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Druid




Druid

Contents

Ability Scores

Druids gain a +2 class bonus to Strength, Dexterity, or Wisdom, as long as it isn’t the same ability you increase with your +2 racial bonus.

Backgrounds

Possible backgrounds include: orc-tribe hunter/gatherer, avalanche prophet, cult zealot, river guide, tribe healer, failed shaman, wild temple priest, mystic waterfall guardian, and raised by wolverines.

Gear

At 1st level, druids start with a melee weapon, light armor, possibly a staff, perhaps a bow or other ranged weapon, and other minor possessions suggested by their backgrounds.

Gold Pieces

Druids may start with either 25 gp or 1d6 x 10 gp.

Armor

Armor Type Base AC Atk Penalty
None 10
Light 10*
Heavy 14 -2
Shield +1 -2*
*Warrior druid talent choices can change shield and one-handed weapon stats.

Melee Weapons


One-Handed Two-Handed
Small 1d4 dagger 1d6 club
Light or Simple 1d6 mace, shortsword 1d8 spear
Heavy or Martial 1d8 (-2 atk)* longsword, warhammer 1d10 (–2 atk) greatsword, dire flail
*Warrior druid talent choices can change shield and one-handed weapon stats.

Ranged Weapons


Thrown Crossbow Bow
Small 1d4 dagger 1d4 (-2 atk) hand crossbow
Light or Simple 1d6 javelin, axe 1d6  (-2 atk) light crossbow 1d6 shortbow
Heavy or Martial 1d8 (–5 atk) heavy crossbow 1d8 (–2 atk) longbow

Level Progression

Druid Level Total Hit Points Total Feats Level-up Ability Bonuses Damage Bonus From Ability Score
 Level 1 Multiclass  (Avg. of both classes) x 3 As 1st level PC   Not affected ability modifier 
Level 1 (6 + CON mod) x 3 1 adventurer ability modifier
Level 2 (6 + CON mod) x 4 2 adventurer ability modifier
Level 3 (6 + CON mod) x 5 3 adventurer ability modifier
Level 4 (6 + CON mod) x 6 4 adventurer +1 to 3 abilities ability modifier
Level 5 (6 + CON mod) x 8 4 adventurer
1 champion
2 x ability modifier
Level 6 (6 + CON mod) x 10 4 adventurer
2 champion
2 x ability modifier
Level 7 (6 + CON mod) x 12 4 adventurer
3 champion
+1 to 3 abilities 2 x ability modifier
Level 8 (6 + CON mod) x 16 4 adventurer
3 champion
1 epic
3 x ability modifier
Level 9 (6 + CON mod) x 20 4 adventurer
3 champion
2 epic
3 x ability modifier
Level 10 (6 + CON mod) x 24 4 adventurer
3 champion
3 epic
+1 to 3 abilities 3 x ability modifier

Stats

Ability Bonus +2 Strength, Dexterity, or Wisdom (different from racial bonus)
Initiative Dex mod + Level
Armor Class (heavy armor) 10 + middle mod of Con/Dex/Wis + Level
Armor Class (shield and heavy armor) 11 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3

Basic Attacks

Melee Attack

At-Will
Target: One enemy
Attack: Strength or Dexterity + Level vs. AC
Hit: WEAPON + Strength or Dexterity damage
Miss: Damage equal to your level

Ranged Attack

At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: —

Class Features

Druids use divine implements, such as symbols and staffs, to improve their spellcasting. They can choose up to three talents to have many useful aptitudes, or they can specialize by putting two points into one talent (and the other into another talent). A druid who chooses three separate talents is an initiate in each one. Investing two points into a single talent allows the druid to become adept in that talent, thereby gaining more power at the expense of options, and an initiate in another talent.

As a druid, you choose whether you want to use Strength or Dexterity as the ability score you will use to determine attack and damage for your basic attacks. Choosing Strength as your melee attack ability score provides one significant benefit: your recovery dice become d10s instead of the d6s used by other druids. Choosing Dexterity as your melee attack ability score works well because Dexterity already boosts your initiative and ranged weapon attacks and might help your AC.

You never suffer from natural weather-related cold, heat, or exposure. You can go longer than most people without eating or drinking, but only a couple days longer.
You can also talk to plants and animals. If there is useful information to gain, roll a skill check that’s appropriate for the tier. Talking to animals requires a hard DC, and plants usually require a ridiculously hard DC. A druid gains a +1 bonus when talking with animals for every talent spent on the Shifter or Animal Companion talents. A druid gains a +1 bonus when talking with plants for every talent spent on the Terrain Caster talent.

Adventurer Feat You can talk with plants and animals pretty much as often you like, and you gain a +5 bonus to any skill checks involved.


Druid Talents

Each of your talents unlocks pools of spells and powers that are not available to characters who lack the talent. Druids who choose to be an adept with a talent gain additional benefits and powers in that talent.

Animal Companion: As an initiate talent, it’s based on the ranger’s Animal Companion talent, but it’s only useful in half your battles instead of all the time. If you choose to be an Animal Companion adept, your animal companion will be with you every battle and you also learn spells that make your animal companion more effective.

Elemental Caster: This talent is one of the druid’s two main spellcasting options. As an initiate talent, it grants access to a wide range of daily spells associated with air, earth, fire, and water. Becoming an Elemental Caster adept increases the number of spells you know and provides greater access to summoned elementals. As either an initiate or an adept, you can use adventurer-tier elemental mastery feats to gain at-will spell attacks.

Shifter: This talent enables you to shift your form in two ways: scout form transformations into quick-moving animals for out of combat reconnaissance, and beast form transformations into combat-ready predators. Adepts gain more benefits while fighting in beast form.

Terrain Caster: This talent is the druid’s other major spellcasting option. As an initiate, you gain access to daily spells that you can only cast in one of the eight specific types of terrain. Adepts get twice as many daily spells. Feats provide at-will spell attacks that can be used regardless of what terrain you are in.

Warrior Druid: This talent lets a druid use once-per-battle flexible attacks that enable them to fight as a serious melee combatant in humanoid form. Generally, this talent makes druids into weapon and shield users, but the talent can integrate with the Shifter talent while a druid fights in beast form.

Wild Healer: As an initiate talent, it gives you access to regeneration spells and eventually a wild heal spell. Adepts get enough regeneration spells, wild heal spells, and greater regeneration spells to be a primary healer in any adventuring group.

Animal Companion

You have a normal-sized animal companion that fights alongside you in battle. See Animal Companion Rules.

Elemental Caster

As an elemental caster, you can summon elementals and draw on the raw magic of nature, providing many powerful daily spells. Like a wizard or cleric, you choose the Elemental Caster spells you will be able to cast after each full heal-up.

You can choose as many feats as you wish from feat trees related to mastering the four elements: air, earth, fire and water. The adventurer-tier feats for the elemental masteries provide access to at-will attack spells. You cast these at-will spells at your current level or one level below (when you’re at even levels).

Elemental caster initiates can cast fewer daily spells than adepts. Adepts are also able to use two different summon elemental spells each day, to the initiate’s one.

Elemental Caster Initiate Level Progression

Druid Level 1st level spell 3rd level spell 5th level spell 7th level spell 9th level spell
 Level 1 Multiclass  1        
Level 1 1
Level 2 1
Level 3 1      
Level 4 1      
Level 5      
Level 6        
Level 7      
Level 8      
Level 9        2  1
Level 10      

Elemental Caster Adept Level Progression

Druid Level 1st level spell 3rd level spell 5th level spell 7th level spell 9th level spell
 Level 1 Multiclass  1        
Level 1 1
Level 2 2
Level 3 1 2      
Level 4   3      
Level 5   2    
Level 6   1 3    
Level 7     3 2  
Level 8     1 4  
Level 9       3 3
Level 10       2 4

Air Mastery

Adventurer Feat You gain the hail hail spell below.

Champion Feat All elementals you summon gain a bonus to disengage checks equal to your Strength or Dexterity modifier.

Epic Feat The first daily Air spell you cast each day is now a recharge 16+ after battle spell for the rest of the day.

Hail Hail

Ranged spell
At-Will
Target: The nearby or far away enemy you can see that has the most hit points
Attack: Wisdom + Level vs. PD
Natural Even Hit: 1d6 + Wisdom cold damage, and a different nearby enemy takes cold damage equal to your level.
Natural Odd Hit: 1d6 + Wisdom cold damage, and each nearby mook takes 1d3 damage.
Miss: Damage equal to your level.
3rd level spell: 3d6 damage, 1d6 mook damage on odd hit.
5th level spell: 5d6 damage, 1d10 mook damage on odd hit.
7th level spell: 5d8 damage, 2d8 mook damage on odd hit.
9th level spell: 7d10 damage, 4d6 mook damage on odd hit.

Earth Mastery

Adventurer Feat You gain the ripping vines spell below.

Champion Feat Enemies roll two d20 when they attempt to disengage from elementals you summon, and must take the lower result.

Epic Feat The first daily Earth spell you cast each day is now a recharge 16+ after battle spell for the rest of the day.

Ripping Vines

Ranged spell
At-Will
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 1d8 + Wisdom damage.
Natural Odd Hit: As a hit, plus ongoing damage equal to your Strength or Dexterity modifier, whichever is higher.
Crit: As a hit, plus the target is stuck (save ends).
3rd level spell: 3d6 damage.
5th level spell: 5d6 damage, ongoing damage equal to double your Strength or Dexterity modifier on a natural odd hit.
7th level spell: 5d8 damage.
9th level spell: 7d10 damage, ongoing damage equal to triple your Strength or Dexterity modifier on a natural odd hit.

Fire Mastery

Adventurer Feat You gain the flame spear spell below.

Champion Feat When an elemental you have summoned drops to 0 hp, one enemy engaged with it takes damage equal to your level + double your Wisdom modifier.

