CLASS: DRUID
Level 1:
- Cantrips (2 / Druid)
- Spells (All / Druid Level 1)
- Wildshape Charge (3)
- Spell Slots (Level 1 / 2)
- Wildshape
- Bear
- Wolf
- Cat
Level 2:
- Spell Slots (Level 1 / 2)
- Passives (2)
- Passives are detailed after class and subclass progressions.
- Passives are detailed after class and subclass progressions.
Level 3:
- Spells (All / Druid Level 2)
- Spell Slots (Level 2 / 2)
- Subclass Progression
- Subclasses are detailed after class progression.
- Subclasses are detailed after class progression.
Level 4:
- Spell Slots (Level 2 / 2)
- Feat (1)
Level 5:
- Cantrips (1 / Druid)
- Spells (All / Druid Level 3)
- Spell Slots (Level 3 / 2)
- Wildshape
- Sabre Tooth Tiger
- Deep Rothe
- Badger
Level 6:
- Spell Slots (Level 3 / 2)
- Passives (2)
- Passives are detailed after class and subclass progressions.
- Passives are detailed after class and subclass progressions.
Level 7:
- Spell Slots (Level 4 / 1)
- Spells (All / Druid Level 4)
- Subclass Progression
- Subclasses are detailed after class progression.
- Subclasses are detailed after class progression.
Level 8:
- Spell Slots (Level 4 / 1)
- Feat (1)
Level 9:
- Cantrips (1 / Druid)
- Spells (All / Druid Level 5)
- Spell Slots (Level 5 / 1)
- Wildshape
- Dilophosaurus
- Spider
- Dire Raven
Level 10:
- Spell Slots (Level 5 / 1)
- Passives (2)
- Passives are detailed after class and subclass progressions.
- Passives are detailed after class and subclass progressions.
Level 11:
- Spell Slots (Level 6 / 1)
- Spells (All / Druid Level 6)
- Subclass Progression
- Subclasses are detailed after class progression.
- Subclasses are detailed after class progression.
Level 12:
- Spell Slots (Level 6 / 1)
- Feat (1)
SUBCLASS: CIRCLE OF THE LAND
Level 3:
- Nature’s Inertia
- All enemies within 9m/30ft of you suffer from Disadvantage on Saving Throws.
- All enemies within 9m/30ft of you suffer from Disadvantage on Saving Throws.
Level 7:
- Nature’s Erosion
- All enemies within 9m/30ft of you suffer from Disadvantage on Ability Checks.
- All enemies within 9m/30ft of you suffer from Disadvantage on Ability Checks.
Level 11:
- Nature’s Blessings
- All allies within 9m/30ft of you benefit from Advantage on Saving Throws and Ability Checks.
- All allies within 9m/30ft of you benefit from Advantage on Saving Throws and Ability Checks.
SUBCLASS: CIRCLE OF THE MOON
Level 3:
- Primal Strike
- While Wildshaped, your attacks count as magical for the purpose of overcoming Resistances.
- While Wildshaped, your attacks count as magical for the purpose of overcoming Resistances.
- Wildshape
- Panther
- Panther
Level 7:
- Wild Strike
- While Wildshaped, make an additional attack for free.
- While Wildshaped, make an additional attack for free.
- Wildshape
- Owlbear
- Owlbear
Level 11:
- Improved Wild Strike
- While Wildshaped, make two additional attacks for free.
- While Wildshaped, make two additional attacks for free.
- Wildshape
- Myrmidon
- Myrmidon
SUBCLASS: CIRCLE OF THE SPORES
Level 3:
- Proficiencies
- Martial Weapons
- Medium Armour
- Shields
- Symbiotic Entity
- Gain +4 Temporary Hit Points per Druid level, and deal an additional +1d6 Necrotic damage while you have them. Halo of Spores deals double damage while active.
- Gain +4 Temporary Hit Points per Druid level, and deal an additional +1d6 Necrotic damage while you have them. Halo of Spores deals double damage while active.
- Halo of Spores
- Use your Reaction to deal 1d4 Necrotic damage to an enemy.
- Use your Reaction to deal 1d4 Necrotic damage to an enemy.
Level 7:
- Fungal Infestation
- Use a Wildshape charge to raise a corpse as a fungal zombie.
- Use a Wildshape charge to raise a corpse as a fungal zombie.
- Extra Attack
- Make an additional attack for free.
