Druid

## Druid Leveling Table

* **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

* (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

Alternatively, you can ignore the equipment given by your class and background, and start with 2d4 x 10 gp.

## Druidic

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.

## Spellcasting

### Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips 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 1st 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.

You can also change your list of prepared spells when you finish a long rest.

### Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells. 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 as a spellcasting focus for your druid spells.

## Wild Shape

Starting at 2nd level, you can use your action to magically 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.

 4th
 8th

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 is higher than yours, use the creature's bonus. 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 extra damage carries over to
your normal form. 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 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 GM decides whether it is practical for the
new form to wear a piece of equipment. Your equipment doesn't change 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.

## Druid Circle

At 2nd level, you choose to identify with a circle of druids. Your
choice grants you features at 2nd level and again at 6th, 10th, and 14th
 level.

* Circle of Dreams
* Circle of the Land
* Circle of the Moon
* Circle of the Shepherd
* Circle of Spores
* Circle of Twilight

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th
level, you can increase one ability score of your choice by 2, or you
can increase two ability scores of your choice by 1. As normal, you
can't increase an ability score above 20 using this feature.

## Timeless Body

Starting at 18th level, for every 10 years that pass, your body ages only 1 year.

## Beast Spells

Beginning at 18th level, 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.

## Archdruid

At 20th level, 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.

## Circle of the Land

### Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

### Natural Recovery

Starting at 2nd level, during a short rest, you choose expended spell
 slots to recover. The spell slots can have a combined level that is
equal to or less than half your druid level (rounded up), and none of
the slots can be 6th level or higher. You can't use this feature again
until you finish a long rest.

### Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to circle spells
connected to the land where you became a druid. Once you gain access to a
 circle spell, you always have it prepared, and it doesn't count against
 the number of spells you can prepare each day. If you gain access to a
spell that doesn't appear on the druid spell list, the spell is
nonetheless a druid spell for you.

#### Arctic

 5th
 7th
 9th

#### Coast

 5th
 7th
 9th

#### Desert

 5th
 7th
 9th

#### Forest

 5th
 7th
 9th

#### Grassland

 5th
 7th
 9th

#### Mountain

 5th
 7th
 9th

#### Swamp

 5th
 7th
 9th

#### Underdark

 5th
 7th
 9th

### Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain
costs you no extra movement. You can also pass through nonmagical plants
 without being slowed by them and without taking damage from them if
they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants
that are magically created or manipulated to impede movement, such those
 created by the entangle spell.

### Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

### Nature's Sanctuary

When you reach 14th level, when a beast or plant creature attacks
you, that creature must make a Wisdom saving throw against your druid
spell save DC. On a failed save, the creature must choose a different
target, or the attack automatically misses. On a successful save, the
creature is immune to this effect for 24 hours. The creature is aware of
 this effect before it makes its attack against you.