Epic Feat The first daily Fire spell you cast each day is now a recharge 16+ after battle spell for the rest of the day.

Flame Spear

Ranged spell
At-Will
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 1d12 + Wisdom fire damage.
Natural Odd Hit: As a hit, plus one of your allies engaged with the target, if any, takes 1d6 fire damage.
3rd level spell: 5d6 damage, 2d6 damage on odd hit.
5th level spell: 5d8 damage, 2d8 damage on odd hit.
7th level spell: 7d10 damage, 3d10 damage on odd hit.
9th level spell: 10d10 damage, 4d6 damage on odd hit.

Water Mastery

Adventurer Feat You gain the deeper waters spell below.

Champion Feat Each elemental you summon gains temporary hit points equal to your level the first time each turn it rolls a natural even attack roll.

Epic Feat The first daily Water spell you cast each day is now a recharge 16+ after battle spell for the rest of the day.

Deeper Waters

Ranged spell
At-Will
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 1d10 + Wisdom damage.
Natural Even Hit: As a hit, plus the target takes ongoing damage equal to your level or increases an already existing ongoing damage effect by your level (your choice).
3rd level spell: 4d6 damage.
5th level spell: 6d6 damage.
7th level spell: 6d10 damage.
9th level spell: 8d10 damage.

1st Level Spells

Spells that include the name of the elemental domain in their title, such as earth strength and faerie fire, don’t require domain markers. Spells whose names aren’t self-explanatory are marked with their domain in parentheses.

Earth Strength

Ranged spell
Daily
Quick action to cast
Targets: One nearby ally you choose and one other random nearby ally. Both targets must be touching the ground.
Effect: The effect depends on the target’s status.
Unstaggered target: The target gains a bonus to its attacks and damage equal to your Strength or Dexterity modifier until the target ends its turn staggered or until the end of the battle.
Staggered target: The target can heal using a recovery.
3rd level spell: You can now be the chosen target.
5th level spell: An unstaggered target also gains the bonus to saves.
7th level spell: A staggered target can heal using a free recovery instead.
9th level spell: The spell targets two random nearby allies instead of one.

Faerie Fire

Ranged spell
Daily
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 3d6 + Wisdom fire damage, and the target is vulnerable (hard save ends, 16+).
Miss: Half damage, and the target is vulnerable until the end of your next turn.
3rd level spell: 6d6 damage, and in addition to being vulnerable, the target can’t turn invisible or hide from you or your allies (save ends both).
5th level spell: 6d10 damage, and the target also can’t teleport (save ends all).
7th level spell: 10d10 damage.
9th level spell: 2d8 x 10 damage.

Gust (Air)

Close-quarters spell
Daily
Target: One nearby enemy
Always: Before rolling the attack, you can attempt to disengage as a free action.
Attack: Wisdom + Level vs. PD
Hit: 3d6 damage, and 5 ongoing cold damage.
Miss: You don’t expend the spell.
3rd level spell: 6d6 damage.
5th level spell: 6d10 damage and 10 ongoing cold damage, and you gain flight until the end of your next turn.
7th level spell: 10d10 damage and 10 ongoing cold damage, and you gain flight until the end of the battle.
9th level spell: 2d8 x 10 damage, and 15 ongoing cold damage.

Water Breathing

Ranged spell
Daily
Quick action to cast
Effect: You can breathe underwater until the end of the battle, or for five minutes.
3rd level spell: The spell now targets up to five nearby allies as well as you.
5th level spell: The effect lasts for about five hours.
7th level spell: The effect lasts for about ten hours.
9th level spell: The effect lasts until your next full heal-up.

3rd Level Spells

The 3rd level Elemental Caster spells are the four elemental summoning spells: summon air elemental, summon earth elemental, summon fire elemental, and summon water elemental. Each summoning spell summons an elemental of the same level as the spell.

Summoned elementals start battles with half the hit points of standard elementals.
Each elemental that’s at least 5th level has a transformation ability that greatly improves its effectiveness in battle. Free elementals transform the first time they succeed with their transformation rolls, but summoned elementals have to succeed with their transformation rolls twice before their transformation takes effect.
Initiates can choose only one summon elemental spell each day, while adepts can choose up to two.

(See Summoning Rules for the basic summoning rules.)
These feats apply to the following summoning spells.

Adventurer Feat Your summoned creatures can arrive anywhere you can see nearby, instead of needing to appear beside you.

Champion Feat When you summon a non-mook creature, roll 2d10 and add double your Strength modifier or Dexterity modifier, whichever is higher. Your summoned creature increases its base hit points by that amount. (At 8th level, roll 3d10 and add triple the modifier.)

Epic Feat Once per day when you heal using a recovery, a creature you summoned can heal the same amount, ignoring the usual restrictions on limited healing for summoned creatures.

Summon Air Elemental (3rd level+)

Ranged spell
Daily
Effect: You summon a 3rd level small air elemental (20 hp).
5th level spell: You now summon a 5th level air elemental (33 hp).
7th level spell: You now summon a 7th level big air elemental (47 hp).
9th level spell: You now summon a 9th level epic air elemental (85 hp).

Summon Earth Elemental (3rd level+)

Ranged spell
Daily
Effect: You summon a 3rd level small earth elemental (17 hp).
5th level spell: You now summon a 5th level earth elemental (26 hp).
7th level spell: You now summon a 7th level big earth elemental (44 hp).
9th level spell: You now summon a 9th level epic earth elemental (70 hp).

Summon Fire Elemental (3rd level+)

Ranged spell
Daily
Effect: You summon a 3rd level small fire elemental (21 hp). 
5th level spell: You can now summon a 5th level fire elemental (33 hp).
7th level spell: You can now summon a 7th level big fire elemental (48 hp).
9th level spell: You can now summon a 9th level epic fire elemental (83 hp).

Summon Water Elemental (3rd level+)

Ranged spell
Daily
Effect: You summon a 3rd level small water elemental (18 hp).
5th level spell: You summon a 5th level water elemental (30 hp).
7th level spell: You summon a 7th level big water elemental (45 hp).
9th level spell: You summon a 9th level epic water elemental (80 hp).

5th Level Spells

Flame Seeds (Fire)

Ranged spell
Daily
Targets: 1d3 + 1 nearby enemies
Attack: Wisdom + Level vs. PD
Hit: 3d12 + Wisdom fire damage, and 5 ongoing fire damage (hard save ends, 16+).
Effect: Until the end of the battle, you can use a quick action once per turn to increase the flame seeds ongoing fire damage by 5 for each target that hasn’t saved. (Yes, you can use a quick action the same turn that you cast the spell.)
7th level spell: 5d12 damage.
9th level spell: 8d12 damage.

Fog Bank (Water)

Ranged spell
Daily
Targets: Each creature in the battle, including you
Effect: Until the start of your next turn, when a target attempts to attack, ready an action, or delay, it must roll a hard save (16+). If the target fails, it expends that action to no effect.
9th level spell: You can now choose which creatures in the battle the spell targets.

7th Level Spells

Lightning Strikes (Air)

Ranged spell
Daily
Target: One nearby or far away enemy
Attack: Wisdom + Level vs. PD
Hit: 10d8 + Wisdom lightning damage.
Miss: 15 lightning damage.
Effect: Until the end of the battle, when the escalation die is odd at the start of your turn, repeat this attack once that turn against one random nearby enemy as a free action, even if you don’t have line of sight to that creature.
9th level spell: 10d12 damage; 25 miss damage.

9th Level Spells

Wall of Stone (Earth)

Ranged spell
Daily
Effect: You create a more or less impenetrable wall of stone that’s pretty big. You can’t drop it on top of enemies or bend it after creating it, but it can form natural flowing shapes like a river of stone that’s at most 40 feet high, 120 feet long, and 10 feet thick. If you’re straining to come up with nasty ways to use the wall, you’re breaking the spirit of the spell, since it’s just supposed to be a stone wall that blocks most other creatures’ movements.
You, the spellcasting druid, can move through the wall at will, but you can’t end your turn inside it.
The wall isn’t permanent: walls of stone generally disappear at sunrise or sunset.

Summoning Rules

These general rules also apply to the necromancer’s Summoning class feature.

Standard action spells
Casting a summoning spell generally requires a standard action. The creature(s) you summon appears next to you, though feats or powers might enable you to summon it nearby instead.

Duration
A summoned creature fights for you until the end of the battle or until it drops to 0 hit points. At 0 hp, summoned creatures are slain and removed from the battle.

One summoning spell at a time
Each spellcaster can have only a single summoning spell active at a time. If all the creatures from an earlier summoning spell have been slain, you’re free to cast another. Alternatively, you can dismiss your own previously summoned creatures as a quick action to clear the way for a new summoning spell.

Halfway there
Summoned creatures are not the same as real creatures. They’re partly real, partly magical. Their abilities don’t always match the capabilities of the creatures that the adventurers encounter for real. Sometimes this is reflected in a summoned creature’s attacks or abilities. It’s always reflected in a summoned creature’s hit points.

Hit points
Each summoned creature stat block indicates its base hit points. Starting hit points for summoned creatures are nearly always lower than hit points for non-summoned versions of the same creature. Some class feats might increase the hit points of summoned creatures.

Actions on arrival
The turn you summon a creature, that creature takes its turn immediately after your turn in initiative order. During its turn, the summoned creature can act like any other creature, taking a standard, move, and quick action. The summoned creature continues to take its turn immediately after you (even if your initiative order changes) until the end of the battle.

Escalation die
As a rule, summoned creatures don’t benefit from the escalation die. A summoned creature can add the escalation die to attacks, however, if you use a quick action to give it orders or magical reinforcement. The summoned creature then gets to use the escalation die until the start of your next turn, including for opportunity attacks and other attacks that it gets to make during other creatures’ turns.

