The Druid

Channel the natural spirits of the world

(Coverpage art by Ivan Sevic.)

Ivan Sevic

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Druid

Holding high a gnarled staff wreathed with holly, an Elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying Orcs who threaten her forest.

Crouching out of sight on a high tree branch in the form of a leopard, a Human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities.

Swinging a blade formed of pure fire, a Half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, Druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.

Power of Nature

Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many Druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

Druid spells are oriented toward nature and animals, the power of tooth and claw, of sun and moon, of fire and storm.

Table of Contents

Preserve the Balance

For Druids, nature exists in a precarious balance. The four elements that make up a world, air, earth, fire, and water must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, Druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the Druids’ territory. Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, Druids take on a more active role in combating the threat, as adventurers.

Creating a Druid

When making a Druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a Druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a Druid was part of your character’s destiny. Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.

Quick Build

You can make a Druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Hermit background.

 

 

✦ The Druid ✦
Level Proficiency Bonus Features Cantrips Known Mana Points Spell Level Limit
1st +2 Druidic, Spellcasting 2 4 1st
2nd +2 Primal Power, Wild Restoration 2 6 1st
3rd +2 Druid Subclass 3 14 2nd
4th +2 Ability Score Improvement 3 17 2nd
5th +3 Elemental Resilience 3 27 3rd
6th +3 Subclass feature 4 32 3rd
7th +3 Wild Stride 4 38 4th
8th +3 Ability Score Improvement 4 44 4th
9th +4 Elemental Strikes 4 57 5th
10th +4 Subclass feature 5 64 5th
11th +4 Primal Font 5 73 6th
12th +4 Ability Score Improvement 5 73 6th
13th +5 5 83 7th
14th +5 Subclass feature 5 83 7th
15th +5 6 94 8th
16th +5 Ability Score Improvement 6 94 8th
17th +6 Timeless Body 6 107 9th
18th +6 Elemental Immunity 6 114 9th
19th +6 Ability Score Improvement 6 123 9th
20th +6 Arch Druid 6 133 9th

Druid Features

As a Druid, you gain the following class features.

Hit Points

Hit Dice:
1d8 per Druid level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per Mage level after 1st

Proficiencies

Armor:
Light armor & Shields
Weapons:
Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools:
Herbalism kit
Saving Throws:
Constitution, Wisdom
Skills:
Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, and Survival
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
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer’s pack, and a druidic focus

Druidic

At 1st level, you can speak, read, & write in the language of Druidic, the secret language of Druids. Using this language you can perform the following.

Secret Message.
You can leave hidden messages hidden within an area that can manifest as a whisper on the wind, a patern on the ridges of a tree, or as simple glyphs placed upon a smooth stone surface. You and other creatures who know Druidic automatically spot such messages. Others can spot the message’s presence with a successful DC15 Perception check but can’t decipher it without magic.
Wild Tongue.
You can communicate in a limited manner with Beasts, Plants, and vegetation. You can communicate basic feelings and emotions to them, and can understand their responses.

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Spellcasting

At 1st level, as a practitioner of Primal magic, you’re able to draw upon the mystical ley lines to cast spells.

Cantrips

At 1st level, you know 2 cantrips of your choice from the Primal spell list. You learn additional Primal cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Mana Points Spells

The Druid table shows you how many Mana points you have to cast spells of 1st level and higher. To cast one of these Primal spells, you must expend the Mana cost of the spell determined by its spell level, listed on the Mana cost table below. You regain all expended Mana points when you finish a Long rest.

Mana Costs Table
Mana Cost Spell Level
2 1st
3 2nd
5 3rd
6 4th
7 5th
9 6th
10 7th
11 8th
13 9th

Spell Level Limit

Your Spell Level Limit determines the maximum level that you’re able to cast a spell. As you reach higher levels you’re able to cast higher level spells, as shown in the Spell Level Limit column of the Druid table.

