Druid — Masters of Natural Power

The Druid is marked by a rare and raw connection to Azergad’s wild world, from the beasts of the plain, the spirits of Generations past, the elements of world and sky, or the shooting stars themselves. The Druidic call is a blessing from Alore itself; an innate connection that study and literature alone cannot teach. It is discovered, gift by gift, only through hardship and long exposure to the wild places the settled Realms have left behind. Rarely do men and women uncover these Druidic talents: a Dalvas herder, a Hyzalian exile, an orphaned Halfling scribe are the stories inscribed in the most ancient of histories.

Because the gift answers only to the wild and never to instruction, practicing Druids tend to live in seclusion, away from manmade development, for as long as it takes their power to mature. It is a rather unusual and solitary calling, leading to a half-legendary reputation from the urbanized world.

As with all classes in Inazria, your context supplies most of your identity and mechanics; the base class provides the core engine. A character may only ever choose one primal class and one Druid context, ever. Discuss the origin of your gift with your GM; most Druids discover their connection by 1st level, though it isn’t unheard of for the gift to surface later in life. You may multiclass into civil classes freely thereafter.

Hit Points

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

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Herbalism kit
  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival

Equipment

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

  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer’s pack, and a druid focus (crystal, staff, or natural item)

Spellcasting

You are a primal spellcaster whose magic comes from the living world. Spell lists and descriptions live in Spells.

  • The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these 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 know druid spells drawn from the Druid list. Every Druid context draws from this same list. Contexts differ in how many cantrips and spells they know, never in which spells they can reach.
  • Wisdom is your spellcasting ability for druid spells.
    • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    • Spell attack modifier = your proficiency bonus + your Wisdom modifier
  • You can cast any druid spell you know as a ritual if that spell has the ritual tag.
  • You can use a druid focus as a spellcasting focus for your druid spells.

The Druid

Cantrips known and spells known are set by your context; see the Spell Progression listed under each one.

LevelProficiency BonusFeatures1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Natural Affinity, Spellcasting, Context2
2nd+2Wild Empathy3
3rd+2Context feature42
4th+2Ability Score Improvement43
5th+3Context feature432
6th+3Natural Recovery433
7th+3Context feature4331
8th+3Ability Score Improvement4332
9th+4Context feature43331
10th+4Context feature43332
11th+4Context feature433321
12th+4Ability Score Improvement433321
13th+5Context feature4333211
14th+5Context feature4333211
15th+5Context feature43332111
16th+5Ability Score Improvement43332111
17th+6Context feature433321111
18th+6Timeless Body, Context feature433331111
19th+6Ability Score Improvement433332111
20th+6Archdruid433332211

Class Rules

  • Ongoing Features and Concentration. If a feature creates a lasting zone, form, or summoned ally, you concentrate on it as if concentrating on a spell, unless the feature says otherwise. Your concentration ends as normal, and the feature ends when your concentration ends.
  • Once on Each of Your Turns. When a feature could trigger multiple times in a round (such as an aura or additional effect), it can do so no more than once on each of your turns unless the feature says otherwise.
  • Limited Uses. If a feature has a limited number of uses and doesn’t specify a recharge, you can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Multiclassing. You may take levels in as many civil classes and contexts as you wish, up to 20 total character levels. You may have only one primal class and one primal context, ever. Features from different classes stack unless they say otherwise, but overlapping resources do not replace one another: you must operate both systems independently.
  • Summons and Companions. Creatures you summon with Druid features follow the shared rules in Summons and Companions.

