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