Pseudo Druid (5e Subclass)
Pseudo Druid[edit]
KatyChamberChorus,
Alice Beckstrom, [1] |
Ranger Subclass
Rangers and druids both draw magic from nature. There is thin line between them. Why not blur that line even more? Pseudo druid ranger have much stronger connect with the druidic forces without losing themselves. They spend more time protecting and helping nature than a traditional ranger. Pseudo druid ranger is both a druid and a ranger.
- Druidic Traditions
Starting at 3rd level, you follow some of the druidic traditions, albeit more loosely than regular druids. Pseudo Druids won't use breast plate or half plates, nor heavy armors made out of metal.
In addition, you understand druidic, although you are not allowed to speak it.
- Druidic Magic
Starting at 3rd level, you gain the ability to wield druidic magic. You learn one 1st-level spell from the druid list. When you reach certain levels in this class, you increase the number of druid spells that you know. You know an additional 2nd-level spell at 5th level, an additional 3rd-level spell at 9th level, an additional 4th-level spell at 13th level, and an additional 5th-level spell at 17th level. These known spells don’t count against the number of ranger spells you know.
- Druid Connection
At 3rd level, when you finish a long rest, you can choose one cantrip from the druid's list. You can cast that cantrip until the end of your next long rest.
- Wild Shape
Starting at 3rd 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 ranger level determines the beasts you can transform into, as shown in the Beast Shapes table. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1/8 or lower that doesn't have a flying or swimming speed.
Level | Max. CR | Limitations | Example |
---|---|---|---|
3rd | 1/8 | No flying or swimming speed | Giant Rat |
7th | 1/4 | No flying or swimming speed | Wolf |
11th | 1/2 | No flying speed | Crocodile |
15th | 1 | — | Giant eagle |
You can stay in a beast shape for a number of hours equal to half your ranger 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.
- Druidic Circle
At 7th level, choose one of the druidic circles available to the druid class. You gain the 2nd-level feature for that class. If the feature requires a druid level for progression, you are considered a druid with half your ranger level for its progression.
- Naturally Quick
At 7th level, you are skilled at mixing natural magic with your weapon attacks. Whenever you cast cantrip from Druidic Connection, you can make an attack with a single weapon attack with your bonus action.
- Magic Fusion
At 11th level, you care able to create higher level spell slots, enabling you to cast more powerful druidic spells. You can combine two spell slots to create a spell slot with a level equal to the level of both summed. For example, you can turn two 3rd-level spell slots into a 6th-level spell slot. The maximum level of a slot created is 9th-level.
Creating a fused spell slot requires 1 minute per level of the spell slot created. You can use this fused spell slot to cast any spell from the druid's list. You can't have more than one fused spell slot at the same time.
Spells of 6th level and higher are particularly taxing to cast. When you can use Magic Fusion to create a slot of level of 6th or higher. You can't create another slot of the same level until you finish a long rest.
- Druidic Master
At 15th level, you gain the ability to cast each of your Druidic Magic known spells once, at their lowest level, without spending a spell slot. After casting each spell, you can't do it again until you finish a long rest.
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