Core Class Features

  • Druidic (1st Level). You know Druidic, the secret language of druids learned from speaking with nature itself. You can speak it and leave hidden messages. Druids automatically spot such messages; others spot them with a successful DC 15 Wisdom (Perception) check, but can’t decipher them without magic.
  • Natural Affinity (1st Level). As an action, you can converse with a beast for 10 minutes. The beast has no obligation to be helpful or truthful. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, once per long rest when you would be reduced to 0 hit points, you instead immediately regain hit points equal to your druid level + your Wisdom modifier.
  • Wild Empathy (2nd Level). As an action, you magically influence beasts and plants within 30 feet. Choose up to a number of such creatures equal to your Wisdom modifier (minimum of one). Each target must make a Wisdom saving throw against your spell save DC. On a failed save, it is charmed by you for 1 minute or until it takes damage. While charmed, it won’t attack you or your companions, though it has no obligation to help you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Ability Score Improvement (4th, 8th, 12th, 16th, 19th Levels). Increase one ability score by 2, or two ability scores by 1 (to a maximum of 20).
  • Natural Recovery (6th Level). During a short rest, you can recover expended spell slots with a combined level equal to or less than half your druid level (rounded up). None of the slots can be 6th level or higher. Once you use this feature, you can’t use it again until you finish a long rest.
  • Timeless Body (18th Level). For every 10 years that pass, your body ages only 1 year. You are immune to magical aging.
  • Archdruid (20th Level). You can use Wild Empathy at will. You can ignore the verbal and somatic components of your druid spells, and any material components that lack a cost and aren’t consumed by the spell. When you roll initiative, you regain one expended use of each of your context features that recharges on a long rest.

Contexts

Channeler (Magi of Old)

Channelers are living conduits for the raw, untamed forces of Azergad. They amplify magic through symbiosis with the world, embracing bodily risk to unleash overwhelming might. Their gift often surfaces and matures near places where Alore’s very elements run particularly strong: the smoking calderas of Kystriland, the groaning glaciers of the Marram’s high passes, the storm-wracked corridors of the Veldt, or the crushing dark of the Violet Sea’s deeps. However, Channelers may awaken their supernatural senses wherever the world should choose.

Spell Progression

  • Cantrips Known: 2 at 1st level; +1 at 4th and 10th levels
  • Spells Known: 4 at 1st level; +2 per level to 9th; +1 per level thereafter

