and are always prepared. They do not count against your prepared spells.

Circle of Stars Spells
Druid Level Spells
2nd Guiding Bolt, Magnify Gravity
3rd Misty Step, Skywrite
5th Fly, Melf's Minute Meteors
7th Divination, Gravity Sinkhole
9th Contact Other Plane, Temporal Shunt

Constellations

Upon choosing this circle at 2nd level, you have begun to unearth special constellations. Whenever you enter your Primeval Form, you may choose to embody a constellation. You gain benefits depending on which constellation you embody. Regardless of which one you embody, you shed bright light in a 10-foot radius around you, and dim light for another 10-feet.

Archer. As a bonus action you can create a luminous arrow and fire it at a creature within 60-feet of you, making a ranged spell attack. On a hit, the target suffers 1d8 + Your Druid modifier in radiant damage.

Priest. As a bonus action and by expending a spell slot of 1st level or higher, you can restore hit points to a creature within 30-feet of you equal to 1d8 + Your Druid modifier. For each spell slot level above 1st, this restores an additional 1d8 hit points.

Scholar. Whenever you make an Intelligence, Wisdom or Charisma check or saving throw and would roll less than a 10 on the check or saving throw, you may instead treat it as a 10.

Warrior. As a bonus action you can cause a spectral sword to slam down at a creature within 5-feet of you, making a melee spell attack. On a hit, the target suffers 1d10 + Your Druid modifier in radiant damage.


Cosmic Omens

Beginning at 6th level, you have begun to see into the omens the cosmos bestow upon you. Whenever you finish a long rest, choose Weal or Woe.

Weal. Whenever you or a creature within 30-feet of you makes an attack roll, ability check or saving throw, you may use your reaction to roll a d6 and add it to the roll.

Woe. Whenever you or a creature within 30-feet of you makes an attack roll, ability check or saving throw, you may use your reaction to roll a d6 and subtract it from the roll.

You may use this feature a number of times equal to your proficiency bonus, regaining all uses upon completing a long rest.

Whenever you finish a short rest, you regain 1d4-1 uses of this feature.

Improved Constellations

At levels 10 and 22, your constellations improve in the following ways:

Archer. The arrow deals an additional 1d8 damage (2d8 at level 10, 3d8 at level 22)

Priest. You restore an additional 3 HP per spell slot level (3 per level at level 10, 6 per level at level 22)

Scholar. You gain a +2 bonus to Intelligence, Wisdom and Charisma checks and saving throws (+2 at level 10, +4 at level 22)

Warrior. The sword deals an additional 1d10 damage (2d10 at level 10, 3d10 at level 22)

Full of Stars

Upon reaching 14th level, your form is full of starlight. While embodying a constellation, you have resistance to bludgeoning, piercing and slashing damage.

Additionally, at the start of your turn (No action required) You may change which constellation you embody.

Circle of Twilight

Nearly all druids view undeath as an abomination against nature that must be stamped out... But Twilight druids..? They actively hunt sources of undeath to permanently end them, more than any other druids, they seek the extermination of unlife.

Circle Spells

You gain circle spells at the Druid levels listed in the table below. Spells on the table are considered Druid spells for you, and are always prepared. They do not count against your prepared spells.

Circle of Twilight Spells
Druid Level Spells
2nd Ceremony, False Life
3rd Gentle Repose, Wither and Bloom
5th Bestow Curse, Remove Curse
7th Aura of Life, Blight
9th Hallow, Reincarnate

Harvest's Scythe

Upon choosing this circle at 2nd level, you learn how to dismantle the life energy of other creatures. You have a pool of destructive energy represented by a number of d10's equal to your Druid level.

When you roll damage for a spell or Affinity Attack, you may expend a number of die up to your Druid modifier (Minimum of 1) Roll the die and add them to the damage as necrotic damage. If you kill at least one hostile creature with an effect augmented by this ability, you or a willing creature of your choice within 30-feet of you regains 1d4 hit points per die spent to increase the effects damage, or 1d12 hit points per die spent if one of the slain creatures was undead.

You regain all expended dice upon completing a long rest.


Talk to the Beyond

At 6th level, you are able to communicate with the recently deceased. You are capable of communicating with corpses within 10-feet of you as if you shared a language, the corpse knows what it knew in life, although it is under no compulsion to answer your questions or help you.

If the creature the corpse belonged to died more than 7 days ago, you are unable to commune with them using this feature.

Grave Defense

Upon reaching 10th level, you are protected against the worst of death. You have immunity to necrotic damage and resistance to radiant damage, you also have advantage on death saving throws.

Creatures of your choice within 30-feet of you also gain these benefits.

True Scythe

Once you reach 14th level, the realm of ending life is open to you fully. Your dice from Harvest's Scythe are now d12's rather than d10's.

Additionally, you learn three spells of your choice from any spell list. These spells are considered druid spells for you and do not count against your spells prepared.

The chosen spells must deal damage, and you may exchange one of them whenever you gain a level in this class.

True Harvest

Finally at 22nd level, your destructive energy has evolved to its purest form. Your pool of destructive energy is now equal to two times your Druid level, and you can expend a number of die at once of up to twice your Druid modifier (Minimum of 2)

Circle of Wanderlust

Many druids often pledge themselves to one finite area and remain their for most of if not all of their lives... Druids of this circle however know that in order to gain true wisdom and to protect nature as much as they can, they need to travel and explore the world.

Circle Spells

You gain circle spells at the Druid levels listed in the table below. Spells on the table are considered Druid spells for you, and are always prepared. They do not count against your prepared spells.

Circle of Wanderlust Spells
Druid Level Spells
2nd Expeditious Retreat, Longstrider
3rd Misty Step, Vortex Warp
5th Blink, Nondetection
7th Dimension Door, Freedom of Movement
9th Teleportation Circle, Tree Stride

Wanderers Might

Upon choosing this circle at 2nd level, you are always at your peak regardless of where you are. You gain the full benefits of your Terrain Empowerment features regardless of what terrain you are in.

