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Druid circles / revised Druid (3pp)

Druid Circles / Revised Druid

Contents

The Druid of the Circle is a revision of the Druid class from 13 True Ways. This revision takes the original six druid talents and replaces them with circles, inspired by the demonologist in the Book of Demons.

Within each circle, there is a variety of talents, and the  number of talents you choose in each circle determines whether you are an initiate (one talent), adept (two talents) or master (three talents) of that circle.

This book overrides the talent entries of the druid. All other parts of the class, such as base stats, level progression table, existing spells, aspects and flexible attacks remain the same. The Melee Attack: Strength or Speed, and Nature Talking and Wilderness Survival class features are also unchanged.

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Players who are happy with the druid in 13 True Ways can make a full character according to that book and only use this book as an additional resource for new spells and powers.

Note that this book rolls the Elemental Caster into the Terrain Caster talent. For an existing Elemental Caster, you can pick new spells from the following terrain entries:

Air: Mountains, Plains

Earth: Cave, Desert, Mountains

Fire: Plains, Volcano

Water: Ice, Ocean, Swamp

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Class Features

Circles (New)

These are the new druid circles:

Circle of Decay (New): A new circle, focused on the destructive power of nature

Circle of the Fang: Replaces the Animal Companion talent

Circle of Feysong (New): A new circle that grants powers related to the fey

Circle of the Land: Replaces the Terrain Caster and Elemental Caster talents

Circle of Life: Replaces the Wild Healer talent

Circle of the Moon: Replaces the Shifter talent

Circle of War: Replaces the Warrior Druid talent

Within each circle, there are three levels of mastery: initiate, adept and master. Your mastery level depends on how many talents you choose from a circle. Note that you gain three talents at level one as usual.

Initiate: You have one talent from the circle. This unlocks the abilities listed under that circle, such as a shifter’s beast form.

Adept: You have two talents from the circle. This often unlocks more powerful abilities.

Master: All of your three talents are from that circle. Your abilities are similar to the adept level in most cases, but you benefit from having more spells in your chosen circle.

Spells / Aspects / Maneuvers

Each circle also grants a number of spells, powers or flexible attacks. The amount you get depends on your level and whether you are an initiate, adept or master. Each circle uses the unified spell progression table below, which replaces the individual tables from 13 True Ways.

The exception are Circle of the Fang adepts and masters, who gain animal companion spells as per the table on 13 True Ways p. 42 (one at 1st level, +1 at levels 2, 5, and 8).

As a multiclassed druid, you use the level 1 entry at first level, and the entry one level lower after that.

Unified Spell / Aspect / Maneuver Progression per Level

Druid Level

Spells / Aspects / Maneuvers

Spell level

Initiate

Adept

Master

Level 1

1

2

3

1st

Level 2

1

3

4

1st

Level 3

1

3

4

3rd

Level 4

2

4

5

3rd

Level 5

2

4

6

5th

Level 6

2

5

7

5th

Level 7

3

5

7

7th

Level 8

3

6

8

7th

Level 9

3

6

9

9th

Level 10

4

7

10

9th

Circle of Decay

This circle harnesses the destructive phase of the cycle of life. Droughts, plagues and rot are indispensable elements of life, as they cull the weak and the old and make way for the new. Its druids are also known as blighters or defilers. Many see themselves as closing the gap between death and new life.

However, there is a darker element to it, a destructive force that is outside of nature, a breaking of the cycle. It is a powerful, tempting magic, and blighters are always at risk of drawing more power from their surroundings than intended, leaving wounds that may never heal.

In the same way that the Lich King represents halting the cycle and clinging to life by unnatural means, some blighters seek to end life as it is, to create an eternally lifeless darkness.

Circle of Decay Talents

This circle gives you a selection of talents that each grant an at-will spell and an additional effect. Among them, Life Leech boosts your healing at the cost of enemies, Defiling allows you to fuel your spells from the life around you, while Blighted Stench enables you to fully break the cycle of life and dig into necromancy.

For other talents, Bug Infestation allows you to summon giant bugs and spiders like the Hell Mother (13th Age Glorantha) class, whereas Creepy Transformation turns your shifter forms into bug swarms.

Blighted Stench

The foul smell of decay follows you everywhere.

You gain a bonus necromancer spell of up to your level.

You gain the Blighted Stench at-will spell as a bonus spell.

Starting from 3rd level, you can take a necromancer spell instead of a blighter druid spell, at a -2 penalty to the spell level. You can switch Intelligence for Wisdom with your necromancer spells.

Adventurer Feat You can switch one blighter druid spell for a necromancer spell without the level penalty.

Champion Feat You lose the druid’s Nature Talking class feature. Instead, you gain Speak with Dead (see 13 True Ways) as a bonus spell.

Epic Feat You have a permanent fear aura that affects beast and plant creatures. If any such creature is engaged with you, and has 100 hit points or less, it is dazed and can’t use the escalation die.

Blighted Stench (1st Level)

Close-quarters spell; At-will

Target: Up to two nearby enemies in a group

Attack: Wisdom + Level vs. PD

Hit: 1d4 + Wisdom poison damage

Natural 18+: The target is dazed until the end of your next turn.

Miss:

3rd level spell: 1d6 damage

5th level spell: 2d6 damage

7th level spell: 3d6 damage

9th level spell: 5d6 damage

Adventurer Feat You gain a +1 bonus to attack against enemies you are engaged with.

Champion Feat The daze effect now triggers on natural 16+.

Bug Infestation

There is always a swarm of bugs around a blighter druid, but you have learned to use them in battle.

You gain Bug Bites as a bonus spell.

In addition, when you cast a blighter druid summoning spell, roll a d6. When the result is equal to the escalation die or lower, you summon two creatures instead of one.

Adventurer Feat You and your summoned creatures gain a +1 bonus to attack against enemies who are taking ongoing damage.

Champion Feat When you use a quick action to control a creature you summoned, you also grant it 1d6 extra damage (8th level: 2d6) if it hits with an attack during this turn.

Epic Feat Increase the bonus from the adventurer-tier feat to +2.

Bug Bites (1st Level)

Close-quarters spell; At-will

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d4 + Wisdom ongoing poison damage

Miss: Damage equal to your level

3rd level spell: 1d8 damage

5th level spell: 2d8 damage

7th level spell: 4d8 damage

9th level spell: 6d8 damage

Adventurer Feat On a natural even hit, the target also has disadvantage on its next attack roll.

Champion Feat Against staggered enemies, increase the damage dice to d10s.

Creepy Transformation

At a moment’s notice, you can turn into a creeping, crawling horror.

Special: This talent requires at least one talent from the Circle of the Moon.

You can use the scout form of the Circle of the Moon to turn into a swarm of bugs. This allows you to fly, and crawl through cracks and tiny openings that a larger animal couldn’t get through.

You also gain the Festering Maggots aspect as a bonus aspect, which you can use like other aspects from the Circle of the Moon.

Adventurer Feat You gain resist poison 16+.

Festering Maggots Aspect

Beast aspect; Daily (Moon adept: Recharge 16+); Quick action

Initiate Effect: When you are hit by an attack, you can transform the part of your body that was hit into a swarm of bugs as an interrupt action to take only half damage. However, it takes a while to regain your full strength after this, and you have disadvantage on all attack rolls until the end of your next turn.

Adept Effect: As initiate, and if you use the interrupt action, you also deal twice your level in poison damage to the attacker.

Champion Feat This aspect also grants advantage on disengage checks.

Epic Feat As an initiate, gain the adept effect. As an adept, increase the poison damage to three times your level.

Defiling

You suck the life out of your surroundings when casting blight spells. Plants shrivel, and the spot where you cast the spell will not sustain plant life for at least a year.

When you cast a blighter daily spell, that spell becomes recharge 18+ after battle.

You also gain the Defiling Touch at-will spell as a bonus spell.

Adventurer Feat Beast and plant type creatures are vulnerable to your blighter spells.

Champion Feat The recharge roll is now 16+.

Epic Feat All creatures except undead and constructs are vulnerable to your blighter spells.

Defiling Touch (1st Level)

Close-quarters spell; At-will

Target: One enemy you are engaged with

Attack: Wisdom + Level vs. PD

Hit: 1d8 + Wisdom negative energy damage. Immediately make a recharge roll for a blight druid spell that is “Recharge after battle”.

Miss: Damage equal to your level

3rd level spell: 3d8 damage

5th level spell: 5d8 damage

7th level spell: 7d8 damage

9th level spell: 10d8 damage

Life Leech

Hasten the process of decay by drawing life from that which still lives.

Whenever you cast a spell that grants you or an ally the use of a recovery to heal, increase the healing by your level, and deal your Wisdom modifier (x2 at 5th level; x3 at 8th) negative energy damage to a nearby enemy.

You also gain the Leeching Fingers at-will spell as a bonus spell.

Adventurer Feat Add your level to the damage inflicted by this talent.

Champion Feat When you hit a target with a blighter spell that is not an at-will spell, the target cannot regain hit points or gain temporary hit points until the end of your next turn.

Leeching Fingers (1st Level)

Close-quarters spell; At-will

Target: One enemy you are engaged with

Attack: Wisdom + Level vs. PD

Hit: 1d8 + Wisdom negative energy damage. Heal hit points equal to your level.

Miss: Damage equal to your level

3rd level spell: 3d8 damage

5th level spell: 5d8 damage

7th level spell: 7d8 damage

9th level spell: 10d8 damage

Epic Feat On a natural 18+, you can heal using a recovery.

Circle of Decay Spells

You choose the spells you can cast at full heal-up. The number of spells you gain is determined by your class level and whether you are an initiate, adept or master. See the unified spell progression table at the start of the druid chapter for details.

Shrivel (1st Level)

Ranged spell; Daily

Attack: Wisdom + Level vs. PD

Hit: The target is weakened and takes 10 ongoing negative energy damage (save ends both).

Miss: Damage equal to your level

3rd level spell: 15 ongoing damage

5th level spell: 25 ongoing damage

7th level spell: 40 ongoing damage

9th level spell: 60 ongoing damage

Summon Atrocity (1st Level)

Ranged spell; Daily

Effect: You summon a 0-level stirge (Bestiary p. 197) with 18 hp. This spell follows the summoning rules. Summoned creatures have the stats as listed, except for reduced hit points. They don’t have any nastier specials.

3rd level spell: Summon a 3rd-level rust monster (Bestiary 184) with 30 hp.

5th level spell: Summon a 4th-level harpy (Core Book p. 234) with 40 hp.

7th level spell: Summon a 4th-level basilisk (Bestiary p. 10) with 80 hp.

9th level spell: Summon a 1d3+1 9th-level wraith bats (Bestiary p. 15) with 30 hp.

Summon Giant Bug (1st Level)

Ranged spell; Daily

Effect: You summon a giant bug from the Hell Mother summoning list (13th Age Glorantha p. 158). You can choose any of the giant bugs of your level or lower. You summon these bugs as a superior creature according to the Summoning rules on page XX. The bug remains until the end of the battle, or until it is reduced to zero hit points.

Adventurer Feat Once per level, you can summon a giant spider from the Hell Mother list instead.

Thorned Whip (1st Level)

Close-quarters spell; Daily; Quick action

Effect: You summon a light one-handed weapon (d6 damage die) in the form of a long, black, thorny vine until the end of the battle. The whip allows you to make melee attacks against nearby enemies without engaging them. You can use your Wisdom modifier for attack and damage. All damage it deals is poison damage. It gains a +1 bonus to attack and damage like a true magic item. On a natural 20, you can let go of the whip to hamper the enemy and deal ongoing damage equal to 5 times the spell level (save ends both).

5th level spell: The whip acts as a champion-level item (+2).

9th level spell: Epic level item (+3)

Creeping Thorn Ivy (3rd Level)

Close-quarters spell; Daily

Target: 1d4 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: The target is stuck and takes 10 ongoing poison damage (save ends both).

Miss:

Always: Starting from your next turn, until the end of the battle, you can repeat the attack against one nearby enemy as a quick action once per round.

5th level spell: 15 ongoing damage

7th level spell: 25 ongoing damage

9th level spell: 40 ongoing damage

Decrepit Mind (3rd Level)

Close-quarters spell; Once per battle

Target: All enemies you are engaged with OR 1d3 nearby enemies in a group

Attack: Wisdom + Level vs. MD

Hit: 4d8 + Wisdom psychic damage, and the target is vulnerable to attacks until the end of your next turn.

Miss: Half damage

5th level spell: 7d8 damage

7th level spell: 10d8 damage

9th level spell: 1d12 x 10 damage

Wave of Despair (3rd Level)

Ranged spell; Daily

Target: One nearby enemy; treat a group of mooks as a single target.

Special: When casting the spell, you can choose to reduce the escalation die by 1. If you do, target 1d4+1 nearby enemies instead.

Attack: Wisdom + Level vs. MD

Hit: 3d10 + Wisdom psychic damage, and the target is hit by despair (hard save 16+ ends).

Despair: When an enemy rolls a natural 1-3 on their save against this spell, they cannot take actions until the end of their next turn.

Miss: Half damage

5th level spell: 5d10 damage; no actions on 1-5 on the save

7th level spell: 7d10 damage; no actions on 1-7 on the save

9th level spell: 10d10 damage; no actions on 1-9 on the save

Contagion (5th Level)

Close-quarters spell; Daily

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 20 ongoing negative energy damage, and the target starts making last gasp saves (hard save 16+ ends both). When the target fails a save, repeat the attack as a free action against a different nearby enemy. If a target fails the 4th save, it dies. Targets that have successfully saved against the spell are immune to it.

Miss: 10 damage

7th level spell: 30 ongoing damage

9th level spell: 50 ongoing damage

Locust Swarm (5th Level)

Ranged spell; Daily; Quick action

Effect: Insects swarm across the nearby area. Outside of combat, they ravage the surrounding nature and destroy crops. When cast in battle, at the start of each of your turns, nearby enemies must succeed at a save or take twice your level in poison damage and take a -2 penalty to attacks and defenses until the start of their next turn. The effect lasts until the end of the battle, or until you are knocked unconscious.

Summon Ooze (5th Level)

Ranged spell; Daily

Effect: You summon a large 3rd-level ochre jelly (13th Age Core Book p. 241) with 80 hp. This spell follows the summoning rules in 13 True Ways (p. 11). Summoned creatures have the stats as listed, except for reduced hit points. They don’t have any nastier specials.

7th level spell: Summon a huge 5th-level gelatinous cube (13th Age Core Book p. 241) with 120 hp.

9th level spell: Summon a huge 7th-level gelatinous dodecahedron (13th Age Bestiary p. 90) with 200 hp.

