Steward and Sage of Nature
Habitat: Any; Treasure: Individual, Relics
Druids use primal magic, traditional teachings, and bonds with animals and eldritch beings to guard the natural world and heal its ills. These magic-users might be recluses devoted to a particular land, or they might be part of a mystic organization. Roll on or choose a result from the Druidic Traditions table to inspire a druid’s magical practices.
1d6 | The Druid Is … |
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1 | An avenger who strikes against destructive civilizations and those who abuse nature. |
2 | A guide who aids travelers in navigating the realms of Beasts, Fey, or Plants. |
3 | A hermit who works alone to protect the lands, seas, or skies they call home. |
4 | A mender who travels the world healing natural, magical, or manufactured disasters. |
5 | Part of a loose organization that adheres to timeless rituals and guards natural secrets. |
6 | A warden who minds the underpinnings of reality and protects against extraplanar threats. |
Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination.
Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage.
Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage.
Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Druidcraft, Speak with Animals
2/Day Each: Entangle, Thunderwave
1/Day Each: Animal Messenger, Longstrider, Moonbeam