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Classes

Basic Features

Base Attack: 3/4

Base Caster: 1          Base Manifester: ½

Base Saves: Average Fortitude / Poor Reflex / Average Will

Hit-Die: D8 (6)

Skill Points: 4 (Athletics, Biology, Dweomer, Geo, Listen, Spot, Stealth, Survival)

Weapon Proficiency: Druid Weapons (Club, Dagger, Dart, Greatclub, Longbow, Longspear, Natural, Quarterstaff, Shortbow, Shortspear, Sling, Spear, & Unarmed Strike)

Weapon Group Training: Unarmed & Any 2

Combat Proficiency: Grapple, Natural, Push, Trip

Armor Proficiency: Light and Medium

Initiative: Dexterity or Wisdom

Key Attribute Score: Wisdom

Rituals

Druid Spell List

Druid Spells

Level Progression

Fort Ref Will Fort Ref Will
01 Nature Sense, Orisons, Ritual (1st minor), Shapeshift (Scent), Wild Empathy +1 +0 +1 11 Elemental Attunement, Ritual (1st medium) +5 +3 +5
02 Woodland Stride, Fast Shapeshift +2 +0 +2 12 Shapeshift Boon +6 +4 +6
03 Trackless Step, Swift Shapeshift +2 +1 +2 13 Thousand Faces +6 +4 +6
04 Ritual (2nd minor), Shapeshift Boon, Call of the Wild +2 +1 +2 14 Dire Shapeshift (DR 1/-), Ritual (2nd medium) +6 +4 +6
05  +3 +1 +3 15 Timeless Body +7 +5 +7
06 Improved Shapeshift (+2 Fort, Ref) +3 +2 +3 16 Elemental Fury +7 +5 +7
07 Ritual (3rd minor) +4 +2 +4 17 Ritual (1st major) +8 +5 +8
08 Shapeshift Boon +4 +2 +4 18 Ferocious Shapeshift +8 +6 +8
09 Venom Immunity (+4 vs Poisons) +4 +3 +4 19 Swift Orisons +8 +6 +8
10 Greater Shapeshift (uncanny dodge) +5 +3 +5 20 Greater Elemental Fury +9 +6 +9

Spell Progression

1st circle 2nd circle 3rd circle 4th circle 5th circle 6th circle 7th circle 8th circle 9th circle
01        1       n/a       n/a       n/a       n/a       n/a       n/a       n/a       n/a
02        2       n/a       n/a       n/a       n/a       n/a       n/a       n/a       n/a
03        2        1       n/a       n/a       n/a       n/a       n/a       n/a       n/a
04        3        2       n/a       n/a       n/a       n/a       n/a       n/a       n/a
05        3        2        1       n/a       n/a       n/a       n/a       n/a       n/a
06        3        3        2       n/a       n/a       n/a       n/a       n/a       n/a
07        4        3        2        1       n/a       n/a       n/a       n/a       n/a
08        4        3        3        2       n/a       n/a       n/a       n/a       n/a
09        4        4        3        2        1       n/a       n/a       n/a       n/a
10        4        4        3        3        2       n/a       n/a       n/a       n/a
11        5        4        4        3        2        1       n/a       n/a       n/a
12        5        4        4        3        3        2       n/a       n/a       n/a
13        5        5        4        4        3        2        1       n/a       n/a
14        5        5        4        4        3        3        2       n/a       n/a
15        5        5        5        4        4        3        2        1            n/a
16        5        5        5        4        4        3        3        2            n/a
17        5        5        5        5        4        4        3        2        1
18        5        5        5        5        4        4        3        3        2
19        5        5        5        5        5        4        4        3        2
20        5        5        5        5        5        4        4        3        3


Spells Retrieved

Lv

1st circle 2nd circle 3rd circle 4th circle 5th circle 6th circle 7th circle 8th circle 9th circle

