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Legendary Classes Legendary Player

Welcome to Legendary Classes! The next major update for Characters


Legendary Player Characters, a supplement for Dungeons
and Dragons 5th Edition that intends to give rules for buffing As mentioned to the left of this text, this is meant as a
up players so one on one games (1 DM and 1 Player) is much supplement for the Legendary Player Characters document.
more possible! You can find the links to the full 127 page document below!
Now of course, let me start by saying the obvious: This Google Drive
class breaks all typical 5e balancing conventions, it should Homebrewery
not be used in regular play, nor should it be compared to It is not mentioned in the class specifically, but this class
regular 5e classes. does still use Legendary Actions. Nothing has been changed
Legendary classes are meant to make a single player worth about the Legendary Action rules from the LPC document,
the equivalent of 3 players (Without just tripling damage and the legendary actions you can choose for this class can
output and HP) So it's going to be significantly more be found at the end of this document!
powerful than the regular version of the class.
Encounters
Why? When calculating encounters for a player with this class,
Why would you use this? Why would you play D&D with two consider them to be equivalent to three characters of the
people when it's meant for a larger group? There's a myriad of same level.
reasons really, but below are a few good ones. I recommend using milestone leveling with this system,
however if you do not and want to use XP, then you should
It's easier to schedule and prepare for, instead of having to reward a third of the xp they would normally gain (So they
manage the schedules of six different people, you've don't level rapidly)
reduced that total to two, making it much easier to If the PC is using Auric Emotions or Signs of Labors in
arrange sessions for D&D. tandem with this class, treat them as three and a half
This helps with protagonist syndrome... In a normal characters. If they are using both in tandem with this class,
campaign, no one player should outshine the others, and treat them as four characters.
you'll often hear horror stories of players who try to take
the spotlight... In solo games with one player and one DM,
that is not a problem! The singular player can shine as
Leveling
bright as they want without worry of making other players Legendary Classes are special, even aside from their
feel useless. increased power. Their maximum level has been increased
from 20 to 30, and not only that-but every legendary class will
It can simply be a lot of fun. I've played solo games a lot have rules for leveling beyond 30. To an infinite amount.
with my partner, and before I began making Legendary Again I strongly recommend using milestone leveling, as I
Player Characters, it was... Really difficult to actually run do not have a good experience total required for levels
encounters and make characters without things feeling beyond 20 (Especially once you begin going into 31+)
really bad, because D&D isn't made for solo play. You can find what features the Legendary class gains for
every level beyond 30 on the same page that their legendary
Of course as mentioned, there's far more reasons than just actions are listed.
those three. If you don't think you'd like this, then that's
perfectly fine! Solo play isn't for everyone. I personally prefer Multiclassing
it and that's just how I play the game, everyone plays in their
own way. Assume the following for multiclassing:
For anyone else who prefers solo style or is interested in You may multiclass as normal up to level 30.
giving it a try, then this class and the full Legendary Player
Characters document are right up your alley! Once you hit level 31, you begin receiving the Leveling
Beyond 30 features for your particular class. You do not
receive any features they would receive at an earlier level.
For example, a level 10 Legendary Rogue and level 20
Legendary Sorcerer wouldn't receive Legendary
Sorcerer's 21-30 features when they begin leveling beyond
30, nor would they receive Legendary Rogue's 11-30
features.
Legendary Druid
Proficiency Primeval Cantrips
Level Bonus Features Boons Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Natural Affinity, Spellcasting, Semi Proficiencies — 2 2 — — — — — — — —
2nd +2 Druidic Circle, Primeval Form — 2 3 — — — — — — — —
3rd +2 Gifts of Gaia, Primeval Boons 2 2 4 2 — — — — — — —
4th +2 Ability Score Improvement 2 3 4 3 — — — — — — —
5th +3 Rules of Nature 3 3 4 3 2 — — — — — —
6th +3 Ancient Strikes, Circle Feature 3 3 4 3 3 — — — — — —
7th +3 Legendary Ability Score Improvement 4 3 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, 4 3 4 3 3 2 — — — — —
9th +4 Gifts of Gaia (2) 5 3 4 3 3 3 1 — — — —
10th +4 Circle Feature 5 4 4 3 3 3 2 — — — —
11th +4 Rules of Nature (2) 6 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 6 4 4 3 3 3 2 1 — — —
13th +5 Lesser Primeval Form 6 4 4 3 3 3 2 1 1 — —
14th +5 Circle Feature 6 4 4 3 3 3 2 1 1 — —
15th +5 Gifts of Gaia (3), Legendary Ability Score 7 4 4 3 3 3 2 1 1 1 —
Improvement
16th +5 Ability Score Improvement 7 4 4 3 3 3 2 1 1 1 —
17th +6 Rules of Nature (3) 7 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless 7 5 4 3 3 3 3 1 1 1 1
19th +6 Form Magic 8 5 4 3 3 3 3 2 1 1 1
20th +6 Ability Score Improvement 8 5 4 3 3 3 3 2 2 1 1
21st +7 Epic Spell Slots (10th), Gifts of Gaia (4) 8 5 4 3 3 3 3 2 2 1 1
22nd +7 Circle Feature 8 5 4 3 3 3 3 2 2 2 1
23rd +7 Legendary Ability Score Improvement, Rules of 9 5 4 3 3 3 3 2 2 2 1
Nature (4)
24th +7 Ability Score Improvement 9 5 4 3 3 3 3 2 2 2 2
25th +8 Epic Spell Slots (11th) 9 5 4 3 3 3 3 2 2 2 2
26th +8 Lesser Primeval Form (2) 9 5 4 3 3 3 3 3 2 2 2
27th +8 Gifts of Gaia (5) 10 6 4 3 3 3 3 3 2 2 2
28th +8 Ability Score Improvement 10 6 4 3 3 3 3 3 3 2 2
29th +9 Epic Spell Slots (12th), Rules of Nature (5) 10 6 4 3 3 3 3 3 3 2 2
30th +9 Archdruid 10 6 4 3 3 3 3 3 3 3 2

Druid Ability Score Druid Modifier


Upon gaining this class, you must select your Druid If something refers to your Druid Modifier, then
Ability Score. This score can be either Wisdom or that means it is referring to the modifier of your
Charisma. Druid Ability Score.
For example if your Druid Ability Score was
Wisdom and your Wisdom score was 17, your
Druid Modifier would be +3.
Equipment
Class Features You start with the following equipment, in addition to the
Your Class gains the following features equipment granted by your background:
Hit Points (a) A wooden shield or (b) Any simple weapon
Hit Dice: 2d8 Any simple or martial weapon
Hit Points at 1st Level: 16 + two times your Constitution Leather Armor, an explorer's pack, and a druidic focus
modifier
Hit Points at Higher Levels: 2d8 (9) + two times your
Constitution modifier per Druid level after 1st.
Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: 5 Simple weapons and 1 Martial weapon of your
choice
Tools: Herbalism Kit
Saving Throws: Intelligence/Charisma (Choose 1), Wisdom
Skills: Choose 2 from Arcana, Animal Handling, Insight,
Medicine, Nature, Perception, Religion and Survival.
Spellcasting Ability
Spellcasting Your spellcasting ability score is the same as your Druid
Upon choosing this class at 1st level, you can shape the divine modifier; which can be either Wisdom or Charisma. Wisdom
essence of nature itself to your whim to produce powerful represents your devotion and attunement to nature, while
spells. Charisma represents your sheer force of will over natural
energies.
Cantrips Spell save DC = 8 + your proficiency bonus +
You know 2 cantrips of your choice from the Druid spell list. your Druid modifier
You learn additional druid cantrips of your choice at higher Spell attack modifier = your proficiency bonus +
levels, as shown in the cantrips known column in the druid your Druid modifier
class table.
Whenever you receive the Ability Score Improvement or Ritual Casting
Legendary Ability Score Improvement features, you may You can cast a druid spell as a ritual if that spell has the ritual
exchange one druid cantrip you know for another. tag and you have the spell prepared.
Preparing and Casting Spells Spellcasting Focus
The Druid table shows how many spell slots you have to cast You can use a druidic focus as a spellcasting focus for your
your Druid spells of 1st level and higher. To cast one of these druid spells.
Druid spells, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you finish a
long rest. Semi Proficiencies
You prepare the list of Druid spells that are available for Additionally at 1st level, you choose a number of skills equal
you to cast, choosing from the Druid spell list. When you do to the amount you normally get upon choosing your starting
so, choose a number of Druid spells equal to your Druid class (2 as a Druid) you gain semi proficiency in these skills.
modifier + your Druid level (minimum of one spell). The Meaning you add half of your proficiency bonus (Rounded
spells must be of a level for which you have spell slots. down) to checks made with them.
For example, if you are a 3rd-level Druid, you have four 1st- Additionally, choose one saving throw you lack proficiency
level and two 2nd-level spell slots. With a Wisdom of 16 (And in. You gain the same bonus to rolls made for that particular
Wisdom being your Druid ability score) Your list of prepared saving throw.
spells can include six spells of 1st or 2nd level, in any If you ever gain proficiency in a skill or saving throw you
combination. If you prepare the 1st-level spell cure wounds, had semi-proficiency in, you may move your semi-proficiency
you can cast it using a 1st-level or 2nd-level slot. Casting the to a new one of the same type.
spell doesn't remove it from your list of prepared spells. You only gain this feature if Druid is the first class you
You can also change your list of prepared spells when you choose. You can not have two instances of this feature from
finish a long rest. Preparing a new list of Druid spells separate classes.
requires time spent in prayer and meditation: at least 1
minute per spell level for each spell on your list.
Natural Affinity Druidic Circle
Upon choosing this class at 1st level, you must also select a Also at 2nd level, you have identified yourself as a druid by
Natural Affinity to bind yourself to. Your choice grants you declaring yourself to be apart of a particular circle, the
three benefits: options for which are listed later in the document. Your
Affinity Attack. Your affinity attack is a special attack choice grants you features now and again at levels 6, 10, 14
based on your affinity. This attack uses your Druid modifier and 22.
for any DCs or attack rolls it uses.
Whenever you make an attack with this, you may expend a Gifts of Gaia
spell slot of 1st level or higher to empower it. The attack Upon reaching 3rd level, the earth has begun to empower
grows stronger as detailed in its description.
Lands Gift. This feature grants you special passive your very being. You may choose a Combat Trait from the
abilities that are active at all times. options listed later in this document. Some features have a
Terrain Empowerment. It grants you a special set of level prerequisite, in order to choose that feature, you must
features that are only active in your affinity's respective have at least that many levels in the Druid class.
terrain. For example, if your affinity is the depths, then these Upon reaching the following levels in this class, you may
features would only be active while in or near a large body of select an additional Combat Trait that you meet the
water, such as a coast or the ocean. prerequisites for: 9th Level, 15th level, 21st level, 27th level.