Additionally, you may choose two Terrain Empowerment individual features from any affinity (Such as Forests Barken Skin or Deserts Slow to Thirst) and gain those features as if you had that affinity.

Whenever you gain a feature from this subclass (6, 10, 14 and 22) You may choose an additional Terrain Empowerment individual feature to gain the benefits of.

Upon completing a long rest, you may exchange your Terrain Empowerment choices gained from this feature for different ones of your choice.

Evolved Affinity

Upon reaching 6th level, your affinity evolves. Your Affinity Attacks gain a bonus to their attack and damage rolls equal to half your proficiency bonus (Rounded up)

If the affinity attack forces a saving throw instead of requiring an attack roll, it instead gains a bonus to its saving throw DC and its damage rolls equal to half your proficiency bonus (Rounded up)

Landwalker

Beginning at 10th level, your journeys across the lands has gifted you with a variety of powers. Choose two Lands Gift features from affinities other than your primary one. You gain those Lands Gift features and they function as normal for you.

Land Speech

At 14th level, the land speaks to you and offers guidance. Whenever you finish a short or long rest, you may gain the benefits of the Commune with Nature spell.

Constant Empowerment

Finally at 22nd level, your affinity is always mightier. Whenever you attack with your Affinity Attack, it is always considered to have been empowered with a 1st level spell slot. This is in addition to any spell slots you may expend to empower it naturally.

Circle of the Woad

Druids have a lot of powerful magic to defend nature... But sometimes, magic isn't enough. That's where druids of this circle come in, wielding steel and fighting fiercely with the power of a martial combatant.

Circle Proficiencies

Beginning at 2nd level, instead of granting your additional spells, your circle has granted you martial dominance. You gain proficiency with all simple and martial weapons, and you gain proficiency in heavy armor.

Martial Merge

Additionally at 2nd level, your equipment is able to merge with your transformations much more easily. Whenever you enter your Primeval Form while wearing armor, the armor you are wearing molds to fit your form. If your forms AC would be less than the AC the armor would grant, you instead use the AC the armor would grant.

Additionally, you may choose one item you are holding, whether it is a weapon, shield or something else. Your primeval form can use that item and gain its benefits as normal.

Extra Attack

Beginning at 6th level, your skills with weapons reaches the level of a true fighter. Whenever you take the attack action and make an attack with a weapon you are proficient in, the number of attacks you can make with it is equal to the number of attacks you can make using Rules of Nature.

Nature Infusion

Once you reach 10th level, your natural powers infuse your weapons. Weapons you wield gain a bonus to their attack rolls equal to half your Druid modifier (Rounded down, minimum of 1) and a bonus to damage rolls equal to your Druid modifier (Minimum of 1).

Natures War

At 14th level, you blend your cantrips into your fighting now as well. Once per turn when you take the attack action, in place of two attacks you can cast a druid cantrip you know.

Nature Surge

Finally at 22nd level, your steel and natural magics blend together beautifully. When you use your action to take the attack action, you can use your bonus action to cast a druid spell of 3rd level or lower, expending a spell slot as normal.

Combat Traits

Below you will find the features you are able to select from your Gifts of Gaia feature at levels 3, 9, 15, 21 and 27.

Adapting Form

You gain two additional Primeval Boons of your choice. Whenever you finish a short or long rest, you may exchange one or both of these boons for others of your choice.

You may select this trait multiple times, gaining two additional boons for each subsequent taking.

Area Master

Choose two Terrain Empowerment individual features from any affinity (Such as Forests Barken Skin or Deserts Slow to Thirst) you gain those features as if you had that affinity.

You only gain those benefits provided you are in the terrain of your actual affinity (Using the prior two examples, if your affinity was Underdark, you'd only gain those benefits while in the underdark)

You may select this trait multiple times, gaining two different Terrain Empowerment individual features for each subsequent taking.

Do No Evil

Prerequisite: You do not have "Speak No Evil"

Druid spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components.

Druidic

You know the Druidic language, the secret speech of druids. While speaking druidic, all Beasts and Plants can understand what you say, regardless of whether they understand a language or not. This does not give you the ability to understand them yourself however.

Additionally, using this language you can leave hidden messages for other druids to find. You and others who know this language can spot the message instantly and without fail, however others must succeed on a Perception check against your Druid DC in order to spot it (But they must still decipher it using something such as magic)

Extra Affinity

Choose an Affinity Attack other than one you possess. You learn that affinity attack and may use it as normal.

You may select this trait multiple times, choosing a different affinity attack for each subsequent taking.

Gifted

Choose a Lands Gift from an affinity other than your own. You gain that feature and it functions as normal for you.

You may select this trait multiple times, selecting a different Lands Gift each time.

Greater Affinity

Whenever you expend a spell slot to empower your Affinity Attack, you may expend one additional spell slot, adding their spell levels together to determine the Empower effect.

You may select this trait multiple times, allowing yourself to expend an additional spell slot for each subsequent taking.


Heightened Affinity

The range of your Affinity Attack grows, refer to the list below to see how yours improves:

Blades of Grass. The area this cone affects is increased by 15-feet.

Bog Rush. The range at which you can make this attack is increased by 10-feet.

Booming Peaks. The range at which you can make this attack is increased by 120-feet.

Branch Slash. The range at which you can make this attack is increased by 60-feet.

Chilling Winds. The length of this line is increased by 15-feet.

Dark Orb. The range at which you can throw this attack is increased by 120-feet.

Jagged Cuts. The range at which you can make this attack is increased by 60-feet.

Mist Burst. The area at which this affects around you is increased by 5-feet.

Rolling Hills. The area at which this affects around you is increased by 5-feet.

Swelter. The area at which this affects around you is increased by 5-feet.

Water Jet. The range of this ranged spell attack is increased by 90-feet.

