Daramir Class Features
Daramir
1 - Thread Sense
Your attunement to magical resonance lets you detect the presence of arcane patterns in the world around you.

You gain proficiency in the Arcana skill. When you make an Intelligence (Arcana) check, you can roll a d4 and add the number rolled to the ability check.
6 - Arcane Conductor
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 Intelligence 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
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 Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
16 - Aetherwalking
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

Chrono Subclass Features
Chrono Daramir
Chrono Daramirs possess a remarkable ability to manipulate time’s delicate weave, skillfully adjusting moments and intricately shaping outcomes before they ever have a chance to unfold. With an uncanny sense for recognizing pivotal turns in events and a historian’s insightful perspective on the broader canvas of time, they play a crucial role in preserving the timeline.
Temporal Awareness (1st Level Feature)
You gain proficiency in the History skill.

When you and your allies roll initiative, each willing ally within 60 feet of you adds a bonus to their initiative roll equal to your Intelligence modifier (minimum of +1). A creature can only benefit from one Temporal Awareness bonus at a time, using the highest available.
Fey Daramir Features
Fey Daramir
The Fey Daramir is a cunning trickster and elemental caster, embodying the capricious nature of the Feywild. Drawing power from the untamed magic of that realm, you weave illusions, manipulate the elements, and charm foes into unwitting allies.

Your innate connection to the Feywild blurs the lines between reality and illusion, making you both elusive and enchanting—a protector of nature’s balance or a mischievous meddler in mortal affairs.
Fey Touched (1st Level Feature)

You gain proficiency in the Insight skill and can use your Intelligence instead of Wisdom for Insight checks.

In addition, the initial cast of Enchantment spells you have prepared can be done using a bonus action.

Grove Daramir Features
Grove Daramir
The Grove Daramir is a steadfast guardian of nature, drawing power from the deep-rooted connection between life and the earth. You channel the nurturing essence of groves to heal allies and fortify bodies with verdant power.

Whether summoning protective flora or mending wounded friends, you embody the harmony of life’s cycles—protecting nature’s balance while uplifting those who tread lightly upon it.
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 Intelligence instead of Wisdom for Survival 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.

Wildheart Druid Features
Wildheart Druid
Wildheart Druids in the Forgotten Realms are celebrated guardians of nature, roaming the High Forest and Moonshae Isles. They connect with the fierce and gentle spirits of the animal kingdom and mediate between civilization and the wild.

Players drawn to the Wildheart subclass will appreciate its unique mix of martial spirit and natural mysticism. With a strong connection to animals and the wilderness, the Wildheart offers both flavor and functionality, perfect for those who wish to embody nature's raw energy.
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 a number of hit points equal to the total (minimum of 1).

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

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