Primeval Form Primeval Boons


At 2nd level, you gain access to a powerful shapeshifting Also at 3rd level, your form has begun to evolve in a myriad of
technique known as your Primeval Form. At the start of your ways. You may choose 2 Primeval Boons that you meet the
turn (No action required) You may either enter or exit your prerequisites for, which you gain the benefits of while
Primeval Form, this effect is magical. transformed by your Primeval Form.
Your statistics are replaced with that of your Primeval You gain additional boons as you gain levels in this class, as
Forms (The options for which can be found later in this shown in the Primeval Boons column on the Legendary
document) except you retain your Intelligence, Wisdom and Druid class table.
Charisma scores and all of your skill proficiencies. You are Whenever you gain a level in this class, you may exchange
also still capable of speech while in this form. one boon you possess for another you meet the prerequisites
Keep track of your forms HP even while not transformed for.
by it, if you exit it, the damage your form suffered remains
(So for example, if you exited your form with 25 out of its 45 Ability Score Improvement
hit points remaining, the next time you entered it you'd have When you reach 4th level, and again at 8th, 12th, 16th, 20th,
25 hit points) 24th and 28th level, you can increase one ability score of your
If your form is reduced to 0 HP, you are forced back into choice by 2, or you can increase two ability scores of your
your regular self and any excess damage the form suffered is choice by 1. As normal, you can’t increase an ability score
dealt to you. You cannot transform into your form while its above 20 using this feature. Alternatively, you can choose a
HP is at 0. feat.
Whenever you would receive magical healing, you may When you reach 7th level and again at levels 15 and 23, you
distribute it amongst your Primeval Form and you regular hit gain a Legendary Ability Score Improvement. You may either
points as you wish (For example, if you healed 10 HP you gain the benefits of a regular ASI as per the rules up above,
could heal your form for 7 HP, and your normal form for 3) or you may take a Legendary Feat, which are listed in the
Upon completing a long rest, your Primeval Form restores Legendary Player Characters document.
all of its HP.
Rules of Nature Form Magic
Beginning at 5th level, you are very familiar with the rules of Beginning at 19th level, your form becomes more open to the
the wilds. You may choose one of the following features: concept of magic. You may now cast any Druid spell you have
Extra Attack. When you take the attack action on your prepared of 5th level or lower while transformed by your
turn and attack with your Primeval Forms natural weapons, Primeval Shape, ignoring all components aside from costly
you may make an additional attack with one of these natural material components.
weapons as apart of the same action. At 21st level, this limit is increased to 6th level spells. At
Rampaging Affinity. When you use your action to make an 23rd level it's increased to 7th level spells. At 25th level it's
attack with your Affinity Attack, you may make an additional increased to 8th level spells. At 27th level it's increased to 9th
attack with your Affinity Attack as apart of the same action. level spells. Finally at 29th level it's increased to 10th level
Once you reach levels 11, 17, 23 and 29 in the Druid class, spells.
you may select another one of these features. You may select
the same feature multiple times, in which case it stacks with Epic Spell Slots
itself, or you may select a different feature. Upon reaching 21st level, the world of epic magic has been
Ancient Strikes revealed to you. You gain a single 10th level spell slot, you
receive a second one at 23rd level.
Beginning at 6th level, your form is fueled by ancient magics. At 25th level you gain a single 11th level spell slot, you
Any attacks made while in your Primeval Form are now receive a second one at 27th level.
considered magical for the purposes of overcoming immunity Finally at 29th level, you gain a single 12th level spell slot.
or resistance to damage.
Lesser Primeval Form Epic Magic and You
Despite gaining 10th level and beyond spell slots,
Upon reaching 13th level, you have adopted a lesser form that you do not learn these spells naturally. Epic magic
you may wield much like your Primeval Form. You choose spells can only be learned through DM rewards and
one option from the options available (You may even choose should be treated as if you are receiving a magic
the same form as you originally chose for your Primeval item or gold.
Form) The full rules for Epic Magic can be found in the
Your choice is known as your Lesser Form. Your Lesser full Legendary Player Characters 3.0 Document.
Form has half the hit point maximum as your true Primeval
Form, and it cannot benefit from any Primeval Boons you
possess (But it is still affected by features such as Rules of
Nature extra attack, or Ancient Strikes) Your Lesser Form Archdruid
also can't regain HP by any means aside from completing a Finally upon reaching 30th level, you have become the
long rest, from which it restores all of its HP. pinnacle of druids. You gain the following benefits:
As an action or by expending three legendary actions at the
end of another creatures turn, you may reduce your Lesser While not transformed by your Primeval Shape, it
Forms HP to 0, to restore HP to your Primeval Form equal to recovers 20 HP at the start of each of your turns (This
the HP your Lesser Form lost. You cannot do this while does not affect your Lesser Shape)
transformed by your Lesser Form. When you use your action to cast a Druid spell, you may
Once you reach 26th level, you may gain a second Lesser use your bonus action to make a number of Affinity
Form, following all the rules above. Attacks equal to half the amount you normally can
(Rounded down, minimum of 1. If you could normally
Timeless make 4 affinity attacks, this feature allows you to make 2
At 18th level, the primal magic that you wield changes your as a bonus action)
body. You cease to age and cannot be aged magically, you As an action, you may exchange one Primeval Boon you
suffer none of the negative effects of old age and cannot die possess for another.
as a result of it.
Affinity of the Arctic Affinity of the Blight
Areas of snow and frost are where you draw your power You do not preserve nature, you see no beauty in it... Rather
from, feeling an immense connection you seek to spread or you see beauty in its decay, in where nature has died and only
preserve the cold of the land. rot remains.
Chilling Winds Withering Touch
Affinity Attack Affinity Attack
You send out chilling winds in a 5-foot wide line that is 15- You reach out with a decaying touch towards a target
feet long in a direction of your choice. All creatures caught within 5-feet of you, making a melee spell attack roll. On a hit,
within the line must succeed on a Constitution saving throw the target suffers 1d8 + Druid modifier necrotic damage.
or suffer 1d8 + Druid modifier cold damage on a failed saving Also on a hit, the target is Poisoned until the start of their
throw, or half as much on a successful one. next turn. If the creature is already poisoned, this attack
Also on a failed saving throw, a creature has their instead deals an additional 1d4 necrotic damage.
movement speed reduced by 5-feet until the end of your next Empower. For every level of spell slot expended, this deals
turn. an additional 1d8 necrotic damage.
Empower. For every level of spell slot expended, this deals
an additional 1d8 cold damage, and the movement speed Decaying Presence
reduction is increased by 5-feet.
Lands Gift
Sculpter You are able to eat rotten and spoiled food or water without
any consequences, and you gain full nutritional value from
Lands Gift them as if they were perfectly fresh.
As an action, you may magically create a sculpture made of Additionally, as an action you may touch a non-creature
snow or ice that fits within a 5-foot cube (The size of this plant of medium or smaller and immediately cause it to
cube increases by 5-feet for every 5 Druid levels you have) wither and die.
The sculpture is perfectly precise, matching exactly how you
mentally envisioned it. It melts and is destroyed after 1 World of Death
minute.
If you have the proper amount of ice or snow, you may Terrain Empowerment
cause this feature to consume it in order to build the Finally, you gain a variety of benefits while within a
sculpture. If you do so, it lasts indefinitely (It can still melt if blighted environment. This could be any area where a mass
the climate is too warm for it to exist however) amount of nature has died, or one full of undeath.
Adapted Body. All necrotic damage you take is reduced by
Bound to Cold an amount equal to your Druid level, this reduction applies
before resistances are applied.
Terrain Empowerment Inured to Decay. You cannot gain levels of exhaustion, nor
Finally, you gain a variety of benefits while within an arctic can you be poisoned.
environment. This could be any area classified as an arctic Wicked Resilience. You gain a +1 bonus to saving throws
region, or simply one that is sufficiently cold. made against the Blinded, Deafened and Petrified conditions
Adapted Body. All cold damage you take is reduced by an for every 2 Druid levels you have.
amount equal to your Druid level, this reduction applies
before resistances are applied.
Blizzard Sight. Your vision cannot be impaired as a result
of snow or ice related sources (Such as a heavy blizzard)
Cold Comfort. You are naturally adapted to the extreme
cold, and can withstand temperatures as low as absolute zero
(-273 degrees celsius) while suffering no adverse effects.
Slow to Hunger. You can last an additional number of days
without consuming food equal to your Druid level before you
begin to experience negative effects.
Affinity of the Depths Affinity of the Desert
The ocean makes up most of the world, and you are one who Lands of immense heat and the scorching sun are where you
embodies both its tranquility and ferocity. draw your power from.
Water Jet Swelter
Affinity Attack Affinity Attack
You shoot a jet of water towards a target within 90-feet of You cause the air around you to swelter in an unbearable
you, making a ranged spell attack roll. On a hit, the target heat. All creatures within 10-feet of you must succeed on a
suffers 1d8 + Druid modifier magical bludgeoning damage. Constitution saving throw, or suffering 1d8 + Druid modifier
