Hit Points at 1st level: 9 + Constitution Score
Hit points per level: 4
Hit Dice amount: Prof + constitution modifier (minimum 1) + 1
Hit Dice Size: 1d8
Saving Throws: Sanity, Fortitude
Skill pts at 1st level: 2
Skill pts per level: 1
Proficiencies: Armor: Light armor, medium armor, shields (Druids favor equipment made from materials close to their linked plane)
Weapons: Blowguns, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, scythes, sickles, slings, spears
During your druidic training and exploration of nature you pick up several methods of surviving in the wilderness. At 1st level you gain two secrets of nature of your choice, detailed at the end of the class description. The Secrets Known column of the Druid table shows when you learn more secrets of nature
All druids are taught to commune with the elements, to become a conduit for natural power, and to maintain the secrets of their druid circle. You gain two skill points in Wilderness, and you learn the druidcraft cantrip (this does not count against your total cantrips known). You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Awareness) check but can’t decipher it without magic.
Drawing on the power of the five elemental planes and Culminance itself, you can cast spells to shape the world's essence to your will. You have Full Caster spell progression and your spellcasting Ability is Wisdom.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.
You can use a nature focus as a spellcasting focus for your druid spells
At 2nd level, you are able to harness elemental energies around you to fuel your magic. As an action, you can recover an expended 1st level spell slot. You can use this feature a number of times equal to your proficiency bonus. Recharge (Long Rest).
At 2nd level, you choose Culminance or an elemental plane your character has a special bond with. Your choice grants you features at 2nd level and again at 6th, 10th, 14th and 20th level
Also at 2nd level, you are able to summon minor spirits of the elemental planes. As an action, you can expend a use of your Primordial Surge feature to cast the find familiar spell, without material components. The familiar you summon is a Elemental instead of a beast, and it disappears after a number of hours equal to half your druid level.
At 3rd level your connection to the natural world comes forth and becomes omnipresent. Choose one of the following:
A Way With Animals
Beasts understand anything you verbally communicate in Druidic, and you can comprehend them in return. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum beasts can give you information about nearby locations and monsters, including whatever they have perceived within the past day. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favor for you. In addition, you gain an expertise die on Acrobatics or Wilderness checks when interacting with animals.
Leyline Awareness
Druidic rituals attune you to the leylines that course through Culminance. While you are on Culminance, you always know the following information:
Which way is north.
The direction of the nearest forest.
The direction of the nearest natural body of water.
The direction of the nearest city or other community of Mortals.
The general health of the local ecosystem, and if anything unnatural or magical is upsetting the elemental balance.
Scholar of Elements
Your circle taught the old magic at the root of all things, granting you eldritch insights beyond mundane arcane studies. You gain an expertise die on Arcana checks. In addition, you may choose to use Wisdom when making Arcana checks.
Visions of the Old Ways
In your dreams, or through meditation, you've seen flashes of a land you've never seen. You gain an expertise die on Old World checks. In addition, you may choose to use Wisdom when making Old World checks.
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 increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.
At 7th level, your knowledge of the natural world grows. Choose one of the following:
Druidic Secrets
You’re adept at covertly performing druidic magic without attracting attention. When you cast a druid spell you may choose to do so utilizing silent and subtle Druidic motions and signs in place of both the spell’s seen and vocalized components, gestures that creatures which can speak Druidic are aware of. Once you cast a druid spell in this way, you cannot do so again until you finish a short or long rest.
Toxin Intuition
You are a veteran of nature’s chemical warfare. You automatically know if any flora or fauna is poisonous or venomous. In addition, you gain advantage on checks made to determine if a foodstuff is poisonous and saving throws against poison.
Truthspeaker
You’ve learned to tap into the fundamental truth that connects all things, at least briefly. You may cast the spell legend lore without expending a spell slot and without material components. Once you cast the spell in this way, you cannot do so again until you finish a long rest.
Waste Not
With 10 minutes work you can scavenge valuable cuts from the corpse of a beast, dragon, monstrosity, or plant that has a CR of 1 or higher and has died within the last hour. If sold to a collector, naturalist, or other druid, this notable component is worth an amount of gold equal to 5 × the creature’s CR
At 9th level you choose to embrace either the wild savagery of nature or the control you need to protect it. Choose one of the following:
Embraced Ferocity
You gain a +2 bonus on attack rolls related to your primordial surge. In addition, whenever you use primordial surge, you gain a number of temporary hit points equal to half your Druid level (in addition to those granted by your primordial surge, if any).
Embraced Serenity
You have advantage on concentration checks made to maintain spells. In addition, when you use your primordial surge to recover and expended spell slot, the spell can be of 3rd-level or lower. You may also expend an additional use of your primordial surge feature to recover an expended spell slot of 5th-level or lower instead.
