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Epic Druid

You truly become an extension of nature itself, knowing the lands and the creatures living among them on a fundamental level that cannot be defined by words.

Table: Epic Druid
Level Proficiency Bonus Features Cantrips Known Spell Slots per Spell Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
21st +7 One With Nature, Prestige, Secondary Archetype Feature (1), Wild Shape (CR 2) 6 4 4 3 3 3 2 2 1 1
22nd +7 Legendary Ability Score Improvement 6 4 4 4 3 3 2 2 2 1
23rd +7 Secondary Archetype Feature (2) 6 4 4 4 4 3 2 2 2 1
24th +7 Legendary Ability Score Improvement 6 4 4 4 4 4 2 2 2 2
25th +8 Legendary Prestige, Nature Caster 6 4 4 4 4 4 2 2 2 2
26th +8 Legendary Ability Score Improvement 7 4 4 4 4 4 3 2 2 2
27th +8 Secondary Archetype Feature (3) 7 4 4 4 4 4 3 2 2 2
28th +8 Legendary Ability Score Improvement 7 4 4 4 4 4 3 3 2 2
29th +9 Nature Weapon 7 4 4 4 4 4 3 3 2 2
30th +9 Epic Prestige, Wild Shape (CR 3; 3/rest) 7 4 4 4 4 4 3 3 3 2

One With Nature

Beginning at 21st level, you can expend four hours of Wild Shape to meld into any natural terrain for 1 minute. For the duration, you become one with nature. You retain your alignment, hit points, proficiency bonus, skill proficiencies, saving throws, and your Intelligence, Wisdom, and Charisma scores, but otherwise you use one with nature’s statistics. In addition, you learn everything that has happened in the past week in the immediate area your body changes into.

At the GM’s discretion, your one with nature form may have different features and attacks determined by the terrain. For example, when using this feature in a jungle you may gain a vine attack with greater reach, or deal extra fire damage with your slam if transformed into a volcano.


At 21st level, your deeds and renown reach all corners of the civilized world—sometimes even further. Commoners and other NPCs recognize you or at the very least know your name, and you are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state.

You know of all the world’s druidic circles, and when you meet a druid you instantly know their name. In addition, you are known to animals like a storm or the winter’s thaw. You are under the constant effects of the speak with animals and plants spell and you have advantage on Charisma checks made against beasts and plants.

Secondary Archetype Features

At 21st level, your mastery over your adventuring methods expands to encapsulate another path to glory, power, prestige, and wealth. Choose a secondary class archetype. You gain the archetype feature or features granted by your secondary archetype.

At 23rd level, you gain the second archetype feature or features granted by your secondary archetype.

At 27th level, you gain the third archetype feature or features granted by your secondary archetype.

Legendary Ability Score Improvement

When you reach 22nd level, and again at 24th, 26th, and 28th level, you can increase one ability score of your choice by 1, and increase your maximum possible score for that ability score by 1. In addition, you can select a feat. Alternatively, you can choose not to increase an ability score and gain an epic feat instead.

Note: When a multiclassing adventurer would gain an Ability Score Increase, they instead gain a Legendary Ability Score Improvement.

Legendary Prestige

At 25th level, your reputation has grown so far that even the gods know who you are and the forces of reality bow to your presence. When you are visiting another plane of existence, until you take a hostile action against or attack a creature native to that plane, you are immune to damaging effects of the environment. For example, when you first arrive in the Plane of Fire you do not take fire damage from the Sea of Fire.

Nature Caster

At 25th level, when you cast a druid spell while using Wild Shape, you can end your wild shape to increase the spell’s effectiveness. Any hit points the spell restores are doubled, any damage the spell deals is increased by 50%, and its effective spell level is 2 spell slots higher.

Nature Weapon

Starting at 29th level, you can turn nature in its rawest elements into deadly weapons no matter your form. Once each turn, you can use a bonus action to choose a target point within 30 feet and one of the following element options.