This attack roll has advantage if the target is swimming fire damage on a failed saving throw, or half as much on a
and does not possess a swim speed. successful one.
Empower. For every level of spell slot expended, this deals If a creature fails on its saving throw against this feature by
an additional 1d8 bludgeoning damage. 5 or more, they gain a level of Exhaustion, which lasts until
the end of their next turn. If they already have three or more
Land and Sea levels of exhaustion, they do not gain any from this feature.
Lands Gift Empower. For every level of spell slot expended, this deals
You gain a swimming speed equal to your walking speed, an additional 1d8 fire damage.
and you can breathe both air and water. If your Primeval Mirage Molder
Form has a swimming speed, it is increased by 20-feet.
Lands Gift
Everything is a River All spells belonging to the Illusion spell school are added to
the druid spell list for you, and may be prepared as you
Terrain Empowerment normally would prepare druid spells.
Finally, you gain a variety of benefits while within an Additionally, creatures who are suffering any levels of
aquatic environment. This could be any large body of water exhaustion as a result of being dehydrated automatically fail
such as an ocean, lake or river; or simply the area bordering checks or saving throws they make against your illusion
one of these bodies of water. spells.
Aquatic Might. While completely submerged in water, you
count as two sizes larger when determining your carrying Flaming Home
capacity and the weight you can push, drag, or lift.
Born to Swim. For every 3 Druid levels you possess, your Terrain Empowerment
swimming speed is increased by an additional 5-feet (This Finally, you gain a variety of benefits while within a desert
also applies to your Primeval Form) environment. This could be any area classified as a desert
Grace in Water. You gain a +1 bonus to Acrobatics checks region, or places with immense heat-such as the elemental
for every 2 Druid levels you have. plane of fire or a volcano.
Speech of Water. You are able to communicate with any Adapted Body. All fire damage you take is reduced by an
creature that has an innate swimming speed as if you shared amount equal to your Druid level, this reduction applies
a language. before resistances are applied.
Hot Habitation. You are naturally adapted to the extreme
heat, and can withstand temperatures as high as 500 degrees
celsius while suffering no adverse effects.
Mirage Piercer. You have advantage on checks and saving
throws made against illusions.
Slow to Thirst. You can last an additional number of days
without drinking water equal to your Druid level before you
begin to experience negative effects.
Affinity of the Forest Affinity of the Plains
Even if it's a bit expected from a druid, you are most Stretching fields of grass or other sorts of terrain are where
dedicated to protecting the forests of the world. you can be most commonly found.
Branch Slash Blades of Grass
Affinity Attack Affinity Attack
You manifest a large branch in your hand that you strike You suddenly raise daggerlike blades of grass from the
out with like a whip towards a target within 60-feet of you, ground in a 15-foot cone in front of you. All creatures caught
making a melee spell attack roll. On a hit, the target suffers within the cone must succeed on a Dexterity saving throw or
1d8 + Druid modifier magical slashing damage. suffer 1d8 + Druid modifier magical piercing damage on a
If the target is concentrating on a spell when hit by this failed saving throw, or half as much on a successful one.
attack, they have disadvantage on the check made to Creatures more than 5-feet above solid ground are
maintain concentration. unaffected by this attack. The ground this attack affects is
Empower. For every level of spell slot expended, this deals considered difficult terrain until the start of your next turn.
an additional 1d8 slashing damage Empower. For every level of spell slot expended, this deals
an additional 1d8 piercing damage.
Climber
Lands Gift Field Walker
You gain a climbing speed equal to your walking speed, and Lands Gift
while climbing trees, every 2 feet of movement only requires You ignore magical and nonmagical difficult terrain made
you to expend 1 foot of movement. of plants or other sources of nature. This includes the
difficult terrain created by your Blades of Grass affinity
Protector of the Trees attack.
Terrain Empowerment Verdant Abode
Finally, you gain a variety of benefits while within a
forested environment. This could be any area classified as a Terrain Empowerment
forest region, or an area that has a large concentration of Finally, you gain a variety of benefits while within a plains
trees such as a jungle. environment. This could be any area classified as a grassland
Barken Skin. While not wearing armor or using a shield, region, or simply large stretches of open fields.
you gain a +1 bonus to your AC for every 5 Druid levels you Beast Sense. You are aware of the exact location of every
have (Minimum of 1) As a reminder, this also applies to your beast within a number of feet of you equal to 5 times your
Primeval Form. Druid level. You are able to identify what species of beast it is
Plant Sense. You are aware of the exact location of every using this feature.
plant within a number of feet of you equal to 10 times your Nomads Journey. You are able to travel at a fast pace
Druid level. You are able to identify what type of plant it is, without suffering a penalty to your passive perception, and
and whether it is a creature or not using this feature. you can travel up to 16 hours without needing to make a
Tree Strength. You gain a +1 bonus to Athletics checks for saving throw against exhaustion.
every 2 Druid levels you have. Ready for Anything. You gain a +1 bonus to Initiative
checks for every 2 Druid levels you have.
Affinity of the Swamp Affinity of the Underdark
The fetid marshlands and swamps are where you find Deep below the surface is a land of pure darkness that is
yourself most comfortable. home to many life threatening creatures. You as a druid have
pledged yourself to this land and molded your power over it.
Bog Rush
Affinity Attack Dark Orb
You coat yourself in a fetid mist before commanding it to Affinity Attack
strike at a target within 10-feet of you, making a melee spell You throw a globule of darkness towards a point within
attack. On a hit, the target suffers 1d10 + Druid modifier 120-feet of you that you can see. All creatures within 5-feet of
poison damage. the point must succeed on a Dexterity saving throw or suffer
Additionally on a hit, you may magically teleport to an 1d6 + Druid modifier psychic damage on a failed saving
unoccupied space within 5-feet of the struck target if it was a throw, or half as much on a successful one.
creature. Until the start of your next turn, magical darkness fills the
Empower. For every level of spell slot expended, this deals area that this attack affected. You can see through the
an additional 1d10 poison damage. magical darkness this creates.
Empower. For every level of spell slot expended, this deals
Land and Sea an additional 1d6 psychic damage. For every two levels of
spell slot expended, its area is increased by 5-feet.
Lands Gift
You gain a swimming speed equal to your walking speed, True Darkvision
and you can breathe both air and water. If your Primeval
Form has a swimming speed, it is increased by 20-feet. Lands Gift
You can see in dim light within 120-feet of you as if it were
Fetid Residence bright light, and darkness as if it were dim light. Unlike
Terrain Empowerment normal darkvision, you are capable of discerning color in
Finally, you gain a variety of benefits while within a swamp darkness. If you already possess Darkvision, its range is
environment. This could be any area classified as a swamp, increased by 120-feet and it is now able to discern color in
darkness.
or even areas with a large amount of incredibly murky/dirty
water. Home in Darkness
Adapted Body. All poison damage you take is reduced by
an amount equal to your Druid level, this reduction applies Terrain Empowerment
before resistances are applied. Finally, you gain a variety of benefits while within the
Hidden in the Bog. You gain a +1 bonus to Stealth checks underdark, or sufficiently dark areas such as unlit caves.
for every 2 Druid levels you have. Adapted Body. All psychic damage you take is reduced by
Murkvision. No matter how dirty or murky water is, you an amount equal to your Druid level, this reduction applies
can see through it as if it were perfectly clear. before resistances are applied.
Expansive Sight. For every Druid level you have, the range
of your Darkvision/True Darkvision is increased by 10-feet.
Shadow Speech. You are able to communicate with any
creature that innately has Darkvision out to any range as if
you shared a language.
Circle of Dreams Hearth of Moonlight and Shadow
Druids who have pledged themselves to the dreamlike Beginning at 6th level, home can be wherever you are.
wonders of the feywild, these druids can often be found Whenever you start a short or long rest, you may touch a
amongst good aligned fey. They seek to mend wounds and point which causes an invisible, 30-foot radius sphere of
restore hope to those they interact with. magic to appear centered on that point. Total cover blocks the
sphere.
While within the sphere, you and all creatures of your
Circle Spells choice gain a bonus to Stealth and Perception checks equal
You gain circle spells at the Druid levels listed in the table to your Druid modifier, and any light originating from within
below. Spells on the table are considered Druid spells for the sphere isn't visible outside it.
you, and are always prepared. They do not count against your The sphere remains until you leave the sphere.
prepared spells.
Hidden Paths
Circle of Dreams Spells
Druid Level Spells Upon reaching 10th level, you are able to see the hidden
paths of the feywild wherever you look. As a bonus action on
2nd Cure Wounds, Healing Word your turn, you may teleport to an unoccupied space you can
3rd Detect Thoughts, Prayer of Healing see within 60-feet of you. Alternatively, you may allow a
5th Beacon of Hope, Catnap
willing creature within 10-feet of you to use their reaction to
teleport to an unoccupied space within 30-feet of them.
7th Divination, Hallucinatory Terrain You may teleport using this feature by expending two
9th Dream, Seeming legendary actions at the end of another creatures turn.