At 11th level your bond has grown and you are able to summon forth far greater nature spirits. As an action, you can expend a use of primordial surge to cast the summon elemental spell.
At 15th level you choose to harmonize with the elements or to harness them. Choose one of the following:
Harmonize
During a short rest you may choose to meditate and harmonize with your surroundings. If you do, at the end of your rest you attune to the area in a 5-mile radius around you. You magically know what types of creatures are present in your attuned area, their approximate numbers, and if there are any magics disturbing the natural order in your attuned area. While in your attuned area, you have advantage on Wilderness, Awareness, Acrobatics and Initiative checks, and blindsight out to a range of 30 feet. Once attuned to an area, you remain attuned for the next 24 hours. You can only attune to one area at a time.
Tyrannize
You have learned to draw upon the elements’ influence under their prime form. Whenever you use primordial surge to summon a creature or change your form, you may choose to summon or assume the apex form of that type. An apex form is one size category larger than the creature’s normal size category (maximum Gargantuan) and any attack made by an apex form deals an extra 1d8 damage. In addition, whenever you use primordial surge you gain an expertise die on Strength, Dexterity, and Constitution checks, as well as Anchor, Reflex and Fortitude saves for the next minute.
At 18th level your bond expands to call upon the most powerful of elemental beings. When you use your primordial surge to cast the summon elemental spell, treat it as if you cast it using a 6th-level spell slot.
At 20th level, you become an extension of the elements. When you cast a druid spell you do not need seen or vocalized components, or any material components that have no cost or aren’t consumed by the casting. You also learn to tap into the intricate ebb and flow of life around you and how to divert it as you see fit. You may cast the spells power word kill and true resurrection without expending a spell slot and without any material components. Once you cast either spell in this way, you cannot do so again until you finish a long rest.
When you gain access to a new secret of nature, choose one of the following.
You are at home soaring at dizzying heights and peering towards the horizon. You can familiarize yourself with a 5-mile radius area around you by spending a minute studying your surroundings while flying or at great heights (or through the eyes of something that is). Once you familiarize yourself with an area in this way, you gain an expertise die on any Awareness or Wilderness checks you make while outdoors in that area for the next 24 hours, and you cannot familiarize yourself with another area until you finish a short rest.
You are at home in the depths, able to control your breathing and attune to the subtle movements of the water. You gain a swimming speed equal to your Speed and you add your Wisdom modifier to the number of minutes you can hold your breath before suffocating. In addition, while fully submerged in water you gain blindsight out to a range of 10 feet.
You’ve grown accustomed to the echoing solitude of vast caverns. You always know the actual direction of any sound you hear regardless of any echoes. In addition, while you are in complete darkness and not deafened you gain blindsight out to a range of 15 feet.
Few choose to willingly live where the sun relentlessly burns overhead but you find tranquility amongst the sands. You are naturally acclimatized to hot weather and extremely high temperatures. In addition, while in a desert or similar arid environment you can spend 1 hour scouring the area for food and digging for water to generate 1 Supply. Once you use this feature, you cannot do so again until you finish a short rest.
You’ve grown to know the lands twisted by the fey, distorted by magical pollution, or places otherwise warped in unnatural ways. You may make Wilderness checks in place of Arcana checks regarding magical environments, foodstuffs, and creatures, and gain an expertise die on any checks made this way.
The world is filled with treasures ripe for the picking, if you know what you're looking for. You gain an expertise die on checks made using herbologist's, taxidermist's, or miner's tools. In addition, whenever you obtain rare materials, you gain twice as many rare materials. Once you use this feature, you cannot do so again until you finish a long rest.
Bogs and swamps are unpleasant to most but are filled with natural beauty to you. Moving through swamps, bogs, or muddy difficult terrain costs you no extra movement and you cannot become naturally lost while traveling through marshlands. In addition, you ignore the effects of roughing it imposed by resting in wet or swampy environments.
No matter the brush you always know how to harvest nature’s bounty. You have advantage on checks made to locate or harvest edible flora in the wild and gain twice as many Supply as normal when doing so.
You gain a climbing speed equal to your Speed. You gain an expertise die on any climb checks and you are also acclimated to high altitudes, including elevations above 20,000 feet. In addition, you ignore the effects of roughing it imposed by resting in rocky or uneven terrain.
You embrace the cold of snowbound tundra. You are naturally acclimatized to cold weather and extremely low temperatures, you ignore the disadvantage to awareness checks imposed by blizzards, and you automatically succeed on concentration checks imposed by blizzards. In addition, you ignore the effects of roughing it imposed by resting without warmth in environments of extreme cold.