Extended Druid Levels (5e Class)
Extended Druid Levels[edit]
These are additional levels for the Druid class. See Level 40 Expansion (5e Variant Rule) for more info.
Class Features
As a Druid you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Druid level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Druid level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: None
Skills: None
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- None
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Demigod |
2nd | +2 | Druid Circle feature |
3rd | +2 | Improved Ability Score Improvement |
4th | +2 | Ability Score Improvement, Wild Shape Improvement (CR 6) |
5th | +3 | — |
6th | +3 | Druid Circle feature |
7th | +3 | Plant Matter |
8th | +3 | Ability Score Improvement, Improved Ability Score Improvement |
9th | +4 | — |
10th | +4 | Druid Circle feature |
11th | +4 | Substantial Transformation |
12th | +4 | Ability Score Improvement, Plant Matter Improvement |
13th | +5 | Wild Shape Improvement (CR 8) |
14th | +5 | Improved Ability Score Improvement |
15th | +5 | Druid Circle feature |
16th | +5 | Ability Score Improvement, Regenerative Form |
17th | +6 | Natural Power |
18th | +6 | Plant Matter Improvement |
19th | +6 | Ability Score Improvement |
20th | +6 | Environmentalist of the Gods |
Demigod[edit]
At 21st level, you begin to surpass the capabilities of regular mortals as you slowly become godlike, emulating the things that make you a druid and transforming you into a minor deity in your own right. Your creature type changes to your choice of beast, celestial, elemental, fey, or plant, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.
From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might glow green whenever you cast a spell, your skin might become bark-like or fuzzy, or your hair might resemble moss or leaves. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Finally, you cannot gain levels in any other class.
Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC and all saving throws also increase by 1.
Improved Ability Score Improvement[edit]
When you reach 23rd level, and again at 28th and 34th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 24 with this feature.
Plant Matter[edit]
At 27th level, you can use your Wildshape to instead turn into plants. You can either transform into any non-sentient plant that is your size or smaller while still being aware of your surroundings or you can turn into a sentient, mobile plant with a CR of 3 or lower. This increases to a maximum size of Large and a CR of 4 at 32nd level and to a maximum size of Huge and CR of 5 at 38th level.
Substantial Transformation[edit]
Starting at 31st level, any form you take has additional hit points equal to half your level (rounded down).
Regenerative Form[edit]
Beginning at 36th level, while you are transformed using your Wild Shape feature, your normal and current forms each regain 5 hit points at the start of each of your turns.
Natural Power[edit]
At 37th level, your connection to the base force of the wild itself strengthens, turning you into a peerless protector of the natural order. Your Dexterity, Wisdom, and Charisma scores each increase by 2, to a maximum of 26; you can cast 1st and 2nd abjuration and evocation spells at their lowest level without expending spell slots or material components; and your normal form regains 5 hit points at the start of each of your turns, regardless of your current form.
Environmentalist of the Gods[edit]
At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, you can spend 1 hour in deep meditation while resting in an area to transform the landscape into the environment of your choosing. This effect lasts for a number of days equal to your Wisdom modifier before slowly returning the area back to the way it was over the course of a number of hours equal to your Wisdom modifier. The affected area has a radius in miles equal to your Wisdom modifier, the edges of which appear as though they naturally mesh with other types of terrain. If you use this feature again, any previous regions you have transformed return to their original state during your meditation. You also gain sufficient power to grant divine powers to one creature, such as clerical or druidic abilities, beginning your ascent to true godhood.
Druid Circle[edit]
Circle of the Land[edit]
- Terrain Affinity
Starting at 22nd level, the land where you were initiated into your circle begins seeping into your newly divine being, changing the way you interact with that type of terrain. If the land you are associated with contains natural hazards, such as freezing cold or toxic gasses, they have no effect on you. Additionally, beasts native to those regions are less likely to engage in hostile activities towards you or those you travel with, such as hungry wolves ignoring you instead of attacking you. Furthermore, you can meditate for 1 hour while in your associated land to magically shape the plants and terrain within 60 feet of you into a number of safe, secluded spaces up to your Wisdom modifier, each no more than 10 feet on a side. These spaces can be holes in a hill, thick vines or roots forming a hammock, tree branches bent into a small hovel, and similar simple structures. These spaces fully protect the creatures inside from the elements and provide them with full cover from external effects. Creatures that take a long rest in one of these spaces regain additional hit dice equal to your Wisdom modifier and, if the creature would lose 1 or more levels or exhaustion from the long rest, they lose an additional level of exhaustion.
- New Land
At 26th level, you have traveled far and wide enough to have been indoctrinated into a second druidic circle and it’s associated land. You gain the circle spells for any other land that you have encountered, and you can use your Natural Recovery feature an additional time. This does not affect what terrains your other druid features can function in.
- Protection from Nature
By 30th level, you have become such an integral part of the natural order that other beings within it find it hard to remove you. You have resistance to damage dealt by beasts, elementals, fey, and plants, and you have advantage on saving throws against them and the effects they cause.
- Nature's Preserve
Starting at 35th level, creatures can’t become immune to the effect of your Nature’s Sanctuary feature. Additionally, any creature that fails its saving throw against that feature by 5 or more becomes charmed by you and each creature you designate within 60 feet of you for 24 hours.
Circle of the Moon[edit]
- Battleform
Starting at 22nd level, the forms you take whenever you use your Wildshape are infused with your divine essence as well. Your creature type remains celestial, and you are considered to have the beast or elemental subtype instead. Additionally, your physical attacks while transformed using your Wild Shape feature deal additional damage equal to your regular form's Strength modifier plus your regular form's Dexterity modifier.
- Celestial Evolution
Starting at 26th level, your celestial blood courses through the veins of any beast you Wild Shape into, or is somehow incorporated into the bodies of the elementals you turn into. You take half damage from sources of radiant and necrotic damage as well as from sources of nonmagical bludgeoning, piercing, and slashing damage while you are in your Wild Shape.
- Divine Shapes
Starting at 30th level, the creatures you become are obviously part of a celestial being as they take on various aspects of the angels themselves. Whenever you use your Wild Shape feature, angelic wings sprout from the backs of the beasts you turn into while elemental wings sprout from the backs of the elementals you turn into, granting you a flying speed of double the creature’s speed. If the creature already has a flying speed, the wings instead increase that speed by half, rounding down. Additionally, you can use the bonus action granted by your Combat Wild Shape feature to cause a creature that you can touch other than yourself to regain those hit points instead.
- Natural Transformation
By 35th level, the magics you use to transform into various creatures have become an integral part of your being. Your Wild Shape feature no longer magically transforms you: it instead merely changes your shape. Your creature subtype becomes shapeshifter. Additionally, you no longer have a true form, as all forms are your true form. You can speak in your normal voice and cast spells with material components, and can otherwise function as a normal person regardless of the form you take. There is no limit to how long you can stay in any given form. Furthermore, you can change the features of your form into a combination of up to three different beasts, elementals, plants and your original race, and have any parts of you be partially transformed between those creatures however you desire.
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