Withering Touch. The range at which you can make this attack is increased by 5-feet.

You may select this trait multiple times, increasing the range appropriately for each subsequent taking.

Natural Recovery

During a short rest, you may choose to recover spell slots whose collective level is no greater than half your Druid level (Rounded down) For example, if you are a 12th level Druid, you could recover four 1st level spell slots and one 2nd level spell slot, or one 6th level spell slot. Once you use this feature, you may not do so again until you complete a long rest.

If you are level 15 or greater in this class, you may select this trait a second time, which allows you to use this feature two times between long rests. If you are 27th level in this class, you may select this trait a third time, which allows you to use this feature three times between long rests.

You may choose to use this feature multiple times during a single short rest if you have multiple usages of it.

Primeval Affinity

You may now attack with your Affinity Attack while transformed by your Primeval Form.

Reactive Mage

You gain an additional reaction, this reaction can only be used to cast spells as a reaction.

You may select this feature as many times as you wish, gaining an additional one of these special reactions each subsequent selection.

Resilient Body

Your HP maximum increases by an amount equal to three times your level in this class. Everytime you gain a Druid level, your maximum HP increases by an additional 3 HP.

You may select this trait multiple times.

Skirmisher

When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.

Speak No Evil

Prerequisite: You do not have "Do No Evil"

Druid spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components.

Steel Aversion

Provided you are not wearing armor made of metal, nor wielding anything in your hands made of metal, you gain the following benefits:

  • You can ignore any material components that aren't consumed nor require a gold cost when casting a druid spell.

  • Whenever you deal damage with your Affinity Attack or a Druid cantrip, the target suffers bonus damage equal to your Druid modifier (Minimum of 1)

Wild Companion

You learn the Find Familiar spell, it is considered a druid spell for you but does not count against your spells known. You may cast it without expending material components or spell slots, once you do you cannot do so again until you complete a long rest.

When summoning a familiar from this feature, you may choose for it to be a Fey as opposed to its normal creature type.

Wild Restoration

As a bonus action, you may expend a spell slot of 1st level or higher. Your Primeval Form regains 1d8 + Your Druid modifier hit points if the spell slot was 1st level. For each level beyond the 1st, this restores an additional 1d8 hit points.

You may use this while in either your normal form or primeval form, however only your primeval form regains the hit points from this ability.


Wild Shape

As an action, you can magically transform into any beast of CR 0. Your statistics are replaced with those of the beast, except for your mental ability scores (Intelligence, Wisdom and Charisma)

Your HP also does not change, if you suffer damage while transformed by this feature, your regular HP suffers the damage.

You are incapable of casting spells in this form, unless your Primeval Form is capable of casting spells. This does not prohibit you from concentrating on spells you had cast before entering this state, or taking actions associated with them (Such as Call Lightning)

Your equipment molds fully into your body, shunting away until you return to your normal form.

You remain in this form until you leave it early as a bonus action or you fall unconscious.

Lesser Form Magic

Prerequisite: 9th Level

You may cast any Druid spell you have prepared of 2nd level or lower while transformed by your Primeval Form, ignoring all components aside from costly material components.

If you have the Form Magic feature, the level of spell you can cast while transformed is increased by 2 (So at 19th level you could cast 7th level spells, 21st level you could cast 8th level spells, and so on)

Nature's Ward

Prerequisite: 15th Level

Choose two creature types from the following list: Beast, Elemental, Fey and Plant. You are immune to being Charmed or Frightened by creatures of one of the chosen types.

Additionally, you are immune to poison damage, the poisoned condition and disease.

Terrain Lord

Prerequisite: 15th Level

Choose a terrain type other than the one belonging to your affinity. You gain the benefits of all Terrain Empowerment features you have while within that terrain type, in addition to the one apart of your affinity.

At 27th level, you may select this trait a second time. Choosing another terrain type to gain these benefits in.

Nature's Sanctuary

Prerequisite: 21st Level

Choose two creature types from the following list: Beast, Elemental, Fey and Plant. Whenever a creature of one of the chosen types makes an attack against you, they must succeed on a Wisdom saving throw. On a failed saving throw, they must choose a new target for the attack or have their attack automatically miss.

On a successful saving throw, a creature becomes immune to this effect for 24 hours. A creature is aware of this effect before it makes its attack against you.

























































This is meant to serve as a divider between the rest of the class and everything related to Primeval Forms (I.E the forms themselves and the various boons) This is mostly just to keep things a bit more organized than they would be without this divider.

It begins with the available forms to select and their exclusive boons, then it goes onto the general boons that any form can take.

Air Beast Form

This form is adopted by druids who often appear as an aerial creature-such as a bird or flying insect.


Air Beast Form

Medium Beast


  • Armor Class 12 + Dexterity Modifier
  • Hit Points (6 + Forms Constitution Modifier) per Druid level
  • Speed 10 ft., fly 60ft

STR DEX CON
8 (-1) 16 (+3) 14 (+2)

Flyby. You don't provoke opportunity attacks when you fly out of an enemies reach.

Actions

Shred. Melee Weapon Attack: PB + Forms Dexterity Modifier to hit, reach 5ft., one target. Hit 1d8 + Forms Dexterity Modifier slashing damage.

Air Beast Boons

Below and to the right you will find Primeval Boons that can only be selected by druids who have chosen the Air Beast Form for their Primeval Form!

Diver

For every 2 feet you fly downwards, you only need to expend 1 foot of movement.

Eagle Eyed

You can see up to 1 mile away with no difficulty, able to discern fine detail as if you were within 5-feet of what you are observing. This benefit also applies to your regular form, not just your Primeval Form.

Gouge

Whenever you would make an attack, you may make a Gouge attack:

Melee Weapon Attack: PB + Forms Dexterity Modifier to hit, reach 5ft., one target. Hit 1d6 + Forms Dexterity Modifier piercing damage. If the attack was a critical hit, the target is Blinded until the end of your next turn.


