TEXT:  
   
   
   
   
   
   
  A priest of the Old Faith, wielding the powers of nature— 
  moonlight and plant growth, fire and lightning—and 
  adopting animal forms
   
   Hit Die:                          Proficiencies                          Feature
   
                                                                         You can effectively wear light armor, medium armor, and                  Druidic (PHB 66): 
                                                                          shields. If you wear heavy armor, you have disadvantage on any         You know the secret 
  At first level, you have             Armor         ability check, saving throw, or attack roll that involves Strength          language of the 
  8 hit points, plus your                                  or Dexterity, and you can’t cast spells. You eschew armor and             druids. While this 
  Constitution modifier.                                  shields made of metal.                                                                                 may sound like an 
                                                                                                                                                                                                  interesting, flavorful 
                                                                         Add your proficiency bonus to the attack roll for any attack you           ability, unless you 
                                                  Weapons      make with clubs, daggers, darts, javelins, maces, quarterstaffs,      have another druid in
                                                                         scimitars, sickles, slings, and spears.                                                     the party, or know a  
                                                                                                                                                                                                 recurring druid NPC,
                                                                         You are proficient with the herbalism kit. Proficiency with this           it won't be of much 
                                                     Tools          kit lets you add your proficiency bonus to any ability checks you          use.  
                                                                         make to identify or apply herbs. Also, proficiency with this kit is  
                                                                         required to create antitoxin and potions of healing. 
   
                                                    Saving        Add your proficiency bonus when making an Intelligence or  
                                                   Throws       Wisdom saving throw.
                          Choose
                                 Circle of Spores
                          If you want to focus on the natural  
                          forces of death and decay
   
   
   
  Choose
  Circle of Dreams
  If you want to mend wounds and harness
  the power of dreams 
   
   
   
   
  Choose
  Circle of the Moon
  If you want to dive into battle in beast
  form 
   
   
   
   
   
   
   
   
  Choose
  Circle of the Land
  If you want to unleash the forces of
  nature magic 
   
   
   
  Choose
  Circle of the Shepherd
  If you want to summon nature spirits and
  conjure animals and powerful fey 
   
   
   
  1
  
     Circle of 
       Dreams
                                                          • Help allies with a font of 
                                                             restorative energy  
                                                          • Ward and hide allies during 
                                                             rests and sleeping  
                                                          • Teleport yourself or an ally 
                     Druid                          • Walk through dreams to go 
                 (XGtE 22)                          to where you last slept 
     Circle of 
      the Land
                                                          • Recover some spent spells 
                                                             after just a short rest 
                                                          • Learn additional spells tied 
                                                             to the land 
                                                          • At home in rough terrain  
                     Druid                          • Warded from nature's harm  
                 (PHB 68)                        • Beasts and plants won't hurt 
     Circle of 
     the Moon
                                                          • Transform quickly and heal 
                                                             magically in beast form 
                                                          • Shapeshift into deadlier 
                                                             and deadlier beasts 
                                                          • Your claws burn like magic  
                     Druid                          • Transform into many things, 
                 (PHB 69)                           including elementals 
  Circle of the 
      Shepherd
                                                          • Communicate with beasts 
                                                          • Summon nature spirits  
                                                          • Creatures you summon are 
                                                             especially potent 
                                                          • Falling unconscious 
                     Druid                             immediately summons aid 
                 (XGtE 23)                       • Cast nature spells 
     Circle of 
        Spores
                                                          • Surround yourself with a 
                                                             nimbus of deadly spores 
                                                          • Animate corpses, fungally 
                                                          • Ward an area with spores  
                                                          • Permanently change your  
                    Druid                               body, fungally 
                (GGtR 26)                       • Cast nature spells
    
   
  Airborne aarakocra, meditative wood elves, elusive
  ghostwise halflings, and mysterious kenku all make good
  dream druids. Sylvan firbolg and interplanar githzerai also
  inhabit dreamscapes easily. As always, versatile half-elves
  and humans nicely fill this role as well.  
                            Go to Page 3 
   