- Make an additional attack for free.
Level 11:
- Spreading Spores
- Seed an area, dealing 2d8 Necrotic damage to all enemies who enter or start their turn within.
- Seed an area, dealing 2d8 Necrotic damage to all enemies who enter or start their turn within.
- Improved Extra Attack
- Make two additional attacks for free.
- Make two additional attacks for free.
DRUIDIC ROOTS (PASSIVES):
- Armour of Thorns
- When damaged by a melee attack, deal Piercing damage to your attacker equal to your WIS Modifier.
- When damaged by a melee attack, deal Piercing damage to your attacker equal to your WIS Modifier.
- Combats Harvest
- At the beginning of any combat encounter, cast Goodberry.
- At the beginning of any combat encounter, cast Goodberry.
- Earthen Sentinel
- Gain Barkskin. You may cast this Spell without expending a Spell Slot.
- Gain Barkskin. You may cast this Spell without expending a Spell Slot.
- Feral Precision
- While Wildshaped, gain a +2 bonus to all Attack Rolls.
- While Wildshaped, gain a +2 bonus to all Attack Rolls.
- Feral Resilience
- When you Wildshape, gain Temporary Hit Points equal to your levels in Druid added to your WIS Modifier.
- When you Wildshape, gain Temporary Hit Points equal to your levels in Druid added to your WIS Modifier.
- Ferocious Stand
- Gain +1 Armour Class. This bonus is doubled when Wildshaped.
- Gain +1 Armour Class. This bonus is doubled when Wildshaped.
- Instinctive Transformation
- The first time that you cast Wildshape in combat will not consume a Wildshape charge.
- The first time that you cast Wildshape in combat will not consume a Wildshape charge.
- Kindred Instinct
- Gain Advantage on all Attack Rolls against Beast type enemies.
- Gain Advantage on all Attack Rolls against Beast type enemies.
- Moonlit Restoration
- Gain Lunar Mend.
- Gain Lunar Mend.
- Natural Bounty
- When crafting items, succeeding a DC15 check will allow you to craft double the ammount.
- When crafting items, succeeding a DC15 check will allow you to craft double the ammount.
- Natural Resurgence
- When Wildshaped and below 50% of your total Hit Points, you regenerate health each turn equal to your WIS Modifier.
- When Wildshaped and below 50% of your total Hit Points, you regenerate health each turn equal to your WIS Modifier.
- Nature’s Mercy
- Gain Resistance to Cold, Fire, and Lightning damage.
- Gain Resistance to Cold, Fire, and Lightning damage.
- Nature’s Wrath
- While not Wildshaped, you may spend your Reaction when making an melee Attack Roll in order to deal additional Cold, Fire, or Lightning damage.
- While not Wildshaped, you may spend your Reaction when making an melee Attack Roll in order to deal additional Cold, Fire, or Lightning damage.
- Pack Leader
- Upon entering Wildshape, immediately Dominate all Beasts within 9m/30ft.
- Upon entering Wildshape, immediately Dominate all Beasts within 9m/30ft.
- Primal Bloodletter
- While Wildshaped, your attacks have a 25% chance to inflict Gaping Wounds on your target.
- While Wildshaped, your attacks have a 25% chance to inflict Gaping Wounds on your target.
- Primal Surge
- Gain +2 to all damage dealt while Wildshaped.
- Gain +2 to all damage dealt while Wildshaped.
- Primal Takedown
- While Wildshaped, your attacks have a 25% chance to leave your target Prone.
- While Wildshaped, your attacks have a 25% chance to leave your target Prone.
- Shapechanger’s Versatility
- Outside of combat, you may Wildshape without expending charges.
- Outside of combat, you may Wildshape without expending charges.
- Territorial Dominance
- When attacking a target in Difficult Terrain, you attack with Advantage.
- When attacking a target in Difficult Terrain, you attack with Advantage.
- Wild Stride
- While Wildshaped, you are not affected by Difficult Terrain.
- While Wildshaped, you are not affected by Difficult Terrain.
1 comment
What do you think about opening up Wild Stride to allow Druids to not be affected by Difficult Terrain (regardless of if in Wildshape or not)?
I think this small change could allow more diversity for Druids (I noticed that there weren't a ton of passives for a non-wild shape build) and also give more options to Spore Druids or Melee Druids with Spike Growth to play around with terrain.