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Druid

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The power of nature is impossible to resist. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves. It can provide endless bounty and breathtaking splendor to those who respect it and an agonizing death to those who take it too lightly. You are one of those who hear nature’s call. You stand in awe of the majesty of its power and give yourself over to its service.

Key Ability Wisdom

Hit Points 8 plus your Constitution modifier

Proficiencies

Perception Trained

Saving Throws

Trained Reflex

Expert Fortitude, Will

Skills

Trained a number of skills equal to 4 plus your Intelligence modifier.

Weapons

Trained all simple weapons and the scimitar

Armor

Trained all light and medium armor not made of metal Trained in light and heavy shields not made of metal

Spells

Trained primal spell rolls and DCs and in attack rolls for primal spells

Signature Skills

  • Crafting
  • Nature
  • Survival
  • One skill determined by your order

Playing a Druid

Players of druid characters might approach gameplay in the following ways:

  • During combat, you call upon the forces of nature to defeat your enemies and protect your allies. You can cast spells drawing upon primal magic to summon deadly animals to fight at your side, grant resilience to you and your friends, or heal their wounds. Depending on your bond to nature, you might also call upon powerful elemental magic or even change shape into a terrifying beast to fight with tooth and claw.
  • During social encounters, you represent balance and a reasoned approach to problems, looking for solutions that not only are best for the natural world, but also allow the creatures within it to live in harmony and peace. You often propose compromises that allow both sides to gain what they truly need, even if they can’t have all that they desire.
  • In exploration mode, your skills in nature are invaluable. You can track down enemies, navigate through the wilderness, or use your spells to detect any magical auras around you. You might even ask wild animals to assist your group in your travels with their extraordinary senses and scouting abilities.
  • In downtime mode, you might craft magic items or potions. Alternatively, your tie to nature might lead you to tend to an area of the wild, befriending its beasts and healing the wounds caused by civilization. You might even attempt to teach people sustainable techniques that allow them to subsist off the land without harming the natural balance.

Roleplaying a Druid

Druids are the living embodiment of nature, acting as its agent; you protect the wild places from harm and speak for their interests in more civilized lands.

If You’re a Druid, You Likely

  • Have a deep and meaningful respect for the power of nature.
  • Are in constant awe of the natural world, eager to share it with others but cautious of their influence.
  • Treat plants and animals as allies in your quest, working with them toward your goals.

Others Probably

  • View you as a representative of nature, and might even assume you can control it.
  • Look at you as a recluse who avoids society and cities, preferring to live in the wild.
  • Treat you as a mystic, similar to a priest, but answering only to the forces of nature.
Table 3–1: Alchemist Advancement
Level Class Features
1 Anathema, ancestry feat, background, Druidic language, druidic order, initial proficiencies, primal spellcasting, wild empathy
2 Druid feat, skill feat
3 2nd-level spells, general feat, skill increase
4 Druid feat, skill feat
5 3rd-level spells, ability boosts, ancestry feat, skill increase
6 Druid feat, skill feat
7 4th-level spells, general feat, skill increase
8 Druid feat, skill feat
9 5th-level spells, ancestry feat, skill increase
10 Ability boosts, druid feat, skill feat
11 6th-level spells, general feat, skill increase
12 Expert spellcaster, skill feat
13 7th-level spells, ancestry feat, skill increase
14 Druid feat, skill feat
15 8th-level spells, ability boosts, general feat, skill increase
16 Master spellcaster, skill feat
17 9th-level spells, ancestry feat, skill increase
18 Druid feat, skill feat
19 General feat, legendary spellcaster, skill increase
20 Ability boosts, druid feat, skill feat

Class Features

You gain these abilities as a druid. Abilities gained at higher levels list the requisite levels next to the features’ names.

Primal Spellcasting

You have the power to cast primal spells using the Cast a Spell activity, and you gain access to the Material Casting, Somatic Casting, and Verbal Casting actions (see Casting Spells). Because you’re a druid, you can usually hold a primal focus (such as holly and mistletoe) as part of your Material Casting and Somatic Casting actions, so you usually don’t need spell components or another hand free. At 1st level, you can prepare two 1st-level spells and four cantrips each morning from the common spells on the primal spell list in this book, or from other primal spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare are called your spell slots.

As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown on the Druid Spells per Day table.

