The Druid
Druids in Hyrule are often beings of power that are tied to nature or the spirits in some form or another. While not very common, many races boast at least one person that protects the natural world from the many evils that roam Hyrule.
New Druid Spells
- Cantrips: Cryonis, Earthwake, Seed Shot, Summon Scarecrow
- 1st Level: Conjure Puppet, Detect Terrain, Owl Flight, Sunrise/Sunset, Tulin’s Gust, Wind Compass
- 2nd Level: Ascend, Bird’s Eyes, Cyclone, Iridescent Path, Revali’s Gale
- 3rd Level: Form to Fairy, Riju’s Charge, Sidon’s Bubble, Stormy Night, Urbosa’s Fury
- 4th Level: Investiture of Autumn, Investiture of Spring, Investiture of Summer, Investiture of Winter
- 5th Level: Return Beast Spirit
- 6th Level: Mipha’s Grace
- 7th Level:
- 8th Level: Blizzard
- 9th Level: Blood Moon
Circle of the Divine Beast
3rd Level: Bestial Spells
You know how to heighten your senses and call out to nature with magic while transformed into a Divine Beast. You always have the following listed spells prepared when you reach specific levels and may cast them while in a Wild Shape form.
3rd Level) Animal Friendship, Jump, Locate Object, See Invisibility
5th Level) Nondetection, Speak with Dead
7th Level) Locate Creature, Guardian of Nature
9th Level) Commune with Nature, Wrath of Nature
3rd Level: Animal Spirit
When you gain this feature you learn an additional wild shape form that lacks a flying speed with a challenge rating of 1 or less. Whenever a transmutation spell, item, curse, trap, or environmental effect would force you to transform into another creature you may instead become the Wild Shape form chosen by you for this feature without gaining any temporary hit points. The duration of Wild Shaping in this way is the same as whatever effect initiated the transformation.
6th Level: Twilight Energy Field
As a bonus action you may expend a use of your Wild Shape to emit a field of twilight energy that prevents enemies within 10 feet of you from taking reactions until the end of your next turn.
10th Level: Improved Beast Form
While in the Wild Shape form granted by your Animal Spirit feature you have resistance to nonmagical bludgeoning, slashing, and piercing damage and Primal Strike granted by the Elemental Fury feature may also deal psychic, radiant, or necrotic damage.
14th Level: Twilight Leap
After using your Twilight Energy Field feature you may use your action to attack all creatures of your choice within the area with one of the melee attacks available to your Wild Shape form.
You know how to heighten your senses and call out to nature with magic while transformed into a Divine Beast. You always have the following listed spells prepared when you reach specific levels and may cast them while in a Wild Shape form.
3rd Level) Animal Friendship, Jump, Locate Object, See Invisibility
5th Level) Nondetection, Speak with Dead
7th Level) Locate Creature, Guardian of Nature
9th Level) Commune with Nature, Wrath of Nature
3rd Level: Animal Spirit
When you gain this feature you learn an additional wild shape form that lacks a flying speed with a challenge rating of 1 or less. Whenever a transmutation spell, item, curse, trap, or environmental effect would force you to transform into another creature you may instead become the Wild Shape form chosen by you for this feature without gaining any temporary hit points. The duration of Wild Shaping in this way is the same as whatever effect initiated the transformation.
6th Level: Twilight Energy Field
As a bonus action you may expend a use of your Wild Shape to emit a field of twilight energy that prevents enemies within 10 feet of you from taking reactions until the end of your next turn.
10th Level: Improved Beast Form
While in the Wild Shape form granted by your Animal Spirit feature you have resistance to nonmagical bludgeoning, slashing, and piercing damage and Primal Strike granted by the Elemental Fury feature may also deal psychic, radiant, or necrotic damage.
14th Level: Twilight Leap
After using your Twilight Energy Field feature you may use your action to attack all creatures of your choice within the area with one of the melee attacks available to your Wild Shape form.
Circle of Horses
3rd Level: Horse Forms
You gain the Riding Horse, Draft Horse, and Warhorse as additional Wild Shape forms. When wild shaped you may use a bonus action to shift between your other forms and one of these forms, retaining your temporary hit points when you do so. Another bonus action turns you back into your original wild shape form.
3rd Level: Malanya’s Portents
When preparing spells you now may prepare any Divination spell as though it were part of the Druid spell list. In addition, you may now cast Divination spells while in a Wild Shape form or while transformed into a horse.
6th Level: Horse Herd
You may expend a use of Wild Shape to transform up to 10 willing creatures within 30 feet of you into riding horses. While in this form their equipment merges with their new form and they retain their personality and memories. Each character transformed in this way can end their transformation through use of a bonus action or after a number of hours pass equal to half your druid level.
10th Level: Malanya’s Hand
Your movement speed increases by 20 feet both in and out of wild shape form.
In addition, you may use an action to cast Raise Dead on a recently deceased horse without requiring material components or expending spell slots. You may cast this a single time before taking a long rest to use this feature again.