For example, during the turn you summon the creature, you use a quick action afterward to give it orders, allowing it to use the escalation die bonus. At the start of your next turn, the creature no longer gets to use the escalation die, so you’ll have to use another quick action again during that turn for the creature to keep getting the benefit.

If you’ve summoned a mob of mooks, a single quick action lets every member of the mob use the escalation die.

Allies
Summoned creatures generally count as your allies (for roleplaying as well as for resolving effects).

No recoveries, bad healing
Summoned creatures don’t have recoveries. If you cast a healing spell on a summoned creature that requires the use of a recovery, the summoned creature heals hit points equal to your level. If you use an effect that would heal a summoned creature without using a recovery, the summoned creature only heals half the normal hit points of the effect. Temporary hit points still work normally.

No nastier specials
Creatures you summon don’t use nastier specials.

Spell or creature
When a summoning spell is cast, it’s definitely a spell. After casting the spell, a summoned creature is a creature.

Shifter

You glory in shifting into the forms of animals that nature blessed with keen eyes, swift wings, and terrible fangs. You also gain a number of aspects that you can assume while battling in beast form to improve your capabilities.

Shifter Initiate Level Progression

Druid Level Daily Scout Form Shifts Daily Beast Form Shifts Daily Beast Form Aspects
 Level 1 Multiclass  1    
Level 1 1 1
Level 2 1 1
Level 3 1 1  
Level 4 1 1  
Level 5 1 1 1
Level 6 1 2 1
Level 7 1 2  1
Level 8 2 2  2
Level 9 2 2 2
Level 10 2 2 2

Shifter Adept Level Progression

Druid Level Daily Scout Form Shifts Daily Beast Form Shifts Daily Beast Form Aspects
 Level 1 Multiclass  1 At-will  
Level 1 1 At-will 1
Level 2 1 At-will 2
Level 3 1 At-will 3
Level 4 1 At-will 3
Level 5 2 At-will 4
Level 6 2 At-will 4
Level 7 2 At-will 5
Level 8 3 At-will 5
Level 9 3 At-will 5
Level 10 3 At-will 5

Scout Form

Scout forms are magical versions of normal, smaller animals that are useful for scouting, such as bobcats, coyotes, owls, lizards, dire rats, giant spiders, and so on. In scout form, you shouldn’t have any problem slipping through the world without being troubled by any but the most serious defenses. However, you don’t look like a natural animal; there’s something extremely magical about you.
Becoming a small animal isn’t a perfect translation of self. Your humanoid brain doesn’t work the same when you’ve shifted into scout form. You don’t talk. You can’t cast spells. Your magical items and possessions change shape with you, but you don’t get to use them in scout form. You maintain your identity and know who your allies are, but you’re as much an animal as a person while in the form.

Fighting in Scout Form

Fighting in scout form should be avoided unless you’re fighting a mundane animal. If you do attempt to fight, your attacker hits you unless he rolls a natural 1, and taking damage this way transforms you back into humanoid form.
Shifting Into Scout Form and Back
Transforming from humanoid or beast form into scout form requires a standard action. To transform back to human form from scout form requires a quick action. A Shifter adept can transform directly from scout to beast form (as a quick action), but a Shifter initiate must transform to human form first. You can only shift once per round. You can stay in scout form as long as you like, or switch back to humanoid form and then back again the next round.

Using Scout Form Shifts

Shifting into scout form is a daily, but you can do it at will. You can shift for roleplaying reasons, or for combat reconnaissance. To gain an advantage for an upcoming battle (or one just about to start), using your scout form requires a skill check.

Before rolling initiative, you expend one daily scout form use and roll a skill check to see how successful you were with your combat recon. Depending on the terrain, the weather, and the particular enemies or dangers, the GM will ask you to use an ability score that makes sense for the situation just like any other check, though Wisdom, Dexterity, and Strength are often common choices.

You’ll normally roll against the standard difficulty of the current environment. While in scout form in an adventurer-tier area, the normal check starts at DC 15, a hard check is DC 20, and a ridiculously hard check is DC 25. Champion tier increases the DC by 5, and epic tier by 5 more. Note that a successful check that qualifies for a higher DC gains you the information/advantage for that result, plus any lower results. A normal success or better probably negates any chance of an ambush or surprise by the enemy you’ve scouted.

Failure: Nothing came of your scouting.
Normal success: You gain a +4 bonus to initiative this battle.
Hard success: As a free action at some point during the battle, you can grant one of your allies a reroll on an attack roll or save. That ally must take the new result. You must explain how something that happened while you were scouting contributed to this benefit.
Ridiculously hard success: The GM chooses between giving you a reroll at some point during the battle, or giving you a floating story-guide icon relationship result of 6 with a random icon.

You only need to take one of the two adventurer-tier feats to access the champion-tier feat. You can also take both adventurer-tier feats, if you wish.

Adventurer Feat Your temporary animal background roll is a 1d6 instead of 1d4 + 1, and count a 1 rolled as a 2.

Adventurer Feat A normal success with your combat recon skill check also grants your allies a +2 bonus to initiative this battle.

Champion Feat Rerolls from your combat recon exploits gain a +2 bonus.

Epic Feat You now get two benefits instead of one when you succeed at a ridiculously hard skill check with your scout form.

Beast Form

Shifter initiates have a certain number of uses of beast form each day, allowing them to fight one or more battles in the shape of powerful predators. Since beast form transformations are like other daily powers, lasting no more than five minutes, Shifter initiates seldom stay in beast form, instead moving around in humanoid form or scout form.
Shifter adepts can use beast form at-will.

Beast Form

Daily for Shifter initiates (1 or 2 uses)
At-Will for Shifter adepts
Quick action
Effect: You leave your humanoid form behind and assume the form of a deadly predator such as a wolf, panther, tiger, bear, wolverine, lion, or another animal that you are naturally connected to.

The choice of what type of animal you become is up to you. You don’t always have to change into the same thing—your choices can suit the story. Stick to four-legged natural predators, not creatures with supernatural abilities or the ability to fly.

Shifter adepts can speak in growly voices and cast spells while in beast form. Shifter initiates can speak in beast form but can’t cast spells unless they take the champion-tier feat below.

Magic items: Your magic items stick with you and you get the benefit of their default bonuses. Yes, this means the bonuses from your magic axe translate to your beast form. Shifter adepts can use their magic item powers while in beast form. Shifter initiates can’t, but see the champion-tier feat below.
Beast form actions: Shifter adepts can shift freely between humanoid form and beast form during a battle. Shifter initiates who shift into beast form use up one of their daily beast form shifts, but they can shift between beast form and humanoid form without using a daily shift for the rest of that battle.
For both adepts and initiates, shifting to humanoid form during your turn is a quick action. So is shifting back to beast form.

Beast aspects: While in beast form, you can take on aspects of different beasts to help you in battle (see below). You don’t have to use the aspects; they’re an option to improve your beast form attacks and powers, not a requirement.
While in beast form, you attack in melee using a beast form attack.

Beast Form Attack

Melee attack
At-Will
Attack: Strength or Dexterity + Level vs. AC
Natural Even Hit: 1d10 damage per level + Strength or Dexterity damage.
Natural Odd Hit: 1d6 damage per level + Strength or Dexterity damage.
Miss: Repeat the attack against the same or a different target. This second attack has no miss effect.

Adventurer Feat For both initiates and adepts, your second beast form attack (the one you roll when the first attack misses) now deals miss damage equal to your level. If you are a Shifter adept, you can have two beast aspects active at the same time. If you start using a third aspect, one of the two previous aspects of your choice ends.

Champion Feat If you are a Shifter initiate, you can now cast spells and use magic item powers while in beast form. If you are a Shifter adept, you can have three beast aspects active at the same time. If you start using a fourth aspect, one of the two previous aspects of your choice ends.

Epic Feat If you are a Shifter adept, your beast form can now be a lycanthropic form when you wish—furred, deadly, and possessing a new power that you can use only while in lycanthropic form: shake it off.

Shake It Off

Special: You gain access to this power by taking the epic feat for beast form attack. To use it, you must be using at least one beast aspect.
Recharge 16+ after battle
Free action
Trigger: You take damage while fighting in beast form
Effect: You end a beast aspect power that you are using and then take only 6d6 damage from the triggering attack and ignore the rest of the damage. You still suffer any other effects of the attack (including ongoing damage).

Beast Aspect

Beast aspects are powers you can use while in beast form to help you in battle. You must choose the aspects you know at each full heal-up. You can select any of the following aspects beginning at 1st level.

Normally you can use only one beast aspect at a time and using another aspect ends the previous one. The beast form attack feats change that for the Shifter adept.

Beast aspect bonuses: Many beast aspects provide bonuses to defenses or attacks. Shifter adepts can combine bonuses to the same stats from two aspects they are using simultaneously, an exception to the general rule that bonuses don’t stack. For example, a Shifter adept using bear aspect with its champion feat would have a +2 AC, and if the adept was also using behemoth aspect with its champion feat, the total defensive bonuses for the adept would be +5 AC and +3 PD.

Effects: Beast aspects only affect you while you are in beast form, which means that every aspect should be understood to read “while in beast form” for all its effects and powers.

Shifting out of beast form to humanoid form prevents a beast aspect from having any effect, but it doesn’t end the aspect. When you shift back to beast form, the aspect is in effect again. Aspects last until the end of the battle.

Appearances: The names of the aspects are a guide to what you might look like when channeling that beast, but it’s also possible to decide that your usual beast form is, for example, wolf-like, and that using bear aspect or behemoth aspect merely adds bear-like or behemoth-like qualities to your standard wolf-shape.

Bear Aspect

Beast aspect
Daily, or recharge 16+ for adepts
Quick action
Initiate Effect: Until the end of the battle, while in beast form you gain a +2 bonus to attacks and damage against lower level enemies and mooks of any level (damage bonus increases to 2 + double your Strength or Dexterity modifier at 5th level; damage bonus increases to 2 + triple your Strength or Dexterity modifier at 8th level).
Adept Effect: As the initiate effect, and when you first shift into this aspect, roll your recovery dice as if you were healing, but you instead gain that many temporary hit points. You don’t spend a recovery.