Balm of the Summer Court Walker in Dreams


Upon choosing this circle at 2nd level, you have learned how Beginning at 14th level, the realm of dreams is open to you.
to wield special magics of the summer court. You have a pool Whenever you finish a short rest, you may use one of the
of fey energy represented by a number of d6's equal to your following features:
Druid level. You open a portal that leads to the last location you
As a bonus action, you can expend a number of die up to completed a long rest. Any creature you allow may use the
your Druid modifier (Minimum of 1 die) Roll the die, you may portal as an action to teleport to the location it leads to.
distribute these die as healing amongst any creature within The portal remains for 30 minutes or until you close it as
60-feet of you (For example if you roll a 3 and 5, you may heal an action.
one creature for 3 HP and another for 5 HP, or heal one for 8
HP) You cast the Dream spell without expending a spell slot or
A creature also gains temporary hit points equal to half the any components.
hit points they regained from this feature (Rounded down)
If the only target of this healing is yourself, you may Once you use this feature, you may not do so again until
perform it without expending your bonus action (You may not you complete a long rest.
use this feature again this turn if you do so)
You regain all expended die upon completing a long rest. Pure Dream Energy
Finally at 22nd level, your fey energy has reached its peak.
Your pool of fey energy is now equal to two times your Druid
level, and you can expend a number of die at once of up to
twice your Druid modifier (Minimum of 2)
Circle of the Shepherd Speech of the Woods
In nature, there are many creatures who can't defend Also at 2nd level, you gain the ability to commune with those
themselves, they need protection and assistance... Druids of the woods. You learn the Sylvan language. Additionally, you
who follow this circle deem these creatures as their charges, may commune with any beast as if you shared a language.
protecting them from those who would bring them harm.
Master Summoner
Circle Spells Beginning at 6th level, you are well versed in summoning
You gain circle spells at the Druid levels listed in the table spirits to aid you. You do not require any material
below. Spells on the table are considered Druid spells for components when casting a Druid spell that summons a
you, and are always prepared. They do not count against your creature (Such as Summon Beast or Summon Fey)
prepared spells. Additionally, creatures you summon have additional hit
points equal to your Druid modifier for every hit die they
Circle of the Shepherd Spells have. Their attacks are also considered magical for the
Druid purposes of overcoming immunity and resistance to damage.
Level Spells
2nd Animal Friendship, Beast Bond Focus
3rd Beast Sense, Summon Beast At 10th level, your mind is well focused to watch your flock.
You may add your Druid modifier (Minimum of 1) to any rolls
5th Spirit Guardians, Summon Fey you make to maintain concentration on a spell.
7th Conjure Woodland Beings, Summon You may also add this bonus to Perception and
Elemental Investigation checks you make.
9th Awaken, Wrath of Nature
Spirit Protection
Spirit Totems Beginning at 14th level, the forces of nature protect you when
you are vulnerable. When you are reduced to 0 HP or
Upon choosing this circle at 2nd level, you have learned how incapacitated against your will, you may cast any spell you
to summon powerful totems to aid you and your allies. As a know that summons creatures-if you do so, you do not need
bonus action, you can expend a spell slot of 1st level or higher to expend any spell slots and the spell does not require
to magically summon an incorporeal spirit to a point you can concentration. The spell is considered to have been cast at
see within 60-feet of you-the spirit is not a creature nor 9th level.
object, it is best described as an illusion with an appearance The summoned creatures defend you to the best of their
of your choice. ability. Once you use this feature, you may not do so again
The spirit projects an aura in a 30-foot radius around itself, until you complete a long rest.
and as a bonus action on your turn, you may move it up to 60-
feet. The spirit remains until a number of rounds have passed Spirit Party
equal to your Druid modifier (Minimum of 1) When you
summon it, you choose what kind of spirit it is: Finally at 22nd level, you are able to control many spirits. You
Bear. When a creature starts their turn within the aura or may have up to three Spirit Totems summoned at a time (You
enters it for the first time on their turn, you may grant them may only move one at a time however) When you would
temporary hit points equal to 5 times the expended spell slots summon a totem while already possessing one, you must
level, which last until the start of their next turn. Creatures of summon a different one than the ones already active.
your choice also gain a bonus to Strength checks and Saving
throws equal to the expended spell slots level.
Hawk. Attack rolls made by creatures of your choice within
the auras radius gain a bonus equal to half the expended
spell slots level (Rounded down) In addition, creatures of
your choice also gain a bonus to Perception checks equal to
the expended spell slots level.
Unicorn. If an invisible creature starts their turn within the
spirits aura or enters it for the first time in a turn, you may
choose to end their invisibility. Additionally, whenever you
cast a spell that restores hit points, all creatures of your
choice within the spirits aura regain hit points equal to the
expended spell slots level (The one used to summon the
spirit)
Circle of Spores Fungal Infestation
In decay there is beauty, even in the most lifeless of areas, At 6th level, you are capable of using your spores to infect
fungi can thrive and create abundant life... In a similar way, that dead. If a beast or humanoid dies within 10-feet of you,
Spore druids view undead in the same manner. They are a you can use your reaction to reanimate it, causing it to stand
natural part of the cycle of life... But those who do not seek a up with 1 hit point. The creature uses the same statistics it
final rest, or seek to bring all to undeath? That will bring had in life, except it is now undead, and it cannot regain hit
upon the opposition of a spore druid. points nor gain temporary hit points by any means.
Creatures animated from this feature take their turn
immediately after yours, and obey all your mental commands
Circle Spells (No action required) The creature remains animated for a
You gain circle spells at the Druid levels listed in the table number of hours equal to your Druid modifier (Minimum of
below. Spells on the table are considered Druid spells for 1) After which it collapses and dies.
you, and are always prepared. They do not count against your You can use this feature a number of times equal to your
prepared spells. Druid modifier (Minimum of 1) Regaining all uses upon
completing a long rest.
Circle of Spores Spells
Druid Level Spells Developing Spores
2nd Ray of Sickness, Tasha's Caustic Brew Beginning at 10th level, your spores spread much more
3rd Silence, Wither and Bloom easily. You no longer need to use your reaction to use Halo of
5th Animate Dead, Bestow Curse
Spores, however an individual creature can only be targeted
by your spores once per round.
7th Blight, Confusion
9th Contagion, Danse Macabre Fungal Body
Once you reach 14th level, the spores within your body alter
Halo of Spores you; you can't be blinded, deafened, frightened or poisoned,
Upon choosing this circle at 2nd level, the air around you is and any critical hit against you counts as a normal hit instead.
filled with dangerous spores. When a creature moves into a
space within 10-feet of you or starts its turn there, you can Fungal Rot
force them to make a Constitution saving throw as a reaction. Finally at 22nd level, you have developed a special disease
On a failed saving throw, they suffer 1d4 necrotic damage that you can use to infect people, granting them strength at a
(They suffer no damage on a successful save) price. As an action, you may touch a willing creature and
The necrotic damage increases to 1d6 at 6th level, 1d8 at grant them the benefits of your Fungal Body trait, which lasts
10th level, 1d10 at 14th level, and 1d12 at 22nd level. until you end this feature as an action.
While transformed by your Primeval Form, you roll two While infected, you are capable of reading their surface
damage dice for this ability instead of one. thoughts while within 60-feet of you, and they cannot
willingly harm you. When a creature dies while infected, they
are reanimated as per your Fungal Infestation ability.
Any number of creatures can be infected with this ability at
a time.
Circle of Stars Cosmic Omens
The circle of stars allows a druid to draw upon the power of Beginning at 6th level, you have begun to see into the omens
starlight, using it to fuel their magic and overall power. These the cosmos bestow upon you. Whenever you finish a long
druids often either pursue to wield the power of the cosmos, rest, choose Weal or Woe.
or unearth its hidden secrets. Weal. Whenever you or a creature within 30-feet of you
makes an attack roll, ability check or saving throw, you may
use your reaction to roll a d6 and add it to the roll.
Circle Spells Woe. Whenever you or a creature within 30-feet of you
You gain circle spells at the Druid levels listed in the table makes an attack roll, ability check or saving throw, you may
below. Spells on the table are considered Druid spells for use your reaction to roll a d6 and subtract it from the roll.
you, and are always prepared. They do not count against your You may use this feature a number of times equal to your
prepared spells. proficiency bonus, regaining all uses upon completing a long
rest.
Circle of Stars Spells Whenever you finish a short rest, you regain 1d4-1 uses of
Druid Level Spells this feature.
2nd Guiding Bolt, Magnify Gravity
3rd Misty Step, Skywrite
Improved Constellations
5th Fly, Melf's Minute Meteors
At levels 10 and 22, your constellations improve in the
following ways:
7th Divination, Gravity Sinkhole Archer. The arrow deals an additional 1d8 damage (2d8 at
9th Contact Other Plane, Temporal Shunt level 10, 3d8 at level 22)
Priest. You restore an additional 3 HP per spell slot level
(3 per level at level 10, 6 per level at level 22)
Constellations Scholar. You gain a +2 bonus to Intelligence, Wisdom and
Upon choosing this circle at 2nd level, you have begun to Charisma checks and saving throws (+2 at level 10, +4 at level
unearth special constellations. Whenever you enter your 22)
Primeval Form, you may choose to embody a constellation. Warrior. The sword deals an additional 1d10 damage
You gain benefits depending on which constellation you (2d10 at level 10, 3d10 at level 22)
embody. Regardless of which one you embody, you shed
bright light in a 10-foot radius around you, and dim light for Full of Stars
another 10-feet. Upon reaching 14th level, your form is full of starlight. While
Archer. As a bonus action you can create a luminous arrow embodying a constellation, you have resistance to
and fire it at a creature within 60-feet of you, making a ranged bludgeoning, piercing and slashing damage.
spell attack. On a hit, the target suffers 1d8 + Your Druid Additionally, at the start of your turn (No action required)
modifier in radiant damage. You may change which constellation you embody.
Priest. As a bonus action and by expending a spell slot of
1st level or higher, you can restore hit points to a creature
within 30-feet of you equal to 1d8 + Your Druid modifier. For
each spell slot level above 1st, this restores an additional 1d8
hit points.
Scholar. Whenever you make an Intelligence, Wisdom or
Charisma check or saving throw and would roll less than a
10 on the check or saving throw, you may instead treat it as a
10.
Warrior. As a bonus action you can cause a spectral sword
to slam down at a creature within 5-feet of you, making a
melee spell attack. On a hit, the target suffers 1d10 + Your
Druid modifier in radiant damage.
Circle of Twilight Talk to the Beyond
Nearly all druids view undeath as an abomination against At 6th level, you are able to communicate with the recently
nature that must be stamped out... But Twilight druids..? deceased. You are capable of communicating with corpses
They actively hunt sources of undeath to permanently end within 10-feet of you as if you shared a language, the corpse
them, more than any other druids, they seek the knows what it knew in life, although it is under no
extermination of unlife. compulsion to answer your questions or help you.
If the creature the corpse belonged to died more than 7
days ago, you are unable to commune with them using this
Circle Spells feature.
You gain circle spells at the Druid levels listed in the table
below. Spells on the table are considered Druid spells for Grave Defense
you, and are always prepared. They do not count against your Upon reaching 10th level, you are protected against the worst
prepared spells. of death. You have immunity to necrotic damage and
Circle of Twilight Spells resistance to radiant damage, you also have advantage on
Druid Level Spells death saving throws.
Creatures of your choice within 30-feet of you also gain
2nd Ceremony, False Life these benefits.
3rd Gentle Repose, Wither and Bloom
5th Bestow Curse, Remove Curse True Scythe
7th Aura of Life, Blight Once you reach 14th level, the realm of ending life is open to
you fully. Your dice from Harvest's Scythe are now d12's
9th Hallow, Reincarnate rather than d10's.
Additionally, you learn three spells of your choice from any
Harvest's Scythe spell list. These spells are considered druid spells for you and
Upon choosing this circle at 2nd level, you learn how to do not count against your spells prepared.
dismantle the life energy of other creatures. You have a pool The chosen spells must deal damage, and you may
of destructive energy represented by a number of d10's equal exchange one of them whenever you gain a level in this class.
to your Druid level.
When you roll damage for a spell or Affinity Attack, you True Harvest
may expend a number of die up to your Druid modifier Finally at 22nd level, your destructive energy has evolved to
(Minimum of 1) Roll the die and add them to the damage as its purest form. Your pool of destructive energy is now equal
necrotic damage. If you kill at least one hostile creature with to two times your Druid level, and you can expend a number
an effect augmented by this ability, you or a willing creature of die at once of up to twice your Druid modifier (Minimum of
of your choice within 30-feet of you regains 1d4 hit points per 2)
die spent to increase the effects damage, or 1d12 hit points
per die spent if one of the slain creatures was undead.
You regain all expended dice upon completing a long rest.
Combat Traits Primeval Affinity
Below you will find the features you are able to select from You may now attack with your Affinity Attack while
your Gifts of Gaia feature at levels 3, 9, 15, 21 and 27. transformed by your Primeval Form.

