level: 1
type: ability

Found 190 matches

Reach Spell
Level 1 Concentrate Metamagic Cleric

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Ancestry and Background
Level 1

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

Initial Proficiencies
Level 1

At 1st level you gain a number of proficiencies, representing your basic training. These proficiencies are noted at the start of this class.

Primal Spellcasting
Level 1

The power of the wild world flows through you. You can cast primal spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). Because you’re a druid, you can usually hold a primal focus (such as holly and mistletoe) for spells requiring material components instead of needing to use a spell component pouch.

At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on
the primal spell list in this book (page 314), or from other primal spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3–11: Druid Spells per Day on page 132.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear on page 447.

Heightening Spells

When you gain spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips

A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times
per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to
the highest level of spell you can cast as a druid. For example, as a 1st-level druid, your cantrips are 1st-level
spells, and as a 5th-level druid, your cantrips are 3rd-level spells.

Druidic Language
Level 1

You know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema.

Druidic Order
Level 1

Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you’ll always be a member of your initial order, it’s not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.

Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus
pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus
Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t
require spell slots to cast, and you can’t cast them using spell slots. Selecting druid feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules for focus spells appear in Chapter 7 on page 300.

Animal

You have a strong connection to beasts, and you are allied with a beast companion. You are trained in Athletics. You also gain the Animal Companion druid feat. You gain the heal animal order spell. Committing wanton cruelty to animals or killing animals unnecessarily is anathema to your order. (This doesn’t prevent you
from defending yourself against animals or killing them cleanly for food.)

Leaf

You revere plants and the bounty of nature, acting as both a gardener and warden for the wilderness, teaching
sustainable techniques to communities, and helping areas regrow after disasters or negligent humanoid
expansion. You are trained in Diplomacy. You also gain the Leshy Familiar druid feat. You gain the goodberry order spell, and you increase the number of Focus Points in your focus pool by 1. Committing wanton cruelty to plants or killing plants unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against plants or harvesting them when necessary for survival.)

Storm

You carry the fury of the storm within you, channeling it to terrifying effect and riding the winds through the
sky. You are trained in Acrobatics. You also gain the Storm Born druid feat. You gain the tempest surge order spell, and you increase the number of Focus Points in your focus pool by 1. Polluting the air or allowing those who cause major air pollution or climate shifts to go unpunished is anathema to your order. (This doesn’t
force you to take action against merely potential harm to the environment or to sacrifice yourself against an
obviously superior foe.)

Wild

The savage, uncontrollable call of the natural world infuses you, granting you the ability to change your
shape and take on the ferocious form of a wild creature. You are trained in Intimidation. You also gain the
Wild Shape druid feat. You gain the wild morph order spell. Becoming fully domesticated by the temptations of civilization is anathema to your order. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.)

Shield Block
Level 1

You gain the Shield Block general feat (found on page 266), a reaction that lets you reduce damage with your shield.

Wild Empathy
Level 1

You have a connection to the creatures of the natural world that allows you to communicate with them on a
rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.

Animal Companion
Level 1 Druid

Prerequisites: animal order

You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions on page 214 for more information.

Leshy Familiar
Level 1 Druid

Prerequisites: leaf order

You gain a leshy familiar, a Tiny plant that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars, which are detailed on page 217.