D'ivers (5e Class)

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A group of druids delved deep into the ancient histories of magic. They despised the civilization around them and sought more power in order to destroy that world. Their beast forms were insufficient, what good was one animal on the field of battle, when thousands of beasts were needed. Through the intense studies of ancient, perverse magics, those druids found their answer. They went from being a single being to being thousands, and they slaughtered armies with ease. However, that ancient magic spread out like a virus, and the newly created druids only realized later that what they thought was an ancient gift, was truly a terrible curse. The D'ivers, as they called themselves, were only a small misstep away from a lifetime of madness, and the loss of their humanity. For those with the D'ivers affliction, your power will grow, but beware the dangers on the side of the road. As with all D'ivers, you also have a hatred for civilization, and desire to put yourself into the path of human progress.

Creating a D'ivers[edit]

How did your character come to obtain the power of D'ivers? Did it acquire it through dark magic, or did they receive the ancient curse from a different D'ivers? Why does your character dislike civilization? Does your character embrace their new power as a gift, or do they fear the dangers that it holds?

Quick Build

You can make a D'ivers quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Hermit background.

Class Features

As a D'ivers you gain the following class features.

Hit Points

Hit Dice: 1d8 per D'ivers level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per D'ivers level after 1st


Armor: light and medium armor (D'ivers do not wear metal armor or use metal shields)
Weapons: simple weapons
Tools: none
Saving Throws: Charisma and Constitution
Skills: Choose two from Arcana, Animal Handling, Deception, History, Intimidation, Nature, Persuasion, Survival


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Padded or (b) Leather
  • (a) A simple melee weapon or (b) A simple ranged weapon
  • (a) Explorer's Pack or (b) Scholar's Pack
  • (a) A symbol of nature or (b) A symbol of destruction

Table: The D'ivers

Level Proficiency
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Veering, Animal Madness, Call of the Wild, Spellcasting 2 2
2nd +2 2 3
3rd +2 Veering Alteration, D'ivers Calling 2 4 2
4th +2 Ability Score Improvement, The Nature of the Beast 3 4 3
5th +3 Veering Alteration, D'ivers Calling Feature 3 4 3 2
6th +3 3 4 3 3
7th +3 Veering Alteration, Voiceless Communication 3 4 3 3 1
8th +3 Ability Score Improvement 3 4 3 3 2
9th +4 Veering Alteration, D'ivers Calling Feature 4 4 3 3 3 1
10th +4 4 4 3 3 3 2
11th +4 Veering Alteration 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 Veering Alteration, Sensory Improvement 5 4 3 3 3 2 1 1
14th +5 5 4 3 3 3 2 1 1
15th +5 Veering Alteration, D'ivers Calling Feature 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Veering Alteration, Timeless Body 6 4 3 3 3 2 1 1 1 1
18th +6 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Veering Alteration 6 4 3 3 3 3 2 1 1 1
20th +6 The Final Form 6 4 3 3 3 3 2 2 1 1


Starting at first level the D'ivers has the ability to veer into it's animal form. In this form the D'ivers can take the shape of as many beasts as it wants, so long as the combined total of all the beasts max hit points does not exceed the max hit points of the character. The D'ivers can only take the form of one beast at a time, and after choosing its beast form, it cannot turn into a different creature until the class level has gotten to the next veering alteration level (3,5,7,9,11,13,15,17,19). The D'ivers can also only choose a form of a creature that it has seen in the real world, and can not choose a creature it saw in a picture or book. The D'ivers can veer into it's desired form as many times as it likes, but will face consequences for overuse. The attacks of the d'ivers beast form are considered magical attacks due to the nature of the ancient magic used to create d'ivers.

The creatures under the control of the d'ivers can split apart as far as they want. However, if the creatures are a long distance apart (a mile or more) you can no longer control all of them, and you will be required to make a wisdom saving throw in order to revert to your human form. While your creatures are separated, the DM can choose to take control of one of your creatures to make it act in the way the DM believes your character would act.

When the d'ivers veers, its abilities take on the abilities of the creature it is turning into, except it retains it's Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiency's, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, for each creature that is killed while you are in beast form, their max health is subtracted from the health you had before you transformed. If this results in your health dropping to, or below zero, your character is unconscious, with zero hit points, and in unstable condition, requiring you to begin making life/death saving throws. If all of your creatures have been killed, your character dies and returns to it's human form.

You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. When veering all creatures react on the same initiatuve roll.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special senses, such as Darkvision, unless your new form also has that sense.

You choose whether your Equipment falls to the ground in your space or merges into your new form. Equipment that merges with your new form will only be usable once you revert back to your human form.

Animal Madness[edit]

In the D'ivers beast form, there are consequences for staying within the form for too long. The D'ivers can stay in it's beast form for up to a quarter of your class level per day, rounded down (1-4 is 1hr, 5-8 is 2hrs, etc.) without consequences. After the allotted time, the D'ivers will need to make a Wisdom saving throw every minute to prevent the D'ivers from descending into insanity. The saving throw for each minute is 10+the number of minutes past the first hour. After the first failed saving throw, the D'ivers can no longer differentiate between friend and foe. After the second failed saving throw, the D'ivers looses the ability to control all of its different creatures and can only control one of them (The DM gains control of the other creatures). After the third failed saving throw, the D'ivers looses the desire to return to it's human form, although it can still be convinced to. After the fourth failed saving throw the D'ivers forgets how to revert back to it's human form, forgets that it was once a human, has it's intelligence score fall to the intelligence score of the beast it is controlling, and can only be returned to its original form by certain spells (at the DMs discretion).