Some of your spells require you to attempt a spell roll to see how effective they are, or have your enemies roll against your spell DC. Since your key ability is Wisdom, your spell rolls and spell DCs use your Wisdom modifier.

Heightening Spells

When you get spell slots of 2nd level and higher, you can prepare lower-level spells in those slots to strengthen them.

This increases the spell’s level to match the heightened spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips

A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to the highest level of spell you can cast as a druid. For example, as a 1st-level druid, the highest level of spell you can cast is 1st, so your cantrips are 1st-level spells. As a 5th-level druid, the highest level of spell you can cast is 3rd, so your cantrips are 3rd-level spells.

Anathema

As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual.

The following acts are anathema to all druids:

  • Using metal armor or shields.
  • Despoiling natural places.
  • Teaching the Druidic language to nondruids.
  • Each druidic order also has additional anathema acts.

Druidic Order

Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order power (see below), and an additional signature skill tied to your order. Though you can still gain class feats tied to other orders as you advance, you receive additional benefits when using abilities tied to your chosen order.

You gain a pool of Spell Points. Your maximum number of Spell Points is equal to your key ability modifier. You regain all your Spell Points when you prepare your spells (see Daily Preparations).

You also gain a special spell tied to your order, which is called an order power. You cast this order power by spending 1 Spell Point, not by using spell slots. Your order power is automatically heightened to the highest level of spell you can cast. Some druid feats grant you more order powers and increase your pool of Spell Points.

The druidic orders presented in this book are as follows.

Animal

You have a strong connection to the beasts of the world, and you are allied with a beast companion. You are trained in Athletics, and it becomes a signature skill for you. You also gain the Animal Companion druid feat. Finally, as your order power, you can cast heal animal at a cost of 1 Spell Point. Committing wanton cruelty to animals or killing animals unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against animals or killing them cleanly for food.)

Leaf

You revere plants and the bounty of nature, acting as a gardener and warden for the wilderness, teaching sustainable techniques, and helping areas regrow after disasters or negligent humanoid expansion. You are trained in Diplomacy, and it becomes a signature skill for you. You also gain the Leshy Familiar druid feat. Finally, as your order power, you can cast goodberry at a cost of 1 Spell Point. Committing wanton cruelty to plants or killing plants unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against plants or harvesting them as necessary for survival.)

Storm

You carry nature’s fury within you, channeling it to terrifying effect and riding the winds and storms. You are trained in Acrobatics, and it becomes a signature skill for you. You also gain the Storm Born druid feat. Finally, as your order power, you can cast tempest surge at a cost of 1 Spell Point. Creating unnatural weather patterns that could be damaging to the local environment (such as by using a 9th-level control weather ritual) is anathema to your order.

Table 3–12: Druid Spells Per Day

Your Level Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2
2 3
3 3 2
4 3 3
5 3 3 2
6 3 3 3
7 3 3 3 2
8 3 3 3 3
9 3 3 3 3 2
10 3 3 3 3 3
11 3 3 3 3 3 2
12 3 3 3 3 3 3
13 3 3 3 3 3 3 2
14 3 3 3 3 3 3 3
15 3 3 3 3 3 3 3 2
16 3 3 3 3 3 3 3 3
17 3 3 3 3 3 3 3 3 2
18 3 3 3 3 3 3 3 3 3
19 3 3 3 3 3 3 3 3 3
20 3 3 3 3 3 3 3 3 3

Wild

The savage, uncontrollable call of the natural world infuses you, granting you the ability to change your shape to take on the ferocious form of a wild creature. You are trained in Intimidation, and it becomes a signature skill for you.

You also gain the Wild Shape druid feat. Finally, as your order power, you can cast wild claws at a cost of 1 Spell Point. Becoming fully domesticated by the temptations of civilization is anathema to your order. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.)

Druidic Language

You know Druidic, a secret language known only to druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. If you use sign languages instead of spoken languages, you know the sign language version of Druidic. Teaching the Druidic language to nondruids is anathema.

Wild Empathy

You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them.

Druid Feats 2nd

At 2nd level, you gain a druid class feat.

You gain another at 4th, 6th, 8th, 10th, 14th, 18th, and 20th levels.

Skill Feats 2nd

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats 3rd

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats can be found in Chapter 5.

Skill Increases 3rd

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.