Mimicry

You can mimic sounds you have heard, such as animal noises or words someone has spoken. A creature can tell that they are imitations by succeeding on a Wisdom check against your Druid DC.

Therianthrope Defense

At the start of each of your turns, you recover HP equal to your Druid modifier provided you have 1 or more HP and you have not suffered damage from a silvered weapon since the start of your last turn. If you are not in initiative, this healing does not function.

Draconic Form

This Form is adopted by druids who wish to emulate the might of dragons.


Draconic Form

Medium Dragon


  • Armor Class 13 + PB
  • Hit Points (10 + Forms Constitution Modifier) per Druid level
  • Speed 30 ft., fly 30ft

STR DEX CON
16 (+3) 8 (-1) 14 (+2)

  • Senses darkvision 60 ft

Scale Sheen. Upon choosing this form, you may select one of the following damage types: Acid, Cold, Fire, Lightning or Poison. You gain resistance to the chosen damage type while transformed.

Actions

Bite. Melee Weapon Attack: PB + Forms Strength Modifier to hit, reach 5ft., one target. Hit 1d10 + Forms Strength Modifier piercing damage.

Regardless of how many attacks you can normally make in your form, you may only make one bite attack per turn.

Claws. Melee Weapon Attack: PB + Forms Strength Modifier to hit, reach 5ft., one target. Hit 1d8 + Forms Strength Modifier slashing damage


Draconic Boons

Below you will find Primeval Boons that can only be selected by druids who have chosen the Draconic form for their Primeval Form!

Breath Weapon

You gain a pool of breath dice equal to your Druid level, which are d6's. As an action you may expend any number of breath die and exhale destructive energy in an area in front of you. You choose the area you exhale in when you gain this feature:

  • 30-foot cone, increased by 15-feet for each size category above medium you are.

  • 60-foot line that is 5-feet wide, the length is increased by 30-feet for each size category above medium you are. For every 2 size categories above medium you are, the width is increased by 5-feet.

Roll all expended breath die, all creatures caught within the area must succeed on a Dexterity saving throw or suffer damage equal to the amount rolled, or half as much on a successful save. This damage is the same as your Scale Sheen damage type (If your type is Cold or Poison, this ability requires a Constitution saving throw)

You recover all expended breath die upon completing a short or long rest.

Dripping Maw

Your Bite attack deals an additional 2d6 damage, this damage is the same type as the one you chose for Scale Sheen.

Frightful Presence

As an action, you may force each creature of your choice that is within 60-feet of you and aware of you must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. A creature may repeat its saving throw at the end of each of its turns, ending the effect on a successful save. Once the effect ends for a creature, it is immune to this ability for the next 24-hours.

Scale Affinity

You gain immunity to the damage type you chose for Scale Sheen while you are transformed.

Wing Attack

By using any number of legendary actions, you may beat your wings. All creatures within 15-feet of you must succeed on a Dexterity saving throw or suffer 1d8 + Forms Strength Modifier in bludgeoning damage for every legendary action expended.

Then, for every legendary action expended, you may fly up to 10-feet away, to a maximum of your fly speed.

This is considered a legendary action, and follows the rules for one.

Igneous Form

This form is adopted by druids who mold themselves around the elemental plane of fire.


Igneous Form

Medium Elemental


  • Armor Class 10 + Forms Dexterity Modifier
  • Hit Points (8 + Forms Constitution Modifier) per Druid level
  • Speed 30 ft.

STR DEX CON
8 (-1) 16 (+3) 14 (+2)

  • Damage Immunities Fire

Illuminate. You shed bright light in a 30-foot radius around you and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet you move in water, or for every gallon of water splashed on you, you suffer 1 cold damage.

Actions

Flaming Grasp. Melee Weapon Attack: PB + Forms Dexterity Modifier to hit, reach 5ft., one target. Hit 2d6 + Forms Dexterity Modifier fire damage.

Igneous Boons

Below and to the right you will find Primeval Boons that can only be selected by druids who have chosen the Igneous form for their Primeval Form!

Agonizing Flames

Whenever a creature hits you with a melee attack, they suffer fire damage equal to half your Druid modifier (Rounded down)


Burning Ground

The ground beneath you is partially ignited as you walk across it. When a creature steps onto a space on solid ground you have occupied since the start of your last turn, they suffer fire damage equal to half your Druid modifier (Rounded down)

They can suffer this damage multiple times per turn, but only once from an individual space.

Flame Mote

Whenever you would make an attack, you may make a Flame Mote attack.

Ranged Spell Attack: PB + Druid Modifier to hit, range 60 ft., one target. Hit 1d8 + Druid Modifier fire damage.

Magma Form

Your flaming form has mingled with elemental earth, changing your form in the following ways:

  • Your AC is increased by an amount equal to half Your Proficiency bonus (Rounded down)

  • You gain a Slam attack (Same to hit as Flaming Grasp, deals 2d4 + Forms Dexterity Modifier bludgeoning damage on a hit)

  • You only suffer damage from Water Susceptibility for every 10 feet you move in water, or for every two gallons of water splashed on you.

Smoke Form

Your flaming form has mingled with elemental air, changing your form in the following ways:

  • You gain a Flying (Hover) speed equal to half your forms walking speed.

  • You may occupy the spaces of other creatures, and move through spaces that air could pass through.

  • The area around you in a 10-foot radius is considered to be lightly obscured. As an action you may make this area heavily obscured until the start of your next turn.

Land Beast Form

This form is adopted by druids who often appear as a land creature-such as a bear, wolf or owlbear.


Land Beast Form

Medium Beast


  • Armor Class 12 + Forms Strength Modifier + Forms Dexterity Modifier
  • Hit Points (10 + Forms Constitution Modifier) per Druid level
  • Speed 40 ft., climb 30ft

STR DEX CON
14 (+2) 14 (+2) 14 (+2)

Actions

Bite. Melee Weapon Attack: PB + Forms Strength or Dexterity Modifier to hit, reach 5ft., one target. Hit 1d12 + Forms Strength or Dexterity Modifier piercing damage.

