Druid, Switched Variant (5e Class)

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Druid, Switched Variant[edit]

Switched Universe[edit]

Welcome to the universe where every class is switched. Each class has switched its theme and subclass but keep its features (mostly). Warlocks are divine spell casters granted by Gods. Clerics are eldritch spell casters created from deals with higher powers. Barbarians are calm and strike at perfect type. Monks are brutes that charge into battle. Fighters are dirty fighters and rogues are master of the blade. Druids are arcane casters meanwhile sorcerers tap into nature. Wizards use music to charm people and bards are masters of magic and skills. Paladins become more intuned to nature and rangers follow a strict oath. Artificers sacrifice their magic for blood power and blood hunters gain magic through forbidden technology.

Sorcererous Druids[edit]

Warlocks from the Switched universe are very similar to clerics with warlock features. Warlocks worship their Gods in exchange Gods give a tiny portion of their power, just like tradition clerics. Warlocks make great healers and support for the entire group. Treat these warlocks the same as traditional clerics.

Creating a Druid, Switched Variant[edit]

The most important question to consider when creating your druid is the origin of your power. Is your source from a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power. Perhaps your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.

Quick build

You can make a Sorcerer, Switched Variant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose <!-elaborate on equipment choices->

Class Features

As a druid, switched variant you gain the following class features.

Hit Points

Hit Dice: 1d8 per druid, switched variant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per druid, switched variant level after 1st

Proficiencies

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: none
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

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

Table: The druid, switched variant

Level Proficiency
Bonus
Sorcery Points Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting, Sorcerous Origin 2 2 2
2nd +2 1 Wild Shape, Font of Magic 2 3 3
3rd +2 1 2 4 4 2
4th +2 1 Ability Score Improvement, Wild Shape improvement 3 5 4 3
5th +3 1 3 6 4 3 2
6th +3 2 Sorcerous Origin feature 3 7 4 3 3
7th +3 2 3 8 4 3 3 1
8th +3 2 Ability Score Improvement, Wild Shape improvement 3 9 4 3 3 2
9th +4 2 3 10 4 3 3 3 1
10th +4 3 4 11 4 3 3 3 2
11th +4 3 4 12 4 3 3 3 2 1
12th +4 3 Ability Score Improvement 4 12 4 3 3 3 2 1
13th +5 3 4 13 4 3 3 3 2 1 1
14th +5 4 Sorcerous Origin feature 4 13 4 3 3 3 2 1 1
15th +5 4 4 14 4 3 3 3 2 1 1 1
16th +5 4 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1
17th +6 4 4 15 4 3 3 3 2 1 1 1 1
18th +6 5 Timeless Body, Beast Spells, Sorcerous Origin feature 4 15 4 3 3 3 3 1 1 1 1
19th +6 5 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 5 Archdruid 4 15 4 3 3 3 3 2 2 1 1

Druidic[edit]

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting[edit]

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

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

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid 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 druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid 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 druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom 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 prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

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

Spellcasting Focus

You can use a druidic focus (see “Equipment”) as a spellcasting focus for your druid spells.

Wild Shape[edit]

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, 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, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • 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.
  • 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, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Font of Magic[edit]

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 1 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Druid, switched variant table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Ability Score Improvement[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.

Timeless Body[edit]

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells[edit]

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

Archdruid[edit]

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Sorcerous Origins[edit]

Different druids claim different origins for their innate magic.

Druid Subclasses

Sorcerer, Switched Variant's subclasses are exactly the same as normal Druid subclasses

Multiclassing[edit]

You cannot multiclass into or out to a class with Sorcererous Origins (like sorcerer)

Prerequisites. To qualify for multiclassing into the Sorcerer, Switched Variant class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Sorcerer, Switched Variant class, you gain the following proficiencies: light armor, medium armor, shield, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, and spears.


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