    
   
  Naturally, firbolg and wood elves are iconic druids. But don't
  discount aarakocra, ghostwise halflings, kenku, and
  githzerai. The wisdom and nimbleness of these races make
  them each a natural fit. As always, versatile half-elves and
  humans also nicely fill this role.  
                            Go to Page 8 
   
    
   
  Moon druids should be both perceptive and hardy. That
  makes hill dwarves, water genasi, and lizardfolk great
  choices. Firbolg, naturally at home in the wild places of the
  world, also feel the call of the moon. As always, versatile half-
  elves and humans also nicely fill this role.  
                            Go to Page 13 
   
    
   
  Hill dwarves watch over deep rothé. Water genasi swim
  with schools of fish. Lizardfolk attract other reptiles. All of
  these races make expert shepherd druids. Not surprisingly,
  firbolg too have a natural affinity for beasts. Finally, as
  always, half-elves and humans also nicely fill this role.  
                            Go to Page 18 
   
    
   
  All who see death and decay as necessary to nature as life
  itself can walk the spore druid path. Shady kenku and alien
  aarakocra, deep wood elves and mistrustful ghostwise
  halflings. Some firbolg do not fear undeath. And githzerai
  seek balance, in nature, as with all things. As always, versatile
  half-elves and humans also nicely fill the assassin role.  
                            Go to Page 23
  2
  
  1st Level
  Ability         You are primarily a spellcaster. Wisdom is your
  Scores        spellcasting ability for your druid spells, so you
                       want it to be your highest score. Your next
                       highest score should be Dexterity, which,
                       together with your shield, can help you avoid
                       some damage in combat.
  Skills          You have special training or a certain knack in
                       two skills. Consider choosing two from Insight,
                       Medicine, and Perception. When you make a
                       skill check using either of these skills, you add
                       your proficiency bonus.
  Starting      Consider starting with the following, in addition  
  Equipment to the equipment granted by your background.  
                            • (a) a wooden shield or (b) any simple weapon
                            • (a) a scimitar or (b) any simple melee weapon
                            • leather armor, an explorer’s pack, and a
                             sprig of mistletoe (druidic focus).
  Spells         You can cast spells from the druid spell list. You
                       know two cantrips and can prepare a number of
                       1st-level spells equal to 1 + your Wisdom
                       modifier. For your cantrips, consider druidcraft,
                       frostbite, guidance, produce flame, or
                       thunderclap. Consider preparing healing spells
                       goodberry or healing word. Or consider spells
                       like charm person, faerie fire, fog cloud, or ice
                       knife.
   
   
  3rd Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 3d8). 
  Spells        You gain two 2nd-level spell slots and another 1st-
                      level spell slot. Consider preparing 2nd-level
                      spells barkskin, healing spirit, hold person, or
                      moonbeam. You can prepare a number of spells
                      equal to 3 + your Wisdom modifier.
  2nd Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. Unlike 1st level, you must
                      roll for these hit points or take the average (5).
                      You gain another Hit Die (total of 2d8). 
  Wild            As an action, you can transform into any beast
  Shape         with a challenge rating of 1/4 or lower if it has no 
  (PHB 66)    swimming or flying speed, such as a wolf. You
                      expand the number of beast forms you can take
                      as you gain levels. Talk with your DM and look
                      through the Monster Manual to find a few beasts
                      that you would like to use, and record their
                      their abilities so you’ll have them at hand when
                      you use this ability. 
  Balm           You have a font of fey energy that can heal others, 
  of the          even from afar. 
  Summer 
  Court 
  (XGtE 22) 
  Spells         You gain another 1st-level spell slot. You can
                      prepare a number of spells equal to 2 + your
                      Wisdom modifier.
   
