Druida



Druidas são sacerdotes de Gaia. Existem druidas em várias regiões de Cerilia, mas é nas terras dos Rjurik onde os círculos são mais poderosos. Os druidas são organizados em círculos, cada círculo compreendendo uma região. Alguns círculos são mais fortes e possuem muitos druidas, como o círculo da terra na região dos Rjurik. Outros círculos são pequenos, como os shamans espiritualistas das terras dos Vos.

Em nível 1, o druida é considerado apenas um aprendiz. Quando ele atinge o nível 2 ele deve procurar um dos círculos (geralmente onde ele foi iniciado), onde ele será submetido a alguns testes. Ao passar nestes testes, o druida passa a fazer parte do círculo. Os testes variam para cada círculo.


Druid

Hit Points

  • Hit Dice: 1d8 por nível de Druida
  • Hit Points (nível 1): 8 + mod. CON
  • Hit Points (nível 2+): 8 (ou 5) + mod. CON por nível de Druida

Proficiências

  • Armor: Light armor, medium armor, shields (não usam armaduras ou escudos feitos de metal)
  • Weapons: Clubs, daggers, darts, javelins, maces, quarlerstaffs, scimitars, sickles, slings. spears
  • Saving Throws: INT, WIS
  • Skills: 2 dentre Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, ou Survival
  • Tools: Herbalism kit

Equipment

  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer's pack, and a druidic focus


Druid Circles


Land

Circle of the Land
(PH)

Moon

Circle of the Moon
(PH)

Shepperd

Circle of the Shepperd
(XGE)

Twilight

Circle of Twilight
Circle of Dreams (XGE) variant

Ember Druid

Circle of Wildfire
(UA / TCE)

Star Druid

Circle of Stars
(TCE)

Sand Druid

Circle of Sand

Guardian

Circle of the Guardian



Circle of the Land (PH)

Gaia's Warden
Level Features
2Bonus Cantrip, Natural Recovery
3Circle Spells*
5Circle Spells*
6Land's Stride
7Circle Spells*
9Circle Spells*
10Nature's Ward
14Nature's Sanctuary

O círculo da terra é sem sombra de dúvida o maior grupo organizado de druidas de Cerilia. Eles são estabelecidos na região dos Rjurik, e agem como líderes espirituais e conselheiros dos jarls.

O círculo da Terra possui 9 líderes druidas. Depois de iniciado no círculo, o druida pode buscar um dos atuais líderes druidas e desafia-lo em combate. Os termos do combate variam, podendo incluir ou não magia, serem simbólicos ou até a morte.

* Druidas do círculo da terra não podem escolher Circle Spells de Underdark ou Desert.


Circle of the Moon (PH)

Moon Druid
Level Features
2Combat Wild Shape, Circle Forms
6Circle Forms, Primal Strike
10Elemental Wild Shape
14Thousand Forms

O círculo da lua não é tão organizado quanto o círculo da terra. Estes druidas são sacerdotes de Gaia, mas também revenrenciam Selune como sua padroeira. O círculo da lua está espalhado entre as terras dos rjurik e Anuire. Alguns de seus membros as vezes entram em conflito com os druidas do círculo da terra, quando os interesses do círculo conflitam com os interesses dos rjurik.

O círculo da lua possui um Grande Druida, este druida só pode ser desafiado durante uma lua de sangue (um eclipse lunar). O combate no círculo da lua é feito em forma animal somente. O grande druida derrotado então vai para o exílio como um hierophante e não pode mais desafiar o grande druida.


Circle of the Shepperd (XGE)

Spirit Shaman
Level Features
2Speech of the Woods, Spirit Totem
6Mighty Summoner
10Guardian Spirit
14Faithful Summons

Estes druidas, mais conhecidos como shamans, são os sacerdotes que guardam as tradições antigas dos Vos. Este grupo é um dos piores inimigos dos sacerdotes de Kriesha que comandam os Vos. Eles são poucos e desorganizados, mas agem como líderes dos rebeldes que desejam que seu povo seja um dia livre da influência de deuses malignos.


Circle of Twilight Circle of Dreams (XGE) variant

Dark Druid
Level Features
2Scythe of Harvest
6Hearth of Shadows
10Hidden Paths
14Shadow Walker

Os poucos druidas deste círculo são misteriosos, a maior parte deles é encontrada nas montanhas de Brecht. Também conhecidos como druidas negros, estes druidas tomaram como missão purificar o shadowfell da influência maligna do Raven. Para isto eles aprenderam a controlar as energias negativas que pulsam no plano das sombras.

