Thursday, July 7, 2022

[CLASS] Dungeon! - The Druid

The Druid

HP: +1d8 each Level, minimum of +4

AC: +1 each 2nd Level

AB: +1 each 2nd Level

Save: -1 each Level

Skills: +1 Skill Pip each Level


At 1st Level, your connection with nature allows you to shapeshift. As an Action, you may activate this Ability to alter your physiology to mimic that of an animal, elemental, plant, or any other creature from nature that is similar to you in size or smaller. You gain similar capabilities to the mimicked creature, such as gaining flight when mimicking a Hawk. However, your Stats do not change to match those of the creature. You do not gain additional HP, you do not gain the mimicked creature's Attacks, etc. However, you are still able to attempt your usual Attacks, Cast your usual Spells, etc. Also, you gain a +1 bonus on all Attack and Damage rolls while transformed in this way. Finally, any Items you wear, carry, or wield morph into your body when you transform. You still gain the benefits of these Items, however, such as still being able to utilize the magical bonuses and Damage die of a Magical Club despite you being in a Wolf-like form and using your jaws to Attack. This transformation will last for up to 10 minutes, or until you end it early. Once you have used this Ability, you must finish a Long Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again even if you haven't finished a Long Rest yet.


At 2nd Level, your connection with nature has granted you the ability to Cast Spells. You learn a number of Spells equal to your Druid Level and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest. Finally, you gain an additional +1 bonus on all Attack and Damage rolls while transformed per your 1st Level Ability.


At 3rd Level, you begin to follow an ancient druidic path. You may choose one of the options below.

  • Beastheart: You form a kindred connection with animals. Animals will not harm you unless you harm them, and you gain the ability to communicate with animals; You may speak with and understand them as if you shared a common language.
  • Earthguard: You learn to wear Heavy Armor despite your d8 HP die. You also gain +1 additional AC while wielding a Shield.
  • Greensoul: When you provide Healing to a target through a Spell, you provide +5 Healing.
  • Wildspirit: You may use your 1st Level Ability at the start of your Turn instead of as an Action. While transformed per this Ability, you take -1 Damage. You take at least 1 Damage.

At 4th Level, you may gain one of the options below. Also, you gain an additional +1 bonus on all Attack and Damage rolls while transformed per your 1st Level Ability.

  • You gain 1 additional Spell Point and +1 AC.
  • You gain 2 additional Spell Points.


At 5th Level, the magic of your ancient path aides you. You gain the option below that matches the path you took at 3rd Level.

  • Beastheart: You gain the service of a Companion. Your Companion takes on any appearance you choose, but its Stats remain the same regardless of appearance. Its Stats can be seen at the end of this post, and its Stats improve with your Druid Level. In Combat, your Companion will always take its Turn during your Turn, as you must give it commands.
  • Earthguard: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Greensoul: When you Heal a target, they may immediately attempt a single Weapon Attack.
  • Wildspirit: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 6th Level, you may gain one of the options below. Also, you gain an additional +1 bonus on all Attack and Damage rolls while transformed per your 1st Level Ability.

  • You gain 1 additional Spell Point and +1 AC.
  • You gain 2 additional Spell Points.


At 7th Level, your ancient path teaches new knowledge. You gain the option below that matches the path you took at 3rd Level.

  • Beastheart: Your Companion gains Advantage on 3 Skills of your choice.
  • Earthguard: While transformed per your 1st Level Ability, you have Advantage on Saves.
  • Greensoul: When you Heal a target, you also Heal yourself for 2d4 HP.
  • Wildspirit: While transformed per your 1st Level Ability, you take -2 Damage instead of only -1 Damage. You take at least 1 Damage.


At 8th Level, you may gain one of the options below. Also, you gain an additional +1 bonus on all Attack and Damage rolls while transformed per your 1st Level Ability.

  • You gain 1 additional Spell Point and +1 AC.
  • You gain 2 additional Spell Points.


At 9th Level, your ancient path comes to an end. You gain the option below that matches the path you took at 3rd Level.

  • Beastheart: Once per Round and on your Turn, either you or your Companion may attempt a single Weapon/Unarmed Attack as a Free Action.
  • Earthguard: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Greensoul: When you Heal a target, they may immediately attempt two Weapon Attacks.
  • Wildspirit: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.


At 10th Level, nature itself begins to recognize your druidic knowledge. A group of 1d10 + 20 Nature Spirits seek you out and offer to aide you by creating a Grove or a place of Primal Power. Details for both options are below.

  • Grove: The Nature Spirits will find a valid nearby location to protect as a druidic Grove. The Grove will be a 5-mile radius (or single hex) of wilderness that you and the Nature Spirits will seek to protect. The Grove takes no time to build, but it does not generate income. Instead, it generates 1d4 random Consumable Items per day. Additionally, there is almost always something to do in the Grove, such as a monster to slay, poachers to chase off, or treasure to hunt for.
  • Primal Power: The Nature Spirits find a valid nearby location to empower as a place of Primal Power. This place of Primal Power will be a small area about 100 feet in diameter, such as a ring of standing stones, a massive oak tree, etc. This place takes no time to build, but it does not generate income. Instead, it allows you to swap out any and all known Spells on a Long Rest, and you will regain 1 Spell Point per hour while within the place of Primal Power. Finally, you and your allies may successfully rest within this place in half the normal time due to its accommodations.


Companion
HP: 25 --- (+5 HP for every Druid Level above 5th)
AC: 15 --- (+1 AC for every Druid Level above 5th)
AB: +5 --- (+1 AB for every Druid Level above 5th)
Damage: 1d6 + 5, only attacks once --- (+1 Damage for every Druid Level above 5th)
Special: Servitude (Your Companion can be reduced to 0 HP, but it never truly dies. Once reduced to 0 HP, it crumbles to ash. Over the course of a Short or Long Rest, you may resummon your Companion at 1 HP using 1 Spell Point.)
Save: 13 --- (-1 Save at Druid Levels 6th, 8th, and 10th)
Skills: Agility (2-in-6), Strength (2-in-6) --- (+1 Skill Pip at Druid Levels 6th, 8th, and 10th)

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