Call of the Wild[edit]

Starting at 1st level, the D'ivers can use it's connection to the animal world to use the Speak with Animals spell at will as a cantrip, without taking up any of the cantrips known.


By warping the powers of nature with your strength of will, you can cast spells to shape the world to your will. As a D'ivers, you will choose your spells from the Druid spell list.


At 1st level, you know two Cantrips of your choice from the druid spell list. You learn additional d'ivers Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the D'ivers table.

Preparing and Casting Spells

The D'ivers table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these d'ivers spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest.

You prepare the list of d'ivers spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of d'ivers spells equal to your Charisma modifier + your d'ivers level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level d'ivers, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid Spells requires time spent in concentration and focus: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your d'ivers Spells, since your magic draws upon your ability to warp and coerce nature to do your bidding. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a d'ivers spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast a d'ivers spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a symbol of nature or destruction as a spellcasting focus for your d'ivers spells.

D'ivers Calling[edit]

Starting at 3rd level, your d'ivers will hear it's calling to either the Calling of Nature or the Calling of Destruction. Your d'ivers will gain different features based upon it's calling at levels 3, 5, 9, and 15.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

The Nature of the Beast[edit]

Starting at 4th level, you gain power from consuming flesh in beast form. As a beast, if you eat a creature, both your human and beast character regain a quarter of the dead creatures max hit points. Hit points gained cannot exceed maximum hit points available. While in beast form, you can divide the hitpoints gained among your different creatures as you see fit. The DM can decide how long it would take to eat various creatures.

Voiceless Communication[edit]

Starting at 7th level you can communicate into the minds of those around you telepathically, even while in beast form.

Sensory Improvement[edit]

Starting at 13th level, your senses have become enhanced by your control over your beast form. You gain advantage on perception saving throws, darkvision, and the ability to track with scent.

Timeless Body[edit]

Starting at 17th level, your body stops aging. Your character will not grow old, and has resistance to disease.

The Final Form[edit]

At level 20, you gain an additional number of of max hitpoints equal to 15 multiplied by your constitution modifier, and can select your final form for your veering to take.

Call of Nature[edit]

Through veering into the body of animals, you have come to realize that civilization does not need to be hated, and that you should instead work to preserve the beauty and wildness of the natural world.

Bonus Cantrip

Starting at 3rd level your d'ivers can choose a new cantrip from the d'ivers spell list.

Natures Remedy

Starting at 3rd level, your d'ivers can refocus by meditating on the natural world. During a Short Rest, you choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a Long Rest.

Call of Nature Spells

At 3rd, 5th, 7th, and 9th levels, your calling gives you access to spells of the natural world in order to assist in the preserving of nature. Once you gain access to a spell, you always have that spell prepared, and it doesn't count against the number of spells you can prepare each day. Each spell acts as a d'ivers spell, even if it is not on the d'ivers spell list.

3rd - Hold Person, Invisibility, Spider Climb 5th - Lightning Bolt, Water Walk, Sleet Storm 7th - Freedom of Movement, Divination, Stoneskin 9th - Commune with Nature, Insect Plague, Scrying

The Power of Knowledge

Starting at 5th level your d'ivers can gain knowledge of a animal through a book, and can then choose that creature to veer into when it gets the next opportunity.

Death Forest

Starting at 9th level your d'ivers gains the ability to transform itself into living plant type creatures instead of animals.

The Gifts of Nature

Starting at 15th level your d'ivers gains the ability to use the fly spell at will, without consuming a spell slot. Your d'ivers also gains an additional 3 AC as your skin hardens to be similar to an animals hide.

Call of Destruction[edit]

After veering into the body of beasts, you realize that there is no hope for civilization and nature to coexist peacefully, and one of them must be destroyed if the other one will live.

Powerful Veering

Starting at 3rd level, d'ivers who choose the call of destruction can decide to veer into creatures other than animals. You can now veer into any creature you have seen so long as it matches the health requirements, and does not have a humanoid form, or is a plant type creature.

Call of Destruction Spells

At 3rd, 5th, 7th, and 9th levels, your calling gives you access to spells with the power to destroy the natural world. Once you gain access to a spell, you always have that spell prepared, and it doesn't count against the number of spells you can prepare each day. Each spell acts as a d'ivers spell, even if it is not on the d'ivers spell list.

3rd - Scorching Ray, Shatter 5th - Fireball, Fear 7th - Wall of Flame, Blight 9th - Cloudkill, Flame Strike

Powers Gamble

Starting at 5th level, when you veer into beast form, you act as if your max hit points has increased by four times you class level. This allows you to increase the amount of creatures you summon each turn.

Dark Presence

Starting at 9th level animals will run away from you if they notice you, and creatures who can use some level of divination can sense the dark aura about you. For most creatures, this will cause them to do what you want, however, there are creatures who will seek to hunt you down due to your dark presence.

The Power of the Hoard

Starting at 15th level, all of the creatures you control in your beast shape will gain an additional plus 2 to each attack and damage roll.

D'ivers Spell List[edit]

You know all of the spells on the basic druid spell list and additional spells based on your archetype.


Prerequisites. To qualify for multiclassing into the D'ivers class, you must meet these prerequisites: Charisma of 14, Wisdom of 14, Constitution of 14

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