  • Scythe of Harvest: Your attacks hold the power of life and death. Starting at 2nd level, you have a pool of energy represented by a number of d6s equal to your proficiency bonus. When you roll damage for a druid spell, a weapon attack, or an attack while in your wild shape, you can increase that damage by spending one or more dice from the pool. Roll the spent dice and add it to the damage as necrotic or radiant damage (your choice). If you kill one or more hostile creatures with a spell or attack augmented in this way, you heal 2 Hit Points per spent dice. You regain the expended dice when you finish a long rest.
  • Hearth of Shadows: At 6th level, during a short or long rest, you can invoke the shadowy power of the Glooming Court to help guard your respite. At the start of the rest, you open a gate to a safe place in the shadowfell, and an invisible, 30-foot—radius sphere of magic appears, centered at a point you choose. Total cover blocks the sphere. While within the sphere any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere, and all creatures are sent back to the material plane.
  • Hidden Paths: Starting at 10th level, you can use the hidden, magical pathways through the shadowfell to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
  • Shadow Walker: At 14th level, the magic of the shadows grants you the ability to travel mentally or physically through the shadowfell. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: create undead, scrying, or teleportation circle. This use of create undead creates four shadows instead of 3 ghouls. This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you used your Hearth of Shadows ability. If you haven't taken a long rest on your current plane, the spell fails but isn’t wasted. Once you use this feature, you can’t use it again until you finish a long rest.

Circle of Wildfire (UA / TCE)

Ember Druid
Level Features Circle Spells
2Circle Spells, Summon Wildfireburning hands, cure wounds
3-flaming sphere, scorching ray
5-plant growth, revivify
6Enhanced Bond-
7-aura of life, fire shield
9-flame strike, mass cure wounds
10Cauterizing Flames -
14Blazing Revival -

Os membros deste círculo são mais encontrados na região sul de Brechtur.

Circle of Stars (TCE)

Astrologer
Level Features
2Star Map, Starry Form
6Cosmic Omen
10Twinkling Constellations
14Full of Stars

Os membros deste círculo são mais comuns na região dos Khinassi.

Circle of Sand (Kobold Press - Tome of Heroes)

Sand Druid
Level Features
2Sand Form
6Sand Dervish
10Echo of the Dunes
14Sandstorm

Os membros deste círculo são mais comuns na região dos Khinassi.

  • Sand Form: When you join this circle at 2nd level, you learn to adopt a sandy form. As an action, you can expend one use of your Wild Shape feature and transform yourself into a form made of animated sand rather than transforming into a beast form. While in your sand form, you retain your game statistics. Because your body is mostly sand, you can move through a space as narrow as 1 inch wide without squeezing, and you have advantage on ability checks and saving throws to escape a grapple or the restrained condition. While in this form you cannot cast spells that requires verbal or material components. Your equipment merges into your new form, magical equipment that grants passive effects still affects you normally. You can stay in your sand form for 10 minutes, or until you dismiss it (no action required), are incapacitated, die, or use this feature again. While in your sand form, you can use a bonus action to do one of the following:
    • Abrasive Blast. You launch a blast of abrasive sand at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the creature takes slashing damage equal to 1d8 + your Wisdom modifier.
    • Stinging Cloud. You emit a cloud of fine sand at a creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn.
    Also, when you are hit by a weapon attack while in your Sand Form, you can use your reaction to gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn. When you reach 10th level in this class, you can stay in your sand form for 1 hour or until you dismiss it as a bonus action. In addition, the damage of Abrasive Blast increases to 2d8, and the range of Stinging Cloud increases to 10 feet.
  • Sand Dervish: Starting at 6th level, you can use a bonus action to create a sand dervish in an unoccupied space you can see within range. The sand dervish is a cylinder of whirling sand that is 10 feet tall and 5 feet wide. A creature that ends its turn within 5 feet of the sand dervish must make a Strength saving throw against your spell save DC. On a failed save, the creature takes 1d8 slashing damage and is pushed 10 feet away from the dervish. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action on your turn, you can move the sand dervish up to 30 feet in any direction. If you ram the dervish into a creature, that creature must make the saving throw against the dervish’s damage, and the dervish stops moving this turn. When you move the dervish, you can direct it over barriers up to 5 feet tall and float it across pits up to 10 feet wide. The sand dervish lasts for 1 minute or until you dismiss it as a bonus action. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. When you reach 10th level in this class, the damage dealt by the dervish increases to 2d8.
  • Echo of the Dunes: At 10th level, your connection with sand deepens, and you can call on the power of the deep dunes to do one of the following:
    • Sand Sphere. You can use an action to conjure a 20-foot radius sphere of thick, swirling sand at a point you can see within 90 feet. The sphere spreads around corners, and its area is heavily obscured. A creature moving through the area must spend 3 feet of movement for every 1 foot it moves. The sphere lasts for 1 minute or until you dismiss it (no action required).
    • Whirlwind. You can use an action to transform into a whirlwind of sand until the start of your next turn. While in this form, your movement speed is doubled, and your movement doesn’t provoke opportunity attacks. While in whirlwind form, you have resistance to all damage, and you can’t be grappled, petrified, knocked prone, restrained, or stunned, but you also can’t cast spells, can’t make attacks, and can’t manipulate objects that require fine dexterity.
    Once you use one of these options, you can’t use this feature again until you finish a short or long rest.
  • Sandstorm: At 14th level, you can use an action to create a sandstorm of swirling wind and stinging sand. The storm rages in a cylinder that is 10 feet tall with a 30-foot radius centered on a point you can see within 120 feet. The storm spreads around corners, its area is heavily obscured, and exposed flames in the area are doused. The buffeting winds and sand make the area difficult terrain. The storm lasts for 1 minute or until you dismiss it as a bonus action. When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d8 slashing damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. You are immune to the effects of the storm, and you can extend that immunity to a number of creatures that you can see within 120 feet of you equal to your proficiency bonus. Once you use this feature, you can’t use it again until you finish a long rest.

