Difference between revisions of "Druid (5A)"

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''Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.
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You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.
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== Class Features ==
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As a druid, you gain the following class features.
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==== Hit Points ====
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: '''Hit Dice: 1d8 per druid level
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: '''Hit Points at 1st Level: 8 + your Constitution modifier
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: '''Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
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==== Proficiencies ====
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: '''Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
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: '''Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
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: '''Tools: Herbalism kit
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: '''Saving Throws: Intelligence, Wisdom
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: '''Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
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==== Equipment ====
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You start with the following equipment, in addition to the equipment granted by your background:
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:(a) a wooden shield or (b) any simple weapon
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:(a) a scimitar or (b) any simple melee weapon
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:Leather armor, an explorer's pack, and a druidic focus
  
 
{{ : Druid Circles (5A) }}
 
{{ : Druid Circles (5A) }}

Revision as of 14:39, 28 November 2021

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Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.

You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

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 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

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

(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


  1. Beasts5A
  2. Community5A
  3. Corruption5A
  4. Dreams
  5. ElementsEN
  6. Land
  7. LifeEN
  8. Moon
  9. Shepherd
  10. Song5A
  11. Spirits5A
  12. Spores
  13. Stars
  14. StoneEN
  15. StrangeEN
  16. TerritoryEN
  17. WildEN
  18. Wildfire
  19. WorldEN