Adapting Form Resilient Body


You gain two additional Primeval Boons of your choice. Your HP maximum increases by an amount equal to three
Whenever you finish a short or long rest, you may exchange times your level in this class. Everytime you gain a Druid
one or both of these boons for others of your choice. level, your maximum HP increases by an additional 3 HP.
You may select this trait multiple times, gaining two You may select this trait multiple times.
additional boons for each subsequent taking.
Wild Companion
Greater Affinity You learn the Find Familiar spell, it is considered a druid
Whenever you expend a spell slot to empower your Affinity spell for you but does not count against your spells known.
Attack, you may expend one additional spell slot, adding their You may cast it without expending material components or
spell levels together to determine the Empower effect. spell slots, once you do you cannot do so again until you
You may select this trait multiple times, allowing yourself to complete a long rest.
expend an additional spell slot for each subsequent taking. When summoning a familiar from this feature, you may
choose for it to be a Fey as opposed to its normal creature
type.
Heightened Affinity
The range of your Affinity Attack grows, refer to the list below Wild Shape
to see how yours improves: As an action, you can magically transform into any beast of
Blades of Grass. The area this cone affects is increased by CR 0. Your statistics are replaced with those of the beast,
15-feet. except for your mental ability scores (Intelligence, Wisdom
Bog Rush. The range at which you can make this attack is and Charisma)
increased by 10-feet. Your HP also does not change, if you suffer damage while
Branch Slash. The range at which you can make this transformed by this feature, your regular HP suffers the
attack is increased by 60-feet. damage.
Chilling Winds. The length of this line is increased by 15- You are incapable of casting spells in this form, unless your
feet. Primeval Form is capable of casting spells. This does prohibit
Dark Orb. The range at which you can throw this attack is you from concentrating on spells you had cast before
increased by 120-feet. entering this state, or taking actions associated with them
Swelter. The area at which this affects around you is (Such as Call Lightning)
increased by 5-feet. Your equipment molds fully into your body, shunting away
Water Jet. The range of this ranged spell attack is until you return to your normal form.
increased by 90-feet. You remain in this form until you leave it early as a bonus
Withering Touch. The range at which you can make this action or you fall unconscious.
attack is increased by 5-feet.
You may select this trait multiple times, increasing the
range appropriately for each subsequent taking. Dual Affinity
Prerequisite: 15th Level
Natural Recovery You may select a second Natural Affinity, choosing from the
During a short rest, you may choose to recover spell slots options available. Whenever you would make an Affinity
whose collective level is no greater than half your Druid level Attack, you may use any of the ones you know. If you take the
(Rounded down) For example, if you are a 12th level Druid, attack action and are capable of making multiple Affinity
you could recover four 1st level spell slots and one 2nd level Attacks, you may use any combination of the ones you know.
spell slot, or one 6th level spell slot. Once you use this At 27th level, you may select this trait again, choosing a
feature, you may not do so again until you complete a long third Natural Affinity to bind yourself to.
rest.
If you are level 15 or greater in this class, you may select
this trait a second time, which allows you to use this feature
two times between long rests. If you are 27th level in this
class, you may select this trait a third time, which allows you
to use this feature three times between long rests.
You may choose to use this feature multiple times during a
single short rest if you have multiple usages of it.
This is meant to serve as a divider between the rest of the class and everything related to Primeval Forms (I.E the forms themselves and
the various boons) This is mostly just to keep things a bit more organized than they would be without this divider.

It begins with the available forms to select and their exclusive boons, then it goes onto the general boons that any form can take.
Air Beast Form Mimicry
This form is adopted by druids who often appear as an aerial You can mimic sounds you have heard, such as animal noises
creature-such as a bird or flying insect. or words someone has spoken. A creature can tell that they
are imitations by succeeding on a Wisdom check against your
Druid DC.
Air Beast Form Therianthrope Defense
Medium Beast
At the start of each of your turns, you recover HP equal to
Armor Class 12 + Dexterity Modifier your Druid modifier provided you have 1 or more HP and you
Hit Points (6 + Forms Constitution Modifier) per have not suffered damage from a silvered weapon since the
Druid level start of your last turn. If you are not in initiative, this healing
Speed 10 ft., fly 60ft does not function.

STR DEX CON


8 (-1) 16 (+2) 14 (+2)

Flyby. You don't provoke opportunity attacks when


you fly out of an enemies reach.

Actions
Shred. Melee Weapon Attack: PB + Forms Dexterity
Modifier to hit, reach 5ft., one target. Hit 1d8 +
Forms Dexterity Modifier slashing damage.