You can cast a spell at a higher level than its normal spell level. For example, if you know the 1st-level spell Burning Hands & if your Spell Level Limit is 2nd-level, you can cast Burning Hands at 1st or 2nd level spell.

High Casting Limit

Powerful spells are particularly taxing for a spellcaster.

When you cast a spell at 6th, 7th, 8th, or 9th level, you can’t cast a spell at that same level again until you have completed a Long rest.

Pushing beyond your Limits

At the DM’s option, you can attempt to cast a spell at 6th, 7th, 8th, or 9th level that you have already cast before taking a Long rest. You can make a Concentration check (DC = 10 + the attempted casting level) On a success, you are able to cast at the desired level and gain 1d6 levels of Exhaustion. On a failure, the Mana points are spent and the spell fizzles.

Preparing and Casting Spells

You prepare from the list of Primal spells that are available for you to cast. To do so, choose a number of Primal spells equal to your Wisdom modifier + your Druid level (minimum of 2 spells). The spells must be of a level equal to or lower than your Spell Level Limit.

For example, if you’re a 3rd-level Druid, you have 14 Mana points. With a Wisdom of 16, your list of prepared spells can include 6 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Burning Hands, you can cast it at 1st-level using 2 Mana points or a 2nd-level using 3 Mana points. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a Long rest. Preparing a new list of Primal spells requires time spent attuning to nature and quiet meditation and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Druid spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Primal spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Primal spell as a ritual if that spell has the ritual tag. You don’t need to have the spell prepared.

Spellcasting Focus

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

 

 

Primal Font

At 2nd level, your able to tame the wild powers of nature to perform incredible acts of power.

You can perform the following options and gain another option granted to you by your chosen subclass.

Call Spirit.
As a Bonus Action, you cast the Find Familiar spell, without any spell components. When you cast the spell in this way, the familiar can be either a Beast or Fey, and disappears after a number of hours equal to your proficiency bonus.
Synthesize.
As a Bonus Action, you draw the primal forces of the land to restore your vitality. You can regain up to 1d8 + your Druid level in hit points.

Once you have used this feature a number of times equal to your proficiency bonus as a Druid, you can’t do so again until you have completed a Long rest.

Wild Restoration

At 2nd level, you have learned to regain some of your magical energy by attuning to the natural world.

When you complete a Short rest, you can gain one of the following benefits.

  • You can regain 1 use of your Primal Power feature.
  • You regain a number of Mana points equal to your Druid level.

Once you have gained the benefits of this feature, you can’t do so again until you have completed a Long rest.

Druid Circle

At 3rd level, you choose to identify with a Druid Circle. Your choice grants you features at this level and again at 6th, 10th, and 14th level.

Druid Circle Table
Circle Description
Beast Unleash your inner Beast to be the king of the jungle.
Land Use your will to terraform the land for protection.
Spores Become one with the alien nature of fungal forces.

Circle Spells

Your Druid Circle grants you a list of additional spells. These are your Circle Spells spells, they count as Primal spells for you but don’t count against the number of spells you can prepare each day. These spells can’t be replaced when you gain a level. You gain these spells at 1st, 3rd, 5th, 7th, & 9th level in this class.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.

Elemental Resilience

At 5th level, you have built up your resilience against the primal elements found amongst the natural world.

You gain a damage resistance to 1 of the following: Fire, Cold, Lightning, Acid, Poison, or Thunder.

You can replace this damage resistance with another from the listed options whenever you gain a level.

Wild Stride

At 7th level, you’re unimpeded by natural terrain.

You can move through non-magical difficult terrain without spending extra movement.

Elemental Strikes

At 9th level, your strikes are infused with the elements.

When you hit with a martial attack roll, you can add an additional 1d8 to the damage roll. This extra damage is the same type as the one you have chosen for your Elemental Resilience feature.

At 18th level in this class, the damage for this feature increases to 2d8 extra damage.

