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the Druid focuses his primal connection into a direct communion with the spirits of nature, acting as a medium between the spirit world and the material. The Druid can call on the power of the Spirit World directly, to heal his allies, bolster their abilities, and hinder his enemies' attempt to harm them.


Druid Class Features

The Druid gains the following class features:


Weapon Proficiencies

As a barbarian, the Druid is proficient with unarmed, grappling, axes, bludgeons, blades, swords, spears, thrown weapons, and bows.
Additionally, the Druid can perform primal trances, usually using the Nature skill. His magic damage bonus is equal to his Constitution modifier.


Armor Proficiencies

As a barbarian, the Druid gains training with light armor and with shields.


Magic Proficiencies

As a barbarian, the Druid can perform arcane trances, usually using the Nature skill. His magic damage bonus is equal to the higher of his Constitution modifier or his Wisdom modifier.


Skill Proficiencies

As a barbarian, the Druid is proficient in Nature and Heal.
Additionally, primal medicine grants proficiency in Insight,
and guardian of the cycle grants proficiency in Perception.


Starting Feats


Primal Medicine

(Druid class feature)

Basics

(Level 0)

  • You gain training in the Insight skill.
  • You gain a +1 class bonus to your Fortitude defense.
  • You gain a class bonus to your maximum hit points equal to your level, or twice your level if you already received a class bonus to hit points.

Class Trance

  • You gain the following trance:

Healer's Chant

(per-encounter immediate actionhealing trance)

Prerequisites:

Primal Medicine

Target:

You and each ally adjacent to you or a spirit you control.

Effect:

The target may spend a healing reserve, and either gain a class bonus to their heal value equal to your Constitution modifier, or make one saving throw as an automatic reaction with a stance bonus equal to your Wisdom modifier.

Guardian of the Cycle

(Druid class feature)

Basics

(Level 0)

  • You gain training in the Perception skill.
  • You gain a +1 class bonus to your Will defense.
  • When you perform a summoning ritual to summon a natural animal or primal spirit, you gain a bonus to the ritual roll equal to your Charisma modifier.

Class Trance

  • You gain the following trance:

Spirit Bond

(daily immediate actionhealing trance)

Prerequisites:

Guardian of the Cycle

Target:

Each of your animal or spirit followers, and each ally within 5 paces.

Effect:

All enemies threatened by each target are slowed and cannot shift until the end of your next turn. Each target may make a basic melee attack as a free reaction. Until the end of the encounter, whenever you expend a healing reserve, each of your non-minion followers regains hit points equal to your heal value, and each minion follower loses the bloodied condition.



Leveling Up

At each level, you gain new features and bonuses to increase your primal prowess:

Level 1

(1,000 XP)

Level 2

(3,000 XP)

Level 3

(6,000 XP)

Level 4

(10,000 XP)

Level 5

(15,000 XP)

Level 6

(21,000 XP)

Level 7

(28,000 XP)

Level 8

(36,000 XP)

Level 9

(45,000 XP)

Level 10

(55,000 XP)

Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.

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