Druid, a member of the ancient Romans’ learned class. They served as judges, professors, and priests. The druid is basically a member of the literate and powerful Roman class in ancient Britain, Ireland, and France, which included priests, fortune tellers, judges, poets, etc.
The monsters carrying torches approach her forest therefore, a fairy raises bushes to stick surrounded by holly and expresses the anger of the storm and powerful bolt of thunder to attack them.
The Druids are first described in the language in the third century BCE. The word “knower of the tree trunk” in a Roman word may have inspired their name. The Druids have no records of their own. hence there is very little information about them.
Druid Class Details:
A human realizes the disturbing development of a temple of Cruel Elemental Air while lying low on a tall tree branch in the shape of a leopard. He is keeping a close eye on the undead monsters’ activities.
A half-elf charges toward a group of skeletal soldiers while throwing a blade made of pure fire. In other words, destroying the unnatural magic that gives the horrible monsters an insulting impression of life.
Whether depending on the elemental powers of nature or copying the creatures of the animal world, druids are an expression of nature’s strength, intelligence, and anger. No control over nature is claimed among them. They ultimately saw themselves as a continuation of nature’s unstoppable will.
Druids idealize nature over everything else and get their spells and other magical abilities either closely from nature or from a god of the beauty of nature.
While some druids worship gods of wild nature, animals, or elemental forces. Similarly, others follow a mystic spirituality of spiritual connection with nature instead of the worship of a creator. In comparison to the worship of gods in temples and shrines, the ancient druidic traditions are commonly referred to as the “Old Faith.”
The power of bite and paw, of sun and moon, of fire and storm, and other natural phenomena indicates in druid spells. Druids may also transform into animals, and some of them focus particularly on this technique to the point where they actually prefer it over their natural shape.
Maintain the balance:
Druids believe that nature is in a delicate balance.
A world’s three basic parts, earth, fire, and water—must stay in a stable state. The world is completely destroyed. However, brought into one of the elemental planes, and split into its fundamental elements if one element were to overpower the others. So, Elemental Cruel groups and other organizations that favor one element above others reject by druids.
Druids also take interest in the requirement for sensible people to live in peace with nature rather than in strength to it, as well as the delicate ecological balance that supports plant and animal life.
Druids understand that which is violent in nature, and they reject that which is artificial including abnormalities (such as mental flayers and beholders) and the dead (such as zombies and vampires). When these monsters interfere in the druids’ area, druids will occasionally lead the way in attacks against them.
Druids are sometimes observed keeping guard over beautiful natural areas or religious sites. However, druids take on a more active part in battling off the threat as adventurers when a severe threat to nature’s balance or the areas they guard constantly getting.
Designing a druid:
When creating a druid, think about the reasons behind your character’s strong connection to nature. Maybe your character was orphaned in the middle of a forest and was later raised by a druid or lives in a society where the Old Belief is still widely practiced.
It’s possible that your character survived a scary meeting with a huge eagle or fierce wolf after having a thrilling contact with nature’s spirits. Perhaps the incredible storm or lava explosion during which your character was born can be seen as a sign that becoming a druid was part of his or her future.
As part of your druidic purpose, have you always been an explorer, or did you originally work as a custodian of a holy grove or spring?
Maybe evil contaminated your native land, and you decided to follow an adventurous life in search of a new place to call home or a new mission.
By using these recommendations, you may create a druid easily. Your top ability score should be Wisdom, then Constitution. Second, pick a background with a hermit.
SACRED PLANTS AND WOOD:
Druids consider Alder, ash, birch, alder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew plants sacred. Druids include several stems of mistletoe, oak, or yew as part of their spellcasting focus.
The same trees are also used by druids to create other items like swords and shields. Yew is used to make weapon handles for battle axes and scissors because it is connected to death and rebirth. Similarly, Oak is related to strength, whereas ash is linked to life. These woods also make great shields and hafts or whole weapons, such as clubs or quarterstaffs. Alder is used to make torn weapons like darts or javelins because it is connected to air.
Druids from areas without the plants listed here have instead chosen other plants for exactly this purpose. For instance, a druid of a desert environment could appreciate the yucca tree and cactus vegetation.
The gods and the druids:
Although most druids are dedicated to one of the various nature gods honored in the multiverse, other druids admire the forces of nature itself (the lists of gods in appendix B include many such deities).
Many individuals believe that the worship of these religions has a longer history than the beliefs of professionals and urban populations.
The druidic faith is actually known as the Old School in the Greyhawk universe and has a large following among farmers, foresters, fishers, and other people who directly connect with nature.
This tradition embraces the worship of Beory, the Oerth Mother, as well as followers of Obad-Hai, Ehlonna, and Ulaa. It also includes the worship of Nature as a primordial force beyond personification.
Druidic circles are not typically linked to a particular nature god in the lands of Greyhawk and the Forgotten Kingdoms. In the Forgotten Realms, druids who honor Silvanus, Mielikki, Eldath, Chauntea, or even the severe Gods of Fury Talos, Malar, Auril, and Umberlee might be found in any given circle. The majority of druids consider all of these nature gods—even the violent ones—to be deserving of idol worship. They are frequently referred to as the First Circle, the first of the druids.