Regardless of how many attacks you can normally make in your form, you may only make one bite attack per turn.

Maul. Melee Weapon Attack: PB + Forms Strength or Dexterity Modifier to hit, reach 5ft., one target. Hit 1d10 + Forms Strength or Dexterity Modifier slashing damage.

Land Beast Boons

Below and to the right you will find Primeval Boons that can only be selected by druids who have chosen the Land Beast Form for their Primeval Form!

Charge

If you move at least 20 feet in a straight line towards a target and then hit them with a Maul attack on the same turn, they target suffers an additional 1d6 slashing damage and must succeed on a Strength saving throw or fall prone.

Horrific Roar

As an action, you may let out a chilling roar that can be heard out to 300-feet away from you. All creatures of your choice within 60-feet of you who could hear the roar must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

You may use this feature as a legendary action by expending 2 legendary actions at the end of another creatures turn.


Pack Tactics

If you have a non-incapacitated ally within 5-feet of a creature, you have advantage on attack rolls against that creature.

Retribution

When a creature within 5-feet of you hits you with a melee attack, you may make a Maul attack against them.

Therianthrope Defense

At the start of each of your turns, you recover HP equal to your Druid modifier provided you have 1 or more HP and you have not suffered damage from a silvered weapon since the start of your last turn. If you are not in initiative, this healing does not function.

Oceanic Form

This form is adopted by druids who mold themselves around the elemental plane of water.


Oceanic Form

Medium Elemental


  • Armor Class 10 + 1/2 PB (Rounded up)
  • Hit Points (8 + Forms Constitution Modifier) per Druid level
  • Speed 20 ft., swim 40ft

STR DEX CON
16 (+3) 12 (+1) 10 (0)

Water Body. You may occupy the spaces of other creatures, and move through spaces as narrow as 1 inches without squeezing.

Whenever you suffer Cold damage, your speed is reduced by 5-feet until the end of your next turn (This feature can stack with itself)

You can breathe air and water.

Actions

Slam. Melee Weapon Attack: PB + Forms Strength Modifier to hit, reach 5ft., one target. Hit 2d4 + Forms Strength Modifier bludgeoning damage.


Oceanic Boons

Below and to the right you will find Primeval Boons that can only be selected by druids who have chosen the Oceanic Form for their Primeval Form!

Drowning Body

While occupying the space of a creature your size or smaller, that creature is unable to speak (And thus cannot supply the verbal components for spells)

If the creature is capable of breathing water, they are immune to this effect.

Ice Form

Your watery form has mingled with elemental air, changing your form in the following ways:

  • You may now add your forms Constitution modifier (Minimum of 0) to its AC

  • You lose your Water Body feature (However you still retain the ability to breathe both air and water)

  • You have immunity to Cold damage.

Mud Form

Your watery form has mingled with elemental earth, changing your form in the following ways:

  • The damage of your Slam attack increases to 2d6 + Forms Strength Modifier.

  • You may use your swimming speed to determine your movement on land, however in order to do so you must be in direct contact with natural earth.

One of Water

If you do not move or take any actions on your turn underwater, you may become invisible until you leave the water or take an action. You may move up to half your swimming speed without breaking this invisibility.

Wave Lapper

Creatures who start their turn in the same space as you suffer cold damage equal to your Druid modifier.

Sea Beast Form

This form is adopted by druids who often appear as an aquatic creature-such as an octopus, dolphin or shark.


Sea Beast Form

Medium Beast


  • Armor Class 12 + 1/2 PB (Rounded up)
  • Hit Points (10 + Forms Constitution Modifier) per Druid level
  • Speed 10 ft., swim 40ft

STR DEX CON
14 (+2) 10 (0) 14 (+2)

Amphibious. You can breathe both air and water.

Actions

Grasping Strike. Melee Weapon Attack: PB + Forms Strength Modifier to hit, reach 5ft., one target. Hit 1d10 + Forms Strength Modifier bludgeoning damage.

Instead of doing damage, you may choose to Grapple the struck target instead (Escape DC equal to your Druid DC)

Sea Beast Boons

Below and to the right you will find Primeval Boons that can only be selected by druids who have chosen the Sea Beast Form for their Primeval Form!

Aquatic Camouflage

You have advantage on Stealth checks made while underwater.

Blood Frenzy

When you attack a creature at or below half its hit point maximum, you may gain advantage on the attack roll. The creature must have blood or some equivalent in order to use this feature against them.

Ink Cloud

When you suffer damage while underwater, you may cause a cloud of ink to emanate from you in a 20-foot radius. The area the ink occupies is considered to be heavily obscured, and the triggering attack automatically misses you (Unless the attacking creature is immune to being Blinded)

The ink remains until the end of your next turn. Once you use this feature, you may not do so again until 1d4 minutes have passed.


Therianthrope Defense

At the start of each of your turns, you recover HP equal to your Druid modifier provided you have 1 or more HP and you have not suffered damage from a silvered weapon since the start of your last turn. If you are not in initiative, this healing does not function.

Venomous Sacs

Creatures grappled by you as a result of your Grasping Strike are considered Poisoned while they are grappled.

Sedimentary Form

This form is adopted by druids who mold themselves around the elemental plane of earth.


Sedimentary Form

Medium Elemental


  • Armor Class 13 + PB
  • Hit Points (12 + Forms Constitution Modifier) per Druid level
  • Speed 30 ft.

STR DEX CON
16 (+3) 8 (-1) 14 (+2)

Cracking Body. Whenever you suffer Thunder damage, your AC is reduced by 1 until the end of your next turn (This feature can stack with itself) Your AC cannot be reduced below 10 + Forms Dexterity Modifier from this feature.