14th Level: Horse Kin
The legendary animals closest in kin to horses also fall under the protection of Malanya and as such you can use their powers as well. You gain the Centaur, Giant Sea Horse, Pegasus, and Unicorn as additional Wild Shape forms and these forms can be shifted between as described in your Horse Forms feature. When wild shaped into a Centaur you retain your original items and equipment instead of those found in the Centaur’s stat block (though this equipment changes to be usable by your centaur form while transformed).
You gain the Riding Horse, Draft Horse, and Warhorse as additional Wild Shape forms. When wild shaped you may use a bonus action to shift between your other forms and one of these forms, retaining your temporary hit points when you do so. Another bonus action turns you back into your original wild shape form.
3rd Level: Malanya’s Portents
When preparing spells you now may prepare any Divination spell as though it were part of the Druid spell list. In addition, you may now cast Divination spells while in a Wild Shape form or while transformed into a horse.
6th Level: Horse Herd
You may expend a use of Wild Shape to transform up to 10 willing creatures within 30 feet of you into riding horses. While in this form their equipment merges with their new form and they retain their personality and memories. Each character transformed in this way can end their transformation through use of a bonus action or after a number of hours pass equal to half your druid level.
10th Level: Malanya’s Hand
Your movement speed increases by 20 feet both in and out of wild shape form.
In addition, you may use an action to cast Raise Dead on a recently deceased horse without requiring material components or expending spell slots. You may cast this a single time before taking a long rest to use this feature again.
14th Level: Horse Kin
The legendary animals closest in kin to horses also fall under the protection of Malanya and as such you can use their powers as well. You gain the Centaur, Giant Sea Horse, Pegasus, and Unicorn as additional Wild Shape forms and these forms can be shifted between as described in your Horse Forms feature. When wild shaped into a Centaur you retain your original items and equipment instead of those found in the Centaur’s stat block (though this equipment changes to be usable by your centaur form while transformed).
Circle of Stalguardians
3rd Level: Bones of the Earth
Spells that summon creatures or familiars can be used to summon undead of the same challenge rating instead of their usual type. You choose what undead to summon at the time of casting the spell.
3rd Level: Stal Companion
You may expend a use of your Wild Shape ability to summon a Stal companion within 30 feet of you. This companion is friendly to you and your companions and attempts to follow your commands to the best of its ability.
In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
It vanishes along with its equipment when reduced to 0 hit points, when dismissed as a bonus action, if you die, or after a number of hours pass equal to half your druid level. Only one Stal companion can be summoned by you at a time.
6th Level: Skeletal Wild Shape
You may choose to transform into a skeletal version of a creature when you use your Wild Shape feature. This skeletal version is immune to necrotic damage and disease, does not need to eat or breathe, is vulnerable to radiant damage, and has darkvision out to 60 feet.
When reduced to 0 hit points or fewer in a skeletal wild shape form you may make a Constitution saving throw equal to 5 plus the amount of damage taken. On a success you are reduced to 1 hit point instead. You cannot use this feature if the damage type dealt is radiant damage.
10th Level: Eternal Guardians
Your Bastion gains an additional special facility of one of the following types for free: Armory, Barracks, Sanctuary, Scriptorium, Stable, Teleportation Circle, Archive, Meditation Chamber, Observatory, or Reliquary. Whenever a Bastion Defender or Lieutenant dies they are instead resurrected as a Stal, and your hirelings can never get lost.
14th Level: Ruinous Touch
When you or an undead summoned by you deal damage you may choose to make that damage necrotic instead of its usual type. If you do the attack deals 1d6 extra damage.
Spells that summon creatures or familiars can be used to summon undead of the same challenge rating instead of their usual type. You choose what undead to summon at the time of casting the spell.
3rd Level: Stal Companion
You may expend a use of your Wild Shape ability to summon a Stal companion within 30 feet of you. This companion is friendly to you and your companions and attempts to follow your commands to the best of its ability.
In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
It vanishes along with its equipment when reduced to 0 hit points, when dismissed as a bonus action, if you die, or after a number of hours pass equal to half your druid level. Only one Stal companion can be summoned by you at a time.
6th Level: Skeletal Wild Shape
You may choose to transform into a skeletal version of a creature when you use your Wild Shape feature. This skeletal version is immune to necrotic damage and disease, does not need to eat or breathe, is vulnerable to radiant damage, and has darkvision out to 60 feet.
When reduced to 0 hit points or fewer in a skeletal wild shape form you may make a Constitution saving throw equal to 5 plus the amount of damage taken. On a success you are reduced to 1 hit point instead. You cannot use this feature if the damage type dealt is radiant damage.
10th Level: Eternal Guardians
Your Bastion gains an additional special facility of one of the following types for free: Armory, Barracks, Sanctuary, Scriptorium, Stable, Teleportation Circle, Archive, Meditation Chamber, Observatory, or Reliquary. Whenever a Bastion Defender or Lieutenant dies they are instead resurrected as a Stal, and your hirelings can never get lost.
14th Level: Ruinous Touch
When you or an undead summoned by you deal damage you may choose to make that damage necrotic instead of its usual type. If you do the attack deals 1d6 extra damage.