If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.

Ability Boosts 5th

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats 5th

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

Expert Spellcaster 12th

Your proficiency rank for spell rolls, spell DCs, and attack rolls for primal spells increases to expert.

Master Spellcaster 16th

Your proficiency rank for spell rolls, spell DCs, and attack rolls for primal spells increases to master.

Legendary Spellcaster 19th

Your proficiency rank for spell rolls, spell DCs, and attack rolls for primal spells increases to legendary.

Key Terms

You’ll see the following key term in many druid abilities.

Order Traits: The Animal Order, Leaf Order, Storm Order, and Wild Order traits indicate feats associated with a specific druidic order. Though you do not need to belong to the corresponding order to take a feat that has an order trait, you often gain an additional benefit when taking a feat that matches your order.

Metamagic: Metamagic feats trigger when you begin casting a spell and typically require you to spend an additional spellcasting action to alter the spell’s effects. You can’t use metamagic feats if adding an action to the spell would make the spell require more actions than you have remaining on your turn. Because most metamagic feats have the same trigger, you usually can’t use more than one metamagic feat per spell.

Druid Feats

If you need to look up a druid feat by name instead of by level, use this table.

Feat Level

  • Animal Companion 1
  • Animal Shape 4
  • Call of the Wild 2
  • Dragon Shape 14
  • Elemental Shape 10
  • Ferocious Shape 8
  • Form Control 10
  • Full-Grown Companion 4
  • Green Empathy 6
  • Green Tongue 14
  • Healing Transformation 10
  • Hierophant’s Power 20
  • Incredible Companion 8
  • Insect Shape 6
  • Invoke Disaster 18
  • Leshy Familiar 1
  • Leyline Conduit 20
  • Nature Sense 10
  • Poison Resistance 2
  • Primal Summons 10
  • Reach Spell 1
  • Savage Slice 2
  • Side by Side 10
  • Soaring Shape 8
  • Specialized Companion 14
  • Steady Spellcasting 4

Druid Feats

At every level that you gain a druid feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

1st Level

Animal Companion Feat 1

You gain the service of a young animal companion. This companion travels with you on your adventures, and it obeys any simple commands you give it to the best of its abilities. See the Animal Companion section for more information about these creatures.

Special If you are a druid of the animal order, your animal companion increases its Constitution, Wisdom, and Charisma modifiers by 1.

Leshy Familiar Feat 1

You gain a leshy familiar, a Tiny plant that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars.

Special If you are a druid of the leaf order, your familiar has three powers instead of two.

Reach Spell Feat 1

Trigger You start to cast a spell that has a range. The spell must have a maximum of 2 spellcasting actions.

You add a Somatic Casting action to the casting of the triggering spell to increase its range by 30 feet. If the spell normally has a range of touch, you instead extend its range to 30 feet, and if the touch spell normally requires an attack roll or a touch attack roll, it now requires a ranged attack roll or a ranged touch attack roll, as appropriate.

Storm Born Feat 1

You are at home out in the elements, reveling in the power of nature unleashed. Reduce any circumstance penalties to your ranged attacks or Perception checks caused by weather or weather effects (such as wind) by 1.

Special If you are a druid of the storm order, you do not take circumstance penalties to ranged attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).

Widen Spell Feat 1

Trigger You start to cast a spell that has an area of a burst, cone, or line, and that does not have a duration. The spell must have a maximum of 2 spellcasting actions.

You add a Somatic Casting action to the casting of the triggering spell and increase the area of that spell. You add 5 feet to the radius of a burst that normally has a radius of at least 10 feet. You add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Wild Shape Feat 1

You are one with the wild, always changing and adapting to meet any challenge.

You gain a pool of wild energy, called your wild shape pool, with 1 use that you can use to cast a spell to shift your form; if you have at least four wild order feats, increase your pool to 2 uses. You can spend a use of your wild shape pool to cast pest form. All spells you cast using Wild Shape function as if heightened to the maximum spell level you can cast, unless stated otherwise.

Special If you are a druid of the wild order, you instead gain a number of uses of Wild Shape equal to your Strength modifier (minimum 1), and an additional use if you have at least four wild order feats.