Circle of the Guardian

Spriggan
Level Features Primeval Spells
2Primeval Spells, Guardian FormThorn Whip, entangle, goodberry
3-barkskin, spike growth
5-plant growth, speak with plants
6Resilient Form -
7-grasping vine, hallucinatory terrain
9-tree stride, wrath of nature
10Rooted Defense -
14Guardian Aura -

Este círculo de druidas controla as áreas de florestas e desertos na região de Khinasi.

  • Primeval Spells: At 2nd, 3rd, 5th, 7th and 9th level you gain access to the spells listed for that level. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
  • Guardian Form: Starting at 2nd level, when you use your Wild Shape feature, instead of transforming into an animal form, you can attune to a guardian spirit for a number of hours equal to half your druid level (rounded down). You assume a tree-like guardian form, which lasts until you end it as a bonus action, until you are incapacitated, or until you use your Wild Shape again. You undergo the following changes while in your guardian form :
    • All terrain around you in a 10-foot radius becomes tangled with vines and other plant growth, becoming difficult terrain for any creature other than you.
    • Any speed you have are reduced by 10 feet, if this effect reduce your speed to zero, it is reduced to 10 feet instead.
    • Difficult terrain caused by plants or undergrowth doesn’t cost you extra movement. In addition you can pass through magical or nonmagical plants without taking damage from them if they have thorns, spines or a similar hazard.
    • You have advantage against any attacks or effects that force you to move or knock you prone.
    • Once during each of your turns, you can deal an additional 1d8 bludgeoning damage to one creature you hit with a melee weapon attack or a melee spell attack. This damage increases to 2d8 at 10th level
  • Resilient Form: At 6th level, when you transform into your guardian form you gain the following benefits :
    • You gain a number of temporary hit points equals to 5 times your druid level. When the form ends, you lose any remaining temporary hit points you have from it.
    • You gain advantage on Constitution saving throws.
    • You gain a climbing speed of 20 feet.
    • Whenever you cast a spell that restore hit points, roll a d8 and add the result to the total hit points restored.
    • You can use a bonus action on each of your turns to make a tendril attack against one creature within 10 feet of you that you can see. Make a melee spell attack. On a hit, the target takes bludgeoning damage equal to 2d8 + your Wisdom modifier.
  • Rooted Defense: Starting at 10th level, when a creature you can see within 30 feet of you is attacked, you can use your reaction to cause vines and vegetation to burst from the ground and grasp at the attacker, giving the attacker disadvantage on attack rolls until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
  • Guardian Aura: Starting at 14th level, when any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to your Proficiency Bonus plus your Wisdom modifier up to half its maximum HPs. This aura has no effect on a creature that has half or more of its maximum hit points, and it has no effect on undead and constructs.