Air Beast Boons


Below and to the right you will find Primeval Boons that can
only be selected by druids who have chosen the Air Beast
Form for their Primeval Form!
Diver
For every 2 feet you fly downwards, you only need to expend
1 foot of movement.
Eagle Eyed
You can see up to 1 mile away with no difficulty, able to
discern fine detail as if you were within 5-feet of what you are
observing. This benefit also applies to your regular form, not
just your Primeval Form.
Gouge
Whenever you would make an attack, you may make a Gouge
attack:
Melee Weapon Attack: PB + Forms Dexterity Modifier to
hit, reach 5ft., one target. Hit 1d6 + Forms Dexterity Modifier
piercing damage. If the attack was a critical hit, the target is
Blinded until the end of your next turn.
Draconic Form Draconic Boons
This Form is adopted by druids who wish to emulate the Below you will find Primeval Boons that can only be selected
might of dragons. by druids who have chosen the Draconic form for their
Primeval Form!

Draconic Form Breath Weapon


Medium Dragon You gain a pool of breath dice equal to your Druid level, which
are d6's. As an action you may expend any number of breath
Armor Class 13 + PB die and exhale destructive energy in an area in front of you.
Hit Points (10 + Forms Constitution Modifier) per You choose the area you exhale in when you gain this feature:
Druid level
Speed 30 ft., fly 30ft 30-foot cone, increased by 15-feet for each size category
above medium you are.
STR DEX CON 60-foot line that is 5-feet wide, the length is increased by
16 (+3) 8 (-1) 14 (+2)
30-feet for each size category above medium you are. For
every 2 size categories above medium you are, the width
is increased by 5-feet.
Senses darkvision 60 ft

Scale Sheen. Upon choosing this form, you may Roll all expended breath die, all creatures caught within
select one of the following damage types: Acid, the area must succeed on a Dexterity saving throw or suffer
Cold, Fire, Lightning or Poison. You gain resistance damage equal to the amount rolled, or half as much on a
to the chosen damage type while transformed. successful save. This damage is the same as your Scale
Sheen damage type (If your type is Cold or Poison, this ability
Actions requires a Constitution saving throw)
You recover all expended breath die upon completing a
Bite. Melee Weapon Attack: PB + Forms Strength short or long rest.
Modifier to hit, reach 5ft., one target. Hit 1d10 +
Forms Strength Modifier piercing damage.
Dripping Maw
Regardless of how many attacks you can normally Your Bite attack deals an additional 2d6 damage, this damage
make in your form, you may only make one bite is the same type as the one you chose for Scale Sheen.
attack per turn.
Claws. Melee Weapon Attack: PB + Forms Strength Frightful Presence
Modifier to hit, reach 5ft., one target. Hit 1d8 +
Forms Strength Modifier slashing damage As an action, you may force each creature of your choice that
is within 60-feet of you and aware of you must succeed on a
Wisdom saving throw or become Frightened of you for 1
minute. A creature may repeat its saving throw at the end of
each of its turns, ending the effect on a successful save. Once
the effect ends for a creature, it is immune to this ability for
the next 24-hours.
Scale Affinity
You gain immunity to the damage type you chose for Scale
Sheen while you are transformed.
Wing Attack
By using any number of legendary actions, you may beat your
wings. All creatures within 15-feet of you must succeed on a
Dexterity saving throw or suffer 1d8 + Forms Strength
Modifier in bludgeoning damage for every legendary action
expended.
Then, for every legendary action expended, you may fly up
to 10-feet away, to a maximum of your fly speed.
This is considered a legendary action, and follows the rules
for one.
Igneous Form Burning Ground
This form is adopted by druids who mold themselves around The ground beneath you is partially ignited as you walk
the elemental plane of fire. across it. When a creature steps onto a space on solid ground
you have occupied since the start of your last turn, they suffer
fire damage equal to half your Druid modifier (Rounded
down)
Igneous Form They can suffer this damage multiple times per turn, but
Medium Elemental only once from an individual space.
Armor Class 10 + Forms Dexterity Modifier Flame Mote
Hit Points (8 + Forms Constitution Modifier) per
Druid level Whenever you would make an attack, you may make a Flame
Speed 30 ft. Mote attack.
Ranged Spell Attack: PB + Druid Modifier to hit, range 60
ft., one target. Hit 1d8 + Druid Modifier fire damage.
STR DEX CON
8 (-1) 16 (+3) 14 (+2) Magma Form
Your flaming form has mingled with elemental earth,
Damage Immunities Fire changing your form in the following ways:
Illuminate. You shed bright light in a 30-foot radius Your AC is increased by an amount equal to half Your
around you and dim light in an additional 30 feet. Proficiency bonus (Rounded down)
Water Susceptibility. For every 5 feet you move in You gain a Slam attack (Same to hit as Flaming Grasp,
water, or for every gallon of water splashed on you, deals 2d4 + Forms Dexterity Modifier bludgeoning
you suffer 1 cold damage. damage on a hit)
Actions You only suffer damage from Water Susceptibility for
every 10 feet you move in water, or for every two gallons of
Flaming Grasp. Melee Weapon Attack: PB + Forms water splashed on you.
Dexterity Modifier to hit, reach 5ft., one target. Hit
2d6 + Forms Dexterity Modifier fire damage.
Smoke Form
Your flaming form has mingled with elemental air, changing
your form in the following ways:
Igneous Boons
Below and to the right you will find Primeval Boons that can You gain a Flying (Hover) speed equal to half your forms
only be selected by druids who have chosen the Igneous form walking speed.
for their Primeval Form! You may occupy the spaces of other creatures, and move
through spaces that air could pass through.
Agonizing Flames The area around you in a 10-foot radius is considered to
Whenever a creature hits you with a melee attack, they suffer be lightly obscured. As an action you may make this area
fire damage equal to half your Druid modifier (Rounded heavily obscured until the start of your next turn.
down)
Land Beast Form Pack Tactics
This form is adopted by druids who often appear as a land If you have a non-incapacitated ally within 5-feet of a
creature-such as a bear, wolf or owlbear. creature, you have advantage on attack rolls against that
creature.
Retribution
Land Beast Form When a creature within 5-feet of you hits you with a melee
Medium Beast
attack, you may make a Maul attack against them.
Armor Class 12 + Forms Strength Modifier + Forms
Dexterity Modifier Therianthrope Defense
Hit Points (10 + Forms Constitution Modifier) per At the start of each of your turns, you recover HP equal to
Druid level your Druid modifier provided you have 1 or more HP and you
Speed 40 ft., climb 30ft have not suffered damage from a silvered weapon since the
start of your last turn. If you are not in initiative, this healing
STR DEX CON does not function.
14 (+2) 14 (+2) 14 (+2)

Actions
Bite. Melee Weapon Attack: PB + Forms Strength or
Dexterity Modifier to hit, reach 5ft., one target. Hit
1d12 + Forms Strength or Dexterity Modifier
piercing damage.
Regardless of how many attacks you can normally
make in your form, you may only make one bite
attack per turn.
Maul. Melee Weapon Attack: PB + Forms Strength
or Dexterity Modifier to hit, reach 5ft., one target.
Hit 1d10 + Forms Strength or Dexterity Modifier
slashing damage.

Land Beast Boons


Below and to the right you will find Primeval Boons that can
only be selected by druids who have chosen the Land Beast
Form for their Primeval Form!
Charge
If you move at least 20 feet in a straight line towards a target
and then hit them with a Maul attack on the same turn, they
target suffers an additional 1d6 slashing damage and must
succeed on a Strength saving throw or fall prone.
Horrific Roar
As an action, you may let out a chilling roar that can be heard
out to 300-feet away from you. All creatures of your choice
within 60-feet of you who could hear the roar must succeed
on a Wisdom saving throw or become frightened of you until
the end of your next turn.
You may use this feature as a legendary action by
expending 2 legendary actions at the end of another
creatures turn.
Oceanic Form Oceanic Boons
This form is adopted by druids who mold themselves around Below and to the right you will find Primeval Boons that can
the elemental plane of water. only be selected by druids who have chosen the Oceanic
Form for their Primeval Form!

Oceanic Form Drowning Body


Medium Elemental While occupying the space of a creature your size or smaller,
that creature is unable to speak (And thus cannot supply the
Armor Class 10 + 1/2 PB (Rounded up) verbal components for spells)
Hit Points (8 + Forms Constitution Modifier) per If the creature is capable of breathing water, they are
Druid level immune ot this effect.
Speed 20 ft., swim 40ft
Ice Form
STR DEX CON Your watery form has mingled with elemental air, changing
16 (+3) 12 (+1) 10 (0) your form in the following ways:
You may now add your forms Constitution modifier
Water Body. You may occupy the spaces of other
creatures, and move through spaces as narrow as 1
(Minimum of 0) to its AC
inches without squeezing. You lose your Water Body feature (However you still retain
Whenever you suffer Cold damage, your speed is
the ability to breathe both air and water)
reduced by 5-feet until the end of your next turn You have immunity to Cold damage.
(This feature can stack with itself)
You can breathe air and water. Mud Form
Actions Your watery form has mingled with elemental earth, changing
Slam. Melee Weapon Attack: PB + Forms Strength
your form in the following ways:
Modifier to hit, reach 5ft., one target. Hit 2d4 + The damage of your Slam attack increases to 2d6 +
Forms Strength Modifier bludgeoning damage. Forms Strength Modifier.
You may use your swimming speed to determine your
movement on land, however in order to do so you must be
in direct contact with natural earth.

