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Class Feature - Hit points

As a druid, you gain the following class features:

Hit Points: commonly abbreviated HP, are a number measuring the amount of damage a creature, character, or object can take before being killed, disabled or destroyed.They can be considered an abstract representation of life-force, health, endurance, luck and the sort of favoritism that follows main protagonists and antagonists in fictional stories. Receiving damage - another number representing an instance of injury or other harmful occurrence, usually a hostile attack of some sort - reduces their hit point total by an amount equal to the damage value.

Hit points at 1st level: 8 + Constitution modifier
Hit Dice: 1d8 per druid level

Druid Class Feature (Hit points)

Class Feature - Proficiencies

Proficiency is one of the most important mechanical parts of a character. It is a central part of any character or creature's statistics, and it's a defining part of what they are good at. Proficiencies come from several different sources, and apply to a variety of subjects, but they are measured by the same bonus. You either have the proficiency or you don't. You will gain proficiencies from your character's race, their class, their background, and occasionally from some other sources.

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: Arcana, Survival

Druid Class Feature (Proficiencies)

Class Feature - 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.

Druid Class Feature (Druidic)

Class Feature - Spellcasting (1/2)

Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
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.
Spellcasting Ability: Wisdom is your spellcasting ability for druid spells, as it reflects your connection to nature. Use your Wisdom for spellcasting, setting spell save DC, and making attack rolls with druid spells.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual CastingYou 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 the Adventuring Gear section) as a spellcasting focus for your druid spells.

Druid Class Feature (Spellcasting)

Class Feature - Spellcasting (2/2)

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.
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.
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.

Druid Class Feature (Spellcasting)

Racial Traits

Darkvision: You can see in darkness (shades of gray) up to 60 ft. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saves against being charmed, and magic can't put you to sleep.
Trance: Elves meditate deeply for 4 hours instead of sleeping, remaining semiconscious. This trance allows for mental exercises that resemble dreaming. After this rest, elves gain the same benefit as 8 hours of human sleep.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip: Fire Bolt. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language: Draconic. You can speak, read, and write one extra language of your choice.

Druid Raical Traits (High-elf)

Control Flames

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame, change its color or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Druid (XGE) Transmutation cantrip

Produce Flame

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Druid Conjuration cantrip

Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Elf (Racial trait) Evocation cantrip

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Magic Stone

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • duration1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. lf thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Druid (XGE) Transmutation cantrip

Ice Knife

  • casting time1 action
  • range60 feet

  • componentsS, M
  • durationInstantaneous

a drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Druid (XGE) 1st level Conjuration

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Druid 1st level Evocation

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV, S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Druid 1st level Evocation

Barkskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a handful of oak bark

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Druid (Forest) 2nd level Transmutation

Flaming Sphere

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Druid 2nd level Conjuration

Spider Climb

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Druid (Forest) 2nd level Transmutation

Spike Growth

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Druid 2nd level Transmutation

Class Feature - Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesnt count against the number of druid cantrips you know - Magic Stone

Druid Class Feature (Bonus Cantrip)

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Class Feature - Wild Shape [1/3]

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. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesnt have a flying or swimming speed. 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

Druid Class Feature (Wild Shape)

Class Feature - Wild Shape [2/3]

the creatures bonus instead of yours. If the creature has any legendary or lair actions, you cant use them. When you transform, you assume the beasts 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 doesnt reduce your normal form to 0 hit points, you arent knocked unconscious. You cant cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesnt break your concentration on a spell youve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that youve 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 cant use any of your special senses, such as darkvision, unless your new form also has that sense. You choose

Druid Class Feature (Wild Shape)

Class Feature - Wild Shape [3/3]

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 creatures shape and size. Your equipment doesnt change size or shape to match the new form, and any equipment that the new form cant 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 Class Feature (Wild Shape)

Class Feature - Druid Circle

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.- Circle of the Land (Forest)

Druid Class Feature (Druid Circle)

Class Feature - Naural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. 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 cant use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Druid Class Feature (Naural Recovery)

Class Feature - Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesnt count against the number of spells you can prepare each day. If you gain access to a spell that doesnt appear on the druid spell list, the spell is nonetheless a druid spell for you.
Forest: Barkskin, Spider Climb

Druid Class Feature (Circle Spells)

Class Feature - Wild Shape Improvement

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Druid Class Feature (Wild Shape Improvement)

Class Feature - 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 cant increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Ability Score Improvement
Intelligence Score
Dexterity Score

Druid Class Feature (Ability Score Improvement)

Unarmed Strike

  • casting time1 action
  • range5feet

  • componentsUnarmed Strike
  • durationBludgeoning

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

Druid

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