Actions

Slam. Melee Weapon Attack: PB + Forms Strength Modifier to hit, reach 5ft., one target. Hit 2d6 + Forms Strength Modifier bludgeoning damage.


Sedimentary Boons

Below and to the right you will find Primeval Boons that can only be selected by druids who have chosen the Sedimentary Form for their Primeval Form!

Earth Glide

You gain a burrowing speed equal to your forms walking speed. Additionally, you can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you pass through.

Immovable

So long as you are standing on natural earth or stone, you cannot be knocked prone or moved against your will.

Magma Form

Your earthen form has mingled with elemental fire, changing your form in the following ways:

  • For every point of AC you have lost from Cracking Body, your Slam attack deals an additional 2 fire damage.

  • You have immunity to fire damage.

Mud Form

Your earthen form has mingled with elemental water, changing your form in the following ways:

  • You may occupy the spaces of other creatures, and moe through spaces as narrow as 1 inches without squeezing.

  • You gain a swim speed equal to your walking speed, and you can breathe air and water.

  • For every point of AC you have lost from Cracking Body, you reduce all bludgeoning, piercing and slashing damage you take by 1.

Sturdy Body

The first time in a round you would lose AC from Cracking Body, you instead do not.

Turbulent Form

This form is adopted by druids who mold themselves around the elemental plane of air.


Turbulent Form

Medium Elemental


  • Armor Class 10 + Forms Dexterity Modifier
  • Hit Points (6 + Forms Constitution Modifier) per Druid level
  • Speed 0 ft., fly 50ft. (hover)

STR DEX CON
10 (0) 16 (+3) 12 (+1)

Air Body. You may occupy the spaces of other creatures, and move through spaces that air could pass through.

While in a location that natural air/wind can not easily reach (Such as in a cave) Your flying speed is halved.

Actions

Slam. Melee Weapon Attack: PB + Forms Dexterity Modifier to hit, reach 5ft., one target. Hit 2d6 + Forms Strength Modifier bludgeoning damage.

Turbulent Boons

Below and to the right you will find Primeval Boons that can only be selected by druids who have chosen the Turbulent Form for their Primeval Form!

Airhead

If you do not move or take any actions on your turn, you are invisible until you move or take an action.

Flyby

You don't provoke opportunity attacks when you fly out of an enemies reach.

Ice Form

Your airy form has mingled with elemental water, changing your form in the following ways:

  • You gain a walking speed equal to 10-feet + half of your flying speed (Rounded down to the nearest multiple of 5)

  • You may no longer occupy the spaces of other creatures or move through spaces that air could pass through, however your AC is increased by 1/2 your Proficiency Bonus (Rounded up)

  • You have immunity to Cold damage.


Smoke Form

Your airy form has mingled with elemental fire, changing your form in the following ways:

  • The area around you in a 10-foot radius is considered to be lightly obscured. As an action you may make this area heavily obscured until the start of your next turn.

  • Once per turn when you hit a creature with a Slam attack, you can attempt to choke them. The struck creature must succeed on a Constitution saving throw or be unable to speak until the end of your next turn.

Whirlwind

Each creature in your space must succeed on a Strength saving throw. On a failed save, a creature suffers 2d8 + Forms Dexterity modifier bludgeoning damage and is flung up 20 feet away from you in a direction of your choice, they are then knocked prone.

If the thrown creature strikes an object, such as a wall or floor, the target suffers an additional 1d6 bludgeoning damage for every 10 feet thrown. If the creature is thrown at another creature, they must succeed on a Dexterity saving throw or suffer the same damage and be knocked prone.

If the saving throw is successful, the creature takes half damage, and isn't flung any distance.

Once you use this feature, you may not do so again until 1 hour has passed.

Zenith Form

This form is adopted by druids who don't seek to change themselves much at all-rather this form serves as an enhancement to their natural abilities and to protect themselves while in combat.

A druid still looks like themselves while in this form, albeit with some slight changes of the druids choice (Such as antlers, skin made of bark, or flowers for eyes)

Special Rules

Unlike every other Primeval Form, this one has the druid maintaining their normal appearance-and all of their normal abilities.

Everything you have/can do in your normal form, you can also do in this Primeval Form. This includes-but is not limited to-casting spells, using your affinity attack, using magic items and benefiting from special senses.

The only things that change is you having a separate hit point pool while in your Zenith form, a different AC, slightly different ability scores, and some additional bonuses.

This form also does not have exclusive Primeval Boons.

Ability Scores

When you gain your Zenith Form, you determine your physical stats by the following way:

Strength. You may choose for your Strength score to be equal to your Intelligence, Wisdom or Charisma score. You cannot choose an ability score that is already being used for Dexterity or Constitution.

Dexterity. You may choose for your Dexterity score to be equal to your Intelligence, Wisdom or Charisma score. You cannot choose an ability score that is already being used for Strength or Constitution.

Constitution. You may choose for your Constitution score to be equal to your Intelligence, Wisdom or Charisma score. You cannot choose an ability score that is already being used for Strength or Dexterity.

The Point

What is the point of this option? It's meant to give druids who don't want to transform into animals or special supernatural things to have a use for their Primeval Shape. I've certainly played druids who never used their wild shape, so Legendary Druids should have the option to not be forced into having special transformations.



Zenith Form

Medium Humanoid


  • Armor Class 10 + Druid Modifier (If this AC would be lower than your normal forms AC-instead use your normal forms AC)
  • Hit Points (8 + Forms Constitution Modifier) per Druid level
  • Speed 30 ft.

STR DEX CON
Varies Varies Varies

  • Senses darkvision 60 ft

Actions

Natural Strike. Melee Weapon Attack: PB + Forms Strength or Dexterity Modifier to hit, reach 5 ft., one target. Hit 1d8 + Forms Strength or Dexterity Modifier.

When you deal damage with this attack, you may choose whether it deals Bludgeoning, Piercing or Slashing damage.