Primal Font

At 11th level, when you roll for initiative while you have no remaining uses of your Primal Power feature, you regain 1 use.

Timeless Body

At 17th level, the primal magic that you wield causes you to age more slowly.

For every 10 years that pass, your body ages only 1 year and you are immune to effects that alter your age.

Elemental Immunity

At 18th level, you now are immune to the damage type you have chosen for your Elemental Resilience feature.

Arch Druid

At 20th level, you have completely mastered the primal forces of the world and bent them to your will.

You can cast spells without somatic or verbal components and whenever you cast a spell of 1st level or higher you regain an amount of hit points equal to the 4 x the spells casting level.

 

 

Circle of the Beast

You have chosen the Circle of the Beast.

Circle Spells

Your circle spells are as follows.

Druid Level Spells
1st Cause Fear, Speak with Animals
3rd Alter Self, Summon Beast
5th Catnap, Fear
7th Dominate Beast, Freedom of Movement
9th Commune with Nature, Hold Monster

Wildshape

At 3rd level, you can channel the spirits of beasts to transform into one unleashing your feral might.

As a Bonus Action, you can spend a use of your Primal Power feature to transform yourself into a Beast. Choose either the Land, Water, or Sky Beast statblock. While transformed, your game statistics are replaced by the chosen statblock. You retain your personality, memories, ability to speak, Mental ability scores (Intelligence, Wisdom, & Charisma), and your skills & saving throw proficiencies. When you transform, you choose whether your equipment falls to the ground in your space or merges into your Beast form. You can’t use or benefit from any items merged into your form. You can’t use your Spellcasting feature, however you can still maintain concentration on spells and still perform actions granted to you by spells (such as the Action you can use for the Dragon’s Breath spell).

You remain in Wildshape for a number of hours up to 1 + your proficiency bonus, until you Wildshape again, you fall Unconscious, finish a Long rest, or die. You can also dismiss this form on your turn (no action required).

Beast Synchronicity

At 3rd level, you can attune to the nature of certain Beasts to gain access to their latent abilities and traits.

Using your Wildshape feature, you’re able to take on form the of specific Beasts that you have seen before (such as a Brown Bear or a Giant Eagle).

To do so, you must synchronize with the Beast by spending 1 minute channeling with the Beast or 1 hour with an object tied to the Beast (such as a feather, horn, or claw). While synchronized, you’re able to use your Wildshape feature to transform into the Beast’s form to gain its abilities, features, and proficiencies. If the Beast has any legendary or lair actions, you can’t use them.

You can only synchronize with a Beast of a CR equal to your Druid level, divided by 3 (rounded down). You can only be synchronized with a number of Beast equal to 1 + your proficiency bonus.

Improved Wild Shape

At 6th level, your Wildshape is empowered.

You gain the following benefits while transformed by your Wildshape feature.

Extra Strike.
When taking the Attack action, you can make 2 Strike attacks instead of only one.
Beast Power.
You can now use the options of your Primal Power feature while in Wildshape.
Magic Claws.
Your melee weapon attacks now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Shape Mastery

By 10th level, you have learned to use magic to alter your physical form in more subtle ways.

You can cast the Alter Self spell without spending Mana points, it doesn’t require Concentration for you, and can have up to 3 of its effects occurring at once.

Additionally, you can now remain in your Wildshape form until you fall to 0 hit points or finish a Long rest.

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Primal Beast

At 14th level, using your Wildshape you can now transform into the form of a Primal Beast.

When you use your Wildshape feature, you can choose to take on the form of a Primal Beast. When you do so you can increase your size catagory up to Huge & you gain the following listed features while transformed by your Wildshape feature.

Ancient Resilience.
You gain resistance to Bludgeoning, Piercing, and Slashing damage.
Mystic Channel.
You can use your Spellcasting feature and can cast spells without any spell components, with the exception of spells with a Material component that’s consumed or has a gold cost.
Lord of Beasts.
When a Beast typed creature makes an attack roll against you, they must make a Wisdom saving throw against your Druid spell save DC. On a failure, they must choose a different target, or the attack automatically misses. On a success, the creature is immune to this effect for 24 hours.

