Druid
As a druid, you gain the following class features.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
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
(a) a scimitar or (b) any simple melee weapon
Leather armor, an explorer’s pack, and a druidic focus
The following list of subclasses are playable in this world:
Hit Points
Hit Dice: 1d8 per druid levelHit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)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
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
The following list of subclasses are playable in this world:
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