Thorn Cage (5th Level)

Ranged spell; Daily

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: The target is caught in the thorn cage (save ends).

Thorn cage: When the target makes an attack, it takes 20 poison damage.

Miss: Damage equal to your level

7th level spell: 30 damage

9th level spell: 50 damage

Aura of Decay (7th Level)

Ranged spell; Daily

Effect: You create a zone of decay in the nearby area, where enemies take a penalty to saving throws equal to the escalation die. Enemies can avoid the penalty by moving out of the zone. The zone persists until the end of the battle, or until you are knocked unconscious.

Horrid Wilting (7th Level)

Ranged spell; Daily

Target: 1d4 + 1 nearby enemies

Special: Against plant type creatures and water elementals, gain a +2 bonus to your critical threat range with this spell.

Attack: Wisdom + Level vs. PD

Hit: 1d12 x 10 + Wisdom negative energy damage

Miss: The target takes half damage, and you deal 3d8 damage to all allies engaged with it.

9th level spell: 2d8 x 10 damage

Wall of Thorns (7th Level)

Ranged spell; Daily

Effect: You create a thorny wall of a few hundred feet that you can use to fence off an area until the end of the battle or scene. You and your allies can pass through the wall unharmed. Enemies can create a hole in the wall by dealing 100 damage to it, but they take 15 poison damage from thorns when using a melee weapon against it. The wall takes half damage from ranged attacks.

9th level spell: 150 damage to hack through the wall; 25 poison damage from the wall

Anti-Life Shell (9th Level)

Close-quarters spell; Daily

Effect: Pop free from all enemies. Until the end of the battle, you create a perimeter around yourself that repels ordinary living creatures. Nearby enemies can try to engage you as a move action, but they must succeed at a normal save to push through the barrier. On a success, they engage you, but take 50 negative energy damage. On a failure, they take no damage, but the engage fails.

Special: Non-living creatures, such as constructs and undead, ignore the effect of this spell.

Creeping Doom (9th Level)

Thousands of insects descend upon your foes to chew through them bite by bite.

Ranged spell; Daily

Target: One nearby enemy OR 1d4 + 1 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 4d8 x 10 damage against a single target, or 2d8 x 10 damage against multiple targets.

Miss: Half damage

Circle of the Fang

Circle of the Fang druids bond with a fierce beast of the wild that aids as a companion in life and an ally in battle. Druids of this circle are known as fang druids, companion druids, or shepherds.

This circle is shared with the ranger class. Rangers can take up to three of the talents listed under this circle, and gain the same abilities and benefits as a druid with these talents.

Animal Companion

All Circle of the Fang initiates, adepts and masters gain this ability. See the Animal Companion talent in 13 True Ways, p. 41. The following rules are unchanged: Extra Recoveries, Actions, Animal Harm, Companion Bonuses, Baseline Stats, Animal Companion Feats.

Adventurer Feat If you have any of the Ranger talents in the following list, you share their benefits with your animal companion: (Core Book) Favored Enemy, First Strike, Lethal Hunter; (this book) Camouflage, Survivor.

Champion Feat Your daily animal companion spells are Recharge 18+ after battle.

Stats & Levels

Initiate (1 talent): Your animal companion is one level below your class level. It is not always present—whenever your animal companion participates in a battle, it won’t be available for the following battle, and only be back for the battle after that. You don’t gain animal companion spells.

Adept (2 talents): Your animal companion is one level below your class level, and it is present in every battle. You gain a number of animal companion spells as per the table on 13 True Ways p. 42 (one at first level, +1 at levels 2, 5, and 8).

Master (3 talents): As adept, but your companion is now the same level as your class level.

New Animal Types

In addition to the animal types listed on page 121 of the Core Book, here are a few more exotic choices.

Animated Plant

Acts: After druid / ranger

Advantage: With a successful easy difficulty skill check (using your ability scores and backgrounds), your companion can disguise itself as a mundane plant. It is also vulnerable to fire.

Adventurer Feat On a natural even hit with a melee attack, your companion gives enemies disadvantage on checks to disengage from it until the end of your next turn.

Faerie Spirit

Acts: Before druid / ranger

Advantage: Once per battle, your companion can teleport to a nearby location it can see as a move action.

Giant Toad

Acts: After druid / ranger

Advantage: Your companion can use its tongue to make melee attacks against nearby enemies it is not engaged with. The attack deals normal damage, and on a natural even hit, the target is forced to pop free and engage the toad.

Hellcat (also Hellhound)

Acts: Before druid / ranger

Advantage: On a natural attack roll of 18+, your companion does 1d6 per level extra fire damage to the target.

Shadow Beast

Acts: Before druid / ranger

Advantage: The companion gains resist negative energy 12+, and a +2 bonus to skill checks to hide in dimly lit areas.

Shocker Lizard

Acts: Before druid / ranger

Advantage: The first time your companion hits an enemy in a battle, it deals 1d10 extra lightning damage (2d10 at 5th level; 4d10 at 8th).

Skeletal Animal

Acts: After druid / ranger

Advantage: Your companion gains resist weapons 12+, but it is also vulnerable to holy damage.

Champion Feat Increase the resistance to 16+.

Small Rock Elemental

Acts: After druid / ranger

Advantage: Reduce all damage your animal companion takes by half your level (round up).

Adventurer Feat Increase the damage reduction to equal to your level.

Unicorn

Acts: After druid / ranger

Advantage: Once per battle, the unicorn can let an adjacent ally use a recovery to heal as a quick action.

Circle of the Fang Talents

The Circle of the Fang talents can be divided into three groups. The first group improves your animal companion’s combat ability. Ferocity is a straight bonus to its damage, while Defensive Instinct shores up its defenses.

The next group of talents allows you to choose more special creatures as your companion. Awakened Companion gives it humanoid intelligence, Dire Animal Companion turns it into a mightier beast, Draconic Companion into a dragon, and Spirit Companion into a ghostly creature.

Animal Friends extends your gift to all animals.

Animal Friends

You have a strong connection to all of nature’s creatures, and feel more comfortable around them than the so-called civilized races. The beasts of the surrounding lands flock towards you. Birds, rodents, butterflies, cats and even wild boars provide you with ample company.

If you are a ranger, you gain the druid’s Nature Talking class feature. If you are a druid, reduce the difficulty of skill checks to talk to animals from hard to normal (DC 15 at adventurer tier).

You gain 3 points towards a background that represents small creatures coming to your aid. They can help you find food, lead the way to a location they know, warn you of impending danger, or even perform small tricks. They can even distract your enemies with the Tiny Claws power below.

Adventurer Feat You can reroll a natural even failure on a skill check related to animals once. This includes Mounted Combat checks (see 13th Age Monthly, Mounted Combat).

Tiny Claws

Close-quarters power; Once per battle; Quick action

Target: One nearby enemy

Attack: Wisdom + level vs. PD

Natural even hit: The target is hampered until the end of your next turn.

Natural odd hit: The target is dazed until the end of your next turn.

Miss:

Champion Feat Deal 1d4 times your level damage on a hit.

Awakened Companion

Your companion has been granted intelligence by druidic magic.

Your companion can speak, and it has the mind of a humanoid child. This makes your companion much smarter at mundane tasks and combat tactics. It also gains a +2 bonus to MD.

Adventurer Feat Your companion gains a fighter maneuver of its level (minimum 1).

Champion Feat Whenever you are the target of a spell or effect, and your companion is nearby, you can choose to extend the effect to your companion for free. (Note that companions already have the ability to heal for free when you use a recovery while they are adjacent. You can use either that ability or this feat, but not both for the same healing spell.)

Epic Feat Both you and your companion have a +1 bonus to saves, including death saves, while the other is nearby.

Defensive Instinct

The sharpened senses of your companion let it dodge out of harm’s way.

Your companion gains a +1 bonus to AC and PD.

Adventurer Feat Once per battle, when your companion takes damage, it can halve that damage as a free action.

Champion Feat When you are next to your companion, you gain a +1 bonus to AC and PD.

Epic Feat Once per battle, your companion can make a melee attack as an interrupt action against an enemy it is engaged with that makes an attack against you or an ally.

Dire Animal Companion

The beasts you call as your companions are larger and more savage than the usual animals of its type.

Whenever you call a new companion, roll 1d6 on the dire animal table (CB p. 206). Your companion gains that feature.

Your companion’s size increases to large, and you can ride it.

Adventurer Feat Your companions hit points increase as if it was one level higher. (For each increase beyond level 10, add 50 hp.)

Champion Feat After rolling the random feature, gain a second one of your choice.

Draconic Companion

Some adventurous young dragons join a party in the search for riches to start off their hoard.

Your companion is a small dragon, or a beast with draconic blood. It is smarter than the average companion and can speak, but that also makes it more independent. In addition, if you are an initiate, choose one ability from the list below. As an adept or master, choose two. 

  • It can fly and hover (without this, it can only make short hops and glide).
  • It gains a breath weapon spell from the sorcerer list as a bonus power, at two levels below its level (minimum 1). It uses its standard attack bonus to attack with the spell. If you choose this twice, gain the spell at the companion’s level.
  • It gains resist element 12+ (choose acid, cold, fire, lightning, poison or thunder). If you choose this ability twice, increase the bonus to 15+. If you choose it three times, increase it to 18+.
  • Roll 1d8 to give the companion a random dragon ability. See the table on Core Book p. 217. If you choose this twice, roll 1d8 twice and gain both abilities OR roll 1d12 instead.
  • It can use up to three magic items and activate their powers, which don’t count against your level limit.

Adventurer Feat Gain an additional ability.

Champion Feat Gain an additional ability.

Epic Feat Gain an additional ability.

Ferocity

Sharper teeth equal harder bite.

Increase your animal companion‘s damage die by one size (d6s to d8s, d8s to d10s).

Adventurer Feat If both you and the companion are engaged with an enemy, it is vulnerable to your companion’s attacks.

Champion Feat Your companion has a +1 bonus to attack against staggered enemies.

Spirit Companion

Your animal companion is not a living animal, it only exists in the spirit realm.

As a spirit creature, your companion deals either negative energy or holy damage. You can call it to manifest at your side as a quick action (if it is available this battle). In addition, it gains a number of abilities from the list below, depending on your level of mastery in the circle. Choose one as an initiate, two as an adept and three as a master.

  • It gains resist physical damage 12+.
  • The first time in a battle when your companion is reduced below 0 hp by an attack, it can make a hard save (16+) to negate the damage of that attack.

As an adept or master, you also have access to the following options:

  • It can fly and hover.
  • If your animal companion is killed in battle, roll a d12 at the start of each turn. If the result is equal to the escalation die or lower, your companion rejoins the battle at half his or her total hit points.
  • It gains Spirit Ward as a bonus spell.
  • It gains Creepy as a bonus spell.

Adventurer Feat Gain an additional ability.

Champion Feat Gain an additional ability.

Epic Feat Gain an additional ability.

Spirit Ward

Close-quarters spell; Daily; Quick action

Special: The escalation die must be 2+ to cast this spell.

Effect: Until the end of the battle, you have resist physical damage 12+, like your companion.

Creepy Howl

Close-quarters spell; Daily; Quick action

Special: The escalation die must be 2+ to cast this spell.

Target: All nearby enemies with fewer current hp than your companion’s maximum hp

Attack: Wisdom + Level vs. the highest MD among the targets

Hit: All targets are affected by fear (-4 to attacks and can’t benefit from the escalation die; save ends).

Miss:

Animal Companion Spells

As a Circle of the Fang adept and master (but not as an initiate), you have access to Animal Companion spells. Use the spell progression table on p. 42 in 13 True Ways (one at 1st level, +1 at levels 2, 5, and 8).Use the unified spell progression table at the start of this chapter, but one category lower. As an adept, you use the initiate column, and as a master, use the adept column.

In addition to the spells outlined in 13 True Ways, you have access to the new spells below.

Borrow Senses (1st Level)

Close-quarters spell; Daily

Target: One animal companion you touch

Effect: Until the end of the scene, you can use the companion’s senses as if they were your own, as long as it stays within about a mile distance. You can still use your own senses while doing so.

7th level spell: You perceive the presence of the supernatural, such as lingering magic, invisible creatures or gateways to other planes.

Thicker Leather (3rd Level)

Close-quarters spell; Daily; Quick action

Target: One nearby animal companion

Effect: Until the end of the battle, your animal companion gains a +2 bonus to AC.

5th level spell: It also gains the bonus to PD.

7th level spell: Convert critical hits against the target into normal hits.

Protective Pounce (5th Level)

Ranged spell; Daily; Interrupt action

Trigger: An enemy targets you with a melee attack

Target: One nearby animal companion

Effect: Your companion pops free, engages the attacker and makes a melee attack against them. If the companion’s attack hits, your attacker has disadvantage on their attack roll.

Call Companion (7th Level)

Close-quarters spell; Daily; Quick action

Target: Your current animal companion, regardless of where it is

Effect: Your companion appears at your side.

Blink (9th Level)

Ranged spell; Daily; Quick action

Target: A nearby animal companion

Effect: Until the end of the battle, your animal companion can teleport to a nearby location once per round as a free action. If it teleports when it is attacked, it rolls a save. On a success, the attack has no effect.

Circle of Feysong

Druids of the circle of feysong are either fey themselves, or humanoids who lived among the fey and learned their magic. Sometimes, faerie are reborn into mortal humanoid bodies, and sometimes fey abduct humanoid children to be raised among them.

Fey druids with true fey blood have physical features that show the heritage, such as waving, unnaturally shiny hair, a bulbous nose or small horns on the forehead. Their eyes and hair are often unnaturally colorful, and they have a glimmering aura like the reflection of the sun on morning dew.

Druids of this circle are known as fey druids. If they are fey children switched out for mortal babies, they are also known as changelings.

Circle of Feysong Talents

As a Sidhe, the Court of Stars talent gives you access to fey sorcerer spells. You can combine this with some melee ability through the Court of Swords talent, and the ability to wear armor from the Circle of War. For a fiercer warrior, combine Troll Ancestry with the ability to wield heavy weapons from that circle.

For a faun or satyr, the Court of Song gives access to bard spells.

For a fey that can shapechange into different creatures, combine Pookah Ancestry with the Circle of the Moon.

For a character related to dark fey, the Redcap Ancestry and Feydark Ancestry can work with either spells or melee combat.

Court of Song

When the fey hold court, there is always music.

You gain a bard spell or song of up to your level as a bonus spell. You also gain 3 points towards a musical performer background.

Adventurer Feat You can use enchanted instruments as implements. You gain Enchant Instrument (p. XX) as a bonus spell.