Adventurer Feat The initiate effect’s attack bonus is now +4 instead of +2.

Champion Feat Adepts also gain a +2 AC bonus while using this aspect.

Epic Feat Until the first time it recharges each day, bear aspect is recharge 11+ instead of recharge 16+ for adepts.

Behemoth Aspect

Beast aspect
Daily, or recharge 16+ for adepts
Quick action
Initiate Effect: You gain a +2 bonus to AC and PD.
Adept Effect: As the initiate effect, and the first time you become staggered this battle, roll a hard save (16+). If you fail, choose one of the two following benefits. If you succeed, you get both.
Endurance: You can heal using a recovery.
Wrath: Begin rolling 2d20 for each of your melee attacks and choose the result you prefer until the end of the battle or until you make both rolls for a melee attack and each roll is a natural 10 or less.

Adventurer Feat The recovery from the adept’s endurance effect is now free.

Champion Feat For adepts, the bonus to AC and PD is now +3 instead of +2.

Epic Feat The save that determines the adept’s benefit(s) is now a normal save.

Mantis Aspect

Beast aspect
Daily, or recharge 16+ for adepts
Quick action
Initiate Effect: Until the end of the battle, when an enemy engaged with you fails a disengage check, you can make an opportunity attack against it. In addition, your natural even beast form attack rolls that would normally deal damage equal to your level deal half damage instead.
Adept Effect: As the initiate effect, and you gain a +1d3 bonus to AC and a +1d3 bonus to PD (two separate rolls). Insects are unpredictable.

Adventurer Feat When an enemy attempts to disengage from you while you are using this aspect, it takes a penalty to the check equal to your Strength or Dexterity modifier.

Champion Feat Adept effect bonuses are now d4s instead of d3s.

Epic Feat Until the first time it recharges each day, mantis aspect is recharge 11+ instead of recharge 16+ for adepts.

Leopard Aspect

Beast aspect
Daily, or recharge 16+ for adepts
Quick action
Initiate Effect: Until the end of the battle, when an enemy misses you with a melee attack and rolls a natural 1–4, you gain an additional standard action during your next turn. You can only gain one additional standard action a turn this way. Powers like elven grace or a command won’t stack with this effect either.
Adept Effect: As the initiate effect, and you gain a +2 bonus to AC. You also gain a +5 bonus to disengage checks and to saves against being stuck, dazed, or stunned.

Owlbear Aspect

Beast aspect
Daily, or recharge 16+ for adepts
Quick action
Initiate Effect: Until the end of the battle, your crit range with melee attacks expands by 2.
Adept Effect: As the initiate effect, and you gain a +1 bonus to melee attacks and a +2 bonus to AC and PD.

Adventurer Feat When you score a critical hit, you heal hit points equal to your level + your Wisdom modifier (double your Wisdom modifier at 5th level; triple it at 8th level).

Champion Feat While you are in this aspect, your critical hits with melee attacks deal triple damage instead of double damage.

Epic Feat Until the first time it recharges each day, owlbear aspect is recharge 11+ instead of recharge 16+ for adepts.

Tiger Aspect

Beast aspect
Daily, or recharge 16+ for adepts
Quick action
Initiate Effect: Until the end of the battle, you gain the benefits of two-weapon fighting: if your attack roll is a natural 2, you can reroll the attack, but must use the reroll. In addition, the crit range of attacks you reroll this way expands by 4.
Adept Effect: As the initiate effect, and increase the size of your beast form melee attack damage dice by one size (for example, d6s become d8s, and d10s become 12s).

Adventurer Feat You also gain a +2 attack bonus with any attack you reroll while using this aspect.

Champion Feat When you move and then attack an enemy you were not engaged with at the start of your turn, you can reroll your first natural odd attack roll each turn, but must use the reroll. (The initiate effect bonuses don’t apply to this reroll.)

Epic Feat Until the first time it recharges each day, tiger aspect is recharge 11+ instead of recharge 16+ for adepts.

Wolverine Aspect

Beast aspect
Daily, or recharge 16+ for adepts
Quick action
Initiate Effect: Until the end of the battle, when your melee attacks hit an enemy that has more hit points than you, the target takes 1d6 extra damage from the hit.
Adept Effect: As the initiate effect, and you gain a +2 bonus to all defenses. You can also rally once this battle as a quick action instead of a standard action.

Adventurer Feat Your extra melee damage while using this aspect increases according to your level:
2nd level druid: +1d8 damage.
4th level druid: +1d10 damage.
6th level druid: +2d6 damage.
8th level druid: +3d6 damage.
10th level druid: +3d12 damage.

Champion Feat You can use the damage bonus against an enemy that started the battle with more hit points than you, but no longer does.

Epic Feat Until the first time it recharges each day, wolverine aspect is recharge 11+ instead of recharge 16+ for adepts.

Terrain Caster

There are eight different ranges of terrain that are relevant to druidic magic:
1. cave, dungeon, underworld
2. forest, woods
3. ice, snowfields, tundra
4. migration route (large herd animal)
5. mountains
6. plains, overworld
7. ruins
8. swamp, lake, river
At-will or once-per-battle spells provided by terrain caster adventurer feats can be cast in any terrain you like. Daily spells must match the type of terrain you’re in, though you don’t have to memorize them like a wizard, and the spell level you cast them at is your current character level.
Terrains need not be exclusive; ruins can exist on mountains, and the terrain caster can draw upon each. Any ambiguity should be decided by the GM.

Terrain Caster Initiate Level Progression

Druid Level Daily Spells Level the Spells are Cast At
 Level 1 Multiclass 1 1st level
Level 1 1 1st level
Level 2 1 1st level
Level 3 2 3rd level
Level 4 2 3rd level
Level 5 2 5th level
Level 6 3 5th level
Level 7 3 7th level
Level 8 3 7th level
Level 9 3 9th level
Level 10 3 9th level

Terrain Caster Adept Level Progression

Druid Level Daily Spells Level the Spells are Cast At
 Level 1 Multiclass 1 1st level
Level 1 1 1st level
Level 2 2 1st level
Level 3 3 3rd level
Level 4 4 3rd level
Level 5 5 5th level
Level 6 5 5th level
Level 7 6 7th level
Level 8 6 7th level
Level 9 7 9th level
Level 10 7 9th level

Cave, Dungeon, Underworld

Adventurer Feat You gain the ways of the dark spell below.

Champion Feat Once per battle, when an attack targeting MD hits you while you’re not fighting in bright sunlight, you can force the attacker to reroll that attack, but you must accept the reroll.

Epic Feat You can now cast one bonus daily cave/dungeon/underworld spell that doesn’t count against your total daily spells, but you still can’t cast a specific daily spell of that type more than once per day.

Ways of the Dark (Terrain Feat Spell)

At-Will (in any terrain)
Ranged spell
Target: One nearby enemy
Attack: Wisdom + Level vs. MD
Hit: 1d8 psychic damage (don’t add your ability score modifier).
Natural Even Hit: As a hit, plus the target can’t attack the druid until the end of its next turn unless the druid moves to engage the target.
Miss: Damage equal to your level.
3rd level spell: 2d8 damage.
5th level spell: 3d8 damage.
7th level spell: 5d8 damage.
9th level spell: 7d8 damage.

Spider Climb (1st level)

Ranged spell
Daily
Quick action to cast
Target: You
Effect: Until the end of the battle or for five minutes, you can climb up sheer surfaces and stick to ceilings as if you were a spider. You can fight and cast spells normally while climbing.
3rd level spell: If you’re fighting while standing upside down on a ceiling or sideways on a wall, you can reroll the first natural odd attack roll you get if you tell a fun story about how the spider climb effect is letting you fight better than you ordinarily would!
5th level spell: While the spell is in effect, you can fall up to 100 feet without taking damage.
7th level spell: The effect lasts up to an hour and you can also target a nearby ally.
9th level spell: The spell now targets you and 1d4 + 1 nearby allies.

Fungal Ambuscade (3rd level)

Ranged spell
Daily
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: The target takes 15 ongoing poison damage (two saves ends).
Miss: The target takes 5 ongoing poison damage (two saves ends).
5th level spell: 25 ongoing damage on a hit, 10 ongoing damage on a miss.
7th level spell: 50 ongoing damage on a hit, 20 ongoing damage on a miss.
9th level spell: 90 ongoing damage on a hit, 40 ongoing damage on a miss.

Spikestones (5th level)

Ranged spell
Daily
Effect: Until the end of the battle, the area the battle is occurring in is dangerous to move in. When an enemy moves through the area on the ground (enemies using teleport or similar powers aren’t affected), it must roll a normal save that turn. On a failure, that creature takes 7d6 damage. If they move again that turn, they don’t have to roll a save.
You can move normally in the area. Your allies must roll an easy save (6+); if they fail they take half damage when they move.
Since the spell normally only works underground, it affects creatures with flight because it’s assumed that nasty stalactites jut out from the ceiling as well as the walls and floors. If you’re in a giant cavern when you cast it, fliers could probably zip around away from surfaces without too much trouble (GM’s call).
7th level spell: 7d10 damage.
9th level spell: 9d10 damage.

Forest, Woods

Adventurer Feat You gain the rain of acorns spell below.

Champion Feat Once per battle when you hit an enemy that’s a beast with rain of acorns, the target is also confused until the end of your next turn.

Epic Feat You can now cast one bonus daily forest/woods spell that doesn’t count against your total daily spells, but you still can’t cast a specific daily spell of that type more than once per day.