Once you have transformed into a Primal Beast, you can’t do so again until you have completed a Long rest.

Land Beast Statblock

Large or smaller, Beast


Armor Class
10 + your Wisdom modifier + PB
Hit Points
5 x your Druid level
Speed
40ft., climbing 30ft., swimming 20ft.

STR DEX CON
14 + PB 10 + PB 12 + PB

Senses
Darkvision 60ft.
Languages
You retain your languages and can speak
Proficiency Bonus
Use your proficiency bonus

Land Beast Trait.
Choose 1 of the following when you enter this form, you gain chosen feature for the duration of this form.
  • Charger. When you hit with a melee attack, the target must succeed on a Strength saving throw or be knocked Prone.
  • Armored. You gain a +2 bonus to your Armor Class.
  • Keen Senses. You have advantage on Perception checks.

Actions

Multiattack.
Using both your Action & Bonus Action, can make 2 Strike attacks against a target within 5ft of you.
Strike.
Melee weapon attack, STR mod + PB to hit, reach 5ft., Hit: 1d8 + STR or DEX mod in Bludgeoning, Piercing, or Slashing damage.

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Water Beast Statblock

Large or smaller, Beast


Armor Class
10 + your Wisdom modifier + PB
Hit Points
4 x your Druid level
Speed
10ft., swimming 60ft.

STR DEX CON
12 + PB 12 + PB 12 + PB

Senses
Darkvision 90ft.
Languages
You retain your languages and can speak
Proficiency Bonus
Use your proficiency bonus

Amphibious.
You can breathe both air and water.
Sea Beast Trait.
Choose 1 of the following when you enter this form, you gain chosen feature for the duration of this form.
  • Aquabatic: While submerged, you have advantage on Dexterity checks & saving throws & can’t be knocked Prone.
  • Flexible. You can squeeze through spaces as narrow as 1 inch wide. If you’re wearing or carrying any equipment that can’t squeeze with you, it falls off and is left behind.
  • Shelled: You gain a +2 bonus to your Armor Class.

Actions

Multiattack.
Using both your Action & Bonus Action, can make 2 Strike attacks against a target within 5ft of you.
Strike.
Melee weapon attack, STR mod + PB to hit, reach 5ft., Hit: 1d6 + STR or DEX mod in Bludgeoning, Piercing, or Slashing damage.
Sky Beast Statblock

Large or smaller, Beast


Armor Class
10 + your Wisdom modifier + PB
Hit Points
3 x your Druid level
Speed
10ft., flying 30ft.

STR DEX CON
12 + PB 14 + PB 10 + PB

Senses
Darkvision 120ft.
Languages
You retain your languages and can speak
Proficiency Bonus
Use your proficiency bonus

Sky Beast Trait.
Choose 1 of the following when you enter this form, you gain chosen feature for the duration of this form.
  • Flyby: You don’t provoke opportunity attacks from leaving a creature’s reach when using your flying speed.
  • Silent Feathers: You have advantage on Stealth checks you make while in flight.
  • Scout: You have advantage on Stealth checks and moving while hidden doesn’t reveal your location.

Actions

Multiattack.
Using both your Action & Bonus Action, can make 2 Strike attacks against a target within 5ft of you.
Strike.
Melee weapon attack, STR mod + PB to hit, reach 5ft., Hit: 1d4 + STR or DEX mod in Bludgeoning, Piercing, or Slashing damage.

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Circle of the Land

You have chosen the Circle of the Land.

Favored Terrain Spells

As a member of the Circle of the Land, your circle spells are unique. Choose 1 from the following: Arctic, Coast, Desert, Forest, Plains, Mountain, Swamp, or Cavern. The chosen type becomes your Favored Terrain. Your chosen Favored Terrain determines your circle spells.

