Druidic Knight (D&D Homebrew)
Added 2022-11-08 07:30:55 +0000 UTCLore
Druidic Knights are often said to be what happens when someone has a strong connection to nature, but not so strong that they can become a full druid. After undergoing a special ritual to enhance your power, you learn tap into the primal powers of nature and summon the abilities of wild animals to defeat your foes. You gain the ability to cast druid spells, and undergo beast transformations. At later levels, you gain the ability to fully turn into the beasts themselves through a process similar to a druid's Wild Shape ability.
Additional Proficiencies (Level 3)
You gain proficiency in Wisdom saving throws, and one Wisdom skill of your choice.
Spellcasting (Level 3)
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Druidic Knight Spellcasting 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.
For example, if you know the 1st-level spell Goodberry and have a 1st-level and a 2nd-level spell slot available, you can cast Goodberry using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice.
The Spells Known column of the Druid Knight Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you learn your spells through your connection to nature and instincts. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
NOTICE: Inside the Attached document is a table with the spell leveling information. It is a copy-paste of the Eldritch Knight Spell list though, so you can just look it up if you want.
Beast's Body (Level 3)
A number of times per day equal to your proficiency bonus, as a bonus action, you can enhance your body with the power of nature. You can dismiss the transformation as a free action. Upon activation you gain the following benefits for one minute:
· Keen Senses: You gain advantage to all perception checks that involve sound or smell, and Darkvision to 60ft if you do not already have it. You gain an additional 30ft to your Darkvision if you already have it.
· Enhanced Physique: You gain temporary hit points equal to two times your player level plus your constitution modifier.
· Quickened: Your movement speed increases by 10ft. At 10th level, this increases to 20ft and you can make one extra attack with a melee weapon.
Partial Beast Transformation (Level 7)
Three times per long rest, as an action, you can transform your body with primal forces. You can turn into a hybrid creature with human and animal features of your choosing. This transformation lasts for one hour, and can be dismissed as a bonus action. While in this transformed state, you gain the following effects:
· Your unarmed attacks deal 1d4 additional slashing damage, and you can bite a creature as a bonus action.
· Your bite does magical piercing damage equal to 1d8+ your strength modifier.
· You gain a +1 to your AC.
War Magic (level 7)
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Wild Shape (Level 10)
Twice per long rest, and as an action, you can transform into any beast with a CR of 1 or lower for one hour. If you drop to zero hit points while in this form, you revert back to your human form, and any additional damage taken while wild shaped carries over to your human form. For example, if you are wild shaped and have one hit point left, but then receive an attack that does three damage, two points of damage will carry over into your normal form. The transformation can be dismissed as an action.
Summon Beast (Level 15)
You gain the ability to magically summon a beast with a CR of 5 or lower, once per day. Summoning a beast takes one action, and it will disappear after the end of your next long rest. The beast you summoned has hit-points equal to your proficiency bonus times your character level. If the creature falls to zero hit points, you can expend ten of your hit points to revive it to ten hit points. You can command the beast telepathically as a free action, and communicate with it to a distance of 60 ft. The beast will obey any order you give it to the best of its ability. On a short rest, you can expend some of your hit die to regain its hit points.
At Will Spell Casting (Level 18)
You gain the ability to cast two of your chosen Druid spells of 2nd level or lower at will.