Primeval Boons

Below you can find the Primeval Boons that any druid can select regardless of what form they have chosen.

You begin with two Primeval Boons, gaining additional ones at the levels indicated in the Primeval Boons column in the Legendary Druid class table.

As a reminder, unless otherwise stated, Primeval Boons are only active while transformed by your Primeval Form.

Adept Form

Choose one skill, you have proficiency in the chosen skill. If you already have proficiency in the chosen skill, you instead gain expertise.

You may select this boon multiple times, selecting a different skill each time.

Barbed Hide

When a creature initiates a grapple against you, they suffer 3 piercing damage. They also suffer this damage at the start of each of their turns while grappling you.

You may select this boon multiple times, increasing the damage dealt by 3.

Beast of Burden

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Blindsight

You form gains Blindsight out to a range of 15-feet.

You may select this boon multiple times, increasing the range of this blindsight by 15-feet for each subsequent taking.

CLimber

You gain a climbing speed equal to your walking speed.

You may select this boon up to three times, if you select it a second time, you may climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

If you select it a third time, you gain these benefits while in your normal form.

Color Change

As a bonus action, you may blend your skin to match with your environment. Provided you are pressed up against a surface (Such as stone or wood) you are indistiguishable from the surface you are pressed up against. This ends immediately if you move or take any sort of action.

You may use this while in your normal form in addition to while you are in your primeval form.


Colossus

Your forms size category increases by 1 (From Medium to Large for example) growing appropriately to match its new size. For every size above medium you are, your forms melee weapon attacks deal an additional 1d6 damage, and its reach is increased by 5-feet.

If you are at least 15th level in this class, you may select this boon a second time. Increasing your size category by 2 stages instead of one, dealing an additional 2d6 instead of 1d6, and your reach is increased by 10-feet instead of 5-feet.

If you are at least 27th level in this class, you may select this boon a third time. Increasing your size category by 3 stages instead of two, dealing an additional 3d6 instead of 2d6, and your reach is increased by 15-feet instead of 10-feet.

Disease Carrier

Once per round when you damage a creature with a melee weapon attack using your forms natural weapons, you may force them to make a Constitution saving throw. On a failed saving throw, the creature contracts a disease.

While diseased, a creature cannot regain hit points except by magical means, and the targets hit point maximum decreases by 1d6 every 24 hours. If a creatures hit point maximum drops to 0 as a result of this effect, they die.

They regain all lost maximum hit points if the disease is cured.

Echolocation

You form gains Blindsight out to a range of 30-feet. If you are deafened, you are unable to use this blindsight.

You may select this boon multiple times, increasing the range of this blindsight by 30-feet for each subsequent taking.

Fledgeling Wings

Your form gains a flying speed of 10-feet if it does not already have one.

You may select this boon multiple times, increasing this flying speed by 10-feet for each subsequent taking.

Fleeting Movement

You can take the Dash, Disengage or Hide action as a bonus action on your turns.

You may select this boon up to two times, if you select it a second time, you may also do so while in your normal form.

Form Score Improvement

Your choice of your forms Strength, Dexterity or Constitution score gains a +2 bonus. Another score from those three other than the one chosen gains a +1 bonus.

Alternatively, all three scores gain a +1 bonus.

Your forms ability scores can't exceed your Druid Ability Score

You may select this boon multiple times.

Keen Senses

Choose your sense of Hearing, Sight or Smell. You have advantage on Perception checks made with the chosen sense.

You may select this boon up to three total times, selecting a different sense for each taking.

Leaper

Your long jump distance is increased by 10-feet, and your high jump distance is increased by 5-feet. You can gain the full distance of your long/high jumps without a running start.

You may select this boon multiple times, incrasing your jump distance appropriately.

Quickness

You may take the dodge action as a bonus action. Once you do so, you cannot do so again until you end your turn without having taken the dodge action or having used any movement that turn.

Relentless

When you would suffer 10 or less damage that would reduce you to 0 HP, you can instead be reduced to 1 HP. Once you use this feature, you cannot do so again until you complete a short or long rest.

You may select this boon multiple times, when you select this boon subsequent times, you can choose to gain an additional usage between rests or increase the threshold by 5.

Spit Poison

As an action or in place of two attacks, you may force a creature within 30-feet of you to make a Dexterity saving throw. On a failed saving throw, they suffer 4d8 poison damage and are blinded until the end of your next turn.

Strider

Your forms innate movement speeds increase by 10-feet (This does not increase any movement speeds gained from Primeval Boons)

You may select this boon multiple times.


Sure Footing

You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.

Swimmer

Your form gains a swimming speed equal to its walking speed if it doesn't already have one.

You may select this boon multiple times, increasing this swimming speed by 10-feet for each subsequent taking.

Tough Carapace

Select a damage type other than bludgeoning, piercing, slashing or psychic. You have resistance to the chosen damage type.

You may select this boon multiple times, selecting a different damage type each time.

Venomous

Once per round when you damage a creature with a melee weapon attack using your forms natural weapons, you may force them to make a Constitution saving throw. They suffer 2d6 poison damage on a failed saving throw, or half as much on a successful one.

You may select this boon multiple times, increasing the damage by 2d6 for each subsequent taking.

Web Born

While in contact with a web, you know the exact location of all other creatures in contact with the same web.

Additionally, you ignore movement restrictions caused by webbing.

Web Launch

Once per round when you would make an attack, you can make a ranged weapon attack against a creature within 60-feet of you (To hit is PB + Forms Dexterity modifier) on a hit, the target is Restrained. As an action, a restrained creature may make a Strength saving throw against your druid DC to escape.