Whenever you gain a level, you can replace your Favored Terrain with another from the options listed.

Arctic
Druid Level Spells
1st Armor of Ice, Ice Knife
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Ice Storm, Resilient Sphere
9th Commune with Nature, Cone of Cold
Cavern
Druid Level Spells
1st Earth Tremor, False Life
3rd Spider Climb, Web
5th Gaseous Form, Stinking Cloud
7th Greater Invisibility, Stone Shape
9th Cloudkill, Passwall
Coast
Druid Level Spells
1st Create/Destroy Water, Fog Cloud
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Maelstrom
Desert
Druid Level Spells
1st Longstrider, Silent Image
3rd Blur, Silence
5th Create Food and Water, Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone
Forest
Druid Level Spells
1st Entangle, Expeditious Retreat
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Tree Stride, Wrath Of Nature
Mountain
Druid Level Spells
1st Feather Fall, Shield
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Transmute Rock, Wall of Stone
Plains
Druid Level Spells
1st Compelled Duel, Zephyr Strike
3rd Invisibility, Pass Without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Control Winds, Insect Plague
Swamp
Druid Level Spells
1st Detect Poison/Disease, Grease
3rd Acid Arrow, Darkness
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying

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Terrain Wall

At 3rd level, you’re able to summon small parts of your Favored Land type to act as cover for you & your allies.

As an Action, you can spend a use of your Primal Power feature to choose up to 6 different points that you can see within 30ft of you, to summon your Terrain Wall. Your Terrain Wall is a Medium or smaller sized object that share same aesthetics of your chosen Favored Terrain, however; it has the traits of stone.

The following are rules for using your walls.

Shaping.
The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, be merged with and be solidly supported by an existing surface. Otherwise, it disappears. Other than that, each wall can have any shape you desire, and you can combine & shape the walls into a small structure such as a bridge, stairway, or even a detailed model of a person, place, or thing you know to the best of your memory.
Spacing.
A wall can’t occupy the same space as a creature or object. If a wall cuts through a target’s space when it appears, the target is pushed to either side of the wall (your choice). If a creature would be surrounded on all sides by walls, or a wall and another solid surface; that creature can make a Dexterity saving throw vs your Druid class’s Spell save DC. On a success, it can use its Reaction to move up to its speed so that it is no longer enclosed.
Statistics.
Each wall can be up to 5 inches thick, 5ft high, and 5ft wide. You use the Wall statblock listed below for each wall’s statistics. Each wall can persist for a duration of 10 minutes, though a wall can disappear early if its destroyed or when you dismiss it (no action required). Afterwards, crumbling into dust.
Wall

Medium or smaller, Object


Armor Class
15 (natural armor)
Hit Points
20
Damage Immunities
Poison, Psychic
Condition Immunities
All

As an object, your Wall can’t take any actions.

Note: Objects in Combat

Rules as written: “Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves.”

Enchanted Walls

At 6th level, your walls are latent with your power.

Terraform

At 10th level, you are able to completely reform the land around you and terraform it into your Favored Terrain.

When you summon any of your Terrain Walls, each wall has terraforming aura the spreads outwards from it in a 10-foor radius. Creatures other than you and your allies within the area treat it as difficult terrain.

Claim Domain

At 14th level, you’re able to assert the power of a land.

As an Action, you can cast the Druid Grove spell. When you do so, the spell’s duration only last for 1 minute & the Grove Guardian option is unavailable.

Once you cast this spell using this feature, you can’t do so again until you complete a Long rest.

 

 

Brainstorming

A list of possible features.