Context Features

  • Terrestrial Conduit (1st Level). Each morning you attune yourself anew to one face of the world’s power. After each long rest, choose one element: Stone (bludgeoning), Flame (fire), Frost (cold), Storm (lightning), Rust (acid), Sky (thunder), Thorn (piercing), Toxin (poison), or Sunlight (radiant). You gain resistance to the associated damage type. You can sense the presence of your chosen element within 1 mile. If you finish a long rest in an environment saturated with your chosen element, you regain one additional spell slot of your highest level.
  • Planetary Surge (1st Level). When you cast a spell of 1st level or higher, you can channel planetary energy to enhance it. Roll a d6 and apply the result:
    • 1–2. Empowered Force: Add your Wisdom modifier to the spell’s damage. You take psychic damage equal to the spell’s level.
    • 3–4. Extended Reach: The spell’s range is doubled. You have disadvantage on your next attack roll or ability check before the start of your next turn.
    • 5–6. Widened Effect: The spell affects one additional target within range. You can’t take reactions until the start of your next turn.
      You can use Planetary Surge a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Environmental Mastery (3rd Level). The world responds most readily where your element already reigns. When you cast a spell in an environment resonant with your chosen element, choose one of the following options:
    • Elemental Infusion: If the spell deals damage, you can change its damage type to your chosen element and add your Wisdom modifier to one damage roll of the spell.
    • Overcast: You cast the spell at one level higher without expending a higher slot, then make a Constitution saving throw (DC = 10 + the spell’s original level + 1). On a failed save, you take necrotic damage equal to twice the spell’s original level + 2.
    • Planetary Resonance: The spell’s save DC increases by 2, then you make a Wisdom saving throw (DC 15). On a failed save, you are overwhelmed until the end of your next turn: the world acts through you, and you must use your action on your next turn to cast a cantrip at the nearest creature.
      You can use Environmental Mastery a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Vessel of the World (5th Level). As a bonus action, you let your chosen element overtake your body for up to 1 minute. The vessel ends early if your concentration is broken (as if concentrating on a spell). While it lasts, you have resistance to your chosen damage type (this doesn’t stack with Terrestrial Conduit), and when you deal damage of that type you add your Wisdom modifier to one damage roll. You also gain the fixed embodiment package for your chosen element (see below). The first time you fail a Constitution saving throw to maintain concentration on this feature during a use, Alore compels you: you must use your action on your next turn to cast a cantrip at the nearest creature. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Vessel Embodiments
    • Stone (Bludgeoning). Earthen Resilience: you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Crushing Force: your spell attacks and damaging spells knock a target prone on a critical hit or when a target fails its save by 5 or more.
    • Flame (Fire). Ignition Aura: when a creature starts its turn within 5 feet of you, you can cause it to take 1d4 fire damage (once per creature per turn). Blazing Speed: your speed increases by 10 feet, and opportunity attacks against you have disadvantage.
    • Frost (Cold). Glacial Armor: you gain temporary hit points equal to your Wisdom modifier at the start of each of your turns while the vessel lasts. Freezing Touch: a creature that hits you with a melee attack must succeed on a Constitution saving throw against your spell save DC or have its speed reduced by 10 feet until the end of its next turn.
    • Storm (Lightning). Chain Lightning: when your spells deal lightning damage to a creature, the damage arcs to one other creature within 15 feet for half damage (once per turn). Storm Step: as a bonus action, you can teleport up to 30 feet to an unoccupied space you can see (once per turn).
    • Rust (Acid). Acid Blood: when you take piercing or slashing damage, the attacker takes acid damage equal to your proficiency bonus (once per turn). Dissolving Aura: your spells ignore resistance to acid damage; creatures with immunity to acid instead have resistance.
    • Sky (Thunder). Harmonic Disruption: your thunder damage imposes disadvantage on the target’s next attack roll or saving throw (once per turn). Vibration Sense: you have tremorsense out to 30 feet and can’t be blinded or deafened.
    • Thorn (Piercing). Barbed Defense: when a creature hits you with a melee attack, it takes piercing damage equal to your Wisdom modifier (once per turn). Entangling Growth: when you cast a damaging spell, you can create thorny growth in a 5-foot radius around its impact point that is difficult terrain until the start of your next turn.
    • Toxin (Poison). Toxic Immunity: you are immune to poison damage and the poisoned condition. Lingering Poison: a creature that takes poison damage from your spells takes additional poison damage equal to your Wisdom modifier at the start of its next turn (once per creature per turn).
    • Sunlight (Radiant). Healing Light: at the start of each of your turns, one creature of your choice within 10 feet of you (which can be you) regains hit points equal to your Wisdom modifier. Blinding Brilliance: when your radiant spells deal damage to a creature, that creature must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn (once per turn).
  • Greater Good (9th Level). You can change your chosen element as a bonus action. Additionally, when you cast a spell, you can take necrotic damage equal to three times the spell’s level (this damage can’t be reduced) to cast it without expending a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.
  • Terrestrial Evocation (11th Level). As an action, you create a 30-foot-radius nexus centered on a point you can see within 120 feet. The nexus lasts for up to 1 minute and requires your concentration. The terrain becomes of your element, and the following conditions occur:
    • The area becomes difficult terrain for creatures without resistance to your chosen damage type.
    • When a creature starts its turn in the area, it takes 2d6 damage of your chosen type (Constitution saving throw against your spell save DC; success halves the damage).
    • The first spell you cast on each of your turns that targets a creature in the area, or whose area begins in the nexus, deals an extra 1d6 damage of your chosen type per level of the spell.
      At the start of your turn, you can move the nexus up to 30 feet as a bonus action. When you do so, you must succeed on a DC 15 Wisdom saving throw or become overwhelmed and be forced to use your action that turn to maintain the nexus.
  • Living Terrain (14th Level). While your Vessel of the World is active, or while you are inside your Terrestrial Evocation nexus, you are immune to your chosen damage type. In addition, once per long rest when you would take damage of your chosen type, you instead gain temporary hit points equal to half the damage you would have taken (maximum temporary hit points from this feature equal to twice your Wisdom modifier).
  • Alore Unbound (17th Level). As a bonus action, you unleash the world through yourself for 1 minute. For the duration, your Vessel of the World and your Terrestrial Evocation nexus do not require concentration (you can still end either early; each still ends if its own duration expires), and when you deal damage with a spell you can change its damage type to any element you have chosen with Terrestrial Conduit during this campaign. Once you use this feature, you can’t use it again until you finish a long rest.

