Druid Spellcasting
Mastery Druid Domain Druid Domain (cont’d) Druid Domain (cont’d)
Class Function Level 1 Feature Level 1 Feature Level 1 Feature
Combat Masteries: Light Weapons, You can spend 1 AP and 1 MP to create Domain Actions Move Object: You can take the Object
Light Armor, and Spellcasting your own Druid Domain that includes While you have Domain Spaces, you Action to use this feature to interact with
Spell List: When you learn a new Spell, small plant life, sand, shallow water, or can take any of the following Domain any object within your Domain as if you
you can choose any Spell on the Primal other naturally occurring features. You Actions: were standing in any of your Domain
Spell List. create up to 8 Domain Spaces along the Nature’s Grasp: You can spend 1 AP to Spaces. When you do, you can move
Cantrips & Spells Known: You learn a ground or walls. The first Domain Space force a creature of your choice within the object up to 5 Spaces within your
number of Spells with the Cantrip Spell must be within 1 Space of you, and each your Domain to make a Repeated Domain.
Tag as well as an additional number of additional Domain Space must be Physical Save against your Save DC. Wild Growth: You can spend 1 AP and
Spells (with or without the Cantrip Spell adjacent to another Domain Space. Save Failure: The target is Grappled for 1 MP to make a DC 10 Spell Check to
Tag) as shown in the Spells Known Domain Spaces: The area is 1 minute or until your Druid Domain heal a target within your Domain.
column of the Druid Class Table. considered to be Difficult Terrain for ends. Success: The target immediately
Mana Points: You have a maximum creatures of your choice, and when you Move Creature: You can spend 1 AP to regains 1 HP. For the next minute, they
number of Mana Points equal to your cast a Spell, you can do so as if you move a creature Grappled by this regain an additional 1 HP each time they
Prime Modifier. Additionally, your were standing in any Space within your feature up to 2 Spaces within your end their turn within your Domain.
maximum increases by an amount as Domain. Domain. Success (each 5): They immediately
shown in the Mana Points column of the Losing Domain Spaces: A Domain regain +1 HP. Failure: The target only
Druid Class Table. Space also disappears if you end your regains 1 HP immediately.
turn farther than 15 Spaces away from it
or you die.
Wild Form Wild Form (cont’d) Wild Form (cont’d) Wild Form (cont’d)
Level 1 Feature Level 1 Feature Level 1 Feature Level 1 Feature
You can spend 1 AP and 1 MP to Duration: Each Wild Form remains Statistics Natural Weapon: You have Natural
transform into a Wild Form of your available for a number of hours equal to While in your Wild Form, you are Weapons (claws, horns, fangs, etc.)
choice. You can spend 1 AP on your your Combat Mastery or until its Wild subjected to the following changes which you can use to make Unarmed
turn to shift back and forth between your Form HP is reduced to 0. (unless otherwise stated): Strikes that deal 1 Bludgeoning,
True Form and any Wild Forms you Multiple Forms: You can have up to 2 Stat Block: You use the Wild Form Stat Piercing, or Slashing damage (your
currently have available. Wild Forms at a time, but each one must Block below to determine your statistics. choice when you use this Feature).
True Form have different Traits (see Traits below). If Identity: You maintain your personality, Features & Talents: You don’t benefit
When you transform from your Wild you use this Feature while you already intellect, and ability to speak. from Talents or Class Features, except
Form to your True Form, your statistics have 2 Wild Forms available, you must Wild Form HP: You gain a secondary Druid Class Features. Additionally, you
return to normal. You immediately revert choose which of them the new Wild pool of Wild Form Health Points, which is can’t cast Spells or perform Techniques.