Rain of Acorns (Terrain Feat Spell)

Ranged spell
At-Will (in any terrain)
Targets: 1d3 nearby enemies in a group
Attack: Wisdom + Level vs. PD
Hit: 1d4 damage + Wisdom damage.
Miss: Damage equal to your level.
3rd level spell: 2d4 damage.
5th level spell: 2d6 damage.
7th level spell: 4d6 damage.
9th level spell: 6d6 damage.

Champion Feat This spell now targets 1d4 enemies in a group.

Barkskin (1st level)

Ranged spell
Daily
Quick action to cast
Target: You or one nearby ally wearing light armor or no armor
Effect: Until the end of the battle, the target gains a +3 bonus to AC except against attacks that deal fire damage.
5th level spell: The +3 bonus also applies to PD except against attacks that deal fire damage.
9th level spell: You can now choose two targets.

Entangle (3rd level)

Ranged spell
Daily
Target: 1d3 nearby creatures
Attack: Wisdom + Level vs. PD
Hit: 5d6 + Wisdom damage, and if the target has 80 hp or fewer after the damage, it’s stuck (save ends).
Miss: Damage equal to your level, if the target has 80 hp or fewer after the damage, it’s stuck (easy save ends, 6+).
5th level spell: 5d10 damage; hit/miss effect affects targets with 135 hp or fewer.
7th level spell: 6d10 damage; hit/miss effect affects targets with 220 hp or fewer.
9th level spell: 10d10 damage; hit/miss effect affects targets with 350 hp or fewer.

Plantwalk (5th level)

Ranged spell
Daily
Quick action to cast
Target: You
Effect: Until the end of the turn, you can teleport once as a move action by moving into a tree or other large plant and emerging from another plant or tree of the same species you can see or out of your line of sight. If you go beyond your line of sight, the GM chooses how far you can go, up to a mile.
Once per level when you cast this spell, you also summon a 5th level earth elemental beside one of the trees or plants involved in your teleport. Use the elemental caster’s summon earth elemental spell. 
7th level spell: The once per level summoning now summons a 7th level earth elemental.
9th level spell: You can now use the spell to teleport virtually unlimited distances as long as you travel to a grove or forest and emerge from a tree or plant well-known to you. The once per level summoning now summons a 9th level earth elemental.

Ice, Tundra, Deep Snow

Adventurer Feat You gain the frost touch spell below.

Champion Feat You gain resist cold 16+ and your spells ignore the resist cold abilities that the targets of your spells have.

Epic Feat You can now cast one bonus daily ice/tundra/deep snow spell that doesn’t count against your total daily spells, but you still can’t cast a specific daily spell of that type more than once per day.

Frost Touch (Terrain Feat Spell)

Close-quarters spell
Once per battle (in any terrain)
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 2d6 + Wisdom cold damage, or 3d6 + Wisdom cold damage to an enemy you are engaged with.
Natural Even Miss: Half damage.
Natural Odd Miss: Damage equal to your level.
3rd level spell: 4d6 damage, or 6d6 to an enemy you are engaged with.
5th level spell: 5d10 damage, or 6d10 to an enemy you are engaged with.
7th level spell: 8d10 damage, or 10d10 to an enemy you are engaged with.
9th level spell: 2d6 x 10 damage, or 2d8 x 10 to an enemy you are engaged with.

Ice Shield (1st level)

Close-quarters spell
Daily
Quick action to cast
Target: You
Effect: Until the end of the battle, when an enemy engaged with you attacks you and rolls a natural 1–15, it takes 1d10 cold damage after the attack.
3rd level spell: 4d6 damage.
5th level spell: 6d6 damage.
7th level spell: 6d10 damage.
9th level spell: 10d10 damage.

Icicle (3rd level)

Ranged spell
Daily
Target: One nearby or far away creature
Attack: Wisdom + Level vs. PD
Natural Even Hit: 5d10 + Wisdom cold damage, and the target is hampered (easy save ends, 6+).
Natural Odd Hit: 5d10 + Wisdom cold damage, and the target is stuck (easy save ends, 6+).
Miss: Half damage, and the target is stuck until the end of its next turn.
5th level spell: 7d10 damage.
7th level spell: 10d12 damage.
9th level spell: 2d10 x 10 damage.

Cone of Cold (5th level)

Ranged spell
Daily
Targets: 1d4 nearby enemies in a group
Attack: Wisdom + Level vs. PD
Hit: 10d6 + Wisdom cold damage.
Natural Even Hit: As a hit, plus the target is stuck (save ends).
Miss: Half damage.
7th level spell: 10d10 damage.
9th level spell: 2d8 x 10 damage.

Migration Route (Large Herd Animal)

Adventurer Feat You gain the whoomph spell below.

Champion Feat When you cast whoomph during a battle, you can cast the beast shrugs later in that battle even if you are not on migration route terrain.

Epic Feat You can now cast one bonus daily migration route spell that doesn’t count against your total daily spells, but you still can’t cast a specific daily spell of that type more than once per day.

Whoomph (Terrain Feat Spell)

Close-quarters spell
At-Will (in any terrain)
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 1d8 + Wisdom damage; or 2d8 + Wisdom damage against a mook.
Miss: Damage equal to your level against a non-mook; no effect against a mook.
3rd level spell: 3d6 damage, or 6d6 against a mook.
5th level spell: 5d6 damage, or 6d10 against a mook.
7th level spell: 5d8 damage, or 10d8 against a mook.
9th level spell: 8d10 damage, or 3d6 x 10 against a mook.

The Beast Shrugs (3rd level)

Ranged spell
Quick action to cast
Daily
Target: You or one nearby ally
Effect: Until the end of the battle, the target can use a quick action (once per turn) to heal 4d6 hit points. The target can take this action only when it’s not staggered.
5th level spell: Heal 6d6 hit points.
7th level spell: Heal 7d10 hit points.
9th level spell: Heal 10d10 hit points.

Stomp! (5th level)

Ranged spell
Daily
Target: One nearby large, huge, or even bigger enemy
Attack: Wisdom + Level vs. PD
Hit: 7d12 + Wisdom damage.
Miss: You don’t expend the spell, but must cast it again with your next standard action. If you don’t, you take damage from the spell as if you had been hit and the spell is expended.
7th level spell: 3d4 x 10 damage.
9th level spell: 3d8 x 10 damage.

Migratory Teleport (7th level)

Ranged spell
Daily
Effect: You and up to 4 allies next to you can teleport to the site of any migratory beast herd in the world.
When you teleport, roll a d20. If you roll a 1, something unusual intervened and you arrive at a different herd site than you had intended (GM’s choice). Otherwise, you and your allies arrive somewhere hear the desired herd. Unlike the wizard’s 9th level teleport spell, this spell doesn’t allow you to choose your precise destination.
Any effects of spells or items cast/created before teleporting are canceled and no longer function on arrival, so it’s best to wait and use such spells after you arrive.
9th level spell: You can now try to teleport to any location along the migration route. Stabbing your finger on the world map suffices, but your aim won’t be perfect. Attempts to teleport to places off the map to the north or west usually don’t work.

Mountains

Adventurer Feat You gain the spark spell below.

Champion Feat Once per day, you can heal using a second recovery when some other effect has enabled you to heal using a single recovery. This bonus recovery is a free recovery, but it doesn’t benefit from any bonuses the first recovery gains.

Epic Feat You can now cast one bonus daily mountains spell that doesn’t count against your total daily spells, but you still can’t cast a specific daily spell of that type more than once per day.

Spark (Terrain Feat Spell)

Close-quarters spell
At-Will (in any terrain)
Target: One nearby or far away enemy
Attack: Wisdom + Level vs. PD
Hit:  1d8 + Wisdom lightning damage, or 2d8 + Wisdom lightning damage against a creature that is flying.
Miss: Damage equal to your level.
3rd level spell: 3d6 damage, or 6d6 against a flying creature.
5th level spell: 5d6 damage, or 6d10 against a flying creature.
7th level spell: 5d8 damage, or 10d8 against a flying creature.
9th level spell: 8d10 damage, or 3d6 x 10 against a flying creature.

Rumble (1st level)

Close-quarters spell
Daily
Quick action to cast
Effect: Until the end of the battle, when you end your turn engaged with one or more enemies, each of those creatures takes thunder damage equal to your Wisdom modifier.
3rd level spell: 1d6 + Wisdom modifier damage.
5th level spell: 2d6 + Wisdom modifier damage.
7th level spell: 3d6 + Wisdom modifier damage.
9th level spell: 4d6 + Wisdom modifier damage.

Stoneskin (3rd level)

Ranged spell
Daily
Quick action to cast
Target: You or one nearby ally
Effect: The target gains resist damage 16+ against attacks targeting AC until the end of the battle or until two natural 16+ attack rolls against AC hit the target.
5th level spell: Resist damage now also applies to attacks targeting PD.
9th level spell: Resist damage increases to 18+.

Call Lightning (7th level)

Ranged spell
Daily
Targets: This spell generates a number of attacks equal to the escalation die. Each attack targets a random enemy. Determine the target of each attack just before rolling the attack, so that an enemy that drops to 0 hp won’t be targeted again.
Attack: Wisdom + Level vs. PD
Hit: 5d12 + Wisdom lightning damage.
Miss: Damage equal to your level.
9th level spell: 7d12 damage.

Plains, Overworld

Adventurer Feat You gain the sunbeams spell below.

Champion Feat Once per battle as a free action, you can choose a spell that targets nearby creatures or enemies. That spell can target far away creatures or enemies this battle.

Epic Feat You can now cast one bonus daily plains/overworld spell that doesn’t count against your total daily spells, but you still can’t cast a specific daily spell of that type more than once per day.

Sunbeams (Terrain Feat Spell)

Ranged spell
At-Will (in any terrain)
Targets: Up to two nearby or far away enemies
Attack: Wisdom + Level vs. PD
Hit: 1d4 + Wisdom fire damage.
3rd level spell: 3d4 damage.
5th level spell: 2d8 damage.
7th level spell: 4d6 damage.
9th level spell: 4d12 damage.