One of Water
If you do not move or take any actions on your turn
underwater, you may become invisible until you leave the
water or take an action. You may move up to half your
swimming speed without breaking this invisibility.
Wave Lapper
Creatures who start their turn in the same space as you
suffer cold damage equal to your Druid modifier.
Sea Beast Form Therianthrope Defense
This form is adopted by druids who often appear as an At the start of each of your turns, you recover HP equal to
aquatic creature-such as an octopus, dolphin or shark. your Druid modifier provided you have 1 or more HP and you
have not suffered damage from a silvered weapon since the
start of your last turn. If you are not in initiative, this healing
does not function.
Sea Beast Form
Medium Beast Venomous Sacs
Armor Class 12 + 1/2 PB (Rounded up) Creatures grappled by you as a result of your Grasping Strike
Hit Points (10 + Forms Constitution Modifier) per are considered Poisoned while they are grappled.
Druid level
Speed 10 ft., swim 40ft

STR DEX CON


14 (+2) 10 (0) 14 (+2)

Amphibious. You can breathe both air and water.

Actions
Grasping Strike. Melee Weapon Attack: PB + Forms
Strength Modifier to hit, reach 5ft., one target. Hit
1d10 + Forms Strength Modifier bludgeoning
damage.
Instead of doing damage, you may choose to
Grapple the struck target instead (Escape DC equal
to your Druid DC)

Sea Beast Boons


Below and to the right you will find Primeval Boons that can
only be selected by druids who have chosen the Sea Beast
Form for their Primeval Form!
Aquatic Camouflage
You have advantage on Stealth checks made while
underwater.
Blood Frenzy
When you attack a creature at or below half its hit point
maximum, you may gain advantage on the attack roll. The
creature must have blood or some equivalent in order to use
this feature against them.
Ink Cloud
When you suffer damage while underwater, you may cause a
cloud of ink to emanate from you in a 20-foot radius. The
area the ink occupies is considered to be heavily obscured,
and the triggering attack automatically misses you (Unless
the attacking creature is immune to being Blinded)
The ink remains until the end of your next turn. Once you
use this feature, you may not do so again until 1d4 minutes
have passed.
Sedimentary Form Sedimentary Boons
This form is adopted by druids who mold themselves around Below and to the right you will find Primeval Boons that can
the elemental plane of earth. only be selected by druids who have chosen the Sedimentary
Form for their Primeval Form!

Sedimentary Form Earth Glide


Medium Elemental You gain a burrowing speed equal to your forms walking
speed. Additionally, you can burrow through nonmagical,
Armor Class 13 + PB unworked earth and stone. While doing so, you don't disturb
Hit Points (12 + Forms Constitution Modifier) per the material you pass through.
Druid level
Speed 30 ft.
Immovable
So long as you are standing on natural earth or stone, you
STR DEX CON cannot be knocked prone or moved against your will.
16 (+3) 8 (-1) 14 (+2)
Magma Form
Cracking Body. Whenever you suffer Thunder Your earthen form has mingled with elemental fire, changing
damage, your AC is reduced by 1 until the end of
your next turn (This feature can stack with itself)
your form in the following ways:
Your AC cannot be reduced below 10 + Forms For every point of AC you have lost from Cracking Body,
Dexterity Modifier from this feature. your Slam attack deals an additional 2 fire damage.
Actions You have immunity to fire damage.
Slam. Melee Weapon Attack: PB + Forms Strength
Modifier to hit, reach 5ft., one target. Hit 2d6 + Mud Form
Forms Strength Modifier bludgeoning damage. Your earthen form has mingled with elemental water,
changing your form in the following ways:
You may occupy the spaces of other creatures, and moe
through spaces as narrow as 1 inches without squeezing.
You gain a swim speed equal to your walking speed, and
you can breathe air and water.
For every point of AC you have lost from Cracking Body,
you reduce all bludgeoning, piercing and slashing damage
you take by 1.

Sturdy Body
The first time in a round you would lose AC from Cracking
Body, you instead do not.
Turbulent Form Smoke Form
This form is adopted by druids who mold themselves around Your airy form has mingled with elemental fire, changing
the elemental plane of air. your form in the following ways:
The area around you in a 10-foot radius is considered to
be lightly obscured. As an action you may make this area
Turbulent Form heavily obscured until the start of your next turn.
Medium Elemental Once per turn when you hit a creature with a Slam attack,
you can attempt to choke them. The struck creature must
Armor Class 10 + Forms Dexterity Modifier succeed on a Constitution saving throw or be unable to
Hit Points (6 + Forms Constitution Modifier) per
Druid level
speak until the end of your next turn.
Speed 0 ft., fly 50ft. (hover)
Whirlwind
STR DEX CON Each creature in your space must succeed on a Strength
saving throw. On a failed save, a creature suffers 2d8 + Forms
10 (0) 16 (+3) 12 (+1) Dexterity modifier bludgeoning damage and is flung up 20
feet away from you in a direction of your choice, they are then
Air Body. You may occupy the spaces of other knocked prone.
creatures, and move through spaces that air could If the thrown creature strikes an object, such as a wall or
pass through. floor, the target suffers an additional 1d6 bludgeoning
While in a location that natural air/wind can not damage for every 10 feet thrown. If the creature is thrown at
easily reach (Such as in a cave) Your flying speed is another creature, they must succeed on a Dexterity saving
halved. throw or suffer the same damage and be knocked prone.
If the saving throw is successful, the creature takes half
Actions damage, and isn't flung any distance.
Slam. Melee Weapon Attack: PB + Forms Dexterity
Once you use this feature, you may not do so again until 1
Modifier to hit, reach 5ft., one target. Hit 2d6 + hour has passed.
Forms Strength Modifier bludgeoning damage.

Turbulent Boons
Below and to the right you will find Primeval Boons that can
only be selected by druids who have chosen the Turbulent
Form for their Primeval Form!
Airhead
If you do not move or take any actions on your turn, you are
invisible until you move or take an action.
Flyby
You don't provoke opportunity attacks when you fly out of an
enemies reach.
Ice Form
Your airy form has mingled with elemental water, changing
your form in the following ways:
You gain a walking speed equal to 10-feet + half of your
flying speed (Rounded down to the nearest multiple of 5)
You may no longer occupy the spaces of other creatures or
move through spaces that air could pass through, however
your AC is increased by 1/2 your Proficiency Bonus
(Rounded up)
You have immunity to Cold damage.
Zenith Form
This form is adopted by druids who don't seek to change Zenith Form
Medium Humanoid
themselves much at all-rather this form serves as an
enhancement to their natural abilities and to protect Armor Class 10 + Druid Modifier (If this AC would
themselves while in combat. be lower than your normal forms AC-instead use
A druid still looks like themselves while in this form, albeit your normal forms AC)
with some slight changes of the druids choice (Such as Hit Points (8 + Forms Constitution Modifier) per
antlers, skin made of bark, or flowers for eyes) Druid level
Speed 30 ft.
Special Rules
Unlike every other Primeval Form, this one has the druid STR DEX CON
maintaining their normal appearance-and all of their normal
abilities. Varies Varies Varies
Everything you have/can do in your normal form, you can
also do in this Primeval Form. This includes-but is not limited Senses darkvision 60 ft
to-casting spells, using your affinity attack, using magic items
and benefiting from special senses. Actions
The only things that change is you having a separate hit Natural Strike. Melee Weapon Attack: PB + Forms
point pool while in your Zenith form, a different AC, slightly Strength or Dexterity Modifier to hit, reach 5 ft.,
different ability scores, and some additional bonuses. one target. Hit 1d8 + Forms Strength or Dexterity
This form also does not have exclusive Primeval Boons. Modifier.

Ability Scores When you deal damage with this attack, you may
choose whether it deals Bludgeoning, Piercing or
When you gain your Zenith Form, you determine your Slashing damage.
physical stats by the following way:
Strength. You may choose for your Strength score to be
equal to your Intelligence, Wisdom or Charisma score. You
cannot choose an ability score that is already being used for
Dexterity or Constitution.
Dexterity. You may choose for your Dexterity score to be
equal to your Intelligence, Wisdom or Charisma score. You
cannot choose an ability score that is already being used for
Strength or Constitution.
Constitution. You may choose for your Constitution score
to be equal to your Intelligence, Wisdom or Charisma score.
You cannot choose an ability score that is already being used
for Strength or Dexterity.
The Point
What is the point of this option? It's meant to give druids who
don't want to transform into animals or special supernatural
things to have a use for their Primeval Shape. I've certainly
played druids who never used their wild shape, so Legendary
Druids should have the option to not be forced into having
special transformations.
Primeval Boons Form Score Improvement
Below you can find the Primeval Boons that any druid can Your choice of your forms Strength, Dexterity or Constitution
select regardless of what form they have chosen. score gains a +2 bonus. Another score from those three other
You begin with two Primeval Boons, gaining additional than the one chosen gains a +1 bonus.
ones at the levels indicated in the Primeval Boons column in Alternatively, all three scores gain a +1 bonus.
the Legendary Druid class table. Your forms ability scores can't exceed your Druid Ability
As a reminder, unless otherwise stated, Primeval Boons Score
are only active while transformed by your Primeval Form. You may select this boon multiple times.