Air: Each creature within 20 feet of that point must make a Strength saving throw. On a failure, a target takes 17 (3d8+4) bludgeoning damage and is flung up 20 feet away from the target point in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 4 (1d8) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your spell save DC or it takes the same damage and is knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

  • Earth: Clumps of dirt and stone explode outward. Creatures within 10 feet of the target point take 4d8 bludgeoning damage and are knocked prone. A creature that makes a Strength saving throw against your spell save DC takes half damage is not knocked prone.
  • Fire: Flames roil outward in a burst of inferno. Creatures within 15 feet of the target point take 6d6 fire damage. A creature that makes a Dexterity saving throw against your spell save DC takes half damage.
  • Ice: You condense and flash freeze the water from a vast area above you into a massive boulder to drop down with immense force. Make a ranged spell attack against a creature at least 30 feet below the target point. On a hit, the creature takes 4d6 bludgeoning damage and 4d6 cold damage.
  • Water: You create a 20-foot tall wave that travels 30 feet in one direction and then crashes down. Any Large or smaller creatures and objects in the wave’s path make a Strength saving throw against your spell save DC. On a failure, a creature takes 4d8 bludgeoning damage and is carried with the wave. Any creature that succeeds on its saving throw takes no damage and is not moved.

Epic Prestige

At 30th level, you are practically a deity in your own right. Gods and deities do not treat you as an equal, but they do give you a measure of respect. When you request the presence of a god or to have a meeting with one, your request is honored within 1 week.

One with Nature

Gargantuan aberration, unaligned

Armor Class 10 + proficiency bonus
Speed 15 ft.

25 (+7) 8 (–1) 24 (+7)

Damage Vulnerabilities varies by terrain
Damage Resistances necrotic, psychic
Damage Immunities poison; varies by terrain
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned, prone
Senses blindsight 120 ft., tremorsense 40 ft.


  • Be The Terrain. You ignore difficult terrain.
  • Living Lair. Your body spreads out across a 20-foot radius as you embody nature in the area. Your movement does not provoke opportunity attacks.
  • Magic Weapons. Your weapon attacks are magical.
  • Swallowing Pit. By spending a bonus action, you open a 5-foot radius pit beneath a creature within your space, swallowing a Large size or smaller creature. The creature makes a Dexterity saving throw against your druid spell save DC or is blinded and restrained. While inside you a creature has total cover against attacks and any effects occurring outside of you, but your massive insides grind and pulp the swallowed creature, dealing 16 (2d8+7) bludgeoning damage at the start of each of your turns. Should you take 30 or more damage from inside of your body during a single turn, you must succeed a DC 22 Constitution saving throw at the end of that turn. On a failed saving throw any creature swallowed by you is regurgitated, gaining the prone condition and landing in a space within 20 feet of you. Should you be reduced to 0 hit points while living creatures are inside of you, swallowed creatures lose the restrained condition, and exit prone after spending 20 feet of movement.


  • Slam. Melee Weapon Attack: reach 0 ft., one target in your space. Hit: 3d8+7 bludgeoning damage and the target is grappled (escape DC equal to your druid spell save DC).


On initiative count 20 (losing all initiative ties), you can use one of your lair action options. You can’t do so while incapacitated or otherwise unable to take actions. If surprised, you can’t use one until after your first turn in the combat.

  • An intense tremor rips through the ground in a 20-foot-radius circle centered on a point you choose within 200 feet. The ground in the area becomes difficult terrain until the end of the round. Each creature on the ground that is concentrating must make a DC 20 Constitution saving throw. On a failed save, the creature’s concentration is broken.
  • Choose a point within 100 feet. Until the start of your next turn, the ground in a 20-foot radius of that point is difficult terrain. A creature in the area when you use this lair action makes a Strength saving throw against your druid spell save DC or is restrained for the duration. A creature can use its action to make a Strength check against your spell save DC, freeing itself on a success.
  • You change the location of a Swallowing Pit. A creature standing on a square that a pit moves to can use its reaction to make a Strength (Athletics) or Dexterity (Acrobatics) check against your druid spell save DC, jumping away to solid ground in an unoccupied square on a success. On a failure a creature falls down into the pit, taking 7 (2d6) bludgeoning damage and landing prone.
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