Spiritcaller

Spiritcallers bridge the living and the dead, calling ancestral warriors onto the field rather than merely wearing their favor. A Spiritcaller will never walk, or die, alone.

Spell Progression

  • Cantrips Known: 2 at 1st level; +1 at 4th and 10th levels
  • Spells Known: 3 at 1st level; +1 per level to 5th; +1 every other level thereafter

Context Features

  • Ancestral Bond (1st Level). Your Natural Affinity manifests as a bond with ancestral spirits. You have resistance to necrotic damage. You can cast speak with dead once per long rest without expending a spell slot, but only to communicate with spirits you choose to contact. A translucent ancestor of your race accompanies you as an Ancestral Guide, granting the following:
    • You add half your proficiency bonus (rounded up) to any Intelligence, Wisdom, or Charisma check you make.
    • Once per long rest when you fail a saving throw, your guide lets you reroll it and use the higher result.
    • Your guide can scout up to 100 feet away and report what it observed (10 minutes).
    • Your guide carries the following from your own bloodline:
      • Dalvas. Your guide’s voice lingers like an old song. You gain a +1 bonus to Wisdom (Insight) checks.
      • Human. Your guide speaks with the cleverness of a seasoned caravaner. You gain a +1 bonus to Charisma (Persuasion) checks.
      • Elf. Your guide hums half-remembered enchantments. You gain a +1 bonus to Intelligence (Arcana) checks.
      • Orc. Your guide remembers old feuds and older honor. You gain a +1 bonus to Charisma (Intimidation) checks.
      • Dwarf. Your guide recalls the forge and the ledger. You gain a +1 bonus to Intelligence (History) checks.
      • Halfling. Your guide keeps a small chronicle of its own. You gain a +1 bonus to Intelligence (Investigation) checks.
      • Kelanari. Your guide reads the currents and skies. You gain a +1 bonus to Wisdom (Survival) checks.
      • Hyzalian. Your guide recites the names of your line going back generations; you gain a +1 bonus to Intelligence (Religion) checks.
  • Spirit-Touched Warrior (1st Level). Spirits answer to warriors who carry steel as readily as prayer. You gain proficiency with martial weapons and medium armor. When you make a weapon attack, you can use your Wisdom modifier instead of Strength or Dexterity for the attack and damage rolls, and your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Through a 10-minute ritual communing with local spirits, you adopt one of the following attunements. You can change your attunement by repeating the ritual when you finish a short rest.
    • Ancients: Proficiency in the Arcana skill (or expertise if you’re already proficient). Once on each of your turns when you hit a creature with a weapon attack, you learn whether it is currently affected by a spell and, if so, that spell’s school of magic. This attunement may be gained in places where powerful arcane energy has been cast for generations.
    • Wild: Proficiency in the Survival skill (or expertise if you’re already proficient). Your walking speed increases by 5 feet while you aren’t wearing heavy armor, and you have advantage on Wisdom (Survival) checks made to track a creature. This attunement may be gained in places where nature has been free to overtake the land.
    • Lost: Proficiency in the Investigation skill (or expertise if you’re already proficient). You have advantage on saving throws triggered by traps you can see, and you automatically notice mechanical traps within 10 feet of you (no check required). This attunement may be gained when among the ruinous wake of civilizations that have risen and fallen.
    • Fallen: Proficiency in the Religion skill (or expertise if you’re already proficient), specifically for questions concerning the undead. You have advantage on attack rolls against undead creatures. This attunement may be gained from spirits who have dedicated their lives purging the evils of necromancy.
    • Guardians: Proficiency in the Nature skill (or expertise if you’re already proficient). You have resistance to poison damage and advantage on saving throws against the poisoned condition. This attunement may be gained in the world’s untouched or remote places.