01

1

n/a n/a n/a n/a n/a n/a n/a n/a
02 1 n/a n/a n/a n/a n/a n/a n/a n/a
03 2 1 n/a n/a n/a n/a n/a n/a n/a
04 2 1 n/a n/a n/a n/a n/a n/a n/a
05 3 2 1 n/a n/a n/a n/a n/a n/a
06 3 2 1 n/a n/a n/a n/a n/a n/a
07 3 3 2 1 n/a n/a n/a n/a n/a
08 3 3 2 1 n/a n/a n/a n/a n/a
09 3 3 3 2 1 n/a n/a n/a n/a
10 3 3 3 2 1 n/a n/a n/a n/a
11 3 3 3 3 2 1 n/a n/a n/a
12 3 3 3 3 2 1 n/a n/a n/a
13 3 3 3 3 3 2 1 n/a n/a
14 3 3 3 3 3 2 1 n/a n/a
15 3 3 3 3 3 3 2 1 n/a
16 3 3 3 3 3 3 2 1 1
17 3 3 3 3 3 3 3 2 1
18 3 3 3 3 3 3 3 2 2
19 3 3 3 3 3 3 3 3 2
20 3 3 3 3 3 3 3 3 3

Class Features

Shapeshift

At level 1, the Druid chooses one of the three Shapeshift forms: predator, ruminant, or scavenger; their appearance is set at selection. The Druid can change to their Shapeshift form as a supernatural turn action. The Druid loses their ability to speak, the use of their hands, & their gear is subsumed. They gain Scent. All damage values are for a medium Druid.

Predator Form:

Basic: +4 enhancement to Strength, increase natural armor by 4, landspeed 8sq, bite attack for 1d6 

Boon 1: Mobility

Improved: +6 enhancement to Strength, increase natural armor by 6, landspeed 10sq, bite attack for 1d8, 2 claw attacks for 1d6

Boon 2: +10 Combat Awareness

Greater: +8 enhancement to Strength, increase natural armor by 8, landspeed 10sq, bite attack for 1d10, 2 claw attacks for 1d8, 2 rake attacks for 1d4 (usable only when in a grapple or if the Druid has Pounc)

Boon 3: Pounce

Dire: +10 enhancement to Strength, increase natural armor by 10, landspeed 12sq, bite attack for 2d6, 2 claw attacks for 1d10, 2 rake attacks for 1d4

Ferocious: +12 enhancement to Strength, increase natural armor by 12, landspeed 12sq, bite attack for 2d8, 2 claw attacks for 2d6, 2 rake attacks for 1d4

Ruminant Form (increase size by one step):

Basic: +2 enhancement to Strength, increase natural armor by 4, landspeed 10sq, gore attack for 1d8

Boon 1: Run

Improved: +6 enhancement to Strength, increase natural armor by 8, landspeed 12sq, gore attack for 1d10, 2 hoof attacks for 1d4

Boon 2: +10 Escape

Greater: +10 enhancement to Strength, increase natural armor by 12, landspeed 14sq, gore attack for 1d12, 2 hoof attacks for 1d4

Boon 3: Augment Critical 19/x3

Dire: +14 enhancement to Strength, increase natural armor by 16, landspeed 16sq, gore attack for 2d8, 2 hoof attacks for 1d6

Ferocious: +18 enhancement to Strength, increase natural armor by 20, landspeed 18sq, gore attack for 2d10, 2 hoof attacks for 1d6

Scavenger Form (decrease size by 1 step):

Basic: +4 enhancement to Dexterity, increase natural armor by 2, gain climb- & swim-speeds 4sq, bite attack for 1d4

Boon 1: Weapon Finesse

Improved: +6 enhancement to Dexterity, increase natural armor by 4, gain climb- & swim speeds 20, bite attack for 1d6, +1d8 sudden strike

Boon 2: +10 Acrobatics

Greater: +8 enhancement to Dexterity, increase natural armor by 6, gain climb & swim-speeds 6sq, bite attack for 1d8, +3d8 sudden strike

Boon 3: Hide in Plain Sight

Dire: +10 enhancement to Dexterity, increase natural armor by 8, gain climb- & swim-speeds 6sq, bite attack for 1d10, +5d8 sudden strike

Ferocious: +12 enhancement to Dexterity, increase natural armor by 10, gain climb- & swim-speeds 8sq, bite attack for 1d12, +7d8 sudden strike

Fast Shapeshift:

The Druid may Shapeshift as a standard action.

Swift Shapeshift:

The Druid may Shapeshift as a swift action.

Call of the Wild:

While Shapeshifted, the Druid may expend a spell slot as a move action to receive an insight bonus (on attack & weapon damage, saves, or defense); the bonus is equal to the slot's {C}, & lasts that many rounds.

Improved Shapeshift:

While Shapeshifted, the Druid gains +2 to saves.