Druid Features

Expanded Spell List

The following spells expand the druid spell list.:

  • Cantrip :
    • Acid splash
  • 1st Level :
    • Ceremony (ritual, XGE)
    • Protection from evil and good
  • 2nd Level :
    • Augury (ritual)
    • Continual flame
    • Enlarge/reduce
    • Summon Beast (TCE)
  • 3rd Level :
    • Aura of vitality
    • Elemental weapon
    • Revivify
    • Summon Fey (TCE)
    • Thunder step (XGE)
    • Wall of sand (XGE)
  • 4th Level :
    • Divination (ritual)
    • Fire shield
    • Summon Elemental (TCE)
  • 5th Level :
    • Cone of cold
    • Dawn (XGE)
    • Immolation (XGE)
  • 6th Level :
    • Flesh to stone
  • 7th Level :
    • Symbol
  • 8th Level :
    • Incendiary cloud
  • 9th Level :
    • Mass polymorph (XGE)

Wild Companion - (enhances Wild Shape)

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.




Circle of the Land - Alternate Circle Spells

    Coast :
    • 5 - call lightning, water breathing
    Forest :
    • 3 - barkskin, web

Wild Shifter - (alternative Wild Shape)

Shifter druids can transform into small animals we call scout forms, and powerful combat-ready predators we call beast forms. Transforming from humanoid into beast or scout form requires an action. A druid in scout form must transform back into humanoid form before shifting to beast form.

A druid can shapechange into scout or beast form a number of times per day equal to his proficiency bonus. Druids from the circle of the moon may shift into scout form a number of extra times equal to his wisdom modifier.


Scout Form

Scout forms are that of normal animals such as bobcats, coyotes, owls, lizards, dire rats, giant spiders, and so on. Most scout forms are smaller than a humanoid body, mostly because the magic of transforming into a scout form is related to stealth, not combat power. You’re a magical animal, in touch with the flow of life and mana through the world. As long as your focus is survival—meaning staying clear of trouble—you shouldn’t have any problem slipping through the world. Becoming a small animal isn’t a perfect translation of self. Your humanoid brain doesn’t work the same when you’ve shifted into scout form. You don’t talk. You can’t cast spells. Your magical items and possessions change shape with you, but you don’t get to use them in scout form. You maintain your identity and know who your allies are, but you’re as much an animal as a person while in the form.

The scout form isn’t designed to fight, not against the type of enemies that heroes engage. Taking damage while in scout form transforms the druid back into humanoid form.


Beast Form

You leave your humanoid form behind and assume the form of a deadly predator such as a wolf, panther, tiger, bear, wolverine, lion, or more exotic options. The choice of what type of animal you become is up to you. You cannot choose creatures with supernatural abilities or the ability to fly. You gain the following statistics while in beast form :

Druid LevelSizeSTRDEXCONACHPsAttkDmg
2M14 (+2)12 (+1)12 (+1)10 3d8 +3 +4 1d6+2
4M16 (+3)14 (+2)14 (+2)12 3d10 +6 +5 1d6+4
8M16 (+3)15 (+2)16 (+3)14 4d10+12 +5 1d8+4
Circle of the MoonSizeSTRDEXCONACHPsAttkDmg
2M16 (+3)15 (+2)16 (+3)14 4d10+12 +5 1d8+4
6L16 (+3)14 (+2)16 (+3)14 5d10+15 +5 2d6+2
9L18 (+4)12 (+1)17 (+3)14 7d10+24 +6 2d8+2
12L20 (+5)10 (0)17 (+3)14 8d12+24 +8 3d8+5
15H22 (+6)10 (0)18 (+4)14 9d12+27 +83d10+5
18H24 (+7)10 (0)20 (+5)1411d12+55+10 4d8+7
Besides, you may choose one beast aspect of the following list :
  • Bear Aspect : You gain 1 HD of temporary Hit Points.
  • Leopard Aspect : When an enemy misses you, you may use your reaction to attack it.
  • Turtle Aspect : You gain a +2 bonus to AC.
  • Tiger Aspect : Escalate your damage dice down, you may use your bonus action to attack a second time.
  • Wolverine Aspect : Whenever you hit an enemy that is already wounded, you cause an extra 1d6 damage.
Starting at 8th level, you may pick a form that's 2 "ranks" lower for one of the following aspects :
  • Eagle Aspect : Fly
  • Scorpion Aspect : Poison (4d8 damage) DC 14
  • Behemot Aspect : Every time you fail a save on battle, you may use one of your HDs to either heal, gain advantage on your next attack, or reroll the save with disadvantage.
  • Owlbear Aspect : Escalate your damage dice.