Quick Walls.
When you use your Terrain Wall feature, you can now summon your walls as a Bonus Action.
Crashing Walls.
As an Action while you have at least 1 of your Terrain Walls persisting, you can choose 1 of your walls to raise and toss in a direction you choose. The wall flys in a 10ft by 60ft line area of effect. Creatures within the area must make a Dexterity saving throw vs your Druid class’s Spell save DC. On a failure, they take an amount of Bludgeoning damage equal to the remaining hit points of the wall. Using this action destroys the wall.
Wondering Walls.
As a Bonus Action while you have at least 1 Terrain Wall persisting, you can cause 1 of your Terrain Walls to teleport to another unoccupied space that you can see within 30ft of you & your wall.
Channeling Walls.
When you cast a spell with a range of Touch, you can choose to cast it at a single target within 5ft of your Terrain Wall.
Hovering Walls.
Your walls can hover. When you summon walls using your Terrain Wall feature, your walls no longer need to rest or be merged with a surface and can instead hover in midair.
Reactionary Wall.
While you have at least 1 of your Terrain Walls persisting. As a Reaction when you are either targeted by an attack roll or are included in an area of effect, both of which you must be able to see; you can teleport one of your walls to your space and interposing itself between you and the source of harm. When you do so, the wall fills your space and you are pushed backwards away from the source of harm to the nearest unoccupied space, if there is any; otherwise your wall disappears after this action is concluded. By using this action, your wall becomes the new target of the incomming attack or grants you advantage on a saving throws imposed upon you by the area of effect.
Shielding Walls.
As a Reaction when a creature within 5ft of your Terrain Wall takes damage from an effect you can see, you can choose to halve the amount of damage the creature would take and transfer that damage to your Terrain Wall.
Land Ward.
You and your allies within the area have resistance to any damage they take that is caused by the local environment; such as traps, falling from a great height, crumbling debris, or Lair actions.
Warding Walls.
While an allied creature is within 5ft of your Terrain Wall, they share with you the damage resistance of your Elemental Resilience feature.
Large Walls.
When using your Terrain Wall feature, you can now create walls up to a Large size and can have a wall’s base thickness, hight, & width doubled.
Huge Walls.
When using your Terrain Wall feature, you can now create walls up to a Huge size and can have a wall’s base thickness, hight, & width quadrupled.
Lasting Walls.
When you create a wall using your Terrain Wall feature, it now persists until its destroyed or you dismiss it.
Damage Threshold.
When your wall takes damage that is less then your Druid level from a single attack or effect, it takes 0 instead.
Damage Reduction.
Your wall reduces any damage it takes by an amount equal to your Druid level.
Mystic Monoliths.
Each wall is also immune to all damage and extends into the Ethereal Plane, blocking ethereal travel through the wall. A Disintegrate spell can destroy a wall instantly, however.

Mystic Walls

At 14th level, each of your Walls are enhanced in the following way depending on your chosen type of Favored Land..

Favored Land Enhancement
Artic When a wall is summoned, each creature of your choice within 5ft of a wall gains half your Druid level (rounded down) in temporary hit points.
Cavern When a wall is summoned, each creature of your choice within 5ft of a wall must make a Dexterity saving throw or take your Druid level in Piercing damage, half as much on success (rounded down).
Coast When a wall is summoned, each creature of your choice within 5ft of a wall must succeed on a Strength saving throw or be pushed 10ft directly away from the wall.
Desert When a wall is summoned, each creature of your choice within 5ft of a wall must succeed on a Constitution saving throw or be Blinded until the end of their turn.
Forest When a wall is summoned, each creature of your choice within 5ft of a wall must succeed on a Strength or Dexterity saving throw or be Restrained until the start of your next turn.
Mountain When a wall is summoned, each creature of your choice within 5ft of a wall must succeed on a Strength saving throw or be knocked Prone.
Plains When a wall is summoned, each creature of your choice within 5ft of a wall gains half your Druid level (rounded down) in temporary hit points.
Swamp When a wall is summoned, each creature of your choice within 5ft of a wall must succeed on a Strength or Dexterity saving throw or be Restrained until the start of your next turn.

Claim Domain

At 14th level, you’re able to assert the power of a land.

