Druid - Tier 4
Druid - Tier 4 (Subtype)
210 lbs
35
19358.72

150 / 150
40 / 40
13
15
40
20
40
40
40
120
3
5
1

Leather Jerkin
Clothes, Traveler's
Component Pouch
Pouch
Staff of the Woodlands
 

  • Inventory Equipped:
  • Leather Jerkin
    32 45 gp
  • Component Pouch
    25 gp
  • Pouch
    0.5 gp
  • Clothes, Traveler's
    2 gp
  • Staff of the Woodlands
    3.98 6850.2 gp


  • Passive Abilities:
  • Weapon Enchantment +2
    5000 gp
  • Druidic Balance
    1000 gp 1
  • Harmony
    1
  • Advanced Armor Training - Light
    75 2000 gp
  • Master Shifter
    20000 gp 33

  • Abilities:
  • Wildshift (1)
    1000 gp 1
  • Wildshift (3)
    2000 gp 3
  • Wildshift (7)
    3000 gp 7
  • Wildshift (11)
    6000 gp 11
  • Wildshift (13)
    8000 gp 13
  • Wildshift (17)
    10000 gp 17
  • Wildshift (21)
    15000 gp 21
  • Touch of the Archdruid
    100000 gp 40
  • Touch of the Wild
    50000 gp 40

  • Quick Abilities:
  • Subtle Stride
    500 gp
  • Vault Step
    15
  • Agile Dodge
    500 gp
  • Fleet of Foot
    24.8 1000 gp
  • Staff of Tempests
    12.16

  • Attack Abilities:
  • Toppling Attack
    2.26 150 gp
  • Leaping Strike
    15 300 gp
  • Gale Spin
    1000 gp

  • Reaction Abilities:
  • Whirling Guard
    300

  • Opportunity Attack Abilities:
  • Flowing River Form
    1500 gp

  • At Will Spell(s):
  • Pass Without Trace
    2


  • Spellcasting |
  • Spells Prepared:
  • | Lash of Rose Thorns Touch of Isha Beckon the Elements Caress of Isha Thunderclap Sculpt Soil Sculpt Liquid Moon Ray Floral Flourish Elemental Burst Druidcraft Grace of Nature
  • | New Moon Woodland Nexus Summon Minor Tree Spirits Oakskin Soothing Wind Nurturing Wounds Animal Friendship Aura of Grasping Thorns Create or Destroy Water Cure Wounds Faerie Fire Anchoring Spines Serenity Restore Plant Summon Minor Tree Spirit Quickening Winds Absorb and Release Elements Arctic Arrow
  • | Heat Metal Pass Without Trace Enhance Ability Ancestral Boon Bestial Vitality Bestial Stoning Barkskin Light of Isha
  • | Bestial Constitution Call Lightning Claw Eruption Bloom of Life Wall of Water Mass Healing Word Insect Cloud Cloud of Pestilence Dispel Magic Frost Bolt
  • | Summon Elemental Servant Summon Giant Constrictor Snake Stoneskin Polymorph Dominate Beast Control Water Branch Blossom Bestial Call Alleviation of Nature
  • | Sentience Surge Summon Greater Elemental Tree Stride Wall of Stone Restoration, Major Reincarnate Insect Plague Commune with Nature Churning Whirlpool
  • | Move Earth Summon Treant
  • | Death Scales Master Earth Regenerative Touch Furious Vortex
  • | Control Weather Raise Land Seismic Cataclysm Tsunami Torrent
  • | Reforestation Nature's Best Nature's Domain Shapechange Summon Forest Army


  • Monster Bits:
  • 48 Humanoid Blood
    0.15 gp
  • 124 Animal Bone
    0.03 gp
  • 84 Animal Fat
    0.5 gp
  • 292 Animal Meat
    0.05 gp
  • 40 Soft Skin
    0.05 gp

Twisted vines erupt from your fingertips, coiling like living ropes around the nearest tree trunk, their bark splitting with a wet crack as sap bleeds into the soil. Leaves unfurl in rapid bursts, green and veined with pulsing energy, drawing moisture from the earth to swell the branches. The air thickens with the scent of damp loam and fresh growth, binding the wild's pulse to your will.

Druid - Tier 4 (Subtype)
Creature Sub Type
18373.22

🌿🐾 Druid: Tier 4 Archdruid

A Tier 4 Druid is a supreme nature-bound caster whose shapeshifting, environmental control, and command of primal life place it among the most dangerous and influential wilderness powers in the setting. At this tier, the druid does not merely use the wild—it speaks with its authority.

🍃📜 Calling and Foundation

Tier 4 Druids represent the highest expression of primal devotion and natural mastery. They are shaped by ancient circles, sacred duties, long isolation in the deep wilds, and decades of communion with beasts, weather, seasons, rivers, roots, and living earth. Their bond with nature is no longer just spiritual practice. It is identity.

🦌🌲 Appearance and Bearing

These creatures usually appear as archdruids of ancient groves, final wardens of sacred forests, elder beast-speakers, marsh sovereigns, mountain hermits of great power, or legendary protectors of lands too old or dangerous to be left unguarded. Their clothing and ritual adornments often combine hide, bark, vine, antler, feather, bone, carved wood, living moss, and symbols tied to old circles or specific regions. Their presence feels rooted, watchful, and deeply tied to place.

🐺🕊️ Combat Style

A Tier 4 Druid fights through total adaptability, layered terrain control, and powerful transformation. It can hinder movement with roots and earth, divide enemies with growth and weather, call beasts or natural forces to pressure from multiple angles, and shift into potent animal forms chosen for exact tactical use. Its combat style is not linear. It changes shape, pressure, and method as the battle develops.

