Druid

Druids are interesting types who have become intertwined with nature. They draw there powers from nature around them and utilize it to the best of their abilities. However, they are often guardians of nature, using their power to protect the natural world rather then using that power for their own gains.

## **Class Features**

As a a druid, you gain the following:

**Hit Points**

**Hit Dice :** 1d8 per Druid level

**Hit Points at 1st Level :** 8 + your Constitution modifier

**Hit Points at Higher Levels :** 5 + your Constitution modifier per Druid level after 1st

**Proficiencies**

**Armor :** Light Armor, Bucklers

**Weapons :** Simple weapons

**Tools :** Herbalism kit

**Saving Throws :** Intelligence, Wisdom

**Skills :** Choose 2; Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

## **Druidic**

You know Druidic, the secret language of druids. You can speak, read and write Druidic, a language sacred to druids that is not taught to outsiders without severe consequences for the teacher and teached.

## **Spellcasting**

As a Druid. you are able to draw on the powers of nature, and utilize them to the fullest. You have an idol containing all the spells you know and have access to at a time.

**Cantrips**

You know up to three cantrips from the Druid Spell List, and can gain more at certain levels.

**New Spells**

At 1st level, you start with 6 1st-Level spells from the Druid Spell List. You also gain 2 spells each time your caster level is increased. However, one must prepare a certain number of spells. Check the spellcasting page for more information. You can also copy Druid spells from other sources, such as other spellbooks or scrolls, and add them to your known spells for a price.

**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.

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 in your spellbook. You don't need to have the spell prepared.

**Spellcasting Focus**

Druids use an Druidic Focus for their Spellcasting Focus.

## **Shapeshifting**

Starting at 2nd level, you can use your action to magically assume a druidic shape. You select two Wildshapes from the widldshape list. You learn additional wildshapes at different levels shown by the Forms Known column. There is no limitation to how often you can shapeshift into a shape that you know.

Your druid level determines the shapes you can transform into, as shown in the Shapeshifts table. At 2nd level, for example, you can shapeshift into a cat or bear, among other shape shifts.

There is no limit to how long you can stay shapeshifted, reverting to your normal form as a bonus action. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

* You retain your game statistics, alignment, and personality. While shapeshifted you are considered unarmored and calculate your Armor Class according to the shape.
* When you shapeshift your hit points does not change,and any damage taken whilst in a shape carries over to your normal form.
* You can't cast spells, unless the shape says otherwise,and your ability to speak or take any action that requires hands is limited to the capabilities of your shapeshift. However, transforming doesn't break your concentration on a spell you've already cast or prevent you from taking actions that are part of a spell, such as moonbeam, 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 shapeshift is physically capable of doing so, in addition to gaining those of the shape.
* 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 merged with your form has no effect and cannot be activated until you leave the form, but any passive magical properties will still affect you.

## **Druid Path**

At 2nd Level, you are able to delve further into your druidic life style, and become more entwined in a chosen path, enhancing certain aspects of yourself.

Choose one of the following below:

* NOT IN ALPHA

Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 20th level.

## **Timeless Body**

Starting at 18th level, the primal magic that you wield has caused you to age more slowly. For every 10 years that pass, your body ages only 1 year.

## **Beast Casting**

Starting at 18th level, you can choose a number of 2nd Level or lower spells you know equal to your Wisdom modifier. While in a form that doesn't have the Spellcasting ability, you are able to cast those spells as though you are in your base spell.