As an Action, you can cast the Druid Grove spell. When you do so, the spell’s duration only last for 1 minute & the Grove Guardian option is unavailable.

Once you cast this spell using this feature, you can’t do so again until you complete a Long rest.

Note: General Cover & Wall Rules

At the DM’s option, they can use the following rules for more interesting and dynamic combat encounters using walls.

Damaging Cover. When a creature is using cover, any attack rolls that miss the creature automatically hit the cover they were using and dealing damage to its hit points.

Breaking Cover. When a creature is directly behind solid cover when it is destroyed, any excess damage done to the cover after it was reduced to 0 hit points is transferred evenly to any creatures directly behind it when it was destroyed.

Note that these rules don’t count for every possible scenario or encounter, and the DM can use their best judgment to fit any rules listed here as they see fit.

 

 

Circle of the Spores

You have chosen the Circle of the Spores.

Circle Spells

Your circle spells are as follows.

Druid Level Spells
1st False Life, Fog Cloud
3rd Blindness/Deafness, Gentle Repose
5th Animate Dead, Gaseous Form
7th Blight, Confusion
9th Cloudkill, Contagion

Halo of Spores

At 3rd level, you are surrounded by invisible, deadly spores that are harmless until you unleash them.

You have an aura that extends outwards from you in a 10-foot radius sphere centered on you. Once per round when a creature enters or starts its turn within your aura, you can deal 1 + your proficiency bonus in Necrotic or Poison damage to the creature.

When you reduced a creature to 0 hit poitns using this feature, you can gain your Druid level in temporary hit points. These are special tempoary hit points that can stack with the temporary hit points granted by your Fungal Form feature.

Fungal Form

At 3rd level, you can channel magic into your spores.

As a Bonus Action, you can spend a use of your Primal Power feature to enter your Fungal Form.

While in this form, you gain the following benefits:

  • You gain 5 x your Druid level in temporary hit points.
  • When you hit with a melee weapon attack, you deal an extra 1d6 Necrotic or Poison damage to the foe.
  • When your Halo of Spores feature is triggered, you can now choose to deal damage to each creature of your choice within its area.

These benefits last for 10 minutes or until you lose all the temporary hit points granted by this form.

Fungal Infestation

At 6th level, your spores are able to infest a corpse and animate it for a brief amount of time.

When a creature that is Large or smaller dies within your Halo of Spores, you can use your Reaction to reanimate it, causing it to stand up immediately with 1 hit point. You can’t use this feature on Elementals, Constructs, and creatures that don’t leave a corpse.

The creature uses the Fungal Zombie statblock, however retaining its size and Physical ability scores (Strength, Dexterity, & Constitution). It remains animated for 1 hour, after which time it collapses and dies. In combat, the Fungal Zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making a melee attack against a target it can see.

You can use this feature a number of times equal to your proficiency bonus & you regain all expended uses when you finish a Long rest. You can expend 5 Mana points to regain a use of this feature.

Explosive Spores

At 10th level, you spore creatures become more deadly.

When you raise a Fungal Zombie, it gains the Explosive Spores feature. As a Reaction when a creature you can see is killed by this feature, you can expend a use of your Fungal Infestation feature to reanimate, so long as you follow its limitations.

Additionally, the area of your Halo of Spores increases to a 15-foot radius centered on you.

Fungal Body

At 14th level, the fungal spores in your body alter you: you can’t be Blinded, Deafened, Frightened, Charmed, or Poisoned, and any critical hit against you counts as a normal hit instead, unless you’re Incapacitated.

Additionally, you can now reanimate creatures of Huge size or smaller using your Fungal Infestation.

