Hit Dice: 1d8 per Druid level
Hit Points at 1st level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Druid level after 1st
Armor: Light armor, shields
Weapons: Simple weapons
Tools: Herbalism kit
Saving Throws: Dexterity, Charisma
Skills: Choose any three skills of your choice.
You start with the following equipment, in addition to the equipment granted to you by your background:
(a) a shield or (b) any simple weapon
(a) a scimitar or (b) any simple weapon
Leather armor, an explorer's pack, and a druidic focus.
At 1st level, you have learned to cast spells through studying the mystical forces of nature.
Cantrips. At 1st level, you know two cantrips of your choice from the primal spell list. You learn additional Druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Spell Slots. The Druid table shows how many spell slots you have to cast your spells of 1st level or higher. When you cast a spell, you expend a spell slot. The spell slot spent must be equal to or greater than the level of the spell cast. You regain all expended spell slots on a long rest.
Prepared Spells. You prepare a list of Druid spells that are available for you to cast, choosing from the Primal Spell List. You can prepare a number of spells equal to your wisdom modifier + your Druid level (minimum of 1 spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells on a long rest.
Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.
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 holy symbol as a spellcasting focus for the spells you prepare with this class.
At 1st level, you know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.
At 1st level, you have dedicated yourself to one of the following sacred roles of your choice.
Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).
Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.
At 2nd level, The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.
Known Forms. You know the Animal of the Land form at level 2. At level 5, you learn the Animal of the Sea form. At Level 8, you learn the Animal of the Sky form.
Animal Statistics. Your game statistics are replaced by the Beast form's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the form. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.
Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space or merges into your new form, or is worn by it. Equipment that merges with the form has no effect while you’re in that form.
At 2nd level, You can summon a nature spirit that assumes an animal form to aid you. As an action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.
When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.
At 3rd level, you choose a circle to follow, either: Circle of the Land, Circle of the Moon, Circle of the Sea, Circle of Spores, Circle of the Stars, or Circle of Wildfire.
The circle you choose grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level.
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.
At 5th level, once per long rest, if you have no uses remaining of your Wild Shape feature, you can expend a 1st level spell slot to regain one use of the feature.
Beginning at 7th level, the might of the elements flows through you. You gain one of the options of your choice.
Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.
Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d6 Cold, Fire, Lightning, or Thunder damage (choose when you hit).
Starting at 15th level, the option you chose for Elemental Fury grows more powerful, as detailed below.
Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 100 feet.
Primal Strike. The extra damage of your Primal Strike increases to 1d8.
At 18th level, while using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component. The spell also must be of 3rd level or lower.
When you reach 20th level, the vitality of nature constantly blooms within you, granting you the following benefits.
Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.
Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can’t do so again until you finish a Long Rest.
Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.