  4th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 4d8). 
  Ability       Increase one ability score of your choice by 2, or
  Score        increase two ability scores of your choice by 1.  
  Increase   This should be added to an ability score that’s
  (PHB 67)   important to you—like Wisdom. You can forgo
                     taking the Ability Score Improvement feature to
                     take a feat of your choice instead. If you do,
                     consider taking Elemental Adept, Fade Away (if
                     gnome), Fey Teleportation (if high elf), Healer, or
                     Wood Elf Magic (if wood elf). 
  Wild           The swimming restriction is lifted. You can now
  Shape        take the form of any beast of challenge rating 1/2
                     or lower, if it doesn’t have a flying speed, such as
                     the crocodile.
  Spells        You gain one additional cantrip and one additional
                     2nd-level spell slot. You can prepare a number of
                     spells equal to 4 + your Wisdom modifier.
  3
  
  5th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 5d8). 
                       Increase your proficiency bonus from +2 to +3.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain two 3rd-level spell slots. Consider
                       preparing the 3rd-level spells call lightning,
                       conjure animals, or plant growth. You can
                       prepare a number of spells equal to 5 + your
                       Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 7d8). 
  Spells         You gain one 4th-level spell slot. Consider
                      preparing one of the following 4th-level spells:
                      confusion, conjure woodland beings, or
                      hallucinatory terrain. You can prepare a number
                      of spells equal to 7 + your Wisdom modifier.
                      
  6th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 6d8). 
  Hearth of   You can call on the power of the Feywild to guard
  Moonlight  your places of rest. Firelight does not give you  
  and              away. And enemies have a more difficult time 
  Shadow      detecting you even while you have an easier time 
  (XGtE 22)   spotting them. 
  Spells         You gain one additional 3rd-level spell slot. You
                      can prepare a number of spells equal to 6 + your
                      Wisdom modifier.
   
  8th Level
                    Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 8d8). 
  Ability       Increase one ability score of your choice by 2, or
  Score        increase two ability scores of your choice by 1.  
  Increase   This should be added to an ability score that’s
                     important to you—like Wisdom. You cannot
                     increase an ability score above 20 using this
                     feature. You can forgo taking the Ability Score
                     Improvement feature to take a feat of your choice
                     instead.  
  Wild           The flying restriction is lifted. You can now take
  Shape        the form of any beast of challenge rating 1 or
                     lower, such as a giant eagle.
  Spells        You gain one additional 4th-level spell slot. You
                     can prepare a number of spells equal to 8 + your
                     Wisdom modifier.
  4
  
  9th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 9d8). 
                       Increase your proficiency bonus from +3 to +4.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 5th-level spell slot. Consider
                       preparing one of the following 5th-level spells:
                       geas, mass cure wounds, or reincarnate. You can
                       prepare a number of spells equal 9 + your
                       Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  11th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 11d8). 
  Spells         You gain one 6th-level spell slot. Consider
                      preparing one of the following 6th-level spells:
                      conjure fey, heal, or heroes' feast. You can prepare
                      a number of spells equal to 11 + your Wisdom
                      modifier.
  10th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 10d8). 
  Hidden       You can teleport another creature thirty feet, 
  Paths           or yourself twice as far in half the time. 
  (XGtE 22) 
  Spells         You gain one additional cantrip and one
                      additional 5th-level spell slot. You can prepare a
                      number of spells equal to 10 + your Wisdom
                      modifier.
   
  12th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 12d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.  
  Increase    If you've already maxed out your Wisdom score at
                     20, consider increasing Dexterity. You can forgo
                     taking the Ability Score Improvement feature to
                     take a feat of your choice instead.  
  Spells        You can prepare a number of spells equal to 12 +
                     your Wisdom modifier.
  5
  
  13th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 13d8). 
                       Increase your proficiency bonus from +4 to +5.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 7th-level spell slot. Consider
                       preparing one of the following 7th-level spells:
                       mirage arcane or regenerate. You can prepare
                       a number of spells equal to 13 + your Wisdom
                       modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  15th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 15d8). 
  Spells        You gain one 8th-level spell slot. Consider
                      preparing one of the following 8th-level spells:
                      antipathy/sympathy or feeblemind. You can
                      prepare a number of spells equal to 15 + your
                      Wisdom modifier.
  14th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 14d8). 
  Walker in  You gain three spells that allow you to enter the 
  Dreams     dreamlands or return you to the place you last  
  (XGtE 22)  slept. 
  Spells         You can prepare a number of spells equal to 14 +
                      your Wisdom modifier.
   
