Extended Druid Levels (5e Class)

Extended Druid Levels

These are additional levels for the Druid class. See Level 40 Expansion (5e Variant Rule) for more info.

Class Features

As a Druid you gain the following class features.

Hit Points

Hit Dice: 1d8 per Druid level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Druid level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: None
Skills: None

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • None

Table: The Druid

LevelProficiency
Bonus
Features
1st+2Demigod
2nd+2Druid Circle feature
3rd+2Improved Ability Score Improvement
4th+2Ability Score Improvement, Wild Shape Improvement (CR 2)
5th+3
6th+3Druid Circle feature
7th+3Plant Matter
8th+3Ability Score Improvement, Improved Ability Score Improvement
9th+4
10th+4Druid Circle feature
11th+4Substantial Transformation
12th+4Ability Score Improvement, Plant Matter Improvement
13th+5Wild Shape Improvement (CR 3)
14th+5Improved Ability Score Improvement
15th+5Druid Circle feature
16th+5Ability Score Improvement, Regenerative Form
17th+6Natural Power
18th+6Plant Matter Improvement
19th+6Ability Score Improvement
20th+6Environmentalist of the Gods

Demigod

At 21st level, you begin to surpasse the capabilities of regular mortals as you slowly become godlike, emulating the things that make you a druid and transforming you into a minor deity in your own right. You’re creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.

From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might glow green whenever you cast a spell, your skin might become barklike or fuzzy, or your hair might resemble moss or leaves. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Finally, you cannot gain levels in any other class.

Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC also increases by 1.

Improved Ability Score Improvement

When you reach 23rd level, and again at 28th and 34th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 24 with this feature.

Plant Matter

At 27th level, you can use your Wildshape to instead turn into plants. You can either transform into any non-sentient plant that is your size or smaller while still being aware of your surroundings or you can turn into a sentient, mobile plant of a CR of 2 or lower. This increases to a maximum size of Large and a CR of 3 at 32nd level and to a maximum size of Huge and CR of 4 at 38th level.

Substantial Transformation

Starting at 31st level, any form you take has additional hit points equal to half your level (rounded down). Shapechange does not regain hit points from this.

Regenerative Form

Beginning at 36th level, while you are in your Wildshape, your normal and current forms each regain 5 hit points at the start of each of your turns.

Natural Power

At 37th level, your connection to the base force of the wild itself strengthens, turning you into a peerless protector of the natural order. Your Dexterity, Wisdom, and Charisma scores each increase by 2, to a maximum of 26; you can cast 1st through 3rd-level abjuration and evocation spells at their lowest level without expending spell slots or material components; and your normal form regains 2 hit points at the start of each of your turns, regardless of your current form.

Environmentalist of the Gods

At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, you can spend 1 hour in deep meditation while resting in an area to transform the landscape into the environment of your choosing. This effect lasts for a number of days equal to your Wisdom modifier before slowly returning the area back to the way it was over the course of a number of hours equal to your Wisdom modifier. The affected area has a radius in miles equal to your Wisdom modifier, the edges of which appear as though they naturally mesh with other types of terrain. If you use this feature again, any previous regions you have transformed return to their original state during your meditation. You also gain sufficient power to grant divine powers to one creature, beginning your ascent to true godhood.

Circle of the Land

Terrain Affinity

Starting at 22nd level, the land where you were initiated into your circle begins seeping into your newly divine being, changing the way you interact with that type of terrain. If the land you are associated with contains natural hazards, such as freezing cold or toxic gases, they have no effect on you. Additionally, beasts native to those regions are less likely to engage in hostile activities towards you or those you travel with. Furthermore, you can meditate for 1 hour while in your associated land to magically shape the plants and terrain into a number of small safe spaces up to your Wisdom modifier, each no more than 5 feet on a side. This does not create doors, walls, or ceilings as you would find in civilization; they can be holes, thin patches, and the like, but they are still suitable for Medium or smaller creatures to sleep in.

New Land

At 26th level, you have traveled far and wide enough to have been indoctrinated into a second druidic circle and it’s associated land. You gain the circle spells for any other land that you have encountered, and you can use your Natural Recovery feature an additional time. This does not affect what terrains your other druid features can function in.

Protection from Nature

By 30th level, you have become such an integral part of the natural order that other beings within it find it hard to remove you. You have resistance to damage dealt by beasts, elementals, fey, and plants, and you have advantage on saving throws against them and the effects they cause.

Nature's Preserve

Starting at 35th level, creatures can’t become immune to the effect of your Nature’s Sanctuary feature. Additionally, any creature that fails its saving throw by 5 or more becomes charmed by you and each creature you designate within 60 feet of you for 24 hours.

Circle of the Moon

Battleform

Starting at 22nd level, the forms you take whenever you use your Wild Shape are infused with your divine essence as well. Your creature type remains celestial, and you are considered to have the beast or elemental subtype instead. Additionally, your physical attacks while in you Wild Shape deal additional damage equal to your regular form's Strength modifier plus your regular form's Dexterity modifier.

Celestial Evolution

Starting at 26th level, your celestial blood courses through the veins of any beast you Wild Shape into, or is somehow incorporated into the bodies of the elementals you turn into. You take half damage from sources of radiant and necrotic damage as well as from sources of nonmagical bludgeoning, piercing, and slashing damage while you are in your Wild Shape.

Divine Shapes

Starting at 30th level, the creatures you become are obviously part of a celestial being as they take on various aspects of the angels themselves. Whenever you use your Wild Shapes feature, angelic wings sprout from the backs of the beasts you turn into while elemental wings sprout from the backs of the elementals you turn into, granting you a flying speed of double the creature’s speed. Additionally, you can use the bonus action granted by your Combat Wild Shape feature to cause a creature that you can touch other than yourself to regain those hit points instead.

Natural Transformation

By 35th level, the magics you use to transform into various creatures have become an integral part of your being. Your Wild Shapes feature no longer magically transforms you: it instead merely changes your shape. You gain the shapeshifter subtype, turning your full creature type to Celestial (shapeshifter). Additionally, you no longer have a true form, as all forms are your true form. You can speak in your normal voice and cast spells with material components, and can otherwise function as a normal person regardless of the form you take. There is no limit to how long you can stay in any given form. Furthermore, you can change the features of your form into a combination of up to three different beasts, elementals, and your original race, and have any parts of you be partially transformed between those creatures.


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