Heat Metal (1st level)

Ranged spell
Daily
Target: One nearby enemy in heavy armor, wearing metal armor, or using metal weapons
Attack: Wisdom + Level vs. PD
Hit: 3d6 + Wisdom fire damage, and 10 ongoing fire damage and dazed (save ends both).
Miss: 10 ongoing fire damage.
3rd level spell: 5d6 damage, and 15 ongoing damage (hit and miss).
5th level spell: 5d10 damage, and 25 ongoing damage (hit and miss).
7th level spell: 9d10 damage, and 40 ongoing damage (hit and miss).
9th level spell: 10d12 damage, and 50 ongoing damage (hit and miss).

Air & Fire (3rd level)

Ranged spell
Daily
Quick action to cast
Effect: During your next turn, you can cast a 3rd level daily Air or Fire spell from the Elemental Caster’s spell list even if you don’t ordinarily know that spell. The only limitation is that the spell can’t be a summon elemental spell. Casting that spell neither counts against your daily Elemental Caster spell limit if you have that talent, nor does it count against your daily Terrain Caster spell limit.
If something prevents you from casting the spell during your next turn, you still expend this daily spell.
5th level spell: Now you can cast a 5th level daily Air or Fire spell.
7th level spell: Now you can cast a 7th level daily Air or Fire spell.
9th level spell: Now you can cast a 9th level daily Air or Fire spell.

Harmony (5th level)

Ranged spell
Daily
Quick action to cast
Targets: Two willing nearby allies (possibly including you).
Effect: Until the end of the battle, when one of the targets takes damage, the target with the most hit points takes that damage instead (your choice on ties).
The effect doesn’t work while a target is at 0 hit points or below. Temporary hit points also don’t count.
7th level spell: The spell can now target up to three willing allies.
9th level spell: The spell can now target up to four willing allies.

Ruins

Adventurer Feat You gain the ruination spell below.

Champion Feat Once per day when you drop to 0 hit points or below, you can roll a normal save. If you succeed, heal using a recovery before going unconscious. If you fail, it counts as a failed death check.

Epic Feat You can now cast one bonus daily ruins spell that doesn’t count against your total daily spells, but you still can’t cast a specific daily spell of that type more than once per day.

Ruination (Terrain Feat Spell)

Ranged spell
Once per battle (in any terrain)
Target: The nearby enemy with the highest MD (you don’t have to be able to see the enemy)
Attack: Wisdom + Level vs. MD
Hit: Each nearby enemy takes 2d6 damage (don’t add your ability score modifier). For mooks, deal the damage once to the mob, not to each member of it.
3rd level spell: 4d6 damage.
5th level spell: 6d6 damage.
7th level spell: 9d6 damage.
9th level spell: 6d12 damage.

Inevitable Collapse (1st level)

Ranged spell
Daily
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 2d6 + Wisdom damage, and 10 special ongoing damage.
special ongoing damage: The target can’t start rolling saves against this damage until you or your allies attack it, or until it starts its turn staggered.
Miss: 5 special ongoing damage (as above).
3rd level spell: 5d6 damage, and 15 ongoing damage; 5 ongoing on a miss.
5th level spell: 5d10 damage, and 20 ongoing damage; 10 ongoing on a miss.
7th level spell: 8d10 damage, and 25 ongoing damage; 15 ongoing on a miss.
9th level spell: 10d12 damage, and 40 ongoing damage; 20 ongoing on a miss.

How Things End (5th level)

Ranged spell
Daily
Targets: Up to 3 nearby staggered enemies
Attack: Wisdom + Level vs. MD
Hit: 6d10 + Wisdom psychic damage.
Natural Even Hit: As a hit, plus the target can’t attack you during its next turn.
Miss: Half damage.
7th level spell: 10d10 damage.
9th level spell: 2d8 x 10 damage.

Devastation (9th level)

Ranged spell
Daily
Special: You can cast this spell only once per level.
Target: One structure constructed by mortals that isn’t in the overworld, in the underworld, or under an icon’s personal magical protection.
Skill Check: To gain the effect, you must succeed on a skill check corresponding to the tier of the structure and the GM’s assessment of the difficulty: normal, hard, or ridiculously hard.
Effect: The structure begins to come down as if it aged centuries in minutes. It may take up to an hour to collapse entirely. Supremely magical structures may have their own ways of regenerating.

Swamp, Lake, River

Adventurer Feat You gain the poison thorns spell below.

Champion Feat You gain resist poison 16+.

Epic Feat You can now cast one bonus daily swamp/lake/river spell that doesn’t count against your total daily spells, but you still can’t cast a specific daily spell of that type more than once per day.

Poison Thorns (Terrain Feat Spell)

Ranged spell
At-Will (in any terrain)
Target: One random nearby enemy (you don’t have to be able to see that enemy)
Attack: Wisdom + Level vs. PD
Hit: 5 damage, and 5 ongoing poison damage.
3rd level spell: 8 damage, and 8 ongoing poison damage.
5th level spell: 13 damage, and 13 ongoing poison damage.
7th level spell: 20 damage, and 20 ongoing poison damage.
9th level spell: 30 damage, and 30 ongoing poison damage.

The Big Muddy (1st level)

Ranged spell
Daily
Targets: Each nearby enemy with 50 hit points or fewer that is touching the ground or the water and doesn’t have the flight ability
Attack: Wisdom + Level vs. PD
Hit: The target is stuck (save ends).
3rd level spell: Targets with 80 hit points or fewer.
5th level spell: Targets with 140 hit points or fewer.
7th level spell: Targets with 200 hit points or fewer.
9th level spell: Targets with 320 hit points or fewer.

Reclamation (3rd level)

Ranged spell
Daily
Targets: Up to two nearby non-mook enemies with the fewest hit points (you don’t have to be able to see those enemies)
Attack: Wisdom + Level vs. MD
Hit: 5d6 + Wisdom damage, and the target can’t heal (hard save ends, 16+).
Miss: Half damage.
5th level spell: 6d8 damage.
7th level spell: 10d8 damage.
9th level spell: 2d8 x 10 damage.

Purification Chant (7th level)

Ranged spell
Daily
Target: One nearby enemy
Attack: Wisdom + Level vs. MD
Hit: 2d6 x 10 + Wisdom psychic damage, and you and each of your nearby allies can roll a save with a +5 bonus against any save ends effect created by the target.
Miss: Half damage, and you and 1d3 of your nearby allies can each roll a save against any save ends effect created by the target.
9th level spell: 2d10 x 10 damage.

Warrior Druid

Choose this talent if you want to fight well in melee with your normal weapons and armor.

Spending a single talent on Warrior Druid lets you choose one of the three following benefits:
  • Your AC in light armor is 12 instead of 10 like most other druids.
  • You don’t take opportunity attacks from enemies engaged with you when you cast ranged druid spells.
  • Your base hit points are 7 + CON mod instead of 6 + CON mod.
If you use two talents to become a Warrior Druid adept, choose three of the following benefits:
  • Your base hit points are 7 + CON mod instead of 6 + CON mod.
  • Your AC in light armor is 12 instead of 10 like most other druids.
  • You don’t take opportunity attacks from enemies engaged with you when you cast ranged druid spells.
  • You can use one-handed 1d8 martial weapons without taking the –2 attack penalty that other druids suffer.
  • You can use a shield (in human form) without taking an attack penalty like other druids.
Like the fighter class, you gain access to flexible attacks when you make basic melee attacks during your turn. Roll your attack, then choose one of the flexible attacks you know that can be triggered by your natural attack roll. Unlike the fighter, you can usually use each of your flexible attacks only once per battle.
If you’re also a Shifter initiate, you can use your Warrior Druid flexible attacks while in beast form, but only with your first beast form attack roll each turn. Adepts can use them freely.

Adventurer Feat Choose another Warrior Druid benefit you weren’t able to start with. Whether you’re an initiate or an adept, you can take this feat twice to gain the two Warrior Druid benefits you are missing.

Warrior Druid Initiate Level Progression

Druid Level Druid Flexible Attacks
 Level 1 Multiclass 1
Level 1 1
Level 2 2
Level 3 2
Level 4 2
Level 5 3
Level 6 3
Level 7 3
Level 8 4
Level 9 4
Level 10 4

Warrior Druid Adept Level Progression

Druid Level Druid Flexible Attacks
 Level 1 Multiclass  1
Level 1 2
Level 2 3
Level 3 4
Level 4 4
Level 5 4
Level 6 5
Level 7 5
Level 8 6
Level 9 6
Level 10 6

Flexible Attacks

Choose which flexible attacks you know. You can choose any of the following at 1st level, though some won’t work as well depending on your choice of talents.

Ancestral Guidance

Flexible once-per battle melee attack
Triggering Roll: Natural odd roll
Effect: Add damage to the attack equal to your Wisdom modifier, hit or miss. (Double your Wisdom modifier at 5th level; triple it at 8th level.)
If you are a Warrior Druid adept and you use ancestral guidance while in humanoid form, you also regain all the once-per-battle flexible attacks you have expended this battle.

Adventurer Feat Once per battle when you make an attack against AC, you can instead make that attack against the target’s MD as the spirits guide your strike.

Champion Feat When you use this flexible attack, you can roll a save against a save ends effect.

Beast Spirits

Flexible once-per-battle melee attack
Triggering Roll: Natural 19+, or Natural 18+ if you are a Shifter adept
Effect: After the attack, as a free action you can cast one of the four spells listed below this attack: behemoth’s endurance, bull’s strength, cat’s grace, or owl’s wisdom. You choose which spell to cast. Using beast spirits is normally the only way to access these spells.
Special: The four beast spirits spells last until the end of the battle or until the target falls unconscious. If the target already has a beast spirits spell effect on it, that spell is cancelled when a new beast spirits spell targets it.