The druids of Eberron believe in ancestor ideas that have nothing whatever to do with the Glorious Host, the Dark Six, or any of the other major world religions. They think that everything in the world, including the sun, moon, wind, fire, and other elements of nature, has a spirit. Therefore, they may connect with and control these spirits through their spells. But different druidic groups have varied views on how these spirits should interact with one another and with the forces of society.
For instance, the Children of Winter worship the powers of death, the Ash bound reject arcane magic as an abomination to nature, and the Gatekeepers maintain ancient customs meant to keep the planet safe from the arrival of abnormalities.
You obtain the following class benefits as a druid.
Hit Dice is 1d8 per level of druid
First-level hit points are 8 plus your Constitution modifier.
Hit Points: 1d8 (or 5) + your Constitution modifier for each additional druid level after the first
Light, medium, and shields of armor (druids will not wear armor or use shields made of metal)
Weapons include clubs, swords, scissors, weapons, hammers, quarterstaffs, bows and arrows, and spears.
- Skills: Select two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.
- Saving Throws: Intelligence, Wisdom
- Equipment: Along with tools provided by your background, you begin with the following items
A wooden shield or any basic weapon
A scimitar or any other plain military weapon A ritual focus, an explorer’s bag, and leather armor
You are familiar with Druidic, the druids’ code language. Speaking it will allow you to leave secret messages. Such a message is obvious to you and others who are fluent in this language. In addition, others can detect the message with a successful DC 15 Wisdom (Perception) check, but they need magic to understand it.
You can cast spells to modify nature’s divine essence to your will through drawing on that essence.
You know two cantrips of your selection from the druid spell list at the first level. At higher levels, you can learn more druid cantrips of your choosing, as indicated in the Druid table’s Cantrips Known column.
Spell preparation and casting:
The number of spell slots you have to cast druid spells of the first level and higher are shown in the druid table. You must use a slot equal to or higher than the spell’s level to perform one of these druid spells. Upon completing a long rest, you restore all spell slots that use.
You choose from the druid spell list to prepare the list of spells that you can cast as a druid.
When you do, select a number of druids spells equal to your druid level plus your Wisdom modifier (minimum of one spell). The spells have to be of a level that you have spell slots for.
A third-level druid, for instance, has two spell slots at the second level and four spell slots at the first level. Six first- or second-level spells, in any combination, find on your list of prepared spells if your Wisdom score is 16.
You can use either a 1st-level or 2nd-level slot to cast the first-level spell to cure wounds if you prepare it. The spell remains on your list of prepared spells even after you use it.
When you have finished a long rest, you can also update your list of spells that are prepared. For each spell on your list, you must spend at least one minute in yoga and worship before creating a new list of druid spells.
Casting Magical Spells:
Your druid spells depend on your devotion to and understanding of nature, hence your spellcasting ability is wisdom. Every time a spell mentions your spellcasting ability, you apply your Wisdom. Additionally, while determining the saving throw DC for a druid spell you cast and when making an attack roll with one, you take into account your Wisdom modifier.
Spell save DC equals 8 plus your bonus for skill level and your wisdom modifier.
Your proficiency bonus plus your wisdom modifier determines the spell attack modifier.
If a druid spell has the ritual tag and you have it prepared, you can cast it as a ritual.
Focus on Spellcasting:
A druidic focus is also used as a spellcasting focus for your druid spells (see the section on adventuring gear).
You can suddenly turn into an already sighted beast starting at the second level while using your action. This function is used twice. After a brief or prolonged rest, you regain used abilities.
The monsters you change into depending on your druid level and list in the Beast Shapes table.
For instance, at the second level, you can change into any beast that doesn’t have a flying or swimming speed and has a challenge rating of ¼ or lower.
You have a number of hours in the beast form that is equal to half your druid level (rounded down). If you don’t utilize this ability again for a while, you return to your normal shape. By completing a bonus action on your turn, you can return to your regular shape earlier. If you actually die, lose all of your hit points, or pass away, you always return.
The following guidelines are in effect while you are changing:
- You keep your consistency, personality, Intelligence, Wisdom, and Wisdom scores but the game statistics are changed with those of the beast. In addition to obtaining the creature’s skills and saving throw abilities, you also keep all of your own.
Use the creature’s bonus rather than your own if the creature and you both have the same proficiency and its rating block bonus is higher. You cannot make use of any unique or legendary actions that the creature may possess.
- You regain the same number of hit points when you transform back into your regular form. However, any extra damage transfers to your regular form if you convert as a result of losing all of your hit points. For instance, if you lose all of your hit points after taking 10 damage in animal form, you shift back and take 9 damage. You aren’t forced out so long as the additional damage doesn’t cause your normal form to lose all of its hit points.
