Epic Druid

Family: NPC

Small humanoid (deep gnome), chaotic good druid (moon, land: underground) 23

Armor Class 17 (+3 hide)
Hit Points 232 (23d8+115)
Speed 25 ft.

8 (-1) 14 (+2) 20 (+5) 10 (+0) 20 (+5) 12 (+1)

Saving Throws Int +7, Wis +12; Proficiency +7
Skills Insight +12, Nature +7, Perception +12, Stealth +9
Senses darkvision 120 ft., passive Perception 22
Languages Common, Druidic, Gnomish, Undercommon


  • Archdruid. The epic druid can ignore the verbal and somatic components of epic druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. They gain this benefit in both their normal shape and their beast shape from Wild Shape.
  • Gnome Cunning. The epic druid has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Improved Wild Shape (21 Hours/Long Rest). The epic druid can use a bonus action or action to magically assume the shape of a beast that they have seen before of challenge rating 7 or lower, or into an air elemental, an earth elemental, a fire elemental, or a water elemental. The epic druid reverts to their normal form by using a bonus action on their turn, or when they fall unconscious, drop to 0 hit points, or die. The druid’s game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. They also retain all of their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as the epic druid and the bonus in its stat block is higher than the druid’s, use the creature’s bonus. If the creature has any legendary or lair actions, the epic druid can’t use them. When the epic druid transforms, they assume the beast’s hit points and Hit Dice. When they revert to their normal form, the epic druid returns to the number of hit points they had before they transformed. However, if the epic druid reverts as a result of dropping to 0 hit points, any excess damage carries over to their normal form. As long as the excess damage doesn’t reduce the druid’s normal form to 0 hit points, they aren’t knocked unconscious. The druid’s ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn’t break the druid’s concentration on a spell they’ve already cast, however, or prevent them from taking actions that are part of a spell that they’ve already cast. The epic druid retains the benefit of any features from their class, race, or other source and can use them if the new form is physically capable of doing so. However, the epic druid can’t use any of their special senses, such as darkvision, unless their new form also has that sense. While using Wild Shape, the epic druid can use a bonus action to expend a spell slot to regain hit points (1d8 per spell slot level). In addition, their attacks while using Wild Shape the druid’s natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The epic druid chooses whether their equipment falls to the ground in their space, merges into their new form, or is worn by it. Worn equipment functions as normal so long as it is practical based on the creature’s shape and size. The druid’s equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until the epic druid leaves the form.
  • Land’s Stride. Moving through nonmagical difficult terrain costs the epic druid no extra movement. They can also pass through nonmagical plants without being slowed and without taking damage from thorns, spines, or a similar hazard. In addition, the epic druid has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
  • One With Nature. The epic druid can expend 4 hours of Wild Shape to meld into any natural terrain for 1 minute. For the duration, they become one with nature. The epic druid retains their alignment, hit points, proficiency bonus, skill proficiencies, saving throws, and their Intelligence, Wisdom, and Charisma scores, but otherwise they use one with nature’s statistics. In addition, the epic druid learns everything that has happened in the past week in the immediate area their body changes into. At the GM’s discretion, the druid’s one with nature form may have different features and attacks determined by the terrain. For example, when using this feature in a jungle the epic druid may gain a vine attack with greater reach, or deal extra fire damage with their slam if transformed into a volcano.
  • Prestige. Commoners and other NPCs recognize the epic druid or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. The epic druid knows of all the world’s druidic circles, and instantly knows the names of other druids when met. In addition, the epic druid is known to animals like a storm or the winter’s thaw. The epic druid is under the constant effects of the speak with animals and plants spell and they have advantage on Charisma checks made against beasts and plants.
  • Ring of Spell Turning. While wearing this ring, the epic druid has advantage on saving throws against any spell that targets only them (not in an area of effect). In addition, if the epic druid rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on the epic druid and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
  • Shapechanging. The epic druid can cast alter self at will.
  • Spellcasting. The epic druid is a 23rd level spellcaster that uses Wisdom as their spellcasting ability (spell save DC 20; +12 to hit with spell attacks). The epic druid has the following spells prepared:
  • Timeless Body. For every 10 years that pass, the druid’s body ages only 1 year.
  • Underground Stealth. While the epic druid is in rocky terrain, they have advantage on Dexterity (Stealth) checks made to hide.


  • +1 Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.


  • 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 epic 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 epic 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 epic 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.


The epic epic druid never quite fits in no matter what town or village they try to settle in. Abandoned not long after they could walk and far from their homeland, as an adolescent they did not find shelter, solace, or kindness from others like them-it was the animals who took care of them instead, and so it is that over time the favor has been paid back in kind. This kinship with beasts has played a major role in the druid’s adventuring career and drives them to achieve great things to protect nature. Though they have not completely succumbed to the power of the natural world like an archdruid has, the epic druid has learned how to truly embody the land around them and wields primal forces as easily as a warrior handles a sword.

New Discoveries. New understandings were once quite common to the epic druid but as time passes they are frustratingly struck by fewer and fewer revelations about nature. In their younger days it was exploring that taught them so much about existence-though little challenges them now, surely a spot of adventuring can cure their unique predicament.

New Environments. With the newfound ability to become one with nature itself the epic druid yearns to have intrinsic experiences in many different places. They have already traversed much of the world and known what it is like to be a remote jungle, dizzying mountain peak, ancient deep cavern, and much more, and each time their urge to find new locales grows.

New Scales. The epic druid has always worked to maintain the balance of nature but now their grove is so much greater-their domain might well encompass the whole world. They are the foremost protection against things that might disrupt the very fabric of the natural order and whenever a terrible threat surfaces the epic druid is called upon to face it.

Section 15: Copyright Notice

Forgotten Crowns © 2022 Mike Myler, Authors Josh Gentry, Jocelyn Gray, Peter Martin, published under license by Legendary Games.

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