Champion Feat The bards at the fey court exchange legends and stories about the icons, often about pranks and tricks the fey played on them. On a 4 on an icon relationship roll, you can use one of those legends to your advantage. Treat the 4 as a 5.

Epic Feat Gain a second bard spell or song, at a -2 penalty to the level.

Court of Stars

YouYour wield the ancient power that mortal wizards stole from the fey.

You have access to sorcerer spells from the fey bloodline and wizard spells from the Enchantment and Illusion schools. At first level, you gain one such spell as a bonus spell. Starting from 3rd level, you can swap a Feysong druid spell for such a spell at a -2 level penalty. If you choose any wizard spell, you can use Charisma instead of Intelligence with it.

Adventurer Feat For every talent you have from the circle of feysong, you can swap in one sorcerer / wizard spell without the level penalty.

Champion Feat Once per battle, as a quick action, you can get the sorcerer Fey bloodline’s Fey Benefit (without gathering power).

Epic Feat While in the fey realms, your druid daily spells, including swapped in spells, are recharge 18+ after battle.

Court of Swords

For the fey, fencing is a dance, and dancing is a matter of life and death.

You can use Charisma instead of Dexterity or Strength for attack and damage when wielding a one-handed blade weapon.

You also gain a bard battle cry of up to your level as a bonus power, which you can trigger with druid basic attacks.

Adventurer Feat Once per battle, add your Charisma modifier to a save to disengage.

Champion Feat When the escalation die is even, you can spend a quick action to trick a nearby opponent. Your next melee attack against that opponent this turn targets their MD instead of AC.

Epic Feat Gain a second battle cry from the bard list, at two levels below your level.

Feydark Ancestry

Your ancestors were creatures of the darkness, bogeymen and other faerie of the night.

You gain the Glimpse from the Dark at-will spell.

You can see perfectly in the dark. When you make a skill check to hide or sneak, the difficulty is reduced by one step (-5).

Champion Feat When you engage an enemy in low light or dark conditions, deal psychic damage equal to your level to the target.

Epic Feat You can expend a recovery to flee from a combat alone, without suffering a campaign loss.

Glimpse from the Dark (1st Level)

Close-quarters spell; At-will

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Natural Even Hit: 1d10 + Charisma psychic damage

Natural Odd Hit: The next attack roll against the target has advantage.

Natural Even Miss: The target has a -2 penalty to attack rolls against you until the end of your next turn.

Natural Odd Miss: If you are engaged with the target, you can make a disengage check as a free action.

3rd level spell: (even hit) 3d10 damage

5th level spell: (even hit) 5d10 damage

7th level spell: (even hit) 7d10 damage

9th level spell: (even hit) 10d10 damage

Adventurer Feat You gain a +1 bonus to attack with this spell in dim light and darkness.

Pooka Ancestry

You are a descendant of faerie spirits who roam the countryside in various animal forms, such as a horse, a rabbit, a raven or a fox. Even in your humanoid form, you have animal features, such as furry ears or a tail.

Special: This talent requires at least one talent from the Circle of the Moon.

You gain the Pooka aspect as a bonus aspect, which you can use like other aspects from the Circle of the Moon.

Adventurer Feat You can cast fey druid spells while in scout and beast form.

Pooka Aspect

Beast aspect; Daily (Moon adept: Recharge 16+); Quick action

Initiate Effect: When you activate this aspect, you become invisible. The invisibility lasts until the end of the battle or scene, or until you do something flashy, like attack or cast a spell.

If an enemy misses you with a 1-3 on the natural attack roll, you can turn invisible again as an interrupt action.

Adept Effect: When you turn invisible, you can create an illusory double of yourself in a nearby location. The double is destroyed when it is attacked.

Champion Feat You can turn invisible on a natural 1-5.

Redcap Ancestry

You have descended from the most vile and brutal fey, known for dyeing their caps red with the blood of their enemies. What you lack in refined fencing skill you make up for inup in unrestrained violence.

Skill checks to scare or intimidate are one step easier for you (-5 to difficulty).

You gain Bloodsoaked Violence as a bonus druid flexible attack.

Adventurer Feat When you score a critical hit with an attack or spell, the target also takes 5 ongoing damage (5th level: 10 ongoing; 8th level: 20 ongoing).

Champion Feat When you kill a target, nearby enemies with fewer hit points than 20 times your level must immediately succeed at a save or be affected by fear (-4 to attacks and can’t benefit from the escalation die).

Epic Feat Enemies under the fear effect are also vulnerable to your attacks.

Bloodsoaked Violence

Flexible once-per-battle melee attack

Triggering Roll: Natural even hit

Effect: Deal 1d3 extra damage for each enemy you have killed this battle. Count each mook as an individual kill.

3rd level maneuver: 1d4 per kill

5th level maneuver: 1d6 per kill

7th level maneuver: 1d8 per kill

9th level maneuver: 1d12 per kill

Troll Ancestry

Faerie trolls are strong and fierce warriors, and they are honor-bound to protect the faerie realms.

You have advantage on skill checks that depend on pure muscle strength. When you make a Strength-based melee attack, reroll any natural 1s with the damage roll. If you are wielding a two-handed weapon, also reroll 2s.

Adventurer Feat Also reroll 1s on recovery rolls.

Champion Feat Once per battle, double the hit points you regain from a recovery you spend.

Epic Feat Add four times your Strength to melee attack damage (instead of three times).

Circle of the Feysong Spells

The spells you cast as a fey druid are an expression of your faerie nature, and many are designed to cause mischief. You get a number of spells depending on your level and whether you are an initiate, adept or master, as per the unified progression table at the start of this chapter. You choose your spells after each full heal-up.

Unlike other druids, fey druids use Charisma instead of Wisdom as the main stat for their magic.

Adventurer Feat If you have any druid spells from other circles, you can replace Wisdom with Charisma when casting them.

Cantrips

For each talent that you spend on the Circle of Feysong, you learn one cantrip from below as a bonus spell. As a Master of Feysong, you have access to all of them.

Faerie Lights

Ranged spell; Recharge 11+; Quick action

Effect: Until the end of the battle or scene, you fill the surrounding area with colorful lights that provide illumination, and prevent creatures from hiding or walking in shadows.

Feycraft

Ranged spell; At-will; Quick action

Effect: You create a small conjuration or transmutation effect. Grow flowers in your hair, summon a swarm of butterflies, polish a coin to make it shiny, etc. The effect ends at the end of the scene.

Feysight

Close-quarters spell; At-will; Quick action

Effect: You see the world through the eyes of the fey. This allows you to see through fey illusions, including invisibility, find portals into the fey realms, and identify the shifting patterns that allow navigation in the feywilds.

Little Helpers

Ranged spell; At-will; Quick action

Effect: You call on small animals and house spirits to complete a small menial task such as cleaning a room, washing dishes or sewing a dress. The helpers will work tirelessly for 1d6 x 10 minutes.

Prank

Ranged spell; At-will; Quick action

Effect: You create a small magical illusion or movement effect. With illusions, you can add music to your singing, make a fly buzz through the room, leave some smelly animal droppings or throw your voice through the room. With movement, you can tap someone on the shoulder, bind their shoelaces, or pick something from their pockets. The effect lasts as long as you concentrate on it.

1st Level Fey Spells

Beauty of the Sidhe

Close-quarters spell; Daily; Quick action

Target: You or a nearby ally

Effect: Until the end of the scene, the target has advantage on Charisma-based skill checks that rely on looks.

5th level spell: You can cast the spell on two targets.

9th level spell: The spell is now Recharge 16+.

Adventurer Feat The target also has advantage on saves against the dazed and weakened conditions.

Champion Feat The target also gains a +1 bonus to MD.

Epic Feat The target also gains a +1 bonus to Charisma-based attack rolls.

Faerie Fire (Feysong version)

Ranged spell; Daily

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 3d6 + Charisma 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

Nose of the Leprechaun

You can smell the treasure.

Close-quarters spell; Daily; Quick action

Effect: Until the end of the scene, you have advantage on skill checks to locate treasures or gold in the nearby area, even if it’s hidden and there are no clues as to its location.

3rd level spell: The spell is now Recharge 16+.

5th level spell: You can now sense treasure in far away areas too, up to a few hundred feet.

Satyr’s Pipes

You have the gift of music.

Close-quarters spell; Daily; Quick action

Effect: You have advantage on skill checks to perform music and dance until the end of the scene.

3rd level spell: You also have advantage on checks to sustain bard songs.

7th level spell: When the escalation die is even, you have advantage on the attack roll with bard spells.

Seeming

Mortal eyes see what they want to see.

Close-quarters spells; Daily; Quick action

Effect: You create an illusion of a certain role, such as a servant, an old woman, or a prince. When you create the disguise, you must succeed at a Charisma-based skill check to convince onlookers that you belong where you currently are, as a maid, servant, butler or similar. The check is usually normal difficulty (DC 15 at adventurer tier), but if the role fits the surroundings, the GM can reduce the difficulty to easy. If the disguise is different from your normal body shape and size, increase the difficulty to hard.

Adventurer Feat You can disguise a number of creatures equal to your Charisma modifier.

Unicorn Mount

Ranged spell; Daily

Effect: You summon a unicorn mount (see 13th Age Monthly, Mounted Combat, page 10) for one hour per spell level, which you can ride into battle according to the mounted combat rules. The unicorn can take two mounted combat actions per battle, which require a quick action but no mounted combat check.

3rd Level Fey Spells

Fool’s Gold

Close-quarter spell; Daily

Effect: You create an illusionary pile of treasure nearby, which lasts 1d6 minutes. The spell’s magic is entirely fueled by the greed of the target looking at it. Where an old hermit only sees a few rusted coppers, a red dragon will see a massive hoard of coins and gems. The objects seem real to all senses, even touch, but vanish if they are taken out of the nearby area.

When used in combat, make the following attack:

Target: All nearby enemies (one attack roll per group)

Attack: Charisma + Level vs. MD

Hit: The target is dazed (save ends).

The GM should adjust the target‘s MD and the save difficulty according to how greedy, or how easily distracted by shiny things, the targets are.

5th level spell: The spell ends after 1d6 hours.

Master of the Hunt

You lead the pack.

Ranged spell; Daily; Quick action

Effect: Until the end of the battle or scene, you and all nearby allies gain a +1 bonus to skill checks to track enemies. Enemies that have been successfully tracked are vulnerable to you and your allies’ attacks in the next battle.

5th level spell: +2 bonus to skill checks

9th level spell: +3 bonus to skill checks

Scion of Winter

Wherever you step, snow follows.

Close-quarters spell; Daily; Quick action

Effect: Until the end of the battle, enemies engaged with you take a penalty to their disengage checks equal to your Charisma modifier. In addition, you gain resist cold 12+.

3rd level spell: At the start of your turn, deal cold damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th) to all enemies engaged with you.

5th level spell: resist cold 15+.

9th level spell: resist cold 18+.

Summon Fauns and Pixies

Ranged spell; Daily

Effect: You summon a 2nd-level Faun Troubadour (13 Age Bestiary 2 p. 59, 30 hp) or a 3rd-level Pixie Warrior (13 True Ways p. 198, 16 hp). This spell follows the summoning rules on page XX. Summoned creatures have the stats as listed, except for reduced hit points. They don’t have any nastier specials. 

For a faun, if your PD is higher than your MD, the summoned one follows the Path of the Sword, otherwise the Path of the Song.

5th level spell: Summon a 4th-level Faun Harrier, or a 5th-level Faun Keeper (13 Age Bestiary 2 p. 59, 60 hp).

7th level spell: Summon a 6th-level Faun Enchanter, a 7th-level Faun Ranger (13 Age Bestiary 2 p. 60, 85 hp), or a 6th-level Pixie Knight (13th Age Bestiary 2 p. 67, 60 hp).

5th Level Fey Spells

Aura of Nobility

As you are of noble blood, you are above the petty magics and pranks of the commoner fey.

Close-quarters spell; Daily; Quick action

Effect: Until the end of the battle, you can end any effect you are subject to (except ongoing damage) as a quick action.

7th level spell: You also gain a +2 bonus to MD.

Dreamspeaker

Ranged spell; Daily

Target: A person you know, regardless of their location

Effect: You appear in the target‘s dream the next time they sleep. You can deliver a message of a few minutes’ length.

Mocking Invisibility

Close-quarters spell; Daily

Effect: Until the end of the battle or scene, you hide your location from onlookers by messing with their minds. You’re not strictly invisible, you just always appear as something that could have been in the area but wasn’t there before, like another tree in the forest, a rock in a cave or a suit of armor in the knight’s hall. When you make noise, that noise is scrambled into something else, like birds chirping or temple bells.

The effect ends when you take a flashy action, such as making an attack or casting a big spell.

Sidhe Knight Protector

As a protector of the seelie court, you are shielded by honor and fey magic.

Close-quarters spell; Daily; Quick action

Effect: Until the end of the battle, at the end of your turn, choose an ally adjacent to you. Until the end of your next turn, you and the chosen ally take half damage from physical attacks when the enemy’s attack roll is a natural odd roll.

7th Level Fey Spells

Dark Whispers

Is that laughter? Who are they laughing at? And who is laughing?

Close-quarters spell; Daily

Effect: Until the end of the battle, make the following attack once at the start of your turn as a free action.

Target: One nearby enemy with 250 hp or fewer

Attack: Charisma + Level vs. MD

Hit: Psychic damage equal to your level, and the target is confused until the end of your next turn.

Miss: Psychic damage equal to your level

9th level spell: 500 hp or fewer

Pixie Wings

Butterfly wings sprout on your back that shine in all colors of the rainbow.

Close-quarters spell; Daily; Quick action

Effect: Until the end of the battle, you can fly. While airborne, you have a -2 penalty to attack rolls, and you are vulnerable to attacks. If an attack against you is a natural 1, the attacker is dazed by the colors of your wings until the end of its next turn.

Epic Feat You no longer suffer an attack penalty, although you are still vulnerable.

Summon Great Hound

Ranged spell; Daily

Effect: You summon a 5th-level Great Hound (13th Age Bestiary 2 p. 67) with 120 hp. This spell follows the summoning rules on page XX. Summoned creatures have the stats as listed, except for reduced hit points. They don’t have any nastier specials. Choose the name of the creature (Barghest, Grim or Warg) when you summon it. It fights alongside you until the end of the battle, or until it is reduced to below zero hit points.

Champion Feat The Great Hound can stay with you until your next full heal-up (or guard over your sleep if you summon it before your rest). It will still vanish if its hit points are brought below zero.

Unseelie Nightmare

You’re gone … all that’s left is a laughter in the dark.