Adept Form Keen Senses


Choose one skill, you have proficiency in the chosen skill. If Choose your sense of Hearing, Sight or Smell. You have
you already have proficiency in the chosen skill, you instead advantage on Perception checks made with hte chosen
gain expertise. sense.
You may select this boon multiple times, selecting a You may select this boon up to three total times, selecting a
different skill each time. different sense for each taking.

Colossus Strider
Your forms size category increases by 1 (From Medium to Your forms innate movement speeds increase by 10-feet
Large for example) growing appropriately to match its new (This does not increase any movement speeds gained from
size. For every size above medium you are, your forms melee Primeval Boons)
weapon attacks deal an additional 1d6 damage, and its reach You may select this boon multiple times.
is increased by 5-feet.
You may select this boon multiple times, increasing your Swimmer
forms size appropriately. Your form gains a swimming speed equal to its walking speed
if it does already have one.
Fledgeling Wings You may select this boon multiple times, increasing this
Your form gains a flying speed of 10-feet if it does not already swimming speed by 10-feet for each subsequent taking.
have one.
You may select this boon multiple times, increasing this Tough Carapace
flying speed by 10-feet for each subsequent taking. Select a damage type other than bludgeoning, piercing,
slashing or psychic. You have resistance to the chosen
damage type.
You may select this boon multiple times, selecting a
different damage type each time.
Cantrips (0-Level) Beast Sense 4th Level 6th Level
Control Flames Continual Flame Blight Bones of the Earth
Create Bonfire Darkvision Charm Monster Conjure Fey
Druidcraft Dust Devil Confusion Druid Grove
Frostbite Earthbind Conjure Minor Elementals Find the Path
Guidance Enhance Ability Conjure Woodland Beings Flesh to Stone
Gust Enlarge/Reduce Control Water Heal
Infestation Find Traps Divination Heroes' Feast
Magic Stone Flame Blade Dominate Beast Investiture of Flame
Mending Flaming Sphere Elemental Bane Investiture of Ice
Mold Earth Gust of Wind Fire Shield Investiture of Stone
Poison Spray Healing Spirit Freedom of Movement Investiture of Wind
Primal Savagery Heat Metal Giant Insect Move Earth
Produce Flame Hold Person Grasping Vine Primordial Ward
Resistance Lesser Restoration Guardian of Nature Sunbeam
Shape Water Locate Animals or Plants Hallucinatory Terrain Transport via Plants
Shillelagh Locate Object Ice Storm Wall of Thorns
Thorn Whip Moonbeam Locate Creature Wind Walk
Thunderclap Pass Without Trace Polymorph
Protection from Poison Stone Shape 7th Level
1st Level Skywrite Stoneskin Draconic Transformation
Absorb Elements Spike Growth Summon Elemental Dream of the Blue Veil
Animal Friendship Summon Beast Wall of Fire Etherealness
Beast Bond Warding Wind Watery Sphere Fire Storm
Charm Person Wither and Bloom Mirage arcane
Create or Destroy Water 5th Level Plane Shift
Cure Wounds 3rd Level Antilife Shell Regenerate
Detect Magic Aura of Vitality Awaken Reverse Gravity
Detect Poison and Disease Call Lightning Commune with Nature Symbol
Earth Tremor Conjure Animals Cone of Cold Whirlwind
Entangle Daylight Conjure Elemental
Faerie Fire Dispel Magic Contagion 8th Level
Fog Cloud Elemental Weapon Control Winds Animal Shapes
Goodberry Erupting Earth Geas Antipathy/Sympathy
Healing Word Feign Death Greater Restoration Control Weather
Ice Knife Flame Arrows Insect lague Earthquake
Jump Meld Into Stone Maelstrom Feeblemind
Longstrider Plant Growth Mass Cure Wounds Incendiary Cloud
Protection from Evil and Protection from Energy Planar Binding Sunburst
Good Revivify Reincarnate Tsunami
Purify Food and Drink Sleet Storm Scrying
Snare Speak with Plants Summon Draconic Spirit 9th Level
Speak with Animals Summon Fey Transmute Rock Foresight
Thunderwave Tidal Wave Tree Stride Imprisonment
Wall of Water Wall of Stone Mass Heal
2nd Level Water Breathing Wrath of Nature Power Word Heal
Animal Messenger Water Walk Shapechange
Augury Wind Wall Storm of Vengeance
Barkskin True Resurrection
Legendary Actions
Here you will find the Legendary actions that only a Druid of Leveling Beyond 30
the appropriate level can learn (If a Druid specific Legendary Here you can find what the Legendary Druid gains
action requires 2 actions, you must be a level 11 Druid to for every level beyond 30 they are! It is intentional
know it for example) that their proficiency bonus stops increasing.
Every 4 levels beyond 30 (34, 38, ect) a
Affinity Blast legendary druid gains a regular ASI.
Cost: 1 Action Every third ASI a legendary druid would gain
You make one attack using your Affinity Attack. after level 30 (42, 54, 66 ect) is instead a
legendary ASI.
Command Nature Every level you gain 2 Primal Fuel. Whenever
Cost: 3 Actions you would expend a Druid spell slot of 9th level
You trigger one of the effects of the Druid Grove spell in a or lower, you may instead expend an equal
location within 60-feet of you. The chosen effect remains amount of Primal Fuel. You recover all Primal
until the end of your next turn. If you animate a tree, you may Fuel upon completing a long rest.
only animate one.
Every even level (32, 34, 36, 38 ect) you gain a
+1 to one ability score of your choice.
Malleable Body
Cost: 1 Action Starting at level 31 and every four levels after
You either enter or exit your Primeval Form. If you have the (35, 39, 43, 47 ect) you gain 1 Primeval Boon
Lesser Form feature, you may instead enter or exit it. Your HP increases as per normal.

Natural Magic Your new ability score maximums for


Intelligence, Wisdom and Charisma is equal to
Cost: 1 Action your Druid level if they were not already higher.
You cast the Druidcraft cantrip, you do not need to know
the cantrip in order to cast it this way.
Version 1.0.1 (April 13th 2023)
A very minor update that every legendary class is receiving,
increasing their hit points
Hit die is now 2d8, you now add double your Constitution
modifier for each level.
Version 1.0 (January 21 2023)
The fifth legendary class and the very first release for druid
Released with 8 Natural Affinities: Arctic, Blight, Depths,
Desert, Forest, Plains, Swamp and Underdark.
Released with 5 Subclasses: Dreams, Shepherd, Spores,
Stars and Twilight
Released with 9 Combat Traits
Released 9 Primeval Forms: Air Beast, Draconic, Igneous,
Land Beast, Oceanic, Sea Beast, Sedimentary, Turbulent
and Zenith.
Released with 8 Primeval Boons (Not including the 5
exclusive boons every form has)
Released with 4 Legendary Actions
Credits and Thanks!
Artist Credit Stain Credit
I am no artist, just someone with a lot of homebrew ideas and In all of my homebrew I use watercolor stains created by
a vague ability in graphic design. All artwork I use in this u/flamableconcrete aka Jared Ondricek. These brews and
document is credited below, please show respects to the PDFs would not look nearly as nice without his creations, so
artist and if the original artist sees this and feels I did not huge thank you to him! You can find all stains I use on his
properly credit them/does not wish for their artwork to be website, watercolors.giantsoup.com.
used, contact me at u/Zellorea and I will rectify this as soon
as possible.
Other Homebrew
Cover art by J_Sasum on Twitter! Also known as さすも次 You may recognize me for other homebrews such as the
郎 on Pixiv!
Siphoner class and my project to turn every league of legends
Art on Natural Affinity/Ability Score Improvement page by champion into a subclass, if you want to be alerted as soon as
Wesley Burt on Artstation! all of those are publically available, join the discord!
https://discord.gg/c4T35TqbqT
Art on Arctic/Blight Affinity page by Gavin O'Donnell on
Artstation!
Art on Depths/Desert Affinity page by Freelancerart on
Patron Thanks!
Deviantart! This homebrew was supported for by my patrons on
https://www.patreon.com/Zellorea. If you wish to support me
Art on Forest/Plains Affinity page by Angelo Peluso on or encourage me to make more things like this or update this
Artstation! in the future, that's the best way to do it!
A thank you to my current supporting patrons! Their
Art on Swamp/Underdark Affinity page by Nele Diel on names are listed below as a show of my immense
Artstation! appreciation towards them.
Art on Dreams page by Chengwei Pan on Artstation! Living Legend: O-5
Art on Shepherd page by Alsares on Artstation! Savior: Amelia Strange
Art on Spores page by Dan Pilla on Artstation! Renowned Hero: InsaneInsanity
Art on Stars page by Michal Ivan on Artstation! Mercenary: Deathknight
Art on Twilight page by Sandara Tang on Artstation! Folk Hero: Nate Meyer
Art on Primeval Section page by Motom Hatono on
Artstation!
Art on Air Beast Form page by Daniel Correia
Art on Draconic Form page by Sandara on Deviantart!
Art on Igneous Form page by Catalin Lartist on Artstation!
Art on Land Beast Form page by Louise Meijer Åström
Art on Oceanic Form page by NUARE on Artstation!
Art on Sea Beast Form page by Nathaniel Himawan on
Artstation!
Art on Sedimentary Form page by Bogna Gawrońska
Art on Turbulent Form page by Fran Fdez
Art on Zenith Form page by Benjamin Hill on Artstation!

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