The webbing can also be attacked and destroyed (10 AC and 5 HP; vulnerability to fire damage; immunity to bludgeoning, poison and psychic damage)

Cantrips (0-Level)
  • Control Flames
  • Create Bonfire
  • Druidcraft
  • Frostbite
  • Guidance
  • Gust
  • Infestation
  • Magic Stone
  • Mending
  • Mold Earth
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Resistance
  • Shape Water
  • Shillelagh
  • Thorn Whip
  • Thunderclap
1st Level
  • Absorb Elements
  • Animal Friendship
  • Beast Bond
  • Charm Person
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor
  • Entangle
  • Faerie Fire
  • Fog Cloud
  • Goodberry
  • Healing Word
  • Ice Knife
  • Jump
  • Longstrider
  • Protection from Evil and Good
  • Purify Food and Drink
  • Snare
  • Speak with Animals
  • Thunderwave
2nd Level
  • Animal Messenger
  • Augury
  • Barkskin
  • Beast Sense
  • Continual Flame
  • Darkvision
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Healing Spirit
  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Moonbeam
  • Pass Without Trace
  • Protection from Poison
  • Skywrite
  • Spike Growth
  • Summon Beast
  • Warding Wind
  • Wither and Bloom
3rd Level
  • Aura of Vitality
  • Call Lightning
  • Conjure Animals
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Feign Death
  • Flame Arrows
  • Meld Into Stone
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Sleet Storm
  • Speak with Plants
  • Summon Fey
  • Tidal Wave
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Divination
  • Dominate Beast
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Guardian of Nature
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Summon Elemental
  • Wall of Fire
  • Watery Sphere
5th Level
  • Antilife Shell
  • Awaken
  • Commune with Nature
  • Cone of Cold
  • Conjure Elemental
  • Contagion
  • Control Winds
  • Geas
  • Greater Restoration
  • Insect lague
  • Maelstrom
  • Mass Cure Wounds
  • Planar Binding
  • Reincarnate
  • Scrying
  • Summon Draconic Spirit
  • Transmute Rock
  • Tree Stride
  • Wall of Stone
  • Wrath of Nature



6th Level
  • Bones of the Earth
  • Conjure Fey
  • Druid Grove
  • Find the Path
  • Flesh to Stone
  • Heal
  • Heroes' Feast
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Primordial Ward
  • Sunbeam
  • Transport via Plants
  • Wall of Thorns
  • Wind Walk
7th Level
  • Draconic Transformation
  • Dream of the Blue Veil
  • Etherealness
  • Fire Storm
  • Mirage arcane
  • Plane Shift
  • Regenerate
  • Reverse Gravity
  • Symbol
  • Whirlwind
8th Level
  • Animal Shapes
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Feeblemind
  • Incendiary Cloud
  • Sunburst
  • Tsunami
9th Level
  • Foresight
  • Imprisonment
  • Mass Heal
  • Power Word Heal
  • Shapechange
  • Storm of Vengeance
  • True Resurrection

Legendary Actions

Here you will find the Legendary actions that only a Druid of the appropriate level can learn (If a Druid specific Legendary action requires 2 actions, you must be a level 11 Druid to know it for example)

Affinity Blast

Cost: 1 Action

You make one attack using your Affinity Attack.

Command Nature

Cost: 3 Actions

You trigger one of the effects of the Druid Grove spell in a location within 60-feet of you. The chosen effect remains until the end of your next turn. If you animate a tree, you may only animate one.

Malleable Body

Cost: 1 Action

You either enter or exit your Primeval Form. If you have the Lesser Form feature, you may instead enter or exit it.

Natural Magic

Cost: 1 Action

You cast the Druidcraft cantrip, you do not need to know the cantrip in order to cast it this way.


Leveling Beyond 30

Here you can find what the Legendary Druid gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing.

  • Every 4 levels beyond 30 (34, 38, ect) a legendary druid gains a regular ASI.

  • Every third ASI a legendary druid would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI.

  • Every level you gain 2 Primal Fuel. Whenever you would expend a Druid spell slot of 9th level or lower, you may instead expend an equal amount of Primal Fuel. You recover all Primal Fuel upon completing a long rest.

  • Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice.

  • Starting at level 31 and every four levels after (35, 39, 43, 47 ect) you gain 1 Primeval Boon

  • Your HP increases as per normal.

  • Your new ability score maximums for Intelligence, Wisdom and Charisma is equal to your Druid level if they were not already higher.

Version 1.1

The second release that features a ton of new content for the class!

  • Added 4 new Natural Affinities: Coast, Hills, Mountains and Urban

  • Added 5 new Subclasses: Ancients, Inferno, Moon, Wanderlust and Woad.

  • Specified that primeval form retains all your proficiencies and special senses.

  • Changed how Rules of Nature works so you no longer need to choose whether to specialize in your primeval form or affinity attacks.

  • Adjusted Depths terrain empowerment feature to no longer include coastal regions.

  • Added 13 new Combat Traits for 22 total.

  • Reworked the Dual Affinity combat trait and split it across multiple different combat traits.

  • Added 16 Non-Exclusive Primeval Boons for 24 total.

  • Limited how many times you can select the Colossus primeval boon.

  • Fixed various typos throughout the document!

Version 1.0.1 (April 13th 2023)

A very minor update that every legendary class is receiving, increasing their hit points

  • Hit die is now 2d8, you now add double your Constitution modifier for each level.

Version 1.0 (January 21 2023)

The fifth legendary class and the very first release for druid

  • Released with 8 Natural Affinities: Arctic, Blight, Depths, Desert, Forest, Plains, Swamp and Underdark.

  • Released with 5 Subclasses: Dreams, Shepherd, Spores, Stars and Twilight

  • Released with 9 Combat Traits

  • Released 9 Primeval Forms: Air Beast, Draconic, Igneous, Land Beast, Oceanic, Sea Beast, Sedimentary, Turbulent and Zenith.

  • Released with 8 Primeval Boons (Not including the 5 exclusive boons every form has)

  • Released with 4 Legendary Actions

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.

Stain Credit

In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com.

Other Homebrew

You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord!

https://discord.gg/c4T35TqbqT

Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

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