Close-quarters spell; Daily; Quick action

Effect: Until the end of the battle, at the end of your turn, roll a d6. If the result is odd, you emit a fear aura that affects all enemies with 70 hp or less (-4 to attacks and can’t benefit from the escalation die). On an even roll, remove yourself from the battlefield. You reappear in any nearby location at the start of your next turn.

9th level spell: Increase the fear threshold to 100 hp.

Epic Feat Instead of rolling the d6, you can now choose the effect that didn’t activate last turn (either disappearing or fear).

9th Level Fey Spells

Cruel Mistress

You channel the spirit of the Winter Queen.

Close-quarters spell; Daily; Quick action

Effect: Until the end of the battle, your spell and weapon attacks have a +4 bonus to their critical hit range. When you score a critical hit against a staggered target, it is frozen (-4 to defenses and can’t take actions) until the end of your next turn. If it is not staggered, it is dazed until the end of your next turn.

The Queen’s Graces

The grace of the elves was bestowed on them by a Fey King in a long bygone age. You channel that old gift, and bestow it on your allies.

Ranged spell; Daily; Quick action

Effect: Until the end of the battle, at the start of each turn, grant a bonus action to one ally, of a type determined by a d6 roll on the table below.

1-2 Quick action

3-4 Move action

5-6 Standard action

Circle of the Land

This circle creates a spiritual connection to the surrounding lands, that allows you to tap into them to cast magic. It replaces the Terrain Caster and Elemental Caster talents.

The 12 lands

There are 12 types of terrain that are relevant to druidic magic. 13 True Ways introduced 8:

 

  • Cave, dungeon, underworld
  • Forest, woods
  • Ice, snowfields, tundra
  • Koru behemoth
  • Mountains
  • Plains, overworld
  • Ruins
  • Swamp, lake, river

 

This book adds four new ones:

  • Desert, wasteland: This is terrain that is dominated by deserts and sand dunes, and largely devoid of plant life.
  • Hellhole, Abyss: This terrain has been warped and corrupted by demonic power.
  • Ocean, island: This includes any large body of water. To cast these spells, druids have to be at the beach, on a ship or large sea creature, or under water.
  • Volcano: This terrain covers wherever ash and lava spew from the earth.

In addition, some spells are in the Any Terrain category and can be cast anywhere, regardless of the surrounding terrain.

Circle of the Land Spellcasting

As with the Terrain Caster talent, you don’t prepare spells after a full heal-up as a land druid. Instead, you can use your spell slots to cast any daily spell of the terrain you are currently in. The number of spell slots is determined by the unified spell progression table at the start of this chapter. You always cast terrain spells at the highest level you have access to.

In addition to daily spells, this circle also gives access to at-will and once-per battle spells. You can take the feats in 13 True Ways to gain access to them, or choose the Land Attunement or Sacred Grove talents to gain access.

Circle of the Land Talents

The key talents for a lands druid are Land Attunement, which gives you access to the at-will spell of your current terrain, and Sacred Grove, which always gives you access to the spells of one terrain, including the at-will spell. Contemplation gives you a small boon depending on the terrain you are in. Outside of battle, Sage of the Land provides you with a deeper, almost mystic understanding of your surroundings.

Contemplation

Your mind and body are one with the lands.

If you meditate for a few minutes on the terrain you are in, you can bond with the surrounding spirits to gain a small boon that depends on the type of terrain. The boon lasts until the next full heal-up, or until you meditate again. You can meditate as often as you like, but you can only have one boon at a time.

Cave, dungeon, underworld: You can sense tremors in the ground and subtle echoes in the air, which allow you to perceive your surroundings even in total darkness.

Desert, wastelands: Desiccate. Gain a +1 bonus to hit against creatures at full hit points.

Forest, woods: Vitality. Increase your current and maximum hit points by twice your level.

Hellhole, Abyss: You can sense the presence of demons within a few hundred feet.

Ice, snowfields, tundra: Slow metabolism. Any “save ends” effects only start affecting you after the first failed save.

Koru behemoth: Unstoppable. Gain a +1 bonus to saves.

Mountains: Your mind is clear. Gain +1 to MD.

Plains, overworld: Sunrays. When you make an attack, you can change its damage type to holy.

Ruins: All things end. Staggered enemies are vulnerable to your attacks.

Ocean, island: You can swim in water like a dolphin. You have to surface to breathe.

Swamp, lake, river: Flow. Gain a +3 bonus to disengage checks.

Volcano: When an enemy engages you, deal fire damage equal to your level to them.

Adventurer Feat While you have the boon of a terrain type active, you can keep using its spells even after leaving that terrain. This lasts until you switch out the boon, or until the next full heal-up.

Champion Feat Once per battle or scene, you can use your bond with the land’s spirits as a quick action to perform a stunt without making a skill check. For example, river spirits could carry you to walk on water. This ends the boon effect.

Epic Feat For one battle per day, you can grant the boon to all nearby allies until the end of the battle as a quick action.

Land Attunement

Your lasting bond with the lands is a reliable force to throw at your enemies.

You gain two bonus spell slots to cast one at-will spell and one per-battle spell of any terrain type that you are currently located in, even if you don’t have the corresponding terrain feat.

Champion Feat Once per battle, reroll an attack with a Circle of the Land at-will spell.

Epic Feat You gain a +1 bonus to hit with Circle of the Land at-will spells.

Sacred Grove

You share a mystical connection with a sacred druid grove.

Special: You can take this talent multiple times, applying to a different terrain each time.

Choose one of the 12 terrains. You gain the terrain feats for both the at-will and the once-per battle terrain spells of that land type for free.

Adventurer Feat While in the terrain you attuned to with this talent, you have advantage on skill checks that relate to it, for example to identify plants.

Champion Feat When you take a full heal-up in the terrain you attuned to with this talent, you can cast one daily spell of that terrain for free before your next full heal-up.

Sage of the Land

The lands speak to you, no matter where you are.

You gain 3 points towards a background that represents your deep understanding of different lands. You can use the background to identify plants and animals, to find food, water or shelter, to predict the weather, or to find paths and the like.

You also gain a bonus spell slot, which you can use to cast any spell of the Any Terrain category, of up to your level.

Adventurer Feat Allies you travel with gain a +1 bonus to skill checks dealing with the natural environment.

Circle of the Lands Spells

You can cast the terrain spells listed under the Terrain Caster talent in 13 True Ways, plus a number of spells from the Elemental Caster talent (13TW p. 43) that fit different terrains. Note that any at-will spells require a feat or talent to gain access to it.

Forest: Ripping Vines (at-will)

Ice: Hail Hail (at-will)

Mountains: Earth Strength (1st), Summon Earth Elemental (3rd), Wall of Stone (9th)

Plains: Gust (Air), Summon Air Elemental (3rd), Lightning Strikes (Air)

Ocean: Deeper Waters (at-will), Water Breathing (1st), Summon Water Elemental (3rd)

Swamp: Fog Bank (5th)

Volcano: Flame Spear (at-will), Summon Fire Elemental (3rd), Flame Seeds (5th)

Any Terrain

You can cast the spells below regardless of the terrain you are in.

Pass Without a Trace (1st Level)

Ranged spell; Daily

Target: You and one ally per spell level

Effect: Until the next short rest, all targets gain a +5 bonus to skill checks to navigate the surrounding terrain while leaving no tracks behind.

Terrain Augury (1st Level)

Ranged spell; Daily

Effect: You close your eyes and concentrate on the surrounding terrain for a few hundred feet. You gain a basic understanding of the landscape and special features, enough to create a rough map. You can also ask one specific question per Wisdom modifier, such as the closest source of freshwater, the presence of metals or gems, the most dangerous creature, or how close the surface is.

After casting the spell, reduce the difficulty of skill checks to navigate the area, find paths etc. by one step (-5).

3rd level spell: Cover an area a few miles across.

5th level spell: Cover an area a hundred miles across.

Create Shelter (3rd Level)

Ranged spell; Daily

Effect: You create a small, secure place where you and a small group of travellers can find shelter and rest. The nature of the shelter depends on the terrain you are in, and can be anything from a small hut of living bushes and trees to an igloo. While the shelter blends in with the surroundings, you need a skill check to disguise it well enough to throw off any pursuers who are actively looking for you.

Dangers and Perils (3rd Level)

Ranged spell; Daily

Effect: For one hour per spell level, you gain an intuitive grasp of the surrounding terrain, any natural dangers in it and any unnatural additions. Mechanically, you gain the Rogue’s Trap Sense class feature.

5th level spell: You also gain the Trap Sense adventurer feat.

7th level spell: You also gain the Trap Sense champion feat.

9th level spell: You also gain the Trap Sense epic feat.

Shape the Path (5th Level)

Close-quarters spell; Daily

Effect: You create a path as you walk through the terrain. Ice shapes to form bridges, the underbrush opens to clear a path, and swamp solidifies to provide a safe surface to step on. The spell lasts for up to two hours per spell level, although the terrain returns to normal a few minutes after you pass.

7th level spell: You can shape the terrain fast enough to do it from the back of a mount.

Control Weather (7th Level)

Ranged spell; Daily

Target: The nearby area in up to a mile radius

Effect: You gradually change the surrounding weather. With a few minutes of concentration, you can create weather that is normal for the season and the area, such as a fresh breeze in spring or snow in winter. The longer you are able to concentrate on the spell, the more extreme, unusual and destructive the weather phenomenon can be, including thunderstorms, blizzards and tornadoes.

Terraform (9th Level)

Ranged spell; Daily

Target: The nearby area in up to a mile radius

Effect: You gradually change the surrounding terrain into a different type, for up to a day. With a few minutes of concentration, you can create an island in the ocean, grow a forest underneath the earth, or turn fertile land into desert. The longer you are able to concentrate on the spell, the larger the area, and the more extreme, unusual and destructive the change can be.

Terrain Teleport (9th Level)

Ranged spell; Daily

Effect: You and up to 4 allies next to you can teleport to any location in the world that is a similar terrain as the one you are currently in, or attuned to. You can only teleport into natural terrain, not into towns or buildings.

Cave, Dungeon, Underworld

Adventurer Feat You gain the Ancient Trap spell below.

Ancient Trap (Terrain Feat Spell)

Ranged spell; Once per battle

Effect: Before the end of the battle, you can use the following attack once as a free action.

Trigger: A nearby enemy takes a move action.

Target: The triggering enemy

Attack: Wisdom + Level vs. PD

Hit: 2d6 + Wisdom damage

Miss: Half damage

Any natural odd roll: You can use this attack again after your next turn.

3rd level spell: 4d6 damage

5th level spell: 5d10 damage

7th level spell: 8d10 damage

9th level spell: 2d6 x 10 damage

Summon Cave Creatures (1st Level)

Ranged spell; Daily

Effect: You summon a swarm of bats with 20 hp (Bestiary p. 13), according to the summoning rules on page XX. The bats remain until the end of the battle, or until they are reduced to zero hit points. They have the stats listed in their creature entries, except reduced hit points and no nastier specials.

3rd level spell: Summon a dire bat with 30 hp (B 13).

5th level spell: Summon a thunder bat with 45 hp (B 13).

7th level spell: Summon a spider mount with 80 hp (B 60).

9th level spell: Summon a phase spider with 100 hp (CB 244).

Suffocate (5th Level)

Ranged spell; Daily

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: The target is weakened and takes 25 ongoing damage (save ends both).

Natural 16+: The save is a hard save (16+)

Miss: 10 damage

7th level spell: 35 ongoing damage; 15 miss damage

9th level spell: 50 ongoing damage; 25 miss damage

Create Cavern (7th Level)

Ranged spell; Daily

Effect: You create a near-natural cavern in the underground or a cliff side. You can create an entrance that you and your allies can open and close with a touch. The cavern disappears after 24 hours, pushing out any items or creatures that are currently in it.

False Corridor (9th Level)

Ranged spell; Daily

Target: 1d3 nearby enemies in a group

Attack: Wisdom + Level vs. MD

Hit: You warp the terrain around the target to trap it in a corridor that circles around itself. The target is taken off the map until it succeeds at a hard save (16+).

Miss: Damage equal to your level

Desert, Wasteland (New)

The largest wastelands on the map are Moonwreck and the Red Wastes. However, smaller magical disasters have left areas devoid of life all over the Empire. 

Adventurer Feat You gain the Dessicate spell below.

Adventurer Feat You gain the Dehydration spell below.

Champion Feat You can survive without food and water for days on end.

Desiccate (Terrain Feat Spell)

Ranged spell; At-will

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d6 + Wisdom damage. If the target is staggered, increase the damage dice to d10.

Miss: Damage equal to your level

3rd level spell: 3d6 damage

5th level spell: 5d6 damage

7th level spell: 7d6 damage

9th level spell: 10d6 damage

Dehydration (Terrain Feat Spell)

Ranged spell; Once per battle

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 5 + Wisdom ongoing damage

Miss: Damage equal to twice your level

3rd level spell: 10 ongoing damage

5th level spell: 15 ongoing damage

7th level spell: 25 ongoing damage

9th level spell: 40 ongoing damage

Adventurer Feat The save against the ongoing damage is a hard save (16+).

Fata Morgana (1st Level)

Ranged spell; Daily

Effect: You create the phantasmal image of an object in the distance, which lasts for about 5 minutes per spell level. Onlookers must succeed at a saving throw to discern that the image isn’t real. For creatures with a higher MD than PD, the save is easy (6+). If it’s the same, the save is normal (11+), and if PD is higher, the save is hard (16+).

Choose whether you want the object to be desirable or scary. If the image is desirable, those who can’t discern the image as a fake will move towards it. If it’s scary, they will move away from it.

Summon Desert Dwellers (1st Level)

Ranged spell; Daily

Effect: You summon a giant scorpion with 15 hp (CB 206), according to the summoning rules on page XX. The scorpion remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

3rd level spell: Summon a fireblast scorpion (below).

5th level spell: Summon a harpy with 40 hp (CB 234).

7th level spell: Summon a mantikumhar with 60 hp (B 139).

9th level spell: Summon a coursing manticore with 100 hp (B 140).

Fireblast Scorpion

3rd level wrecker [Beast]; Initiative: +8

Pincer and Stinger +8 vs. AC — 8 fire damage

Natural even hit: 5 ongoing fire damage

AC 18, PD 17, MD 12, HP 30

Heatstroke (3rd Level)

Ranged spell; Once per battle

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 5d6 + Wisdom damage. If the target is staggered, it is weakened until the end of your next turn.