🧠🌱 Tactical Ability

Its tactical ability is exceptional within natural terrain, adaptive combat, and battlefield shaping. A Tier 4 Druid reads terrain, movement, weather, instinct, and ecological advantage with remarkable clarity. It knows where enemies will slow, where the land can be turned against them, and when beast-form, spellcasting, or summoned pressure will most decisively alter the encounter. In wilderness battles, it often functions as the true controller of the field.

🦉🔄 Shapeshifting and Nature Magic

At this tier, shapeshifting becomes encounter-defining. Tier 4 Druids can take powerful and reliable animal forms suited for scouting, pursuit, stealth, endurance, mobility, or direct combat, switching methods as the situation demands. Their primal magic also reaches a level where terrain, plant life, beasts, and weather become active tools of control. The druid no longer simply adapts to the environment. It makes the environment answer with it.

🌧️🩹 Defense and Endurance

Tier 4 Druids are extraordinarily difficult to wear down because they can survive through multiple overlapping methods: distance, terrain, recovery, beast-form resilience, and constant adaptation. They are not conventional frontline tanks, but they are extremely hard to neutralize cleanly because pinning them to one vulnerable state is rarely possible for long. Their endurance comes from renewal, versatility, and perfect familiarity with natural conflict.

🏕️👥 Common Roles

These creatures are commonly found as archdruids of ancient circles, final guardians of world-old groves, legendary protectors of sacred rivers and mountains, primal judges of those who despoil the land, or elder wilderness powers called upon when balance itself is under severe threat. They are rarely minor figures. In most encounters, they are centerpiece controllers, mythic defenders, or apex wild threats.

👑🌳 Place in a Group

A Tier 4 Druid often serves as the primal core and environmental authority of a group. Even when another figure leads politically or militarily, the druid may determine where the group can travel, where it can hold, and how the surrounding land will shape the battle. Allies rely on it to make the world itself part of their strength. Enemies are forced to fight both the group and the terrain at once.

📈🍂 Tier Meaning

Tier 4 represents the druid at the height of the class fantasy: supreme shapeshifting, master-level nature magic, deep beast affinity, powerful environmental control, and encounter-defining guardianship of the wild. This is the final form of the druid role—an archdruid capable of deciding battles through transformation, terrain, and the full authority of the living world.


  • Spellcasting |
  • Spells Prepared:
  • | Lash of Rose Thorns Touch of Isha Beckon the Elements Caress of Isha Thunderclap Sculpt Soil Sculpt Liquid Moon Ray Floral Flourish Elemental Burst Druidcraft Grace of Nature
  • | New Moon Woodland Nexus Summon Minor Tree Spirits Oakskin Soothing Wind Nurturing Wounds Animal Friendship Aura of Grasping Thorns Create or Destroy Water Cure Wounds Faerie Fire Anchoring Spines Serenity Restore Plant Summon Minor Tree Spirit Quickening Winds Absorb and Release Elements Arctic Arrow
  • | Heat Metal Pass Without Trace Enhance Ability Ancestral Boon Bestial Vitality Bestial Stoning Barkskin Light of Isha
  • | Bestial Constitution Call Lightning Claw Eruption Bloom of Life Wall of Water Mass Healing Word Insect Cloud Cloud of Pestilence Dispel Magic Frost Bolt
  • | Summon Elemental Servant Summon Giant Constrictor Snake Stoneskin Polymorph Dominate Beast Control Water Branch Blossom Bestial Call Alleviation of Nature
  • | Sentience Surge Summon Greater Elemental Tree Stride Wall of Stone Restoration, Major Reincarnate Insect Plague Commune with Nature Churning Whirlpool
  • | Move Earth Summon Treant
  • | Death Scales Master Earth Regenerative Touch Furious Vortex
  • | Control Weather Raise Land Seismic Cataclysm Tsunami Torrent
  • | Reforestation Nature's Best Nature's Domain Shapechange Summon Forest Army

  • Speed:
  • Walking Speed: +40
  • Swimming Speed: +40
  • Climbing Speed: +40
  • Burrowing Speed: +40

  • Special Senses:
  • Nightsight: +120

Leather Jerkin
Clothes, Traveler's
Component Pouch
Pouch
Staff of the Woodlands
 

  • Inventory Equipped:
  • Leather Jerkin
    32 45 gp
  • Component Pouch
    25 gp
  • Pouch
    0.5 gp
  • Clothes, Traveler's
    2 gp
  • Staff of the Woodlands
    3.98 6850.2 gp

  • Extra Attack: +2

  • Passive Abilities:
  • Druidic Balance
    1000 gp 1
  • Harmony
    1
  • Master Shifter
    20000 gp 33

  • Abilities:
  • Wildshift (1)
    1000 gp 1
  • Wildshift (3)
    2000 gp 3
  • Wildshift (7)
    3000 gp 7
  • Wildshift (11)
    6000 gp 11
  • Wildshift (13)
    8000 gp 13
  • Wildshift (17)
    10000 gp 17
  • Wildshift (21)
    15000 gp 21
  • Touch of the Archdruid
    100000 gp 40
  • Touch of the Wild
    50000 gp 40

  • Skill Tier 10:
  • Attention
  • Balance
  • Bending Weapon Skill
  • Empathy
  • Druidic Language Skill
  • Fortitude
    47.23
  • Frighten
    33.68
  • Herbalism
  • Hunting
  • Influence
  • Initiative
  • Inspection
  • Light Armor Skill
  • Medicine
  • Natural Armor Skill
  • Natural Weapon Skill
  • Navigation
  • One-Handed Melee Weapon Skill
  • Psyche
  • Sneak
  • Willpower

d100
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