  • Call the Ancestors (3rd Level). As a bonus action, you call forth two spirit warriors into unoccupied spaces you can see within 30 feet. The warriors last for up to 1 minute and require your concentration. They follow the Summons and Companions rules and use the Spirit Warrior statistics below. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Call to Battle (3rd Level). While at least one spirit warrior you summoned with Call the Ancestors is present, you gain the following benefits:
    • You gain a +1 bonus to AC.
    • At the start of each of your turns, you gain temporary hit points equal to twice your Wisdom modifier.
    • At the start of each of an ally’s turns while that ally is within 10 feet of you, it gains temporary hit points equal to your Wisdom modifier (once per ally per round).
    • Taunt of the Fallen. As a bonus action, choose one creature within 30 feet that can see or hear you. It must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on attack rolls against creatures other than you until the end of your next turn. You can use Taunt of the Fallen a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Ancestral Bulwark (5th Level). While Call to Battle is active, you have resistance to bludgeoning, piercing, and slashing damage. Additionally, once on each of your turns when you take the Attack action while Call to Battle is active, you can make one additional weapon attack. As a reaction when a creature you can see makes an attack roll against you or an ally within 5 feet of a spirit warrior you control, you can command that warrior to Interpose: the attack roll is made with disadvantage, or the target has half cover against it (your choice), and then that spirit warrior vanishes.
  • Spectral Arsenal (5th Level). As a bonus action, you manifest a spectral weapon in your hand or hovering within 5 feet of you. The weapon lasts for 1 hour. It functions as any simple or martial weapon of your choice and deals force damage instead of its normal damage type. Once on each of your turns when you hit with the weapon, you can deal an extra 1d6 force damage. If the weapon is hovering, you can use a bonus action to make a ranged spell attack against a creature within 60 feet (on a hit, the target takes 1d6 + your Wisdom modifier force damage). You can have only one spectral weapon at a time.
  • Expanded Spirit Network (9th Level). Once per long rest, you can cast legend lore without expending a spell slot. During a long rest, you can commune with local spirits to learn one useful fact about recent events (within the past month) that occurred within 1 mile of your location.
  • Spectral Warband (11th Level). When you use Call the Ancestors, you summon a number of spirit warriors equal to your proficiency bonus instead of two, and each warrior’s attack deals 1d8 + your Wisdom modifier necrotic damage. In addition, each spirit warrior can use the following reaction without vanishing: when an attack targets a creature within 5 feet of the warrior, the warrior Interposes, imposing a −2 penalty on the attack roll or granting the target half cover (your choice). Once per long rest when you use Call the Ancestors, you can do so without expending a use of that feature.
  • Master of Both Realms (14th Level). You can see invisible creatures and objects within 60 feet, and you have truesight out to 30 feet. Your Spectral Arsenal improves: the extra damage becomes 1d8 once on each of your turns, and you can have two spectral weapons active simultaneously. On a critical hit with a spectral weapon, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened until the end of your next turn.
  • Host Eternal (17th Level). When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you do, any spirit warriors from your current Call the Ancestors reform in unoccupied spaces within 30 feet of you (up to the number that feature currently summons), and you retain Call to Battle benefits until the end of your next turn even if every spirit warrior then vanishes. Once you use this feature, you can’t use it again until you finish a long rest.

