Druid
Druid
- Primary Ability: Wisdom | Hit Die: d8 | Saves: Intelligence, Wisdom
- Armor & Weapon Proficiencies: Light armor, medium armor, shields, simple weapons
- Overview: A guardian of nature and balance who wields the raw primal elements of earth, sky, and sea, able to take the shape of untamed beasts.
- Key Features:
- Primal Order: Choose Magician (bonus cantrip, Nature check bonus) or Warden (medium armor, martial weapons).
- Wild Shape: Magically assume the form of beasts for combat, stealth, utility, or flight.
- Wild Companion: Summon a temporary familiar using a use of Wild Shape.
- Spellcasting: Wisdom-based prepared full caster specializing in battlefield control, elemental damage, and healing.
- Subclasses: Circle of the Land, Circle of the Moon, Circle of the Sea, Circle of Spores.
Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.