Miss: Damage equal to your level

5th level spell: 7d6 damage

7th level spell: 10d6 damage

9th level spell: 15d6 damage

Sandstorm (3rd Level)

Ranged spell; Daily

Effect: You summon a sandstorm in the target area, large enough to fill a room or hallway. Within the area, perception skill checks and ranged attacks have disadvantage. Moving creatures cannot be intercepted. Flying creatures must succeed at a save at the start of their turn, or they lose their actions for the turn. It takes a successful hard save or skill check and a move action to leave the area. 

The first time on their turn that a creature fails any skill check or save, or misses with attack, they take 3d6 damage from flying debris.

The storm remains until the end of the battle, until you are knocked unconscious, or until you end the spell.

5th level spell: large enough to cover a ship or a courtyard; 4d6 damage

7th level spell: cover a small town; 5d6 damage

9th level spell: cover an entire valley; 7d6 damage

Flickering Air (5th Level)

Jitters in the air blur your enemies’ vision.

Ranged spell; Daily

Effect: Enemies take a penalty to attacks against you and all nearby allies equal to the escalation die. The effect ends when the escalation die is 5 or higher.

Sand Dervish (5th Level)

Close-quarters spell; Daily

Effect: You transform into whirling sand and fly to a nearby location. On the way, make the following attack.

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 2d4 x 10 damage, and the target is dazed until the end of their next turn.

Miss: 15 damage

7th level spell: 2d6 x 10 damage

9th level spell: 2d10 x 10 damage

Quicksand (7th Level)

Ranged spell; Daily

Target: 1d3 nearby enemies in a group

Attack: Wisdom + Level vs. PD

Hit: If the target has 100 hit points or fewer, it starts making last gasp saves (16+). While making last gasp saves, the targets are stuck. On their fourth failed save, the target is swallowed by the ground. If the target has more hit points, it is hampered (save ends).

Miss: The target loses its next move action.

9th level spell: 150 hp or fewer

Sand Dune (7th Level)

Ranged spell; Daily

Effect: Sand starts slowly building up around a target area that you can see, and grows into a massive sand dune over the next hour. The dune is high enough to bury a barn or a two-storey building. The sand dissipates with the wind over the next day. While the sand is too slow to bury those quick enough to run away from it, it can seal tunnel passages or slow pursuers, especially on horseback.

Desert Wind (9th Level)

Close-quarters spell; Daily

Effect: Until the end of the end of the battle, you can make the following attack as a quick action once per turn.

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 2d4 x 10 + Wisdom fire damage

Miss:

Forest, Woods

Adventurer Feat You gain the Soothing Forest spell below.

Champion Feat When you use a recovery to heal, you also gain a +1 bonus to AC until the end of your next turn.

Soothing Forest (Terrain Feat Spell)

Ranged spell; Once per battle; Quick action

Target: One nearby ally per Wisdom modifier (which can include you)

Effect: The target gains temporary hit points equal to 5 + your Wisdom modifier.

3rd level spell: 10 hp + Wisdom modifier

5th level spell: 15 hp + 2x Wisdom modifier

7th level spell: 25 hp + 2x Wisdom modifier

9th level spell: 35 hp + 3x Wisdom modifier

Ironwood Enchantment (1st Level)

Ranged spell; Daily

Target: A wooden weapon, a wooden shield, or arrows in a quiver

Effect: Until the end of the battle, the item is unbreakable and has the adventurer tier default enchantment for its type: +1 to attack and damage for a weapon, +4 hp for a shield or +1 to critical threat range for arrows. It also grants one additional effect based on the item type.

Weapon: Thorny. On a natural 18+, deal 5 ongoing damage per tier.

Shield: Moss-covered. Gain a +2 bonus to skill checks to hide per tier.

Arrows: Root growth. On a natural even hit, the target is stuck until the end of your next turn.

5th level spell: Champion tier enchantment

9th level spell: Epic tier enchantment

Summon Forest Friends (1st Level)

Ranged spell; Daily

Effect: You summon a wolf with 19 hp (CB 207), according to the summoning rules on page XX. The wolf remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

3rd level spell: Summon a hunting spider with 30 hp (CB 206).

5th level spell: Summon a common treant with 43 hp (13TW 202).

7th level spell: Summon a green bulette with 80 hp (B 27).

9th level spell: Summon a dire tiger with 100 hp (13TW 160).

Tree Shape (3rd Level)

Ranged spell; Daily

Target: You or a nearby, willing ally

Effect: You transform the ally into a tree. The target can still perceive its surroundings, but it can’t take actions. As a tree, the target is immune to damage, except for fire, lightning, and axes, which do half damage. At the end of each of its turns, the target can take a free recovery to heal. The target can end the spell as a quick action.

If you use the tree shape as a disguise, make a skill check. Creatures with MD equal to the skill check or lower will think the tree is natural.

Lashing Roots (7th Level)

Ranged spell; Daily

Effect: Until the end of the battle, you can make the following attack once per turn as a quick action.

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 4d12 + Wisdom damage, and the roots grab the target. Grabbed targets take 25 damage at the start of their turn, until they disengage or pop free from the roots.

Miss: Damage equal to your level

9th level spell: 6d12 damage; 40 damage at the start of turn

Hellhole, Abyss (New)

Hellholes have popped up all over the Empire. Druids who dare to tap into their magic despite the risk of permanent corruption have access to the spells in this chapter.

Adventurer Feat You gain the Fiendish Retribution spell below.

Adventurer Feat You gain the Wrath of the Abyss spell below.

Champion Feat Gain resist demon attacks 12+. Increase to 14+ when attuned to a hell hole.

 

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Tapping into a hellhole’s magic is not without consequences. Once your druidic magic is attuned to a hellhole, there is a danger that the influence lingers. If you try to switch to a different terrain after leaving a hellhole, roll a save. The difficulty starts at easy (6+), but increases by 1 for each day spent in the hellhole. On a failed save, you stay attuned to hellhole terrain. You can attempt the save again the next day, with the difficulty decreased by 1. A natural 1 on the save should implicate serious changes to the PC, such as a switch in icon relationships, or even a switch to more demonic magic. It may be time to multiclass into demonologist or warlock.

<<<End Sidebar>>>

Fiendish Retribution (Terrain Feat Spell)

Close-quarters spell; At-will

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d10 + Wisdom fire damage. If the target makes an attack against you before the end of its next turn, it takes 1d10 fire damage.

Miss: You take fire damage equal to your level.

3rd level spell: 3d10 damage on hit and retribution effect

5th level spell: 5d10 damage

7th level spell: 7d10 damage

9th level spell: 10d10 damage

Wrath of the Abyss (Terrain Feat Spell)

Ranged spell; Once per battle

Target: ALL enemies that have dealt damage to you this battle (keep track of this if you want to cast the spell).

Attack: Wisdom + Level vs. PD

Hit: 1d10 + Wisdom fire damage

Natural 5, 10, 15, 20: The target takes ongoing fire damage equal to the spell level.

Miss:

Natural even miss: Half damage

3rd level spell: 3d10 damage

5th level spell: 5d10 damage

7th level spell: 7d10 damage

9th level spell: 10d10 damage

Summon Hellhole Horrors (1st Level)

Ranged spell; Daily

Effect: You summon a fungaloid creeper (B 83, 20 hp), according to the summoning rules on page XX. The creeper remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

3rd level spell: Summon a hook scuttler (B 113, 30 hp).

5th level spell: Summon a hellhound (CB 234, 40 hp).

7th level spell: Summon 1d4 bat demon mooks (13TW 164, 20 hp).

9th level spell: Summon a hezrou (CB 212, 100 hp).

Consume (3rd Level)

Ranged spell; Daily

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: Ongoing fire damage equal to 10 times the spell level. If the target saves against the effect, or if it dies, the spell doesn’t end. Instead, determine a new target randomly among all nearby or far away creatures. If the target is an enemy, that enemy now takes the ongoing damage of this spell. If it’s an ally, that ally takes half the damage, once, and the spell ends.

Miss: You can cast this spell again this battle, at the start of your turn after your next turn.

Desperate Frenzy (3rd Level)

Close-quarters spell; Daily; Quick action

Target: You or a nearby staggered ally

Effect: Until the end of battle, the target deals 1d6 extra damage with melee attacks. However, if a bonus damage die is a natural odd result, the target takes that much psychic damage.

3rd level spell: 1d12 extra damage; target 1d3 staggered allies

5th level spell: 2d8 extra damage

7th level spell: 2d12 extra damage

9th level spell: 3d12 extra damage

Fiend Skin (5th Level)

Close-quarters spell; Daily; Quick action

Target: You or a nearby ally

Effect: Until the end of the battle, the target gains a +2 bonus to AC and PD, and resist fire 15+.

7th level spell: You can now cast the spell on two targets.

Goat-Foot Step (5th Level)

Close-quarters spell; Daily

Effect: Deal 6d6 + Wisdom fire damage to all enemies you are engaged with, then teleport to a nearby or far away location.

7th level spell: 6d8 damage

9th level spell: 6d12 damage

Infernal Gift (7th Level)

Ranged spell; Daily

Target: You or a nearby ally

Effect: Grant the target a demonic ability until the end of the battle. Roll 1d6 on the demon ability table of the sorcerer’s Touch of Evil spell.

9th level spell: Roll 1d8.

Ice, Tundra, Deep Snow

Adventurer Feat You gain the Ice Shards spell below.

Ice Shards (Terrain Feat Spell)

Ranged spell; At-will

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 1d6 + Wisdom cold damage

Miss:

Natural odd miss: You take your level in cold damage.

3rd level spell: 3d4 damage

5th level spell: 2d10 damage

7th level spell: 4d10 damage

9th level spell: 6d10 damage

Summon Icy Ally (1st Level)

Ranged spell; Daily

Effect: You summon a tundra wolf (as wolf, CB 207, 20 hp), according to the summoning rules on page XX. The wolf remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

3rd level spell: Summon a remorhaz (barbellite) (B 179, 30 hp).

5th level spell: Summon a snowy owlbear (B2 212, 40 hp).

7th level spell: Summon a winter beast (B 79, 70 hp).

9th level spell: Summon a remorhaz (frostwurm) (B 180, 100 hp).

Winter Fur (3rd Level)

Close-quarters spell; Daily

Target: You and two nearby allies

Effect: The targets gain a +1 bonus to AC and PD and resist cold 15+ this battle.

5th level spell: three nearby allies

7th level spell: resist cold 18+

9th level spell: four nearby allies

Winter Solstice (7th Level)

Close-quarters spell; Daily

Effect: Decrease the escalation die by 1. You and all nearby allies can spend a recovery and gain five extra hit points per point of your Wisdom modifier. If you have the Wild Healer talent, the recoveries are free.

Icy Tomb (9th Level)

Ranged spell; Daily

Target: A nearby enemy with 250 hit points or less

Attack: Wisdom + Level vs. PD

Hit: The target starts making last gasp saves (16+). After the fourth failed save, it is permanently encased in ice and frozen.

Miss:

Natural even miss: You regain the spell slot at the end of the battle.

Koru Behemoth

Adventurer Feat You gain the Swatch of Destruction spell below.

Swath of Destruction (Terrain Feat Spell)

Ranged spell; Once per battle

Target: 1d3 nearby enemies in a line

Attack: Wisdom + Level vs. PD

Hit: 2d6 + Wisdom damage. If the target is engaged, it pops free as it is pushed to the side. If the target is not engaged, increase the damage dice to d10.

Miss: Damage equal to your level

3rd level spell: 4d6 damage

5th level spell: 7d6 damage

7th level spell: 10d6 damage

9th level spell: 15d6 damage

Memory of the Koru (5th Level)

Close-quarters spell; Daily

Effect: You dig into the memory of the Koru to receive visions of places along its path. Note that a Koru will only pass any place once per year, so the image you receive will always be the same season. It will not show specific events, unless they happened right before the Koru’s eyes and were impressive enough to be noticed by a walking landmass. The longer you concentrate on this spell, the further back in history you can go. In an hour, you can span a century, and in a full day of concentration, you will be able to cover an entire age. If you are planning to scry into past ages, make sure you give yourself enough time for uninterrupted meditation. You can take breaks to eat or sleep, but strenuous activity like combat will throw your mind off and you need to start again.

Mountains

Adventurer Feat You gain the Earthen Grasp spell below.

Adventurer Feat You gain the Rockslide spell below.

Earthen Grasp (Terrain Feat Spell)

Ranged spell; Once per battle

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 2d8 + Wisdom damage, and the target is stuck (save ends).

Miss: Damage equal to twice your level

3rd level spell: 4d8 damage

5th level spell: 7d8 damage

7th level spell: 10d8 damage

9th level spell: 15d8 damage

Adventurer Feat When you hit a group of mooks with this spell, treat them as one target for the stuck effect.

Rockslide (Terrain Feat Spell)

Ranged spell; Once per battle

Target: 1d3 nearby enemies, or 1d3 + 2 when cast recklessly

Attack: Wisdom + Level vs. PD

Hit: 2d4 + Wisdom damage, and the target has disadvantage on disengage checks until the end of your next turn as the fallen rocks hinder their movement.

Miss: Damage equal to your level.

Reckless miss: Your allies engaged with the target take damage equal to twice your level and have disadvantage on disengage checks until the end of your next turn.

3rd level spell: 4d4 damage

5th level spell: 7d4 damage

7th level spell: 12d4 damage

9th level spell: 2d4 x 10 damage

Summon Mountain Monster (1st Level)

Ranged spell; Daily

Effect: You summon an archer stirge (B 197, 15 hp) or cobbler stirge (20 hp), according to the summoning rules on page XX. The stirge remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

3rd level spell: Summon a bear (CB 207, 30 hp).

5th level spell: Summon a giant bird of prey (B2 56, 40 hp).

7th level spell: Summon a mantikumhar (B 139, 70 hp).

9th level spell: Summon 1d4+1 parasitic lightning beetle mooks (B 164, 35 hp).

Thin Air (5th Level)

Ranged spell; Daily

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 5d6 + Wisdom damage, and the target suffers from thin air (save ends).

Thin air: The target takes damage equal to its level whenever it takes an action. It has disadvantage on all attacks. The target can spend a move action to take a deep breath, in which case the disadvantage is negated for that turn.

Miss: Half damage

7th level spell: 7d6 damage

9th level spell: 10d6 damage

Immovable Mountain (9th Level)

Close-quarters spell; Daily; Quick action

Target: You or a willing nearby ally

Effect: Until the start of your next turn, the target can’t take actions, it is immune to all damage except psychic damage, and it can‘t be moved from its position.

Ocean, Island (New)

Adventurer Feat You gain the Tidal Wave spell below.

