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
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
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 messages presence with a successful DC 15 Wisdom (Perception) check but cant decipher it without magic.
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.
Preparing and Casting Spells: The Druid table shows your spell slots for 1st level and higher spells. To cast a spell, use a slot of the spell's level or higher. You regain all spell slots after a long rest. Prepare spells from the druid spell list, choosing a number equal to your Wisdom modifier + your druid level (minimum one). Spells must match your spell slots' levels. For example, as a 3rd-level druid with a Wisdom of 16, you can prepare six spells of 1st or 2nd level. Casting a prepared spell doesn't remove it from your list. You can change your prepared spells after a long rest, spending 1 minute per spell level in meditation. You know Druidic, the druids' secret language, which allows you to leave hidden messages. Only those who know Druidic can spot these messages automatically