Druidic Cleric (5e Class)
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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
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.
As a Druidic Cleric you gain the following class features.
- Hit Points
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
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
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.
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.
|Features||Cantrips Known||Nature Domain Spells Prepared||—Spell Slots per Spell Level—|
|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||—||—||—|
|14th||+5||Destroy Undead (CR3), Druid Circle Feature||5||—||4||3||3||3||2||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
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.
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.
- 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
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.
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
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
Create or Destroy Water
Detect Evil and Good
Detect Poison and Disease
Protection from Evil and Good
Purify Food and Drink
Shield of Faith
- 2nd Level
Locate Animals and Plants
Pass without Trace
Prayer of Healing
Protection from Poison
Zone of Truth
- 3rd Level
Beacon of Hope
Create Food and Water
Glyph of Warding
Mass Healing Word
Protection from Energy
Speak with Dead
Speak with Plants
Wall of Water
- 4th Level
Conjure Minor Elementals
Conjure Woodland Beings
Freedom of Movement
Guardian of Nature
- 5th Level
Commune with Nature
Dispel Evil and Good
Mass Cure Wounds
Wrath of Nature
- 6th Level
Find the Path
Investiture of Flame or Investiture of Ice
Transport via Plants
Word of Recall
- 7th Level
Temple of the Gods
- 8th Level
- 9th Level
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