Druid

PrimaryFocus HP12

Wild Life!

Gain a talent with expertise related to nature.

Core Feats

Druidic Circle

Your deep connection with nature has drawn you to a Druidic circle where you have learned how to tap into the energy of living things to cast spells. Your spellcasting ability is +FOCUS.

Your circle teaches you to become one with the flora and fauna around you, granting you the bestial aspect cantrip. This cantrip is always prepared and doesn’t count against your spell slots. Then, choose 3 more cantrips from the primal spell list. Whenever you take the Level Up downtime activity, you can swap one of those three cantrips for another of your choice from the primal spell list.

Through your circle, you learn to prepare non-rare charms for any of the cantrips you know. You have a number of spell slots equal to +SPELL plus your Prowess plus 2. As part of your daily preparations, you can change all of your prepared spell slots. If you learn a rare charm as a level-up option, you can include it among the charms you prepare.

Wild Shape

You gain the ability to shape-shift into a beast. Choose 5 Easy-tier beasts that are not swarms and do not have a fly speed—these are the forms you know. You can change one of your known forms by taking the Work on a Project downtime activity (countdown 2).

Transforming requires 1 AP and a use of your wild shape; you can do so a number of times equal to your Prowess, recovering 1 expended use when you take the Prepare downtime activity and all expended uses as part of your daily preparations. When you transform, all of your equipment merges into your body and you take on the statistics and traits of the beast, replacing yours, while retaining your +FOCUS and +LUCK scores, your HP, and your fatigue and exhaustion. Any conditions you have carry over, and you gain temporary hit points equal to your Prowess plus your Focus. Any techniques you know that can be used with unarmed attacks can be used in your wild shape form, provided its anatomy allows.

While transformed, you can speak but cannot cast spells, and others view you as the animal you’ve become. You can change into another of your known forms for 1 AP without spending a use of your wild shape, though doing so grants no additional temporary hit points. You remain transformed until you revert for 1 AP, are rendered unconscious, or die.