2nd Level

Call of the Wild Feat 2

Your bond with nature allows you to call upon its servants to aid you in times of need. You can cast summon nature’s ally by spending 1 Spell Point instead of using druid spell slots. This spell can be heightened to any level that you can cast, but if you cast it as the highest-level spell you can cast, it costs you 1 additional Spell Point. Increase your Spell Point pool by 2.

Poison Resistance Feat 2

You gain a +1 conditional bonus to saving throws against poison, and poison resistance equal to half your level.

Savage Slice Feat 2

Requirement(s) Your last action was a weapon Strike that dealt slashing damage.

Make another Strike against the same target using the same weapon. If it hits, add an additional die of damage.

4th Level

Animal Shape Feat 4

Prerequisite(s) Wild Shape

You can cast animal form by spending a use of your wild shape pool. You can do so at 4th level even though a 3rd-level spell is higher than the highest-level spell you can otherwise cast.

Full-Grown Companion Feat 4

Prerequisite(s) Animal Companion

Your animal companion grows up, becoming a full-grown animal companion, which grants it additional capabilities. See the animal companion rules for more information.

Special If you are a druid of the animal order, your animal companion is more controlled than most. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride or Strike.

Steady Spellcasting Feat 4

Your spells are disrupted by reactions only if you take damage equal to or greater than double your character level.

Thousand Faces Feat 4

Your form is as mutable as the weather, changing to meet your whim. You can cast humanoid transformation by spending 1 Spell Point. The spell can target only you. Increase your Spell Point pool by 1.

Woodland Stride Feat 1

You ignore any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Plants that have been manipulated by magic (such as the spell entangle) still impede your progress, although you receive a +2 conditional bonus to any saves or skill checks allowed against such effects.

Special If you are a druid of the leaf order, even plants manipulated by magic don’t impede your progress.

6th Level

Green Empathy Feat 6

You can communicate with plants on a rudimentary level and make very simple requests of them. Non-creature plants typically can’t fulfill most requests you might ask of them unless you have access to other magic such as speak with plants.

Special If you are a druid of the leaf order, you gain a +2 circumstance bonus on your check to make a Request of a plant using Green Empathy.

Insect Shape Feat 6

Prerequisite(s) Wild Shape

You can cast insect form by spending a use of your wild shape pool.

Storm Retribution Feat 6

Prerequisite(s) Storm Born

Trigger An opponent adjacent to you critically hits you with a melee weapon.

You cast tempest surge on the triggering opponent. You must spend 2 Spell Points to use this ability instead of the usual 1; if you aren’t a druid of the storm order, this doesn’t grant you the ability to cast tempest surge without using Storm Retribution.

Special If you are a druid of the storm order, the triggering foe is also pushed back 5 feet if it fails its Reflex save, or 10 feet if it critically fails.

Special If you are a druid of the storm order, your tempest surge damage dice become d12s instead of d10s, whether or not you are using Storm Retribution.

8th Level

Ferocious Shape Feat 8

Prerequisite(s) Animal Shape, Wild Shape

You can cast dinosaur form by spending a use of your wild shape pool.

Incredible Companion Feat 8

Prerequisite(s) Full-Grown Companion

Your animal companion continues to grow in power, becoming a nimble or savage animal companion (your choice), and gaining additional capabilities determined by the type of companion. See the animal companion rules for more information.

Soaring Shape Feat 8

Prerequisite(s) Animal Shape or Insect Shape, Wild Shape

You can cast aerial form by spending a use of your wild shape pool. If you have Animal Shape, you can turn into a bat or a bird.

If you have Insect Shape, you can turn into a wasp. If you have Ferocious Shape, you can turn into a pterosaur.

Wind Caller Feat 8

Prerequisite(s) Storm Born

You can cast thunder shield by spending 1 Spell Point.

You can also cast stormwind flight by spending 2 Spell Points.

Special If you are a druid of the storm order, increase your Spell Point pool by 2.

10th Level

Elemental Shape Feat 10

Prerequisite(s) Wild Shape

You can cast elemental form by spending a use of your wild shape pool.

Form Control Feat 10

Prerequisite(s) Wild Shape

Trigger Using Wild Shape, you cast a polymorph spell with a duration of 1 minute or longer that would ordinarily be heightened at least 1 level above its lowest spell level.

You add a Somatic Casting action to the casting of the triggering spell and spend an additional use of your wild shape pool. The spell is heightened to 1 level less than your maximum spell level, instead of to your maximum spell level, but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still dismiss the form at any time, as permitted by the spell.