Spirit Warrior

Medium undead (spirit), unaligned

A spirit warrior bears the race tag of your race for flavor only; it gains no racial traits.

  • Armor Class 13 + your Wisdom modifier
  • Hit Points — (special; see Vanishing)
  • Speed 30 ft., hover
  • Damage Immunities Damage that is not from an attack (see Summons and Companions)
  • Condition Immunities Frightened, poisoned
  • Disease. The spirit warrior is immune to disease.
  • Vanishing. When the spirit warrior takes damage from an attack, it vanishes immediately. It also vanishes if Call the Ancestors ends.
  • Attack. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your Wisdom modifier necrotic damage (1d8 + your Wisdom modifier necrotic damage if you have Spectral Warband).

Beastmaster

Beastmasters weave themselves into the circle of life, taking the role as apex predator.

Spell Progression

  • Cantrips Known: 2 at 1st level; +1 at 4th and 10th levels
  • Spells Known: 3 at 1st level; +1 per level to 5th; +1 every other level thereafter

Context Features

  • Beast Senses (1st Level). Your body borrows the gifts of the beasts. When you finish a long rest, choose one sensory adaptation below. You gain its benefits and resistance until you choose a different adaptation on a later long rest. Your physical body is slightly altered by the adaptations you choose.
    • Predator’s Eyes. You have darkvision out to 60 feet (or your darkvision’s range increases by 60 feet), and advantage on Wisdom (Perception) checks that rely on sight. Resistance to radiant damage.
    • Pack Hunter’s Nose. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell, and you can’t be surprised by a creature whose scent you’ve encountered within the last hour. Resistance to poison damage.
    • Night Stalker’s Ears. You have blindsight out to 10 feet and advantage on Wisdom (Perception) checks that rely on hearing. Resistance to necrotic damage.
    • Burrower’s Tremor. You have tremorsense out to 30 feet and advantage on checks made to detect hidden passages, tunnels, or unstable ground. Resistance to acid damage.
    • Aquatic Instincts. You have a swimming speed equal to your walking speed and can hold your breath for 1 hour. Resistance to cold damage.
  • Animal Allies (1st Level). The wild answers when you call it by name. As an action, you summon one creature from the Animal Allies table into an unoccupied space you can see within 30 feet. The creature appears for up to 10 minutes and requires your concentration. It follows the Summons and Companions rules. You call beasts of Azergad whose spirits answer; their statistics are based on the listed SRD beast baselines. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Territorial Awareness (2nd Level). Spend 10 minutes studying a wilderness area within 1 mile. For 24 hours, while you are in that area, you know the direction to any Large or larger creature in it, and you have advantage on Wisdom (Survival) checks to avoid natural hazards you noted during the survey.
  • Pack Tactics (3rd Level). When you and a creature you have summoned with Animal Allies are both within 5 feet of the same enemy, you both have advantage on attack rolls against that creature.
  • Apex Hunter (5th Level). As a bonus action, you mark a creature you can see within 60 feet as your prey for 1 hour. Until the mark ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find it, and when the marked creature moves out of the reach of a beast you have summoned, that beast can make an opportunity attack against it with advantage. If the marked creature dies, you can mark a new creature as a bonus action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, as a bonus action you can manifest natural weapons based on your current Beast Senses adaptation for 10 minutes or until you dismiss them (no action). You are proficient with these weapons and use your Wisdom modifier for their attack and damage rolls; each deals 1d6 damage of a type appropriate to the weapon (claws slashing, bite piercing, and so on).
  • Master Tracker (9th Level). You can have two Beast Senses adaptations active simultaneously, gaining both their benefits and resistances. When you finish a long rest, you can change one or both adaptations; when you finish a short rest, you can change one. When you use Animal Allies, you can choose a creature from the Elite Animals table instead.
  • Legendary Pack (11th Level). When you use Animal Allies, you can summon two creatures using a single use and a single instance of concentration, choosing either two creatures from the Animal Allies table whose combined challenge rating is 1 or lower, or one Animal Allies creature and one Elite Animal (maximum CR 1). The second creature begins with half its hit points (rounded down). You command both with the same bonus action. In addition, you can spend 1 hour establishing a network of Tiny beasts within 5 miles; once per day, you can contact the network to learn about unusual activities, new arrivals, or significant events in the past 24 hours. The network lasts until you establish a new one elsewhere. You can cast animal messenger at will.
  • Apex Evolution (14th Level). Years spent as beast and hunter both leave their permanent mark. Choose one permanent evolution tied to a Beast Senses adaptation you have used. You permanently gain the evolution’s passive benefit, and you can use its active ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Any sensory range granted by the matching Beast Senses adaptation is doubled while you have that adaptation active.
    • The Predator (Predator’s Eyes). Passive: your darkvision extends to 120 feet, and you can’t be caught unaware by a creature you can see. Active — Pounce: when you take the Attack action, if you moved at least 10 feet in a straight line toward the target immediately before attacking, that attack deals extra damage equal to your proficiency bonus, and the target must succeed on a Strength saving throw (your spell save DC) or be knocked prone.
    • Pack Alpha (Pack Hunter’s Nose). Passive: you and your summoned beasts have advantage on saving throws against being frightened. Active — Rally the Pack: as a bonus action, you and each creature you’ve summoned within 30 feet gain temporary hit points equal to your proficiency bonus + your Wisdom modifier.
    • Silent Death (Night Stalker’s Ears). Passive: you have advantage on Dexterity (Stealth) checks made to hide, and you leave no sound while moving at your normal speed. Active — Shadowstrike: when you hit a creature that hasn’t yet taken a turn in the current combat, or that is unaware of you, that attack deals extra damage equal to twice your proficiency bonus.
    • Lord of Terra (Burrower’s Tremor). Passive: you gain a burrowing speed of 15 feet. Active — Earthshaker: as an action, each creature of your choice within 15 feet of you that is standing on the ground must succeed on a Strength saving throw (your spell save DC) or be knocked prone and take bludgeoning damage equal to your proficiency bonus.
    • Leviathan (Aquatic Instincts). Passive: your swimming speed increases to 40 feet, and you can breathe underwater indefinitely. Active — Maelstrom: as an action, choose a point you can see within 30 feet; each creature within 10 feet of that point must succeed on a Strength saving throw (your spell save DC) or be pulled to that point and knocked prone.
  • Apex Pack (17th Level). As an action, you summon one apex creature into an unoccupied space you can see within 30 feet. Choose one Elite Animal. The summon lasts for up to 1 hour, requires your concentration, and doesn’t expend a use of Animal Allies; you can’t have another summon from this context active at the same time. While the apex creature is present, Pack Tactics applies when you and that creature are both within 10 feet of the same enemy (instead of 5 feet). Once you use this feature, you can’t use it again until you finish a long rest.