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Fungal Zombie Statblock

Special, Undead


Armor Class
10 + PB
Hit Points
1
Speed
Special

STR DEX CON INT WIS CHA
1 (-5) 5 (-3) 1 (-5)

Damage Immunities
Poison, Necrotic
Condition Immunities
Blinded, Charmed, Deafened, Frightened, Poisoned
Senses
Blindsight 30ft (blind beyond this radius)
Languages
Understands languages you know
Proficiency Bonus
Same as yours

Fungal Fortitude.
When the zombie takes any damage, you can make a Concentration check. On a success, the zombie doesn’t take any damage. On a failure, the zombie dies.
Feral.
The zombie can’t use items or armor. If it had armor on when it was raised, the armor doesn’t grant it any benefits.
Magical Attacks.
The zombie’s weapon attacks count as magical for the purposes of overcoming resistances and immunities.
Size Damage.
Depending on the size of this creature, its damage die for its Strike attack changes to match it.
Size Damage Die
Tiny 1d4
Small 1d6
Medium 1d8
Large 1d10
Huge (14th level or higher) 1d12
Explosive Spores (10th level or higher).
When the zombie dies, it explodes into a deadly cloud of spores. Each creature within 10 feet of the zombie must succeed on a Constitution saving throw against your Druid’s spell save DC. On a failure, a creature takes 4d6 Poison or Necrotic damage, taking half as much damage on a success.

Actions

Strike.
Melee weapon attack, STR mod + PB to hit, reach 5ft., Hit: Special + STR mod in Bludgeoning, Piercing or Slashing damage.
Spread Spores.
Ranged weapon attack, CON mod + PB to hit, range of 10/30 feet. Hit: 1d6 + CON mod in Necrotic or Poison damage.

Credits

This brew was made by Rexhex2000 using the Homebrewery, an awesome resource I always use for homebrewing. You can support them by clicking the ‘Help Out’ icon or by clicking here: Scott Tolksdorf’s Patreon

Try out The Homebrewery for yourself!

Art Credits

Funguy

 

 

Primal Spell List

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
  • Alarm
  • Animal Friendship
  • Beast Bond
  • Charm Person
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor
  • Ensnaring Strike
  • Entangle
  • Faerie Fire
  • Fog Cloud
  • Goodberry
  • Hail of Thorns
  • Healing Word
  • Hunter’s Mark
  • Ice Knife
  • Jump
  • Longstrider
  • Purify Food and Drink
  • Snare
  • Speak with Animals
  • Thunderwave
  • Zephyr Strike
2nd Level
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Binding Ice
  • Cordon of Arrows
  • Darkvision
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • 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
  • Silence
  • Skywrite
  • Spike Growth
  • Summon Beast
  • Warding Wind
3rd Level
  • Call Lightning
  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Dispel Magic
  • Erupting Earth
  • Feign Death
  • Flame Arrows
  • Lightning Arrow
  • Meld into Stone
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • 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 Elemental
  • Conjure Woodland Beings
  • Control Water
  • Dominate Beast
  • Elemental Bane
  • 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
  • Conjure Elemental
  • Conjure Volley
  • Contagion
  • Control Winds
  • Geas
  • Greater Restoration
  • Insect Plague
  • Maelstrom
  • Mass Cure Wounds
  • Planar Binding
  • Reincarnate
  • Scrying
  • Steel Wind Strike
  • Summon Draconic Spirit
  • Swift Quiver
  • Transmute Rock
  • Tree Stride
  • Wall of Stone
  • Wrath of Nature
6th Level
  • Bones of the Earth
  • Conjure Fey
  • Druid Grove
  • Find the Path
  • 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
  • Fire Storm
  • Mirage Arcane
  • Plane Shift
  • Regenerate
  • Reverse Gravity
  • Whirlwind
8th Level
  • Animal Shapes
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Feeblemind
  • Sunburst
  • Tsunami
9th Level
  • Foresight
  • Shapechanger
  • Storm of Vengeance
  • True Resurrection

 

 

Community Ideas & Sources

This rework has a combination of both original and shared modifications & changes made from across the DnD community.

For a list of notable sources.

  • OneDnD Playtest Packets

This rework hasn’t been tested for optional rules like Multiclassing or Feats.