Champion Feat You can use the improved version of each spell as amended by the champion-tier feats listed underneath it.

Behemoth’s Endurance

Close-quarters spell
Free action to cast when triggered
Target: You or one nearby ally
Effect: Until the end of the battle or until targeted with another beast spirits spell, the target gains a +2 bonus to PD and temporary hit points equal to your level + your Wisdom modifier.

Champion Feat The target instead gains a +4 bonus to PD and temporary hit points equal to your level + double your Wisdom modifier (triple your Wisdom modifier at 8th level).

Bull’s Strength

Close-quarters spell
Free action to cast when triggered
Target: You or one nearby ally
Effect: Until the end of the battle or until targeted with another beast spirits spell, the target gains a +1 bonus to melee attacks.

Champion Feat The target gains a +2 bonus to melee attacks instead of +1.

Cat’s Grace

Close-quarters spell
Free action to cast when triggered
Target: You or one nearby ally
Effect: Until the end of the battle or until targeted with another beast spirits spell, the target gains a +1 bonus to AC.

Champion Feat The target also gains a +2 bonus to disengage checks and Dexterity skill checks.

Owl’s Wisdom

Close-quarters spell
Free action to cast when triggered
Target: You or one nearby ally
Effect: Until the end of the battle or until targeted with another beast spirits spell, the target gains a +2 bonus to MD and a +1 bonus to saves.

Champion Feat The target instead gains a +4 bonus to MD and a +2 bonus to saves.

Elemental Pivot

Flexible once-per-battle melee attack
Triggering Roll: Natural 18+
Effect: During your next turn, you can cast an elemental caster’s Elemental Mastery at-will feat spell of your choice as a quick action, even if you don’t normally know that spell.

Adventurer Feat If you also have the Elemental Caster talent, you gain a +2 attack bonus with that spell.

Champion Feat Any other Elemental Caster spell you cast during your next turn also gains a +2 attack bonus.

Greenmantle

Flexible once-per-battle melee attack
Triggering Roll: Natural 18+
Effect: You gain a +4 bonus to AC until an attack against AC misses you.

Adventurer Feat If you are using a shield, this flexible attack instead triggers on a natural 16+.

Champion Feat The bonus now also applies to PD (and attacks against PD that miss).

Epic Feat You now gain a +6 AC bonus instead of +4.

Invoke the Storm

Flexible once-per-battle melee attack
Triggering Roll: Natural 5, 10, 15, or 20
Effect: Roll a d3. Deal lightning damage equal to five times the number you rolled to one nearby enemy other than the target of the triggering attack.

Adventurer Feat Roll a d4 instead of a d3.

Champion Feat Roll a d6 instead of a d4 and use whichever is higher, the escalation die or your d6 roll.

Epic Feat Add the escalation die and your d6 roll together, then multiply by five for the damage you deal.

Nature’s Fury

Flexible once-per-battle melee attack
Triggering Roll: Natural 2–5
Effect: The triggering attack deals half damage.

Adventurer Feat Any allies engaged with the target can pop free from it if they wish.

Champion Feat The flexible attack now also triggers on a natural odd miss.

Epic Feat When you cast heal on an ally you are next to, that ally adds +30 hp to the recovery.

Red Claw

Flexible once-per-battle melee attack
Triggering Roll: Natural odd hit or miss
Effect: Until the end of the battle, your animal companion gains a +1 attack bonus. If you use this flexible attack multiple times in the battle, the bonuses are cumulative.

Adventurer Feat When you use this flexible attack, your animal companion’s crit range also expands by 2.

Champion Feat The attack bonus is now +2 instead of +1.

Epic Feat When you use this flexible attack, your animal companion also heals hit points equal to triple your Strength or Dexterity modifier.

Resilience

Flexible once-per battle melee attack
Triggering Roll: Natural 1–5
Effect: You gain 5 temporary hit points and resist damage 12+ against attacks that target AC until two attacks against you have had their damage halved from that resistance.

Adventurer Feat The damage resistance also applies to attacks that target PD.

Champion Feat You now gain 10 temporary hit points instead of 5, and the damage resistance increases to 14+.

Epic Feat You now gain 15 temporary hit points instead of 10, and the damage resistance increases to 16+.

Shillelagh

Flexible once-per battle melee attack
Triggering Roll: Natural 13
Effect: If the target isn’t staggered after the attack, the attack is a critical hit. If the target is staggered after the attack, you can heal using a recovery and the target is stuck until the end of its next turn.

Adventurer Feat This flexible attack now also triggers on a natural 3.

Champion Feat The stuck effect is now save ends.

Epic Feat This flexible attack now also triggers on a natural 17.

Spirits of the Land

Flexible once-per-battle melee attack
Triggering Roll: Natural 18+
Effect: During your next turn, you can cast a Terrain Caster at-will feat spell of your choice once as a quick action, even if you don’t normally know that spell. The spell must match a type of terrain you are in.

Adventurer Feat If you also have the Terrain Caster talent, you gain a +2 attack bonus with that spell.

Champion Feat Any other Terrain Caster spell you cast during your next turn also gains a +2 attack bonus.

Strength of Earth

Flexible once-per battle melee attack
Triggering Roll: Natural even roll
Effect: Each enemy engaged with you can’t attempt to disengage (save ends). They can still move away and take opportunity attacks, if they wish.

Warrior’s Blessing

Flexible once-per-battle melee attack
Triggering Roll: Any natural even roll
Effect: You heal hit points equal to your Strength or Dexterity modifier (double that modifier at 5th level; triple it at 8th level).

Adventurer Feat Add 1d6 to the healing provided by this flexible attack.

Champion Feat One nearby ally also gains the same amount of healing that you do from this flexible attack.

Epic Feat Add 4d10 instead of 1d6 to the healing provided by this flexible attack, and you can use warrior’s blessing twice per battle.

Wild Harmony

Flexible once-per battle melee attack
Triggering Roll: Natural 16+
Effect: If you cast a regeneration or greater regeneration spell before the start of your next turn, the target adds your Wisdom modifier to the healing they gain from their first recovery roll (not subsequent rolls). (Double your Wisdom modifier at 5th level; triple it at 8th level).

Adventurer Feat The target now adds the healing bonus to each recovery roll from that spell.

Champion Feat This flexible attack now also triggers on any natural even roll.

Epic Feat When this flexible attack triggers, you or one nearby conscious ally heal hit points equal to double your Wisdom modifier.

Wild Healer

The Wild Healer talent provides you spell options as indicated on your level progression chart, with possible bonus spells provided by feats. Regeneration is your main healing spell; you start with both a per-battle and daily use, and gain more uses as you level up. Wild Healer initiates and adepts get access to the wild heal spell later in their career. Greater regeneration is only available to adepts.

The feats below are available to Wild Healer initiates and adepts.

Adventurer Feat If you’re a Wild Healer initiate, you gain a daily use of the wild heal spell. If you’re a Wild Healer adept, you instead gain a once-per-battle use of the wild heal spell.

Champion Feat You gain an additional daily use of regeneration.

Epic Feat Once per day as a free action when a target of one of your regeneration spells (or greater regeneration) fails the save to continue its regeneration, the target succeeds instead.

Wild Healer Initiate Level Progression

Druid Level Per-battle regeneration spells Daily regeneration spells Daily greater regeneration spells Daily wild heal spells
 Level 1 Multiclass  1    
Level 1 1 1
Level 2 1 1
Level 3 1 1  
Level 4 1  
Level 5 1 1
Level 6 1 1  1
Level 7 1 2 1
Level 8 1 2 1
Level 9 1 2 2
Level 10 1 2 2

Wild Healer Adept Level Progression

Druid Level Per-battle regeneration spells Daily regeneration spells Daily greater regeneration spells Daily wild heal spells
 Level 1 Multiclass  1    
Level 1 1 1 1
Level 2 1 1 1 1
Level 3 2 1 1 1
Level 4 2 1 11 1
Level 5 2 2 1 1
Level 6 2 2 1 1
Level 7 2 2 1 2
Level 8 2 2 2
Level 9 2 3 2 2
Level 10 2 3 2 3

Regeneration

Close-quarters spell
Special: See level progression chart for usage per battle/day.
Interrupt action or quick action
Target: One nearby ally (with an interrupt action); or you (with a quick action)
Trigger (for targeted ally): One of your allies starts its turn
Effect: The target heals using a recovery, rolling recovery dice as normal, but heals only half (rounding down) the amount of healing rolled.
At the start of the target’s next turn, the target heals using a free recovery, but heals only half (rounding down) the amount rolled—the first recovery spent continues to fuel the regeneration effect. After the target heals this second time, it rolls a normal save to see if the regeneration spell will continue.
If the save fails, the regeneration spell ends.
If the save succeeds, the regeneration spell continues and the target will heal using a free recovery for half hit points again at the start of its next turn, and then roll another save to see if the regeneration continues, and so on.

Special: The save to continue the regeneration effect becomes a hard save (16+) if the target is at maximum hit points or if the target has dropped to 0 hit points or below while the regeneration is in effect.
Special: You can only have one regeneration or greater regeneration spell on you at a time. A second spell cast on you cancels the first.

Greater Regeneration

Close-quarters spell
Special: See level progression chart for usage per battle/day.
Interrupt action or quick action
Target: One nearby ally (with an interrupt action); or you (with a quick action)
Trigger (for targeted ally): One of your allies starts its turn
Effect: The target heals using two recoveries but only rolls recovery dice as if it had used a single recovery.
At the start of the target’s next turn, the target heals using a free recovery—the two recoveries spent continue to fuel the greater regeneration effect. After the target heals this second time, it rolls a normal save to see if the greater regeneration spell will continue.
If the save fails, the greater regeneration spell ends.
If the save succeeds, the greater regeneration spell continues and the target will heal using a free recovery again at the start of its next turn, and then roll another save to see if the regeneration continues, and so on.