Healing Transformation Feat 10

Trigger You cast a non-cantrip polymorph spell that targets only one creature.

Add a Somatic Casting action to the casting of the triggering spell to restore 1d6 Hit Points per level of the triggering spell to the target.

Nature Sense Feat 10

You can sense magic affecting plants and animals.

You are constantly under the effects of a 1st-level detect magic spell that senses only magic affecting a plant or animal. This detects magic in your field of vision only, and only if that magic is affecting plants or animals.

When you Seek, you gain the effects of a 3rd-level detect magic spell on such magic on things you see (in addition to the normal benefits of Seeking), and you might gain an indication if a plant or animal has been shaped or changed from its natural form by magic, at the GM’s discretion. You can turn this sense off and on with a free action triggered at the start or the end of your turn.

Primal Summons Feat 10

Prerequisite(s) Call of the Wild

Whenever you summon an ally, you can imbue it with elemental power. Upon casting summon nature’s ally, you can enhance the spell as a free action by spending 1 Spell Point and picking air, earth, fire, or water. This affects the creatures summoned by giving them the corresponding ability or abilities:

Air fly Speed of 80 feet
Earth burrow Speed of 20 feet, reduce land Speed by 10 feet (minimum 5 feet), resistance 5 to physical damage
Fire attacks deal 1d6 extra fire damage, resistance 10 to fire, weakness 5 to cold and water
Water swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), resistance 5 to fire
Side By Side Feat 10

Prerequisite(s): Animal Companion

You and your companion fight as one. Whenever you and your animal companion are both adjacent to the same foe, you both count as if you were flanking that foe, regardless of your actual position.

14th Level

Dragon Shape Feat 14

Prerequisite(s) Soaring Shape, Wild Shape

You can cast dragon form by spending a use of your wild shape pool.

Green Tongue Feat 14

Prerequisite(s) Green Empathy

You (and your leshy familiar if you have one) are constantly under the effects of speak with plants.

Special If you are a druid of the leaf order, most non-creature plants recognize you as a druid of the leaf order and are friendly to you.

Specialized Companion Feat 14

Prerequisite(s) Incredible Companion

Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized.

Select one specialization from those found in the animal companion rules and apply it to your companion.

Special If you are a druid of the animal order, you can select this feat more than once. Each time, add a different specialization to your companion.

18th Level

Invoke Disaster Feat 18

Prerequisite(s) Wind Caller

You can cast storm lord by spending 1 Spell Point instead of using your druid spell slots. You can also cast earthquake by spending 2 Spell Points. You can cast stormwind flight for 1 Spell Point instead of 2.

Special If you are a druid of the storm order, increase your Spell Point pool by 2.

Verdant Metamorphosis Feat 18

You transform into a plant version of yourself.

You gain the plant trait and lose any trait that’s inappropriate for your new form (typically humanoid). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as an action (this action has the concentrate trait). Perception checks don’t reveal your true form, but a creature can attempt a Nature or Survival check against your class DC to determine that the plant is new to the surrounding area. While in this form, you can observe everything around you, but you can’t act other than to spend an action (this action has the concentrate trait) to change back, which ends your turn. In this form, your AC is 30, your TAC is 20, only conditional bonuses, conditional penalties, and circumstance bonuses and penalties can affect you, and you treat all successes and critical successes on Reflex saves as failures.

Special If you are a druid of the leaf order, if you transform into a non-creature plant and take your daily rest during daylight hours, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, sluggish, and stupefied conditions.

20th Level

Hierophant’s Power Feat 20

Prerequisite(s) legendary in Nature

You gain a single 10th-level spell slot, which you can use to cast 10th-level spells using your druid spellcasting. When you select this feat, add two 10th-level primal spells of common or uncommon rarity to your list of spells known.

Leyline Conduit Feat 20

Frequency once per minute; Trigger You start to cast a spell of 5th level or lower that has no duration and a maximum of 2 spellcasting actions.

You add a Somatic Casting action to the casting of the triggering spell, and you don’t expend the prepared spell as you cast it.

True Shapeshifter Feat 20

Prerequisite(s) Dragon Shape, Wild Shape

You can cast shapechange by spending a use of your wild shape pool.