Features and Traits
Fey ancestry(Racial)You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision (Racial)Your Darkvision has a radius of 60 feet.
Trance(Racial)
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Mask of Wild (Racial)You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Guild artisan (Background)As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Armor Proficiency(Class:Druid)Druids will not wear armor or use shields that are made of metal.
Druidic(Class:Druid)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.
Ritual Casting(Class:Druid)You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spell Casting (Class: Druid)SpellcastingDrawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.
CantripsAt 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 SpellsThe 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.
Spellcasting AbilityWisdom 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 CastingYou can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting FocusYou can use a druidic focus as a Spellcasting focus for your Druid Spells.
Wild shape (Class: Druid)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 doesn’t have a flying or swimming speed.
Beast ShapesLevel | Max Cr | Limitation | Example |
2nd | 1/4 | No lying or swimming speed | Wolf |
4th | 1/2 | No flying speed | Crocodile |
8th | 1 | - | Giant eagle |
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 the creature’s bonus instead of yours. 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 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 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, such as Call Lightning, 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 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.
Druidic Circle: Moon(class:subclass)Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of The Wilderness, where they might go for weeks on end before crossing paths with another Humanoid creature, let alone another druid.
Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.
Combat Wild Shape (Class: Druid)When you choose this circle at 2nd level, you gain the ability to use Wild Shape on Your Turn as a Bonus Action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a Bonus Action to expend one spell slot to regain 1d8 Hit Points per level of the spell slot expended.
Circle Forms (Class: Druid)The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a Challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Starting at 6th level, you can transform into a beast with a Challenge rating as high as your druid level divided by 3, rounded down.
Sentinel(Feat)You have mastered Techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
-When you hit a creature with an opportunity Attack, the creature’s speed becomes 0 for the rest of the turn.
-Creatures provoke Opportunity Attacks from you even if they take the Disengage action before leaving your reach.
-When a creature within 5 feet of you makes an Attack against a target other than you (and that target doesn’t have this feat), you can use your Reaction to make a melee weapon attack against the attacking creature.