Champion Feat You can breathe under water for one hour per point of Constitution modifier (minimum 1).

Tidal Wave (Terrain Feat Spell)

Close-quarters spell; Once per battle

Target: One or more enemies engaged with you

Attack: Wisdom + Level vs. PD. You take a penalty to the attack roll equal to the number of targets.

Hit: 1d12 + Wisdom damage, and the target pops free from you

Miss: Damage equal to your level

3rd level spell: 3d12 damage

5th level spell: 5d12 damage

7th level spell: 7d12 damage

9th level spell: 10d12 damage

Sea Legs (1st Level)

Ranged spell; Daily; Quick action

Target: You and one ally per spell level

Effect: Until the end of the battle, the target gains secure footing on any surface, no matter how wildly it is shaking. It also gains advantage on disengage checks.

Slippery Surface (1st Level)

Ranged spell; Daily

Effect: Until the end of the battle, small water spirits dance on the ground and cause enemies to either slip or freeze in place. All nearby enemies have disadvantage on disengage checks. On an odd failure, the enemy is stuck until the start of their next turn. On an even failure, the enemy slides to the intended location, but takes a -2 penalty to their next attack from lack of balance. Flying enemies are immune to the effect.

5th level spell: Enemies who try to engage you must succeed at a disengage check to do so. On a failure, the enemy does not engage you, and the move action is lost.

Summon Sea Scallywags (1st Level)

Ranged spell; Daily

Effect: You summon 1d3 razor shark mooks (B 187, 5 hp), according to the summoning rules on page XX. The creatures remain until the end of the battle, or until they are reduced to zero hit points. They have the stats listed in their creature entry, except for reduced hit points and no nastier specials.

3rd level spell: Summon a 1d3+1 razor sharks (B 187, 10 hp).

5th level spell: Summon a 1d3 iron sea sharks (B 188, 25 hp).

7th level spell: Summon a kelpling (B2 199, 75 hp).

9th level spell: Summon a nix (B2 200, 100 hp).

Smooth Sailing (3rd Level)

Ranged spell; Daily

Effect: You calm the seas around the ship you are on. Until the end of the scene, the sea is calm and a strong but steady wind pushes the ship in the direction you are planning to sail.

Visions of Drowning (5th Level)

Ranged spell; Daily

Target: One nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 5d10 + Wisdom psychic damage and 20 ongoing psychic damage

Natural 18+: The target takes double ongoing damage and starts making last gasp saves (hard save 16+). If it fails the fourth save, it dies as if drowning.

Miss: Half damage

7th level spell: 7d10 damage and 30 ongoing

9th level spell: 10d10 damage and 50 ongoing

Endless Swarm of Fish (7th Level)

Ranged spell; Daily

Special: You must be under water to cast this spell.

Effect: You call a giant fish swarm to surround you and copy your movements. Until the end of the battle, you have advantage on disengage checks, while enemies have disadvantage to attack you or to disengage from you.

Maelstrom (9th Level)

Ranged spell; Daily

Special: You must be at sea to cast this spell.

Effect: You create a giant whirlpool in the sea that threatens to swallow every ship in the vicinity. Any ship in the area must make the equivalent of last gasp saves (16+). They can’t make any other maneuver except trying to escape the maelstrom. After the fourth failed save, the ship is swallowed and dragged under.

The ship you are on is immune to the effect. PCs steering other ships can make a hard skill check to escape.

Tsunami (9th Level)

Ranged spell; Daily

Effect: A giant wave crashes across the battlefield taking all creatures with it that aren’t tied down or flying.

The wave deals 6d12 damage to enemies and 2d12 damage to allies. Creatures must succeed at a save or be washed away to a far away location. The save difficulty is easy (6+) for all allies and huge enemy creatures, hard (16+) for mooks and small creatures and normal (11+) for everyone else.

Plains, Overworld

Adventurer Feat You gain the Flash of Lightning spell below.

Flash of Lightning (Terrain Feat Spell)

Ranged spell; Once per battle

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 1d8 + Wisdom lightning damage

Miss: Damage equal to your level

Always: Until the end of your next turn, deal thunder damage equal to your Strength + Dexterity modifier (x2 at 5th level; x3 at 8th) to all enemies who engage you.

3rd level spell: 3d8 damage

5th level spell: 5d8 damage

7th level spell: 7d8 damage

9th level spell: 10d8 damage

Adventurer Feat You can cast this spell as an interrupt action. If you do, only target one nearby enemy.

Sleet Storm (1st Level)

Ranged spell; Once per battle

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 2d8 + Wisdom damage, and the next attack against the target before the end of your next turn has advantage.

First Miss: Repeat the attack against a different nearby enemy.

Second Miss:

3rd level spell: 4d8 damage

5th level spell: 7d8 damage

7th level spell: 11d8 damage

9th level spell: 16d8 damage

Summon Plains Peon (1st Level)

Ranged spell; Daily

Effect: You summon a badger (B2 55, 20 hp), according to the summoning rules on page XX. The badger remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

3rd level spell: Summon an ankheg (CB 208, 40 hp).

5th level spell: Summon a ravenous bumoorah (B 28, 46 hp).

7th level spell: Summon a bulette (CB 208, 70 hp).

9th level spell: Summon a wyvern (CB 250, 100 hp).

Plain Sight (3rd Level)

Ranged spell; Daily

Effect: Remove all effects that hinder vision from the battlefield, such as fog or invisibility. Until the end of the battle, you and all nearby allies can target far away enemies with ranged attacks that target nearby enemies.

Whirlwind (3rd Level)

Close-quarters spell; Daily

Target: All enemies you are engaged with

Attack: Wisdom + Level vs. PD

Hit: 3d8 + Wisdom damage, and the target pops free from you.

Miss: Damage equal to your level

Always: Roll a d6. If it is equal to the escalation die or lower, the whirlwind persists. You can make another whirlwind attack the next turn, as a quick action. Target 1d3 nearby enemies, they do not have to be engaged with you.

5th level spell: 5d8 damage

7th level spell: 7d8 damage

9th level spell: 10d8 damage

Tornado (7th Level)

Ranged spell; Daily

Target: 1d4 nearby enemies

Attack: Wisdom + Level vs. PD; +2 against flying enemies

Hit: The target is lifted up and carried to a far away location. It takes 2d4 x 10 + Wisdom damage as it crashes to the ground.

Miss: 1d6 x 5 damage

Natural even miss: The target pops free from all enemies.

9th level spell: 2d6 x 10 damage; 1d4 x 10 on a miss

Ruins

Adventurer Feat You gain the Demoralizing Dread spell below.

Demoralizing Dread (Terrain Feat Spell)

Ranged spell; At-will

Target: One nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 1d6 + Wisdom psychic damage

Natural even hit: The target is dazed until the end of your next turn. If it misses with an attack, it takes psychic damage equal to twice the spell level.

Miss:

3rd level spell: 3d6 damage

5th level spell: 5d6 damage

7th level spell: 7d6 damage

9th level spell: 10d6 damage

Stones Tell Stories (1st Level)

Ranged spell; Daily

Effect: You learn bits and pieces about the history of the place you are in, before it fell to ruins. Until your next full heal-up, you have a temporary 5-point lore background about the place.

Summon Ruins Rascals (1st Level)

Ranged spell; Daily

Effect: You summon a rat swarm (Bestiary 2 p. 55), according to the summoning rules on page XX. The rat swarm remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

3rd level spell: Summon a rust monster (Bestiary p. 184).

5th level spell: Summon a rust monster obliterator (B184).

7th level spell: Summon a hellstone gargoyle (B2 139).

9th level spell: Summon a gelatinous cube (Core Book p. 241).

Structural Collapse (3rd Level)

Ranged spell; Daily

Effect: You cause a nearby structure to fall apart. Its main use is to change the terrain in some favorable way, such as to create a breach in a wall to squeeze through, to destroy a bridge or collapse a tunnel to hinder pursuers etc. While this can harm creatures caught in the effect, the spell is usually too slow for combat use and allows targets to dodge it easily. (GMs can use 1d8 per level as a rough damage guidance if necessary.)

Downfall (5th Level)

Ranged spell; Daily

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. MD

Hit: The target takes the escalation die as a penalty to attack rolls instead of a bonus, even if it doesn‘t normally use the escalation die (save ends).

Miss: Psychic damage equal to the escalation die

Lifeless Decay (7th Level)

Ranged spell; Daily

Target: 1d3 nearby enemies. This spell can only target enemies that are not alive, such as constructs and undead.

Attack: Wisdom + Level vs. PD

Hit: 10d6 + Wisdom damage and 30 ongoing damage. Deal double damage against staggered creatures.

Miss: Half damage and no ongoing damage

9th level spell: 15d6 damage and 50 ongoing damage

Swamp, Lake, River

Adventurer Feat You gain the Foul Evaporation spell below.

Foul Evaporation (Terrain Feat Spell)

Ranged spell; Once per battle

Target: 1d4 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 1d10 + Wisdom poison damage

Natural even hit: 5 ongoing poison damage

Miss: A random nearby ally takes poison damage equal to your level.

3rd level spell: 3d10 damage; 10 ongoing

5th level spell: 5d10 damage; 15 ongoing

7th level spell: 7d10 damage; 25 ongoing

9th level spell: 10d10 damage; 40 ongoing

Sinkhole Trap (1st Level)

Close-quarters spell; Daily; Interrupt action

Trigger: A nearby enemy hits you with an attack (but not a critical hit).

Effect: The enemy rerolls the attack and takes the second result. Make the following attack:

Target: The attacker

Attack: Wisdom + Level vs. PD

Hit: 1d12 + Wisdom poison damage

Miss: Half damage

3rd level spell: 3d12 damage

5th level spell: 5d12 damage

7th level spell: 7d12 damage

9th level spell: 10d12 damage

Summon Swamp Creature (1st Level)

Ranged spell; Daily

Effect: You summon a venomous snake (B2 55, 15 hp), according to the summoning rules. The snake remains until the end of the battle, or until it is reduced to zero hit points. It has the stats listed in its creature entry, except reduced hit points and no nastier specials.

3rd level spell: Summon a claw flower (B 161, 30 hp).

5th level spell: Summon an otyugh (CB 243, 50 hp).

7th level spell: Summon a stalker (B2 272, 70 hp).

9th level spell: Summon a tyrant lizard (B2 272, 100 hp).

Refreshing Waters (3rd Level)

Ranged spell; Once per battle; Quick action

Target: You or one nearby ally

Effect: Remove “save ends” effect from the target and grant 5 temporary hit points per spell level.

Will O‘Wisps (3rd Level)

Ranged spell; Daily

Effect: You create a group of floating lights that hypnotize creatures and cause them to follow. This can lure them into traps, ambushes, or natural hazards. Creatures who see the wisps must succeed at a save to avoid the effect. The save is normal difficulty (11+) if a creature’s MD is higher than their PD, in which case it is hard (16+). In battle, saves are made at the end of a creature’s turn as usual. Out of battle, a creature can make a save every minute or so. Once a creature saves, the spell no longer affects it.

The save is easy (6+) for creatures whose MD is higher than their PD, but hard (16+) for mooks. The wisps stay for about ten minutes per spell level.

Swallow (9th Level)

Ranged spell; Daily; Quick action

Target: 1d3 random nearby staggered enemies

Attack: Wisdom + Level vs. PD

Hit: The target is swallowed by the ground and removed from the battlefield. At the end of every turn, the target can make a hard save (16+) if it’s normal sized, normal save (11+) if it’s large, or easy save (6+) if it’s huge. On a success, the target is spit out with half the hit points it had before. If the target fails its fourth save, it is permanently swallowed by the swamp.

Volcano

Adventurer Feat You gain the Avenging Flame spell below.

Champion Feat Gain resist fire 16+.

Avenging Flame (Terrain Feat Spell)

Close-quarters spell; Once per battle; Interrupt action

Trigger: You take damage from an attack by a nearby enemy.

Target: The attacker

Attack: Wisdom + Level vs. PD

Hit: 2d4 + Wisdom fire damage

Miss: Damage equal to twice your level

3rd level spell: 4d6 damage

5th level spell: 6d8 damage

7th level spell: 8d10 damage

9th level spell: 10d12 damage

Adventurer Feat You can use this spell against far away enemies.

Flame Blade (3rd Level)

Close-quarters spell; Daily; Quick action

Effect: Create a red-hot flame in the palm of your hand that you can wield like a blade that lasts until the end of the battle. The blade is a one-handed melee weapon with a d8 damage die. You can wield it without penalty, and you can use your Wisdom modifier for attack and damage with it. If you already have the ability to use one-handed heavy melee weapons without penalty (such as from a warrior druid talent), you gain a +2 bonus to attack rolls with the blade. If you wield a holy symbol, the blade gains the symbol’s bonus to attack and damage.

5th level spell: The blade deals an extra WEAPON damage die on a miss.

7th level spell: The blade deals two extra WEAPON damage dice on a miss.

Lava Flow (7th Level)

Ranged spell; Daily

Effect: You cover the nearby battlefield with streams of lava. Any combatant taking a move action must succeed at a normal difficulty skill check (DC 25; enemies roll a save) to avoid stepping into the lava, taking 20 fire damage (allies take half damage). Whenever the escalation die is increased by 1, make the following attack as a free action.

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 25 fire damage

Miss: Half damage

9th level spell: 30 damage for stepping into the lava and 40 damage with the attack.

Magma Boulder (7th Level)

Ranged spell; Daily

Effect: You summon a giant boulder of molten lava, that you roll around the battlefield and into your enemies. Once per round, you can make the following attack as a quick action.

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d12 x 10 fire damage

Miss: Half damage

The boulder can be destroyed by dealing 200 cold damage to it. Attacks always hit it. Otherwise it persists until the end of the battle.

9th level spell: The boulder deals 1d20 x 10 damage. It can take 300 cold damage.

Circle of Life

This circle provides powerful healing and support spells to aid your allies. It replaces the Wild Healer talent.

Druids of this circle are known as life druids or simply healers.

Circle of Life Talents

Of the talents in this circle, Gaia’s Light gives you a much-needed combat option, especially if you go full healer. Font of Life makes your healing spells grant even more hit points, while Revitalize lets them grant an attack bonus. If you feel your party needs someone to help them get back from the brink of death, look at the Preserver talent.

Font of Life

Life is the force that binds the universe together.

Whenever you grant yourself or an ally the use of a recovery to heal, add your Wisdom modifier to the amount healed (x2 at 5th level; x3 at 5th). In case of Regeneration, add the bonus before halving the amount.

Adventurer Feat You gain an extra daily use of the Regeneration spell for each Circle of Life talent you have. This use does not expend a spell slot.