to your True Form when your Wild Form Forms replaces. 2 with a maximum of 2. Damage and Traits: You don’t benefit from your
HP is reduced to 0 or you die. Equipment: Your equipment falls to the healing effects target your Wild Form HP Ancestry Traits, but you gain 3 Trait
Wild Form ground or merges into your Wild Form before your True Form HP, and any Points to spend on Beast Traits or Wild
When you transform from your True (your choice for each item). You gain the excess damage or healing carries over Form Traits of your choice. When you
Form into your Wild Form, you gain the benefits of Magic Items merged with to your True Form HP. use this Feature, you can spend
Wild Form’s current Wild Form HP (see your Wild Form, but you can’t activate additional MP (up to your Mana Spend
Wild Form HP below), retaining any HP them or spend their charges. Limit) to gain 2 additional Trait Points per
losses. MP spent.
Wild Form Stat Block Wild Form Traits Wild Form Traits (cont'd) Wild Speech
Level 1 Feature Level 1 Feature Level 1 Feature Level 1 Feature (Flavor)
Small or Medium Beast (your choice) Below is a list of repeatable and unique (1) Skillful: You gain Skill Mastery in 2 You learn the Druidcraft Cantrip and can
Wild Form Traits. You can choose of the following Skills of your choice, up choose 1 of the following options:
HP 2 AP Same repeatable traits multiple times, but to your Skill Mastery Cap: Acrobatics, • Animals: You can understand and
PD 8+CM+Prime PDR 0 unique traits only once. Animal, Athletics, Awareness, speak with Beasts in a limited manner.
Unique Traits Intimidation, Stealth, or Survival. If your You can understand the meaning of their
MD Same MDR Same
(2) Size: Your size changes to Tiny or Mastery with the chosen Skill is already movements, sounds, and behaviors, and
Speed 5 Checks Same Large (your choice). equal to your Skill Mastery Cap, you they can understand the meanings of
Masteries Same Saves Same Repeatable Traits instead gain ADV on the Check. simple words, concepts, and emotions.
(1) Attribute Increase: You gain +2 to (1) Swift: Its Speed is increased by 1 • Plants: You can understand and speak
Prime Same Save DC Same Might or Agility (your choice), up to your Space (you can choose this Trait up to 2 with Plants in a limited manner. You can
MIG 1 CHA Same Attribute Limit. times). understand the meaning of their
(1) Defensive: Your PD or MD increases swaying, folding, unfolding of their
AGI 1 INT Same by 2 (your choice). leaves and flowers, and they can
(1) Healthy: You gain +1 maximum HP. understand the meanings of simple
(1) Resistance (1): Choose a Physical words, concepts, and emotions.
or Elemental damage type. You gain • Weather: You can reach out to nature
Resistance 1 to the chosen damage and cast the Commune with Nature Spell
type. as a Ritual once per Long Rest.
Nature’s Rest Nature’s Veil Nature’s Veil (cont'd)
Level 2 Feature Level 2 Feature Level 2 Feature
When a creature completes a Short Rest You can spend 2 AP and 1 MP to Obscure: The area becomes obscured
while within 10 Spaces of you, they change the weather for 10 minutes in a 5 with light fog, dust, smoke, or another
regain 1 Rest Point, provided they are in Space Sphere centered on yourself. The naturally occurring effect. Everything in
an area of naturally occurring terrain (or area doesn’t move with you. Choose 1 of the area becomes Partially Concealed.
your Druid Domain). the weather types below: Creatures within 1 Space of each other
Clear: The area becomes subtly can see each other normally.
illuminated by sunlight or moonlight (your Windy: The area becomes buffeted by
choice) and any naturally occurring winds. Ranged Attacks that target the
effects (such as rain and fog) in the area PD of a creature within the area have
disappear. You and your allies have DisADV and all fires within the area that
ADV on Awareness Checks to see aren’t fueled by magic become
things within the area. extinguished.
Elements: The area becomes saturated
with a weather element of your choice.
Creatures within the area gain
Vulnerability (1) to 1 of the following
damage types of your choice: Cold, Fire,
or Lightning.