  16th Level
                    Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 16d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.  
  Increase    This should be added to an ability score that’s
                     important to you—like Dexterity or Constitution.
                     You can forgo taking the Ability Score
                     Improvement feature to take a feat of your choice
                     instead.  
  Spells        You can prepare a number of spells equal to 16 +
                     your Wisdom modifier.
  6
  
  17th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 17d8). 
                       Increase your proficiency bonus from +5 to +6.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 9th-level spell slot. Consider
                       preparing one of the following 9th-level spells:
                       shapechange or true resurrection. You can
                       prepare a number of spells equal to 17 + your
                       Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  19th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 19d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.
  Increase    You can forgo taking the Ability Score
                      Improvement feature to take a feat of your choice
                      instead.  
  Spells        You gain one additional 6th-level spell slot. You
                      can prepare a number of spells equal to 19 +
                      your Wisdom modifier.
  18th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 18d8). 
  Timeless   Your body ages at one-tenth its normal rate. 
  Body             
  (PHB 67) 
  Beast          You can cast spells while in beast shape now, 
  Spells         provided the spells have no material 
  (PHB 67)    components. 
  Spells        You gain one additional 5th-level spell slot. You
                     can prepare a number of spells equal to 18 +
                     your Wisdom modifier.
   
  20th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 20d8). 
  Archdruid  You can wild shape as often as you want. 
  (PHB 67) 
  Spells        You gain one additional 7th-level spell slot. You
                     can prepare a number of spells equal to 20 +
                     your Wisdom modifier.
  7
  
  1st Level
  Ability         You are primarily a spellcaster. Wisdom is your
  Scores        spellcasting ability for your druid spells, so you
                       want it to be your highest score. Your next
                       highest score should be Dexterity, which,
                       together with your shield, can help you avoid
                       some damage in combat. 
  Skills          You have special training or a certain knack in
                       two skills. Consider choosing two from Arcana,
                       Medicine, and Nature. When you make a skill
                       check using either of these skills, you add your
                       proficiency bonus. 
  Starting      Consider starting with the following, in addition  
  Equipment to the equipment granted by your background.  
                            • (a) a wooden shield or (b) any simple weapon
                            • (a) a scimitar or (b) any simple melee weapon
                            • leather armor, an explorer’s pack, and a
                             yew wand (druidic focus).
  Spells         You can cast spells from the druid spell list. You
                       know two cantrips and can prepare a number of
                       1st-level spells equal to 1 + your Wisdom
                       modifier. For your cantrips, consider helpful ones
                       like druidcraft or ranged cantrips such as
                       frostbite, produce flame, or thunderclap.
                       Consider preparing healing spells goodberry or
                       healing word. Or consider combat spells like
                       entangle, fog cloud, or ice knife.
   
   
  3rd Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 3d8). 
  Spells         You gain two 2nd-level spell slots and another
                       1st-level spell slot. Consider preparing 2nd-level
                       spells flaming sphere, gust of wind, or spike
                       growth. You can prepare a number of spells equal
                       to 3 + your Wisdom modifier. 
  Circle         You also gain two 2nd-level spells associated with
  Spells         the land where you became a druid. You always
                       have these spells prepared.
  2nd Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. Unlike 1st level, you must
                      roll for these hit points or take the average (5).
                      You gain another Hit Die (total of 2d8). 
  Wild            As an action, you can transform into any beast
  Shape         with a challenge rating of 1/4 or lower if it has no 
  (PHB 66)    swimming or flying speed, such as a wolf. You
                      expand the number of beast forms you can take
                      as you gain levels. Talk with your DM and look
                      through the Monster Manual to find a few beasts
                      that you would like to use, and record their
                      their abilities so you’ll have them at hand when
                      you use this ability. 
  Natural       Just like a wizard, after a short rest, you can
  Recovery    regain spell slots. 
  (PHB 68) 
  Spells         You gain another 1st-level spell slot and a new
                      cantrip. You can prepare a number of spells equal
                      to 2 + your Wisdom modifier.
   