Champion Feat The extra spells granted by the adventurer feat are now Greater Regeneration spells instead.

Epic Feat Increase the healing bonus to 5x your Wisdom modifier.

Gaia’s Light

Where there is the embrace of the Earth Mother, there is warmth.

You gain the Gaia’s Light at-will spell as a bonus spell.

Gaia’s Light

Ranged spell; At-will

Target: A nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d6 + Wisdom holy damage. A nearby conscious ally heals hit points equal to your Wisdom modifier (x2 at 5th level, x3 at 8th).

Miss: Damage equal to your level

3rd level spell: 3d6 damage

5th level spell: 5d6 damage

7th level spell: 7d6 damage

9th level spell: 10d6 damage

Adventurer Feat Increase the damage dice to d8.

Champion Feat You can target far away enemies.

Epic Feat You can cast this as a close-quarters spell.

Preserver

A strong heart stands against the darkness like a mighty sword.

While you are nearby and conscious, your allies can add your Wisdom modifier to death saves.

Adventurer Feat When you grant a recovery to a target at zero hit points or below, it heals the maximum amount from the recovery (still halved in case of a Regeneration spell).

Champion Feat The first recovery you grant to an ally at zero hit points or below in a battle is free.

Epic Feat You gain the Cleric’s Resurrection spell (Core Book p. 100) as a bonus spell. You are subject to the same restrictions as a cleric.

Revitalize

The power of the Earth Mother strengthens the weary.

When you target an ally with a daily druid spell from any circle, they gain a +2 bonus to their next attack roll. If the spell targets more than one ally, choose one of the targets.

Adventurer Feat You grant the benefit with any druid spell, except at-will spells.

Champion Feat The target also gains a +2 bonus to AC against the next attack that targets that defense.

Epic Feat You grant the benefit to all allies targeted by the spell, instead of just one.

Circle of Life Spells

As a healer druid, you don’t need to prepare spells. You have a number of spell slots, and you cast your spells from these slots.

If the spell you cast is a daily spell, the spell is expended. If you cast a once-per-battle spell, you regain the spell slot after the battle, and you can cast either the same spell again in that slot, or any other spell, including a daily spell.

The number of spells you gain is determined by your class level and whether you are an initiate, adept or master. See the unified spell progression table at the start of the druid chapter for details.

In line with the rules changes, the existing Wild Healer spells change their frequencies and levels as below.

Regeneration: 1st level; Once per battle

Greater Regeneration: 3rd level; Daily

Wild Heal: 1st level; Daily

Cycle of Life and Death (1st Level)

Ranged spell; Once per battle

Target: One nearby enemy

Attack: Wisdom + Level vs. PD; you have advantage on the attack roll

Hit: You or a nearby ally can spend a recovery to heal. Deal poison damage to the target equal to the healed amount.

Miss: Poison damage equal to your level

Champion Feat On a miss, the healing target can choose to spend a recovery to heal half the amount, and deal half damage.

Embrace of the Earth Mother (1st Level)

Ranged spell; Once per battle; Quick action
Target: One nearby creature per point of Wisdom modifier

Effect: The effect depends on the target as below:

A non-staggered ally: Gain a +3 bonus to their next attack roll.

A staggered ally: Gain a free recovery, but heal half the amount.

An unconscious ally: Gain a +5 bonus to their next death save.

An enemy: Holy damage equal to twice the level of the enemy.

Champion Feat A staggered ally heals the full amount of the recovery. Deal three times their level damage to enemies.

Goodberries (1st Level)

Close-quarters spell; Daily; Quick action

Special: You can cast this spell multiple times per day, if you have the spell slots available.

Effect: You enchant 1d3 berries with the effect of an adventurer-tier healing potion. It’s a quick action to eat a berry, and it allows the user to spend a recovery to heal and regain 1d8 extra hit points. The berries last until the end of the next full heal-up.

5th level spell: 2d8 extra hit points

9th level spell: 3d8 extra hit points

Adventurer Feat The berries also end ongoing poison damage.

Life Balance (1st Level)

Ranged spell; Daily

Target: 1d3 nearby enemies that are not staggered

Attack: Wisdom + Level vs. PD

Hit: 2d8 + Wisdom holy damage, and a nearby staggered ally heals hit points equal to half the amount.

Miss: Damage equal to your level, and a nearby staggered ally heals hit points equal to your level.

3rd level spell: 4d8 damage

5th level spell: 1d4 enemies, 6d8 damage

7th level spell: 8d8 damage

9th level spell: 1d4+1 enemies, 10d8 damage

Adventurer Feat On a natural even hit, the ally heals the full amount.

Life Shroud (1st Level)

Ranged spell; Daily; Quick action
Target: 1d4 nearby allies (including you)

Effect: Each target gains a +1 bonus to PD and MD until the end of the battle, and 5 temporary hit points.

3rd level spell: 10 temporary hit points

5th level spell: Increase the bonus to +2 while the target is not staggered; 15 temporary hit points

7th level spell: 20 temporary hit points

9th level spell: Increase the bonus to +2 even when staggered; 30 temporary hit points

Adventurer Feat Target 1d4+1 nearby allies.

Life Prevails (3rd Level)

Ranged spell; Once-per-battle

Target: One nearby undead creature, demon or devil

Attack: Wisdom + Level vs. PD

Hit: 3d10 + Wisdom ongoing holy damage

5th level spell: 5d10 ongoing damage

7th level spell: 7d10 ongoing damage

9th level spell: 10d10 ongoing damage

Raise Spirits (3rd Level)

Ranged spell; Once per battle; Quick action
Target: A nearby ally

Effect: Until the end of their next turn, the target has advantage on attack rolls.

Adventurer Feat The target also has advantage on saves.

Gaia’s Embrace (5th Level)

Ranged spell; Daily; Quick action

Target: A nearby ally

Effect: Increase the target’s recovery dice to d12s until the end of the battle.

Champion Feat The target can reroll natural 1s and 2s on its recovery rolls.

Life Shell (5th Level)

Ranged spell; Once per battle; Quick action

Target: You or a nearby ally

Effect: The target spends a recovery, and gains temporary hit points equal to the recovery roll +10 instead of healing. Undead creatures, demons and devils engaged with the target take 10 holy damage.

7th level spell: +15 temporary hit points; 15 holy damage

9th level spell: +25 temporary hit points; 25 holy damage

Champion Feat If the escalation die is 2+, you can target an additional target with this spell.

Healing Circle (7th Level)

Ranged spell; Daily

Target: One nearby ally per point of escalation die (including you)

Effect: Each target can heal using a recovery. If a target is staggered even after using the recovery, it heals back to one point above its staggered value.

Revitalized Spirits (7th Level)

Ranged spell; Daily

Effect: Increase the escalation die by 1. Each nearby ally rolls a d6. If the result is lower than the escalation die, the ally can immediately make a basic melee or ranged attack as a free action.

Life Geas (9th Level)

Close-quarters spell; Daily

Target: One deceased creature

Effect: You bring a deceased person back to life for up to one year. This does not require the target’s body; if the old one is not available, a new one is created. The spell does not come without strings attached, however. The target is put under a strong geas, chosen by the caster. The geas is a commandment of up to 25 words that the target has to follow. If the target commits an infraction against the geas, it causes mental and physical pain. If it willingly and grossly violates it, the spell ends and the target dies. The target also dies if the geas is removed. The spell cannot be cast on the same target twice; there is only one chance at Redemption.

This spell has to be cast as a ritual (even if you don’t have Ritual Casting). A well-prepared ritual, cast with the right components and at the right time, can allow for a longer duration than a year.

Waters of Life (9th Level)

Ranged spell; Daily; Quick action

Target: A nearby unconscious ally

Effect: Reset the target’s number of failed death saves to zero. They can spend a recovery to heal. Until the end of the battle, the target has resist poison and negative energy 12+. If you are a life adept, increase the resistances to 14+. As a master, increase to 16+.

Epic Feat The target heals double hit points from the recovery.

Circle of the Moon

Moon druids learn how to change shape into different forms of animals. They are also known as shifters.

You learn how to shift your form in two ways: The scout form transforms you into a small, inconspicuous animal for quick reconnaissance of the surrounding area, while the beast form is a fierce, combat-ready form of a big predatory animal.

Scout Form

You can shift into a small, stealthy animal that is useful for scouting the environment, but too weak for combat. You can shift back and forth between scout and humanoid form as a quick action, at-will, once per round. You also shift back if you take damage.

While in scout form, you gain a temporary 1d4+1-point background related to your chosen animal form.

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

Beast Form

In battle, you can use the Beast Form Shift power to assume the form of a deadly predator such as a wolf, panther, tiger, bear, wolverine, lion, or giant praying mantis. You also gain the Beast Claws once-per-battle power.

Beast Form Shift

Quick action; At-will

Effect: You shift into beast form.

Weapons: You cannot use normal weapons or shields, but you can attack using your natural weapons such as claws and fangs as an unarmed attack without penalty, with a d6 damage die. You can use two-weapon fighting (reroll natural 2 on attack) with your natural weapons.

Magic items: Your magic items stick with you and you get the benefit of their default bonuses, except weapons and shields. You can use bracers to improve your unarmed attacks, like a monk.

Spells: You cannot speak or cast spells while in beast form (but see the adventurer feat below).

Shifting back: You can return to humanoid form as a quick action.

Adventurer Feat You can speak in a growling voice and cast spells while in beast form.

Beast Claws

Melee attack; Once per battle

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.

Special: You must be in beast form to use this power. If you have flexible attacks from the Circle of War, you can trigger them with the first attack roll, but not the second.

Adventurer Feat Your second beast form attack (the one you roll when the first attack misses) now deals miss damage equal to your level.

Champion Feat You can now trigger flexible attacks with the second attack roll.

Beast Aspects

You gain a number of beast aspects that you can activate while in Beast Form. The number of aspects you gain depends on your level, and whether you are an initiate, adept or master, as per the unified level progression table at the start of the druid chapter.

You can only have one beast aspect active at a time. Activating a beast aspect ends any other beast aspect you have active. 

Initiate: Beast aspects are daily powers for you. When activating an aspect, you gain the initiate effect.

Adept, Master: Your beast aspects are Recharge 16+ after battle. When activating an aspect, you gain the adept effect.

Circle of the Moon Talents

The moon circle talents mostly focus on your beast form. The key talent is Relentless Fury, which greatly enhances your ability to rip enemies to shred with your claws. Thicker Fur is a much-needed boost to your armor class.

Twin Aspects allows you to activate more than one at a time. Shake It Off allows you to drop an active aspect to take less damage from an attack, whereas Spiritual Blessing gives you more of a support role by allowing you to strengthen your allies.

Finally, Combat Reconnaissance focuses on your scout form, and allows you to gain a bonus in battle when you scout out enemies beforehand.

Combat reconnaissance

You can use the intelligence you gathered while spying on enemies and the battlefield in your scout form before combat to give your side an advantage. 

Once per day (5th level: twice; 8th level: three times), when you roll initiative, make a skill check and gain a benefit based on the result. You need to achieve at least a normal difficulty check (DC 15 at adventurer tier; 20 at champion; 25 at epic) to gain any benefits. For every 5 points you beat the DC, you gain the next higher benefit, plus any lower ones.

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.

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.

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.

Relentless Fury

Once you awaken the beast, you attack relentlessly.

While in beast form, you can use the Beast Claws attack power of this circle at-will instead of once per battle.

Shake It Off

When death is near, you can drop the mantle of the beast to pull through.

You gain the Shake it Off power below.

Shake it Off (Revised)

Close-quarters power; Recharge 16+ after battle; Free action
Special: To use this talent, you must be in beast form, and you must have at least one beast aspect active.
Trigger: You take damage.
Effect: You end an active beast aspect power and then take only 1d6 damage (5th level: 3d6; 8th level: 6d6) from the triggering attack. You still suffer any other effects of the attack (including ongoing damage).

Adventurer Feat You also ignore any effects from the attack.

Champion Feat If you shake off the damage of a melee attack, you can make a melee attack against your attacker as an interrupt action.

Epic Feat You can use Shake it Off once per battle.

Spiritual Blessing

You can call upon the spirits to protect and empower your allies.

When you activate a beast aspect, you can grant the benefit to a nearby ally instead of yourself. You don’t need to be in beast form to do so. Allies can only be subject to one aspect at a time.

Adventurer Feat Allies you target with an aspect also gain temporary hit points equal to your Wisdom modifier (x2 at 5th level; x3 at 8th).

Champion Feat Once per day, when activating a beast aspect, you can grant the benefit to both yourself and one ally.

Epic Feat When you grant a beast aspect to an ally, that aspect is Recharge 16+ after battle for initiates and 11+ for adepts and masters.

Thicker Fur

Technically, it’s leather armor, technically.

While in Beast Form, your base AC in light or no armor is 12.

Adventurer Feat The first time you enter beast form in a battle, make a free recovery roll, and gain temporary hit points equal to the amount.

Champion Feat Gain a +1 bonus to PD while in Beast Form.

Epic Feat When you rally while in beast form, heal hit points equal to twice your recovery roll.

Twin Aspects

Owlboar AND tigershark?

You can have two adventurer tier beast aspects active at the same time. If you start using an additional aspect, one previous aspect of your choice ends.

Champion Feat You can have three adventurer tier beast aspects active at the same time.

New Beast Aspects

You have access to all beast aspects listed under the Shifter talent in 13 True Ways, plus the aspects below.

Air Elemental Aspect

Beast aspect; Daily, or recharge 16+ for adepts; Quick action

Initiate effect: Until the end of the battle, you gain resist non-spell damage 16+.

Adept effect: As the initiate effect, and while you are not staggered, you gain the ability to fly. While airborne, you have a -2 penalty to attack rolls, and you are vulnerable to attacks. If you are staggered, you must have solid ground under your feet at the end of your turn or start falling.

Adventurer Feat Until the end of the battle, on a natural odd hit with a melee attack, the target pops free from you.

Champion Feat Until the end of the battle, if your first natural roll for a melee attack is an even hit, you can repeat the attack against a different target.

Epic Feat Your melee attacks attack the lower of AC and PD.

Earth Elemental Aspect

Beast aspect; Daily, or recharge 16+ for adepts; Quick action

Initiate effect: Until the end of the battle, you gain AC +1 and PD +1. Enemies can’t just move away from you (while triggering an opportunity attack). They must succeed at a disengage check.

Adept effect: As the initiate effect, but AC +2 and PD +2. Staggered enemies also take a -5 penalty to disengage from you.