Animal Allies

You summon a creature whose statistics match the listed SRD baseline, with the following changes: its hit points equal the baseline’s hit points + your Wisdom modifier; its attack bonus equals your spell attack modifier; and it adds your Wisdom modifier to its damage rolls instead of its Strength or Dexterity modifier. Saving throw DCs for its special traits equal your spell save DC. The creature is a beast.

BeastSRD BaselineCRAttackSpecial
Violet SkuaHawk0Talons (1 slashing)Keen Sight. Advantage on Wisdom (Perception) checks that rely on sight.
Veldt HoundWolf1/4Bite (2d4 piercing)Pack Tactics. Knockdown: on a hit, Strength save or prone.
Ash BoarBoar1/4Tusk (1d6 slashing)Charge (+1d6 and Strength save or prone after 20 ft. straight move). Relentless (short or long rest).
Frost LynxPanther1/4Claw (1d4 slashing) or Bite (1d6 piercing)Pounce after 20 ft. straight move (Strength save or prone; bonus bite if prone).
Canopy OwlGiant Owl1/4Talons (2d6 slashing)Flyby. Keen Hearing and Sight.
Grove BearBlack Bear1/2Bite (1d6 piercing) and Claws (2d4 slashing)Multiattack (bite and claws). Keen Smell.

Elite Animals

Same statistical adjustments as Animal Allies. Elite Animals are CR 1.

BeastSRD BaselineCRAttackSpecial
Frost PackwolfDire Wolf1Bite (2d6 piercing)Pack Tactics. Knockdown: on a hit, Strength save or prone.
Fen SpiderGiant Spider1Bite (1d8 piercing plus poison)Web (recharge 5–6). Spider Climb, Web Sense, Web Walker.
Inazrian Great FelineLion1Bite (1d8 piercing) or Claw (1d6 slashing)Pack Tactics. Pounce. Running Leap.
Yaz’togal EagleGiant Eagle1Beak (1d6 piercing) and Talons (2d6 slashing)Multiattack (beak and talons). Keen Sight.
Zilwynbar BruinBrown Bear1Bite (1d8 piercing) and Claws (2d6 slashing)Multiattack (bite and claws). Keen Smell.