Special: The save to continue the regeneration effect becomes a hard save (16+) if the target is at maximum hit points or if the target has dropped to 0 hit points or below while the greater regeneration is in effect.
Special: You can only have one regeneration or greater regeneration spell on you at a time. A second spell cast on you cancels the first.

Wild Heal

Close-quarters spell
Daily, see level progression chart for number of uses
Quick action
Target: You or one nearby ally, and one randomly chosen nearby ally that has taken damage
Effect: Each target heals using one of its recoveries.

Animal Companion Rules

You have a devoted animal companion who fights alongside you like a member of your adventuring party.

If you have a single talent invested into Animal Companion, you are an Animal Companion initiate. If you invested two talents into Animal Companion, you are an Animal Companion adept.

These are the same rules as for the ranger.

Calling to Battle
When you roll initiative, you may choose whether you want your animal companion to take part in the battle. You may also call your animal companion during the battle with a quick action.

Animal Companion initiates may only call their animal companion once every other battle. The animal companion may not fight in two battles in a row—even between full heal-ups, adventures, or gaining new levels. Animal Companion adepts don’t have this limitation; their animal companion can fight in every battle if the adept so chooses.

Recoveries
As an initiate, add a recovery to your total recoveries. As an adept, add two recoveries to your total recoveries. You can use a recovery on yourself or your animal companion.

Actions
Your animal companion acts on your initiative turn, either immediately before or after you, depending on the animal type.

Your animal companion moves gets a move action and a standard action, but not a quick action.

If you have powers that care about the “first time you attack an enemy,” an attack by your animal companion counts as your attack.

Animal Harm
Your animal companion can be healed like an ally. If it gets healed without you being healed, it uses one of your recoveries. When you use a recovery while next to your animal companion (including being engaged with the same enemy), your animal companion is also healed using a free recovery.

Instead of dying like a monster or NPC at 0 hp, your animal companion follows PC rules for falling unconscious at 0 hp and dying after four failed death saves or when its negative hit points equal half its normal hit points. If your animal companion dies, it’s gone for the battle, though you can call it (or another one) to fight in the next battle (as an adept) or the in the battle after that (as an initiate). That animal companion will be one level lower than an animal companion would normally be, i.e. two levels below you. At the start of the next battle, bump the animal companion up to its proper level, i.e. one below you.

Stats & Levels
Each animal companion has roughly the same base stats as listed below.
Your animal companion is always one level lower than you. As a 1st level druid, you’ll have a level 0 animal companion. Once you gain a level, your animal companion rises to 1st level.

On top of the base stats, each type of animal has a zoologically appropriate power or advantage.

Companion Bonuses
Each type of animal companion is a little different.

Bear (also Giant Badger, Wolverine)

Acts: After druid
Advantage:  The bear gains temporary hit points equal to its level each time it hits with an attack.

Champion Feat The temporary hit points increase to double its level.

Boar (also Spiky Lizard)

Acts: Before druid
Advantage:  The boar gains a +1 attack bonus when it moves before its attack during the same turn.

Eagle (also Falcon, Hawk, Owl, Vulture)

Acts: Before druid
Advantage:  It flies! Its melee damage die is dropped by one size (d6 at level 0).

Panther (also Lion, Tiger)

Acts: Before druid
Advantage:  The panther’s crit range expands by 2 against enemies with lower initiative.

Snake (also Giant Spider, Poison Toad)

Acts: After druid
Advantage:  The snake also deals ongoing poison damage equal to twice your level on a natural attack roll of 18+.

Champion Feat The ongoing damage is three times your level instead.

Epic Feat The ongoing damage is four times your level instead.

Wolf (also Big Dog, Coyote, Hyena, Jackal)

Acts: After druid
Advantage:  The wolf gains a +1 attack bonus against enemies its master attacked the same turn, or against enemies engaged with its master.

Baseline Stats

Use the following stats as the baseline for your animal companion. Remember that your companion stays a level lower than you. Generally your companion’s Physical Defense should be higher than its Mental Defense, but you could flip that if you have a good explanation.

Baseline Stats

Level Attack Damage AC PD (or MD) MD (or PD) HP
 Level 0  +5 vs. AC 1d8 16 14 10 20 (10)
Level 1  +6 vs. AC 1d10 17 15 11 27 (13)
Level 2  +7 vs. AC 2d6 18 16 12 36 (18)
Level 3  +9 vs. AC 3d6 19 17 13 45 (22)
Level 4  +10 vs. AC 4d6 21 19 15 54 (27)
Level 5  +11 vs. AC 5d6 22 20 16 72 (36)
Level 6  +13 vs. AC 6d6 23 21 17 90 (45)
Level 7  +14 vs. AC 7d6 25 23 19 108 (54)
Level 8  +15 vs. AC 8d6 26 24 20 144 (72)
Level 9  +17 vs. AC 9d6 27 25 21 180 (90)
Level 10  +18 vs. AC 10d6 28 26 22 216 (108)

Animal Companion Feats

Druid animal companion feats are designed so that they do not build on each other. Unlike other feats, you don’t have to take animal companion feats progressively, one after the other as long as you qualify for the correct tier.

Adventurer Feat Once per day, your animal companion can attack twice in a round with a standard action.

Adventurer Feat Once per battle, your animal companion can turn a disengage success by an enemy it is engaged with into a failure.

Adventurer Feat Once per day, reroll one of your animal companion’s missed attack rolls.

Adventurer Feat Your animal companion adds the escalation die to its attacks.

Champion Feat Once per day, your animal companion can force an enemy to reroll an attack that hit it.

Champion Feat Your Lethal Hunter talent also applies to your animal companion.

Champion Feat Increase your animal companion’s Physical Defense and Mental Defense by +1.

Epic Feat Increase your animal companion’s damage die by one size (for example, from d6s to d8s, or d8s to d10s).

Epic Feat Increase your animal companion’s AC by +1.

Animal Companion Spells

As an Animal Companion adept, you gain a number of spells to help your animal companion—or another’s—fight better. You don’t have to choose the spells you know ahead of time. You can cast any spell of your level or lower, limited only by the number of daily spells you get. Once you cast a particular daily spell, no matter its level, you can’t cast it again until you take your next full heal-up.
Animal Companion spells are not available to Animal Companion initiates.

Druid Level Multiclass Level Daily Spells Spells are Cast At
Level 1 1, 2 1 1st level
Level 2 3 2 1st level
Level 3 4 2 3th level
Level 4 5 2 3th level
Level 5 6 3 5th level
Level 6 7 3 5th level
Level 7 8 3 7th level
Level 8 9 4 7th level
Level 9 10 4 9th level
Level 10   4 9th level

1st Level Spells

Pack Link 

Ranged spell
Quick action to cast
Daily
Target: One nearby animal companion
Effect: Until the end of the battle, when the target attacks an enemy that is engaged with you, increase the target’s melee attack damage dice for that attack by one size, up to a maximum of d12.
5th level spell: The target’s basic melee attacks now deal half damage on a natural even miss.
7th level spell: The target’s basic melee attacks now deal half damage on any miss.

Vitality 

Ranged spell
Quick action to cast
Daily
Target: One nearby animal companion
Effect: The target heals using a free recovery.
3rd level spell: In addition, the target heals hit points equal to your Wisdom modifier at the start of each of its turns until the end of the battle or until it drops to 0 hit points.
5th level spell: The healing the target gains at the start of its turn is now double your Wisdom modifier.
7th level spell: The healing the target gains at the start of its turn is now triple your Wisdom modifier.
9th level spell: The first time this battle that the target drops to 0 hit points, you can roll a normal save. If you succeed, the target heals using one of your recoveries.

3rd Level Spells

Magic Fang 

Ranged spell
Quick action to cast
Daily
Target: One nearby animal companion
Effect: If the target already adds the escalation die to its attacks, it gains a +2 attack bonus until the end of the battle. If not, it now adds the escalation die to its attacks until the end of the battle.
5th level spell: The target’s crit range expands by 2.
9th level spell: The target’s crit range expands by a total of 4.

5th Level Spells

Armor of Shell & Spirits 

Ranged spell
Quick action to cast
Daily
Special: You must spend a recovery to cast this spell.
Target: One nearby animal companion
Effect: Until the end of the battle, the target gains resist damage 12+ against attacks that target AC.
7th level spell: Resistance now includes attacks that target PD.
9th level spell: Resistance increases to resist damage 14+.

7th Level Spells

Blood is Strong 

Ranged spell
Quick action to cast
Daily
Target: One nearby animal companion
Effect: Until the end of the battle, when the target hits with a melee attack, you heal hit points equal to 1d10 + your Wisdom modifier.
9th level spell: You now heal hit points equal to 2d10 + double your Wisdom modifier.

9th Level Spells

Spirit Guardian 

Ranged spell
Free action to cast
Daily
Special Trigger: You drop to 0 hp or below while your animal companion is nearby and still above 0 hp.
Effect: Your spirit trades places with the spirit of your animal companion. You now occupy the body of your animal companion, using its current hit points, defenses, and attacks (and the effects of any spells cast upon it earlier).

You can’t cast spells or use your normal humanoid powers and class features while in your companion’s body. You can either keep fighting as your animal companion or you can roll a normal save as a quick action once during each of your turns; if you succeed, your body and your animal companion’s body swap places while your spirits return to their proper bodies. You keep the hit points of the animal companion before you rolled the save, but can heal using a recovery when the swap is complete, if you wish. Returning to your own partially-healed body thanks to the successful save ends the spell’s effect.

While your animal companion is in your body, it can roll death saves and be healed. If it becomes conscious it can attack using its basic melee attacks, but it doesn’t have access to any of your spells or powers. Any failed death saves remain with the spirit that failed them, not the body.