Daramir Class Features
Daramir Class Art
Daramir
A master spellweaver attuned to the arcane threads that shape reality, blending precise magic and deft control to manipulate the battlefield.
1 - Thread Sense (1st Level Feature)
Your attunement to magical resonance lets you detect the presence of arcane patterns in the world around you.

You gain proficiency in the Perception skill. When you make a Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.
6 - Arcane Conductor (6th Level Feature)
Your disciplined control over the flow of magic reinforces your spellcasting.

You gain a bonus to Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1).

The first time you take damage on each of your turns, you can reduce the damage taken by an amount equal to your proficiency bonus.
11 - Unraveling Step (11th Level Feature)
You react instinctively to danger, slipping through space along the threads of magic.

When a creature targets you with an attack, spell, or magical effect, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see. If this movement removes you from the area or range of the triggering effect, the attack or effect automatically misses or fails to affect you.

You must use this reaction before the attack roll is made or before you make a saving throw against the effect.

If you are still within the effect's range or area after teleporting, you are affected by it as normal.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
16 - Aetherwalking (16th Level Feature)
You refine your teleportation into a seamless, reflexive motion through the arcane threads.

The range of your Unraveling Step feature increases to 60 feet.

You regain all expended uses of Unraveling Step when you finish a Short or Long Rest.

Daramir Subclasses

Fey Daramir Features
Fey Daramir
Fey Daramir
Feystride Initiate (1st Level Feature)

You gain proficiency in Acrobatics and Deception. You can use your Wisdom modifier for these skills.

You can cast Faerie Fire and Misty Step each once per short rest without expending a spell slot.

When you cast Misty Step, you gain resistance to all damage until the start of your next turn.

When you cast Faerie Fire on your allies, affected creatures have disadvantage on attack rolls against those allies for the spell’s duration.

Elemental Glamour (3rd Level Feature)

When you cast a spell that deals acid, cold, fire, lightning, or poison damage, you can alter its appearance (e.g., making a fireball look like a burst of shimmering petals).

This change is purely cosmetic but causes creatures to have disadvantage on saving throws against the spell.

Minor Polymorph (6th Level Feature)

You can expend 2 weaving points to attempt to turn one creature (enemy or ally) within range into a harmless creature of your choice (CR 0 Beast, Fey, or Monstrosity). Unwilling creatures must make a Constitution saving throw against your spellcasting DC. The creature can repeat the saving throw at the start of each of its turns.

If the creature fails the saving throw three times in a row, it is transformed into the chosen form permanently, or until you willingly remove the curse or become incapacitated. While transformed, the creature must roll 1d4 and subtract it from attack rolls and saving throws.

If you no longer have uses for this feature, you can expend a 4th-level or higher spell slot to use this feature again.

Chaotic Bloom (10th Level Feature)

You are wreathed in Fey magic that amplifies your presence. When you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, or poison damage, you can enhance the spell by adding an additional damage die to each creature affected.

Feystep (14th Level Feature)

You can cast Misty Step as a reaction to being attacked, or making a saving throw, avoiding that instance of damage.

Trickster’s Veil (19th Level Feature)

Once per long rest, you become translucent for 1 minute. While active, attacks against you have disadvantage, you can move through creatures and objects as if they were difficult terrain, and you can cast Misty Step without expending a spell slot.

Grove Daramir Features
Grove Daramir
Grove Daramir
Outlander (1st Level Feature)
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. You gain proficiency in Survival and Nature, and may use Wisdom instead of Intelligence for Nature checks.

In addition, you can find food and fresh water for yourself and up to five other people each day, provided the land offers natural resources such as berries, small game, or water.

Verdant Shackles (3rd Level Feature)
Allied creatures within 15 feet of you have advantage on saving throws against the restrained condition. When a creature fails a saving throw against one of your spells that causes the restrained condition, they take 2d6 piercing damage. Additionally, they have disadvantage on their next saving throw against the restrained condition.
Revitalize (6th Level Feature)
You can choose a number of healing spells to add to your spell list equal to your Wisdom modifier. When you cast a spell of 1st level or higher that restores hit points, you can choose a number of creatures within 15 feet of your target equal to your Wisdom modifier (minimum of 1) to regain additional hit points equal to your Daramir level.
Nature’s Resilience (10th Level Feature)
When you or an ally within 30 feet takes damage, you can use your reaction to summon protective vines or bark-like barriers, reducing that damage by 2d10 plus your Wisdom modifier.
Eternal Haven (14th Level Feature)
As an action, you create a 20-foot radius sphere at a point you can see that lasts for 1 minute. All allies within the sphere gain temporary hit points equal to 1d8 plus your Daramir level at the start of their turn and have advantage on saving throws against being frightened or charmed. You can use this feature once per long rest.
Binding Magic (19th Level Feature)
You can weave nature’s will into your spells, holding creatures fast with arcane vines and roots. When you cast a spell of 1st level or higher that targets a single creature, you can imbue it with binding magic. That creature must succeed on a Strength saving throw against your spell save DC or become restrained for the spell’s duration. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success. While restrained in this way, the creature is entwined in natural bindings. At the start of each of its turns, you may choose to have it take 1d8 piercing damage. This damage does not end or interfere with charmed or similar conditions affecting the target. Binding magic requires concentration, as if concentrating on a spell. The effect ends early if your concentration ends.
Wildheart Druid Features
Wildheart Druid
Wildheart Druid
Deep Meditation (1st Level Feature)

You gain proficiency with Animal Handling.

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain that many hit points (minimum 1).

You heal for an additional hit die per die spent at levels 11 and 18.

Call of the Wild (3rd Level Feature)

As an action, you summon two spectral wolves to harry your foes. Each wolf makes one attack using your spell attack modifier against a creature within 60 feet. On a hit, a wolf deals 1d6 + your proficiency bonus piercing damage. Damage increases with level.

You can use this a number of times equal to your proficiency bonus per short rest or expend spell slots/Weaving Points to increase damage.

This feature counts as a spell and can be used with Weaving Points as part of your spellcasting ability.

Primal Instincts (6th Level Feature)

Your presence heightens the senses of your allies. Allies within 60 feet gain a bonus to initiative equal to your proficiency bonus.

Celestial Mark (10th Level Feature)

When your spirit wolf hits a creature, they leave a celestial mark. Allies who hit the same creature before your next turn heal for your proficiency bonus.

Radiant Archon (14th Level Feature)

You summon a majestic spirit mount (Ki-rin form) as a celestial, fey, or fiend. It has improved Wisdom, telepathic link, and can carry you and up to 8 allies.

Requires concentration; can be dismissed or restored by casting again. Usable once per long rest or earlier if expending a 5th-level or higher spell slot.

Ancestral Bond (19th Level Feature)

The spirits of the wild encircle you, empowering your instincts and lending their might to allies’ strikes.

Gain +1 to all saving throws per friendly creature within 5 feet (max +5).

Once per turn, when an ally hits a creature with Celestial Mark, one Call of the Wild attack triggers automatically (no action or use required).

If the marked creature is reduced to 0 HP while marked, the spirit wolf calms the finisher, ending one condition affecting them.

Subclass Name
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