Astralist

Astralists are called by the stars, following celestial movement and temporal currents to wield magic over space and time. Their real trade is access rather than force: reaching a place that has no road to it, learning a thing nobody alive remembers, and handing an ally back a moment they had already spent. Most trace their awakening to a single night in which the stars speak to them in a dream. Such nights come most often on the high plateau of western Avarazhan, a thin-aired country thought to hold properties of its own, where the Sarukhwin built their academies to argue about the stars and have been arguing ever since. The aurora-lit dark above the Sythiaq tundra and the remote horizon of Andasena draw such nights as well, though rather less reliably. Yet a called Astralist seldom receives an explanation along with the calling. The stars are said to be generous with moments and stingy with reasons.

Spell Progression

  • Cantrips Known: 2 at 1st level; +1 at 4th and 10th levels
  • Spells Known: 3 at 1st level; +1 per level to 5th; +1 every other level thereafter

Context Features

  • Stellar Alignment (1st Level). Your Natural Affinity manifests as celestial connection. You have resistance to radiant damage. You can cast guidance and light at will. You always know the time of day, your location, and the direction of true north.
  • Cosmic Awareness (1st Level). You have advantage on initiative rolls and can’t be surprised while conscious. Once per long rest, you can ask the cosmos a single question about the future and receive a cryptic but truthful answer (as augury).
  • Temporal Manipulation (3rd Level). You have a pool of temporal manipulations equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. As a reaction when a creature within 60 feet makes an attack roll or a saving throw, you can expend one use and choose one of the following options:
    • Favor the Present. The creature rerolls the d20 and uses either result.
    • Unmake the Roll. The creature rerolls the d20 and must use the lower result.
  • Starlit Bind (5th Level). When you cast a spell of 1st level or higher that targets a creature, you can expend one use of this feature to leave a radiant seal on that creature until the end of your next turn. While sealed, the target’s speed is reduced by 10 feet, and the next attack roll made against it by you or an ally before the seal ends has advantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Dimensional Step (9th Level). As a bonus action, you teleport up to 60 feet to an unoccupied space you can see. When you do so, you can bring one willing creature within 5 feet of you to an unoccupied space adjacent to your destination. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 17th level, you can also use Dimensional Step to travel to a different plane of existence, but only to a location on that plane you have previously visited or otherwise know with certainty.
  • Time Dilation (11th Level). As an action, you create a 30-foot-radius zone centered on yourself that lasts for up to 3 rounds and requires your concentration. Choose one effect when you create the zone:
    • Acceleration. At the start of each of your turns, choose one ally in the zone. On that ally’s next turn, it can make one weapon attack, or take the Dash, Disengage, or Dodge action, without spending its action to do so (in addition to its normal action and bonus action). A creature can benefit from this only once per round.
    • Deceleration. Creatures hostile to you that are in the zone can take only an action or a bonus action on their turns, not both.
    • Stasis. As part of creating the zone, choose one creature you can see in the zone. It must succeed on a Wisdom saving throw against your spell save DC or become incapacitated and have a speed of 0 until the start of your next turn. On a successful save, the creature is unaffected and is immune to your Stasis for 24 hours.
      Once you use this feature, you can’t use it again until you finish a long rest.
  • Astral Projection (14th Level). As an action, you project your consciousness across space and time for up to 10 minutes, requiring concentration for the duration. Your body becomes unconscious but stable. Your astral form is invisible and incorporeal, has a flying speed of 60 feet, can cast divination spells, and can communicate telepathically with any creature. If your astral form is destroyed, you return to your body with 1 hit point. Once you use this feature, you can’t use it again until you finish a long rest.
  • Eternal Moment (17th Level). As an action, you step outside the ordinary flow of time. You immediately take one additional turn. During that turn, no other creature can move or take actions, and you can’t affect other creatures or objects other than yourself (you can still cast spells that target only you, move, and take the Dash, Disengage, Dodge, or Hide action). The additional turn ends if you affect a creature other than yourself or cast a spell that targets a creature other than yourself. Once you use this feature, you can’t use it again until you finish a long rest.