Adventurer Feat If you spend a recovery to heal while in this aspect, gain a bonus recovery die (two at 5th level, three at 8th).

Champion Feat When you are targeted by an attack with a natural roll of 10 or less, you can spend a recovery to heal before taking damage from the attack.

Epic Feat Increase the AC and PD bonus to +3.

Fire Elemental Aspect

Beast aspect; Daily, or recharge 16+ for adepts; Quick action

Initiate effect: Until the end of the battle, you gain resist fire 12+ and your melee attacks deal fire damage. On a natural even hit with a melee attack, you deal ongoing fire damage equal to twice your level.

Adept effect: As the initiate effect, but resist fire 16+ and three times your level ongoing damage.

Adventurer Feat Increase the fire resistance by 2.

Champion Feat When an enemy makes a natural odd melee attack roll against you, that attacker takes two times your level in fire damage.

Epic Feat Until the end of the battle, enemies that taking ongoing fire damage are vulnerable to your attacks.

Owlboar Aspect

Beast aspect; Daily, or recharge 16+ for adepts; Quick action

Initiate Effect: Until the end of the battle, deal twice your level in extra damage if you hit an enemy with a melee attack that you engaged this turn.

Adept Effect: As the initiate effect, the first time you engage an enemy after activating this aspect, gain a 1d6 bonus to your next melee attack against it.

Adventurer Feat If you are reduced to negative hit points, you only fall unconscious at the end of your next turn.

Champion Feat Increase the bonus damage to three times your level.

Epic Feat If an enemy intercepts you, gain a 1d6 bonus to your next melee attack against them. This stacks with the adept effect.

Porcupine Aspect

Beast aspect; Daily, or recharge 16+ for adepts; Quick action

Initiate Effect: Until the end of the battle, deal poison damage equal to your Strength or Dexterity modifier (2x at 5th level; 3x at 8th) against targets that make a melee attack against you. If you are grabbed or swallowed by the attack, deal double damage.

Adept Effect: As the initiate effect, and once per round as a quick action, you can make a Dexterity + Level close-quarters attack against a nearby enemy that deals 1d6 per level poison damage.

Adventurer Feat Add your level to the poison damage.

Water Elemental Aspect

Beast aspect; Daily, or recharge 16+ for adepts; Quick action

Initiate effect: You can swim with the agility of a native water creature, and breathe under water. If you miss with a melee attack, heal hit points equal to your level.

Adept effect: As the initiate effect, and you gain a +1 bonus to all attacks and defenses. If you are in contact with a large body of water, at least a pond or a small river, the bonus increases to +2.

Adventurer Feat Double the healing effect.

Champion Feat Until the end of the battle, you gain resist weapon damage 16+.

Epic Feat Increase the adept effect bonus to +3 if you are in contact with a large body of water.

Champion Tier Aspects (New)

These aspects can only be taken at 5th level or higher, and only if you are an adept or master. They require two aspect slots.

Blight Horror Aspect

Beast aspect; Recharge 16+; Quick action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, when you hit with a melee attack, make the following follow-up attack against the target as a free action:

Attack: Wisdom + Level vs. MD

Hit: Psychic damage equal to your level, and the target is struck with fear (-4 to attacks and can’t use the escalation die, save ends). Enemies with a fear aura are immune to this.

Champion Feat Targets struck by the fear effect also have disadvantage on checks to disengage from you.

Epic Feat You have advantage on the follow-up attack against mooks and staggered enemies.

Firefox Aspect

Beast aspect; Recharge 16+; Quick action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, roll 1d6 at the start of your turn. If the result is equal to the escalation die or lower, you can make a melee basic attack as a quick action once this turn. This attack deals fire damage.

Champion Feat If the d6 roll is higher than the escalation die, deal twice your level in fire damage to all enemies you are engaged with, and you have a +2 bonus to disengage checks this turn.

Epic Feat If your quick action attack hits, you gain a +2 bonus to attack rolls against the target this turn. 

Giant Spider Aspect

Beast aspect; Recharge 16+; Quick action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, you can climb vertical surfaces without requiring a skill check. When you hit an enemy with a melee attack, make the following follow-up attack against the target as a free action:

Attack: Strength OR Dexterity + Level vs. PD

Natural Even Hit: The target is hampered until the end of your next turn.

Natural Odd Hit: The target is stuck until the end of your next turn.

Champion Feat If you hit a hampered or stuck target with a melee attack, deal 10 (8th level: 20) ongoing poison damage to them.

Epic Feat If the target has 150 hp (10th level: 250 hp) or less after taking damage, the hampered / stuck effect is “save ends”.

Rock Behemoth Aspect

Beast aspect; Recharge 16+; Quick action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, you have resist physical damage 18+. Ignore any effects from enemy attacks that would cause you to pop free.

Champion Feat If the natural attack roll against you is lower than 10, you ignore the attack entirely, including miss damage and non-damage effects.

Epic Feat Enemies cannot force you to pop free from them.

Tigershark Aspect

Beast aspect; Recharge 16+; Quick action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, you have advantage on melee attack rolls against staggered enemies.

Champion Feat You also have advantage against enemies taking ongoing damage.

Unicorn Aspect

Beast aspect; Recharge 16+; Quick action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, you can heal hit points equal to your Wisdom modifier (x2 at 5th level; x3 at 8th) to a nearby conscious ally as a quick action once per round. Double the healing if the ally is staggered.

Champion Feat Until the end of the battle, you and all nearby allies gain a +1 bonus to saving throws.

Epic Feat If you score a critical hit with a beast form attack, a nearby ally can heal using a free recovery.

Vulture Aspect

Beast aspect; Recharge 16+; Quick action

Special: This aspect requires two slots. You must be a Moon adept or master to take it.

Effect: Until the end of the battle, you can fly and hover. While airborne, you have a -2 penalty to attack rolls, and you are vulnerable to attacks. You don’t suffer the attack penalty against staggered enemies. When you reduce an enemy below zero hit points, you can use a recovery to heal.

Champion Feat If you fly to engage a normal-sized or smaller target before making an attack, and you hit, you can grab them and carry them into the air.

Epic Feat Gain three bonus recovery dice when you reduce an enemy below 0 hp and use a recovery.

Circle of War

This circle makes you a stronger combatant with melee or ranged weapons, and it provides flexible attacks that are fueled by the power of the wilds. It replaces the Warrior Druid talent.

Adventurer Feat If you multiclass, the druid side is considered a “skillful warrior” and does not decrease your WEAPON damage dice.

Circle of War Talents

Choose Martial Druid if you want to specialize in melee weapons, or Archer Druid if you want to go for bows. Hides and Leathers lets you gain better protection from light armors, and allows you to use the magic from any spellcaster circle unhindered in the thick of battle, whereas Clad in Steel allows you to wear heavy armor but doesn’t help with spells. 

If you would like more flexibility in maneuver choice, Ancestral Warrior gives you access to fighter maneuvers, whereas Abominable Nature lets you pick from the Abomination list.

Abominable Nature

Your combat style is bestial and primal.

You gain maneuver from the abomination class of up to your level -2 (minimum 1) as a bonus maneuver. Like a druid flexible attack, you can use it once per battle and regain it with Ancestral Guidance. If the power calls for a native element, use poison.

Adventurer Feat You can use the abomination’s Spit Attack class feature once per battle.

Champion Feat Gain a second abomination maneuver of up to your level -4.

Epic Feat When you trigger an abomination maneuver from this talent, you also gain a +1 bonus to AC until the end of your next turn.

Ancestral Soldier

You stand ready to defend the wilds, your home since the time of ancient generations.

You gain a fighter maneuver of up to your level -2 (minimum 1) as a bonus maneuver. Like a druid flexible attack, you can use it once per battle and regain it with Ancestral Guidance.

Adventurer Feat The first flexible attack you use each battle is not expended.

Champion Feat Gain a second fighter maneuver of up to your level -4.

Epic Feat Once per battle, after making an attack roll, and you don’t like your maneuver choice for the natural roll, roll a second d20 and choose a maneuver based on that roll instead. Note that this only changes whether the attack was a hit or miss for the purpose of triggering a maneuver, nothing else.

Archer Druid

The strength of trees and the blowing of the wind guide your arrows.

You can use warrior circle flexible attacks as flexible ranged attacks instead of melee attacks. In addition, you can use longbows without taking the –2 attack penalty that other druids suffer.

Adventurer Feat When you miss with a ranged weapon attack, deal damage equal to twice your level.

Champion Feat You can cast druid at-will spells that normally only target nearby enemies on far away targets with a -2 penalty to the attack roll.

Epic Feat Once per battle, you can reroll a missed attack with a ranged weapon.

Clad in Steel

Metal armor is the strength of earth.

You don’t suffer a -2 penalty to attack rolls for wearing heavy armor, like other druids.

Adventurer Feat Your base hit points are 7 + CON mod instead of 6 + CON mod.

Champion Feat Once per battle, you can rally as a quick action after you hit with a druid melee attack.

Epic Feat Once per battle, when you are hit by an enemy attack against AC, you can halve the damage as a free action.

Hides and Leathers

You wear the hide of beasts like a second skin.

Your AC in light armor is 12 instead of 10 like most other druids, and you don’t take opportunity attacks from enemies engaged with you when you cast ranged druid spells.

Adventurer Feat When you use a recovery to heal, add your Wisdom modifier (x2 at 5th level; x3 at 8th) to the amount of hp healed.

Champion Feat You gain a bonus to disengage checks equal to the escalation die.

Epic Feat Once per battle, you can rally as a quick action after you hit with a druid melee attack.

Martial Druid

You have taken up arms to protect the wilds.

You can use one-handed 1d8 martial weapons as well as shields without taking the attack penalty that other druids suffer.

Adventurer Feat You can use two-handed d10 martial weapons without attack penalty.

Champion Feat When wielding a two-handed melee weapon, you can reroll natural 1s on the damage die. When wielding a shield, you gain a +1 bonus to PD.

Epic Feat Once per battle, you can reroll a missed attack with a melee weapon.

New Circle of War Flexible Attacks

As a warrior druid, you gain flexible attacks that you can trigger when making a basic melee attack during your turn. Roll your attack, then choose one of the flexible attacks you know that can be triggered by your natural attack roll.

However, unlike the fighter, you can use your flexible attacks only once per battle.

You must choose which flexible attacks you know. The number of flexible attacks you gain is determined by your class level and whether you are an initiate, adept or master. See the unified progression table at the start of the druid chapter for details. You can change the flexible attacks you know when you gain a level.

1st Level Maneuvers

Evasive Instinct

Flexible once-per-battle melee attack

Triggering Roll: Any natural odd roll

Effect: Until the start of your next turn, you gain a +2 bonus to PD and you take no damage from missed attacks.

Adventurer Feat If you trigger this maneuver when the escalation die is even, it’s not expended.

Feral Bite

Flexible once-per-battle melee attack

Triggering Roll: Natural even hit

Effect: Deal 1d6 extra poison damage. If you have an active beast aspect, increase the bonus damage dice to d10s.

3rd level maneuver: 2d6 damage

5th level maneuver: 3d6 damage

7th level maneuver: 4d6 damage

9th level maneuver: 5d6 damage

Adventurer Feat Add your Constitution modifier to the extra damage (x2 at 5th level; x3 at 8th).

3rd Level Maneuvers

Flying Sparks

Flexible once-per-battle melee attack

Triggering Roll: Any natural odd roll

Effect: Until the end of your next turn, enemies that engage you or disengage from you take lightning damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th) plus level. If you have a Circle of the Elements talent, the effect lasts until the end of the battle.

Adventurer Feat Enemies also take the damage if they pop free or teleport away.

Nauseating Touch

Flexible once-per-battle melee attack

Triggering Roll: Natural odd hit

Effect: The target takes a -4 penalty to defense against the next attack vs. PD or MD that targets it.

Adventurer Feat You can use this flexible attack at-will.

Pack Strike

Flexible once-per-battle melee attack

Triggering Roll: Any natural even roll

Effect: If your animal companion is nearby, it can pop free from all enemies it is currently engaged with, and make a melee attack against this target, with disadvantage.

Champion: Your animal companion takes no attack penalty.

5th Level Maneuvers

Nature’s Vigor

Flexible once-per-battle melee attack

Triggering Roll: Natural odd hit

Effect: You can heal using a recovery. Add twice your Wisdom modifier (x3 at 8th level) to the amount healed.

Champion Feat A nearby ally heals half the amount. If you are a Circle of Life druid, all nearby allies heal half the amount.

Pixie Dance

Flexible once-per-battle melee attack

Triggering Roll: Any natural odd roll

Effect: You and a nearby ally switch the enemies you are engaged with. If you are a Feysong druid, also deal extra psychic damage equal to your level.

Champion Feat Also gain a +2 bonus to AC and PD until the end of your next turn.

Wilting Steel

Flexible once-per-battle melee attack

Triggering Roll: Natural 18+

Effect: The target is weakened until the end of its next turn. If you have a talent from the Circle of Decay, the effect is “save ends”.

Champion Feat You can trigger this attack on a natural 16+.

7th Level Maneuvers

Icy Grasp

Flexible once-per-battle melee attack

Triggering Roll: Natural 18+

Effect: Deal 1d6 extra cold damage per tier, and if the target has fewer current hit points than your maximum, it is frozen (can’t take actions) until the end of your next turn.

Epic Feat If you trigger this maneuver on a natural 20, the freezing effect is “save ends”.

Pixie Punch

Flexible once-per-battle melee attack

Triggering Roll: Any natural even roll

Effect: Until the end of your next turn, the enemy loses any ability that makes it harder to hit, such as invisibility.

Adventurer Feat  If you are a Feysong druid, it is also unable to trigger any ability that triggers on even rolls.

Striding Strike

Flexible once-per-battle melee attack

Triggering Roll: Any natural odd roll

Effect: Teleport to a nearby location after making the attack. If you have the terrain caster talent, you can heal using a recovery.

Epic Feat Heal 5 extra hit points per point of escalation die.

9th Level Maneuvers

Faerie Timeslip

Flexible once-per-battle melee attack

Triggering Roll: Natural 20

Effect: You throw the target into a time loop, from where it is unable to interfere in the battle. Remove it from the battlefield (hard save 16+ ends).

Pounce

Flexible once-per-battle melee attack

Triggering Roll: Natural even hit

Effect: Make a second melee attack against the same enemy as a free action, with a -4 penalty to the attack. If you have an active beast aspect, you take no attack penalty. The second attack cannot trigger flexible attacks.

Epic Feat The second attack can now trigger flexible attacks.

Section 15: Copyright Notice

Dark Alleys & Twisted Paths. © 2019, Kinoko Games