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Druid Epic Archetype Features

 

Dreams: Dream Distiller

At 25th level, you learn how to distill the stuff of dreams into orbs the size of your fist. 

Somnium Orbs. You can use an action to create a number of somnium orbs equal to your Wisdom modifier (minimum 1). They last until you dismiss them as a bonus action on your turn or create more somnium orbs. Your somnium orbs have an AC equal to your druid spell save DC and hit points equal to your druid spell attack bonus.
As a bonus action, you can command one or more somnium orbs to travel up to 30 feet in one direction. If you ram a somnium orb into a creature the somnium orb stops moving this turn. There is no limit to the distance a somnium orb can travel and you are able to see through a somnium orb even when you are on different planes of existence, but as an object without sentience they cannot navigate anywhere more specific than to return to you.
As an action, you can see and hear through one of your somnium orbs until the start of your next turn. While seeing through your somnium orb you gain truesight 30 feet. During this time, you are deaf and blind with regard to your own senses, but are able to cast illusion spells through a somnium orb you are seeing through.

  In addition, you can communicate telepathically with any creature you can see. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

 

Dreams: Dream Labyrinth

At 30th level, you treat magnificent mansion as a druid spell. When you cast it, you may choose to make the duration permanent by placing your heart, mind, or soul into it. This permanent dream labyrinth has an entryway to the Material Plane in the place that you cast it and remains until a creature destroys the part of yourself sustaining the spell. While your dream labyrinth still stands you do not age, cannot suffer from frailty of old age, die from old age, or be aged magically.
As an action, you can teleport yourself and up to six creatures to your dream labyrinth (Charisma saving throw negates). In addition, you can teleport yourself and creatures around your dream labyrinth if you are already inside of it.

 

Fire: Pure Flames

At 25th level, your magic burns so hot even flame elementals are burned by it. Druid spells that you cast which deal fire damage ignore resistance to fire damage, and creatures with immunity to fire damage take half damage instead.

  In addition, you can feed the flames of a spell by burning away bits of your own soul. When you cast a spell that deals fire damage, you can choose to deal an extra 3d6 fire damage to each creature targeted by the spell. You take a 1d6 necrotic damage for each creature that takes this extra damage.

 

Fire: One With Flames

At 30th level, you become one with the flames. You gain immunity to fire and resistance to cold damage regardless of what form you are in.

 

Land: Be The Land

At 25th level, your connection with your chosen land becomes sublime. You do not need to expend extra hours of Wild Shape to use the One With Nature feature while in your land type.  

  In addition, while using One With Nature your walking speed doubles to 30 feet, and on each of your turns you can use a bonus action to take the Dash action.

 

Land: Land Explorer

At 30th level, you discover how to quickly acclimate yourself to new environments. After you have spent 24 hours or more in an environment other than your chosen land type, you gain the benefits of having chosen that land type. 

 

Moon: Thicken Skin

At 25th level, you become more resilient regardless of your shape. Your armor class increases by an amount equal to half your proficiency bonus, including while you are using Wild Shape.

 

Moon: Living Weapon

At 30th level, you gain a +3 bonus to attack and damage rolls made with natural weapons.

 

Shepherd: Augmented Summoning

At 25th level, the lesser creatures that you conjure are more durable. 

  When you summon one or more creatures of a CR equal to or less than half your proficiency bonus, the conjured creatures have resistance to bludgeoning, piercing, and slashing damage. 

  When you summon one creature of a CR greater than half your proficiency bonus, it gains a +3 bonus to attack and damage rolls.

 

Shepherd: Spirit Summoner

At 30th level, when you use your shepherd archetype feature to summon an incorporeal spirit, you can choose a second and third incorporeal spirit. These spirits remain for 1 hour instead of 1 minute.

 

Spores: Fungal Servants

At 25th level, the brief semblance of life enjoyed by creatures you reanimate with fungus becomes more. You are able to use your spores archetype features to animate any kind of creature of up to Large size. These creatures remain under your control for 24 hours and have resistance to bludgeoning, piercing, and slashing damage. In addition, you regain uses of your reanimation feature when you finish a short or long rest.

 

Spores: Warrior Servants

At 30th level, undead you create using your spore archetype feature increase their speed by 10 feet, gain a +3 bonus to attack rolls and damage rolls, are created with 30 temporary hit points, and they have advantage on saving throws against effects that turn undead. 

  In addition, an undead you create in this way can be made with additional limbs of tentacle-like vines. You may create a number of additional vine limbs for your undead equal to your Wisdom modifier. An undead may only have as many additional limbs as its proficiency bonus. A vine limb grants an undead one extra attack when it takes the Attack action (a slam that deals 1d6 + Strength modifier bludgeoning damage with 10 foot reach).

 

Stars: Astronomical Power

At 25th level, you gain an intuitive understanding of the stars. You always know which way is north, and whenever you would roll a d6 or d8 using a stars archetype feature, you roll an additional die.

 

Stars: Starwalk

At 30th level, you can use a bonus action to become incorporeal until the end of your next turn. In this state you gain resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.

  Once you use this feature, you cannot do so again for 1 minute.

 

Twilight: Between Life and Death

At 25th level, you gain immunity to necrotic and radiant damage.

 

Twilight: Supernatural Seeing

At 30th level, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. 

  In addition, while you are on the Material Plane and take the Attack action, your first attack each turn  can affect a creature on the Ethereal Plane. Alternatively, when you cast a spell on the Material Plane that is of 4th-level or lower, you can use a bonus action to affect one creature on the Ethereal Plane.

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