- You are only capable of speaking in your beast form and performing actions that need hands; you cannot cast spells. However, changing doesn’t stop you from continuing to focus on a spell you’ve already done or from performing actions that are a part of a spell, like calling lightning, that you’ve already performed.
- If the new form is physically able to use them, you can still benefit from any features that come from your class, race, or another source. However, unless your new form also has that sense, you are unable to use any of your unique senses, such as dark vision.
- You get to decide whether it maintains your apparatus, falls to the ground in your area, or combines with your new form. The DM determines whether it is practical for the new form to wear a piece of equipment based on the creature’s shape and size.
Worn equipment functions as usual. Your equipment doesn’t adjust to the changing form’s size or shape. Moreover, everything the new form is unable to wear either falls to the ground or combines with it. Until you exit the form, equipment that merges with the form has no impact.
You can select a druid circle at the second level from the Player’s Handbook or other sources, such as the Circle of the Land described at the end of the class description. Your decision gives you advantages at level 2, level 6, level 10, and level 14.
Improved Wild Shape:
At the fourth level, you have the ability to magically transform into the shape of a non-flying beast with a challenge rating of ½. However, lower by using your action. This function uses twice. After a brief or lengthy rest, you regain used abilities.
Increase in Ability Score:
You have the option to raise one ability score of your choice by two points or to raise two ability scores of your choice by one point when you reach level four, as well as at levels eight, twelve, sixteen, and nineteen. As usual, using this feature won’t allow you to raise your ability score to higher than 20.
You can choose to choose a different achievement in place of this feature by using the optional deeds rule.
Improved Wild Shape:
You can magically transform into the shape of a beast you’ve seen previously that has a difficulty rating of 1 or lower at the eighth level by using your action. This function uses twice. After a brief or extended rest, you regain used abilities.
Body of Timeless:
You begin to age more slowly at level 18, thanks to the spiritual power you use. Your body ages just one year for every ten years that pass.
You can start using Wild Shape at level 18. Moreover, cast many of your druid spells in any shape you want. While in the appearance of a beast, you can perform the physical and verbal parts of a druid spell. However, not the material ones.
You can use your Wild Shape an infinite number of times after you reach level 20.
Your druid spells’ verbal and physical components as well as any material components without a cost. However, you can ignore it if the spell does not use it.
Both in your regular body and your beast form, you benefit from this.
Druids are a member of a culture that spans the country. In addition, they completely ignore political boundaries, despite the fact that most outsiders are unaware of their organization.
Although some people are so distant that they have never seen any prominent members of society. In addition, taking part in druidic gatherings. all druids are members of this druidic society. Druids are brother and sister. But druids occasionally engage in war or even prey on one another, just like wild animals. It has a common understanding of nature, balance, and the druidic path.
The Land’s Circle:
The mystics and scholars that make up the Circle of the Land preserve rituals. Similarly, knowledge from the past through a rich oral tradition. To whisper primitive secrets in Druidic, these druids gather in holy circles of trees or standing stones. The smartest of the circle govern as the senior priests of the communities who follow the Old Faith and instruct the rulers of those folk. As a member of this circle, the place where you experienced the strange rites of the circle has an impact on your magic.
You can choose one additional druid cantrip to learn when you select this circle at level two. It does not affect druids cantrips which you are familiar with.
You can restore some of your magical energy starting at the second level by relaxing and connecting with nature. You select which spent spell slots to regain during a brief rest. The total level of the spell slots may not exceed half of your druid level (rounded down). Similarly, none of the slots may be higher than the sixth level. Until you have finished a lengthy rest, you cannot utilize this feature again.
For instance, a druid of the fourth level has the ability to restore up to two levels’ worth of spell slots. Either a second-level slot or two first-level slots are recoverable.
You have the power to cast special spells thanks to your magical connection to the earth. You get entry to circle spells related to the place where you became a druid at the third, fifth, seventh, and ninth levels. Consult the list of spells for the land you’ve selected—the Arctic, Coast, Desert, Forest, Grassland, Mountain, River, or Under dark.
The number of spells you can prepare each day is not affected by the fact that once you have access to a circle spell, you always have it prepared. The spell is still a druid spell for you even if it isn’t in the list of spells available to druids.
A stride of Land:
Moving through non-magical hilly conditions doesn’t cost you any extra movement starting at level 6.
If no magical plants have thorns, spines, or another related hazard. However, when you can travel through them or suffer damage from them they are delay
For instance, like those produced by the potentially contaminated spell, you get an advantage.
When you achieve level 10, you are immune to poison. Similarly, disease, undead monsters, or witchy don’t charm or terrify.
When you reach level 14, natural enemies grow scared of attacking you because they can feel your connection to nature.
When a beast or plant threatens you, it must attempt a Wisdom.
Moreover, saving throw against the DC of your druid spell. If the creature fails the save, it must select a different target, otherwise, the attack will always miss. The creature is resistant to this effect for 24 hours if the save is successful.
Before attacking you, the creature is aware of its impact.
Read Also: Classes