Druid

As a Druid, you gain the following class features

* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution Druid per concierge 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, Special Weapons
* **Tools:** Herbalism kit

* **Saving Throws:** Intelligence, Wisdom
* **Skills:** Choose two from Alchemy, 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 special melee weapon
* Leather armor, an explorer's pack, and a druidic focus

## 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

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

### 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 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.

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 1st 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.

### 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 as a spellcasting focus for your druid spells.

## Wild Shape

Starting at second level, you gain the ability to shapeshift into a beast that you have seen in your lifetime. Down below is a table that tells you what you are able to shapeshift into. If you have not seen a creature, but still wish to shapeshift into it, you must roll an Intelligence check (DC=10+Creatures CR). On a failed save, you do not shapeshift and you miss one wild shape. If it is successful, you are now the creature.

*This feature improves on every even numbered level*

* You are unable to cast spells as the creature
* The creature must be a beast
* You may wild shape only twice per long/short rest
* When you turn into the beast, you assume the creatures stat block as your own. Except for your alignment, personality, Charisma, Intelligence, and Wisdom scores, and Temporary HP.
* If you take fatal damage as the creature, you also take damage equal to the excess. For example, a squirrel has 1hp, and you have 10. If you take 2 damage as the squirrel, you are now in druid form, and your HP is now 9.
* 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.

## Druid Circle

At 2nd level, you choose to identify with a circle of druids:

* Eclipse (NG)
* Dreams
* Moon
* Land
* Planes (HB)
* Pestilence (NG)
* Shepherd
* Spores
* Stars
* Storms (HB)
* Twilight
* Unknown (NG)
* Void (HB)
* Wildfire

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

## 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, 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 Shapes

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.