Druidic Cleric (5e Class)

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Druidic Cleric[edit]

Druidic Clerics strive to bring harmony to the world by protecting nature and healing the injured, ill, or diseased. They are loyal to nature deities that allow them to access certain spells from both the Druid and Cleric spell lists, based on the deity's affinity (e.g., A Druidic Cleric of Eldath may perform any spells of healing, water, or earth). The specific spells that the Druidic Cleric is allowed to prepare is up to the DM's discretion.

Creating a Druidic Cleric[edit]

Decide which nature deity your character will worship. What is your character's relationship with that deity? How did they become a Druidic Cleric? What led them to a life of devotion to the protection of life and nature?

Quick Build

You can make a Druidic Cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Ticklebelly Nomad background. Third, choose a quarterstaff, a sling, and leather armor.

Class Features

As a Druidic Cleric you gain the following class features.

Hit Points

Hit Dice: 1d8 per Druidic Cleric level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Druidic Cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: All simple weapons.
Tools: Herbalism kit
Saving Throws: Wisdom and Intelligence or Charisma
Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Religion, and Survival

Equipment

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

  • (a) A sling and 20 sling bullets or (b) Any simple weapon
  • (a) A quarterstaff or (b) Any simple melee weapon
  • If you are using starting wealth, you have 2d4 x 10 gp

Spellcasting

You cast some Druid and some Cleric spells. Wisdom is your spellcasting ability for these spells, for setting the saving throw DC for a spell you cast and for attacking with a spell. The power of your spells comes from your devotion to your deity and connection to their favored form of nature.

Cantrips

At 1st level, you know three Cantrips of your choice from the cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

The table shows how many Spell Slots you have to cast your 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 prepare the list of cleric and druid Spells that are available for you to cast, choosing from the druid and cleric spell lists. When you do so, choose a number of Spells equal to your Wisdom modifier + your druidic cleric level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druidic cleric, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Cleric and Druid Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a druid or cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy Symbol (see "Equipment") as a spellcasting focus for your druidic cleric Spells. in funds.

Table: The Druidic Cleric

Level Proficiency
Bonus
Features Cantrips Known Nature Domain Spells Prepared —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 Animal Friendship, Speak with Animals 2
2nd +2 Channel Divinity (1/rest), Druid Circle 3 3
3rd +2 3 Barkskin, Spike Growth 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 Plant Growth, Wind Wall 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3
7th +3 4 Dominate Beast, Grasping Vine 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead (CR1) 4 4 3 3 2
9th +4 4 Insect Plague, Tree Stride 4 3 3 3 1
10th +4 Divine Intervention, Druid Circle Feature 5 4 3 3 3 2
11th +4 Destroy Undead (CR2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR3), Druid Circle Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR4) 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest), Timeless Body 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Additional Features[edit]

Druidic[edit]

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Nature Domain[edit]

Acolyte of Nature

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Circle of Dreams[edit]

Druidic Clerics who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druidic clerics’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druidic clerics seek to fill the world with wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain the expended dice when you finish a long rest.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn’t wasted. Once you use this feature, you can’t use it again until you finish a long rest.

Timeless Body[edit]

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Druidic Cleric Spell List[edit]

You may cast some spells on the basic Druid or Cleric spell list and additional spells based on your subclass. The spells in this list are those that a Druidic Cleric of Eldath may prepare.

1st Level

Beast Bond

Bless

Create or Destroy Water

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Entangle

Fog Cloud

Goodberry

Guiding Bolt

Healing Word

Jump

Longstrider

Protection from Evil and Good

Purify Food and Drink

Sanctuary

Shield of Faith

Wild Cunning

2nd Level

Aid

Animal Messenger

Augury

Beast Sense

Calm Emotions

Darkvision

Earthbind

Enhance Ability

Find Traps

Gentle Repose

Healing Spirit

Hold Person

Lesser Restoration

Locate Animals and Plants

Locate Object

Moonbeam

Pass without Trace

Prayer of Healing

Protection from Poison

Skywrite

Spiritual Weapon

Warding Bond

Warding Wind

Zone of Truth

3rd Level

Beacon of Hope

Clairvoyance

Conjure Animals

Create Food and Water

Daylight

Dispel Magic

Feign Death

Glyph of Warding

Life Transference

Magic Circle

Mass Healing Word

Protection from Energy

Remove Curse

Revivify

Sending

Sleet Storm

Speak with Dead

Speak with Plants

Spirit Guardians

Tidal Wave

Tongues

Wall of Water

Water Breathing

Water Walk

4th Level

Banishment

Conjure Minor Elementals

Conjure Woodland Beings

Control Water

Death Ward

Divination

Freedom of Movement

Guardian of Nature

Hallucinatory Terrain

Ice Storm

Locate Creature

Polymorph

Watery Sphere

5th Level

Awaken

Commune

Commune with Nature

Conjure Elemental

Dawn

Dispel Evil and Good

Flame Strike

Geas

Greater Restoration

Hallow

Holy Weapon

Legend Lore

Maelstrom

Mass Cure Wounds

Planar Binding

Raise Dead

Reincarnate

Scrying

Wrath of Nature

6th Level

Blade Barrier

Conjure Fey

Druid Grove

Find the Path

Heal

Heroes' Feast

Investiture of Flame or Investiture of Ice

Planar Ally

Primordial Ward

Sunbeam

Transport via Plants

True Seeing

Word of Recall

7th Level

Conjure Celestial

Divine Word

Etherealness

Plane Shift

Regenerate

Resurrection

Symbol

Temple of the Gods

8th Level

Animal Shapes

Antimagic Field

Antipathy/Sympathy

Control Weather

Holy Aura

Sunburst

Tsunami

9th Level

Astral Projection

Foresight

Gate

Mass Heal

True Resurrection

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Druidic Cleric class, you must meet these prerequisites: 13 Wisdom, 13 Charisma and proficiency in Medicine.

Proficiencies. When you multiclass into the Druidic Cleric class, you gain the following proficiencies: Simple Weapons, Religion



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