Greater Shapeshift:

While Shapeshifted, the Druid gains Uncanny Dodge.

Dire Shapeshift:

While Shapeshifted, the Druid gains DR 1/-.

Ferocious Shapeshift:

While Shapeshifted, the Druid increases their save bonus to +4, & their DR to 3/-.

Wild Empathy:

Functions as Diplomacy, except the Druid rolls a D20 & adds CL+Cha, & Wild Empathy may only be used on creatures of Intelligence below 3. The Druid takes a -4 penalty on their check if the creature is not [Wild].

Nature Sense:

The Druid gains a +2 insight bonus on Survival & Biology.

Woodland Stride:

The Druid may move though mundane plant growth at full speed, without suffering any damage or other impairment.

Trackless Step:

The Druid adds CL to the DC to track them.

Venom Immunity:

The Druid has advantage on saves against poison.

Elemental Attunement:

The Druid chooses an element (air, earth, fire, or water). The Druid gains {+2} on spells of that subtype, & gains additional abilities as follows:

Air: Each day, the Druid may cast one of the following as an innate spell: Control Winds, Feather Fall, or True Strike. The Druid increases their hover- or fly-speed by 2sq.

Earth: 1/day as a swift action, the Druid gains hardness equal to CL for one round. 1/day as an immediate action, the Druid gains a +20 enhancement to MD for one round.

Fire: 3/day the Druid may add 50% to the variable effects of their [Fire]. The Druid gains Soak 10 (fire).

Water: As an immediate action 1/day, the Druid may cast Nixie’s Grace as an innate spell. The Druid gains a +10 inherent bonus to Escape.

Thousand Faces:

The Druid gains the ability to take on an Alternate Form, appearing as another creature of their same type & basic body structure.

Timeless Body:

The Druid no longer takes ability score penalties due to aging & cannot be magically aged. Any penalties they have already incurred remain in place, bonuses still accrue, & the Druid still dies of old age when their time is up.

Elemental Fury:

The Druid gains the ability to transform into an elemental version of themselves, based on the element chosen for their Elemental Attunement. At the end of each round spent in this form, the Druid gains a negative level (Will negates DC 15 + rounds spent in Elemental Fury or Greater Elemental Fury form that day). The Druid gains the Spirit subtype (& the elemental subtype appropriate to their form), receives a perfection bonus to AC equal to ½CL + 2, DR 5/-, Fortification CL/+8, 2 slam attacks at 2d6 damage (for medium druids), a +8 perfection bonus on Fortitude & Reflex, & FH 3. They also receive other bonuses based on their element. It is a swift action to enter this form, or return to normal. The Druid can only cast spells of the matching elemental descriptor while in this form.

Air:

+16 Dex, +4 Str, hoverspeed 10sq, concealment.

Earth:

+20 Str, natural armor increases by 2, earthglide, stability boost +4, tremorsense 10sq.

Fire:

+10 Str, +10 Dex, immunity to fire, ER 10 (cold, electricity, & sonic), +1d6 fire damage to all melee attacks, 1d6 fire damage to creatures that strike the Druid in close quarters.

Water:

+12 Str, +8 Dex, swimspeed 12sq, Evasion 20, malleable form

Greater Elemental Fury:

As Elemental Fury, but: the Will save is +5 DC, the Druid increases size by one step, gains DR 10/-, 2 slam attacks at 3d6 damage (for medium druids), a +12 perfection bonus on Fortitude & Reflex, & FH 6. 

Air:

+22 Dex, +8 Str, hoverspeed 20sq, concealment, swift Telekinesis as an innate spell without components (using CL for BA, & Dex for the ability modifier, & using the Druid's current size).

Earth:

+30 Str, natural armor increases by 2, earthglide, stability boost +8, tremorsense 20sq, swift Sudden Stalagmite as an innate spell with no components.

Fire:

+14 Str, +16 Dex, absorb fire (heal damage equal to 1/3 the amount of damage the fire would deal), ER 20 (cold, electricity, & sonic), +3d6 fire damage to all melee attacks, 3d6 fire damage to creatures that strike the Druid in close quarters, swift Explosive Cascade as an innate spell with no components.

Water:

+18 Str, +12 Dex, swimspeed 24sq, Evasion 40, malleable form, swift Drown as an innate spell with no components.


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