The Druids are a quiet and secretive organization, that is dedicated to the preservation of the land. While there are many that could be called a druid casually, what is means to be a druid is to uphold that idea against the tides of darkness that would be coming to destroy the natural balance of life on the world. A druid is one that will fight for the idea of life, though many druids can take this too far and oppose any that would harm or despoil the wild lands. Druid often meet in natural environments that are called Groves are are organized as such.
The Grove of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know.
You are able to draw upon the power of your Nature's Grace more effectively. When your Nature's Grace is affecting you, you can spend 6 Action Points and remove any number of Vigor from your Nature's Grace and add it to your own Vitality.
You are more powerfully connected to the land where you came from or where you learned to become a druid. Choose a Natural Region from your spellcasting list. You always have spells from that region available to you. You can spend 8 hours in a new location to change your selected region to the region you are currently in.
At 6th level, your Nature's Grace can bestow more powerful force to protect creatures under its power. Creatures that are under the effects of your Nature's Grace can Spend 5 Action Points to create a wave of force from them. That creature may choose any number of targets within 5 feet of them to make a Body (Strength) defense roll equal to your druid Spell defense or be pushed back 10 feet. In addition, each target also takes damage based on the number of Vitality removed from the Nature's Grace. For every 5 Vigor removed from Nature's grace, it deals 2d6 damage.
The world is a dangerous place full of hazards, as you progress, the land prepares you for the worst it can give. When you reach 10th level you gain one following features according to the region you are in or the region you selected as part of your Nature's Convergence. You can change from your Nature's Convergence or the region you are in after a short rest. At level 16, you benefit from both regions.
Arctic - You gain resistance to cold damage.
Coast - You can swim with a movement speed equal to your movement, and you don’t provoke counterattacks while swimming.
Desert - You gain resistance to fire damage.
Forest - You always have cover, and any time you use cover, it increases by 1 step.
Grassland - Your movement increases by 2 and dashing doesn't cost any extra Action Points.
Mountain - You gain resistance to lightning damage.
Swamp - You have resistance to poison damage. If you already have resistance to poison damage, you instead become immune to poison.
Underdark - You gain darkvision out to 90 feet. If you already have darkvision from another source, its range increases by 30 feet.
Urban - Your melee attacks do extra damage equal to 2 times your Strength. If you Strength is less than 1, your melee attacks do an extra point of damage.
When you reach 14th level, you learn how to share nature’s blessing with people around you. When you use Nature's Grace on yourself you create a Sanctuary that follows you. The environment within a 20-foot radius from you changes to resemble the land of your Nature's Convergence. For example, jungle trees temporarily morph into pines, or a dry and hot desert feels like a fresh and humid Coast. This effect doesn't work on magically altered areas.
While the Sanctuary is active, you gain the following features:
Other creatures have disadvantage on Attack rolls made against you.
You can use the features of your Nature's Grace on creatures within your Sanctuary.
You can expend an additional use of your Nature's Grace feature to grant creatures of your choice within the Sanctuary the benefit from the Nature's Ward feature. Once you have used this option, you can't use it againt until you complete a long rest.
When you reach 18th level, you may select an additional Natural Region to draw your spells from.
Druids of the Grove of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
Changeable as the moon, a druid of this grove might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.
Starting at 2nd level, you can expend a use of your Nature's Grace to magically assume the shape of a beast (limit to beasts based on your current area like spells, but no limit on what is seen), and when you use it in this way, it only costs 2 Action Points. You still gain some Vigor, from Nature's Grace, but the amount is halved. You can revert to your normal form earlier as a free action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Your druid level determines the beasts you can transform into. You can transform into any beast with a level equal to your druid level divided by 2.
While you are transformed, the following rules apply:
Your Physical attributes (Strength, Endurance, Dexterity, and Agility) are replaced by the statistics of the beast, but you retain your Mental attributes (Intelligence, Cunning, Acuity, and Will). You also retain all of your skill ranks, in addition to gaining those of the creature. If the creature has higher skill ranks than you, use the creature's skill ranks instead of yours.
When you transform, you assume the beast's Health and Vitality. When you revert to your normal form, you return to the number of Health and Vitality you had before you transformed. However, if you revert as a result of dropping to 0 Health, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 Health left, you revert and take 9 damage. For every 10 damage that carries over, you take 1 damage directly to Health. As long as the excess damage doesn't reduce your normal form to 0 Health, you aren't Disabled.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
You retain the benefit of any features from your class, ancestry, lineage, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the Narrator decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your 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 you leave the form.
Before you take the attack action, you can remove any number of Vigor from your Nature's Grace and add it to your attack. Whether the attack hits or misses, the Vigor is removed from your Nature's Grace.
At 10th level, you can expend two uses of Nature's Grace at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
At 14th level, you can expend two uses of Nature's Grace at the same time to transform into a young red, black, blue, green, white, or bronze dragon.
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can cast spells while in a beast shape, but you aren't able to provide material components.
The Grove of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Grove of the Stars seeks to harness the powers of the cosmos.
Many druids of this grove keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples - any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.
You know the guiding bolt spell and always have it available to cast. (it uses vitality, etc)
For 3 Action Points, you can expend a use of Nature's Grace to take on a starry form.
While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
Archer. A constellation of an archer appears on you. When you activate this form, and for 3 Action Points while the form lasts, you can make a thrown weapon attack, hurling a luminous shaft that targets one creature within 60 feet of you. On a hit, the attack deals fire damage equal to 1d8 + your Strength.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell that restores Health or Vitality to a creature, you or another creature within 30 feet of you can regain Health equal to 1d4 + your Will.
Dragon. A constellation of a wise dragon appears on you. When you make a Mental or Spirit defense roll, you can treat a roll of 9 or lower on the d20 as a 10.
At 6th level, whenever you finish a long rest, you can consult the stars. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:
Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack or defense roll, you can spend 3 Action Points as a reaction to roll a d6 and add the number rolled to the total.
Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack or defense roll, you can spend 3 Action Points as a reaction to roll a d6 and subtract the number rolled from the total.
You can use this reaction a number of times equal to your Endurance, and you regain all expended uses when you finish a long rest.
Begining at 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer becomes 2d8, the 1d4 of the Chalice becomes 1d8, and while the Dragon is active, you have flight with a movement of 4 and can hover. Moreover, while in your Starry Form, you can spend 4 Action Points to change which constellation glimmers on your body.
When you reach 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
When you reach 18th level, the constellations of your Starry Form improve further. The attacks of the Archer deal half the damage to enemies around the target, the Chalice also heals allies Health within 30 feet, and while the Dragon is active, you can spend 3 Action Points to deal 2d8 damage in a line out to 80 feet. All creatures in this line must make a Speed (Agility) defense roll against your spell defense, and the damage can be either fire, lightning, cold, slashing, or bludgeoning. Also, your Starry Form can be changed by spending only 1 Action Point.