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Druid

When making a druid, consider why your character has such a close bond with Nature. Perhaps your character lives in a Society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a Forest. Perhaps your character had a dramatic encounter with the spirits of Nature, coming face to face with a Giant Eagle or Dire Wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic Eruption, which was interpreted as a sign that becoming a druid was part of your character’s Destiny.   Have you always been an adventurer as part of your Druidic calling, or did you first spend time as a Caretaker of a sacred grove or spring? Perhaps your Homeland was befouled by evil, and you took up an Adventuring life in hopes of finding a new home or Purpose.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution Bonus
hit points at higher levels: 1d8(5) + your Constitution Bonus
armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
weapon proficiencies: Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
tools: Herbalism kit
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
    ► (a) a wooden shield or (b) any simple weapon
    ► (a) a scimitar or (b) any simple melee weapon
    ► Leather armor, an explorer's pack, and a druidic focus
Spellcasting:
Drawing on the divine essence o f nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.   Cantrips At 1st level, you know two can trips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Can trips Known column of the Druid table.   Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your druid spells of 1 st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1 st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.  
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
  Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus You can use a druidic focus (see chapter 5, "Equipment") as a spellcasting focus for your druid spells.   Sacred Plants and Wood A druid holds certain Plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants⁠ as part of a Spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.   Similarly, a druid uses such woods to make other Objects, such as Weapons and Shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with stre⁠ngth. These woods make excellent hafts or whole Weapons, such as clubs or quarterstaffs, as well as Shields. Alder is associated with air, and it might be used for Thrown Weapons, such as darts or javelins.   Druids from regions that lack the Plants described here have chosen other plants⁠ to take on similar uses. For instance, a druid of a Desert region might value the yucca tree and cactus plants⁠.
class features:
Druidic

Druidic

1st-Level Druid Feature
You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Wild Shape

Wild Shape

2nd-Level Druid Feature
You can use your action to assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or Long Rest.
Your druid level determines the Beasts you can transform into, as shown in the Beast Shapes table. At 2nd Level, for example, you can transform into any beast that has a Challenge rating of 1/4 or lower that doesn’t have a flying or Swimming speed.
Level Max. CR Limitations Example
2nd 1/4 No Flying or Swimming Speed Wolf
4th 1/2 No Flying Speed Crocodile
8th 1 Giant Eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die.
While you are transformed, the following rules apply:
    ► Your game Statistics are replaced by the statistics⁠ of the beast, but you retain your Alignment, Personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair Actions, you can’t use them.
    ► When you transform, you assume the beast’s Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 Hit Points, you aren’t knocked Unconscious.
    ► 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, race, 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 DM 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.
Timeless Body

Timeless Body

18th-Level Druid Feature
The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Beast Spells

Beast Spells⁠

18th-Level Druid Feature
You can cast many of your druid Spells in any shape you assume using Wild Shape. You can perform the somatic and verbal Components of a druid spell while in a beast shape, but you aren’t able to provide material Components.
Arch Druid

Archdruid

20th-Level Druid Feature
You can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic Components of your druid Spells, as well as any material Components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
subclass options:
Winter Phoenix, Nobel Beast
Level⁠Pro. BonusFeaturesCantrips1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22
2nd+2Wild Shape, Druid Circle23
3rd+2242
4th+2Wild Shape improvement343
5th+33432
6th+3Druid Circle feature3433
7th+334331
8th+3Wild Shape improvement34332
9th+4343331
10th+4Druid Circle feature443332
11th+44433321
12th+44433321
13th+544333211
14th+5Druid Circle feature44333211
15th+5443332111
16th+5Ability Score Improvement443332111
17th+64433321111
18th+6Timeless Body, Beast Spells4433331111
19th+64433332111
20th+6Archdruid4433332211

Created by

Raven Gladstone.

Statblock Type

Class (KS)

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