  4th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 4d8). 
  Ability       Increase one ability score of your choice by 2, or
  Score        increase two ability scores of your choice by 1.  
  Increase   This should be added to an ability score that’s
  (PHB 67)   important to you—like Wisdom. You can forgo
                     taking the Ability Score Improvement feature to
                     take a feat of your choice instead. If you do,
                     consider taking Elemental Adept, Observant or
                     War Caster. 
  Wild           The swimming restriction is lifted. You can now
  Shape        take the form of any beast of challenge rating 1/2
                     or lower, if it doesn’t have a flying speed, such as
                     the crocodile.
  Spells        You gain one additional cantrip and one additional
                     2nd-level spell slot. You can prepare a number of
                     spells equal to 4 + your Wisdom modifier.
  8
  
  5th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 5d8). 
                       Increase your proficiency bonus from +2 to +3.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain two 3rd-level spell slots. Consider
                       preparing the 3rd-level spells call lightning, dispel
                       magic, or sleet storm. You also gain two more
                       circle spells. You can prepare a number of spells
                       equal to 5 + your Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 7d8). 
  Spells         You gain one 4th-level spell slot. Consider
                      preparing one of the following 4th-level spells:
                      conjure woodland beings, freedom of movement,
                      or stoneshape. You also gain two more circle
                      spells. You can prepare a number of spells equal
                      to 7 + your Wisdom modifier.
  6th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 6d8). 
  Land's        You are one with the land, so it never impedes
  Stride         your movement and plants never harm you. Even 
  (PHB 69)    magically created plants are easier to resist. 
  Spells         You gain one additional 3rd-level spell slot. You
                      can prepare a number of spells equal to 6 + your
                      Wisdom modifier.
   
  8th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 8d8). 
  Ability       Increase one ability score of your choice by 2, or
  Score        increase two ability scores of your choice by 1.  
  Increase   This should be added to an ability score that’s
                     important to you—like Wisdom. You cannot
                     increase an ability score above 20 using this
                     feature. You can forgo taking the Ability Score
                     Improvement feature to take a feat of your choice
                     instead.  
  Wild           The flying restriction is lifted. You can now take
  Shape        the form of any beast of challenge rating 1 or
                     lower, such as a giant eagle.
  Spells        You gain one additional 4th-level spell slot. You
                     can prepare a number of spells equal to 8 + your
                     Wisdom modifier.
  9
  
  9th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 9d8). 
                       Increase your proficiency bonus from +3 to +4.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 5th-level spell slot. Consider
                       preparing one of the following 5th-level spells:
                       commune with nature, maelstrom, or wrath of
                       nature. You might consider greater restoration,
                       mass cure wounds, or reincarnate if you are your
                       party’s primary healer. In addition, you gain two
                       more circle spells. You can prepare a number of
                       spells equal to 9 + your Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  11th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 11d8). 
  Spells         You gain one 6th-level spell slot. Consider
                      preparing one of the following 6th-level spells:
                      druid grove, move earth, or sunbeam. You can
                      prepare a number of spells equal to 11 + your
                      Wisdom modifier.
  10th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 10d8). 
  Nature's      You can resist the storms of elementals and the
  Ward           wiles of faeries. And you are immune to poison 
  (PHB 69)    and disease. 
  Spells         You gain one additional cantrip and one
                      additional 5th-level spell slot. You can prepare a
                      number of spells equal to 10 + your Wisdom
                      modifier.
   
  12th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 12d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.  
  Increase    If you've already maxed out your Wisdom score at
                     20, consider increasing Dexterity. You can forgo
                     taking the Ability Score Improvement feature to
                     take a feat of your choice instead.  
  Spells        You can prepare a number of spells equal to 12 +
                     your Wisdom modifier.
  10
  
  13th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 13d8). 
                       Increase your proficiency bonus from +4 to +5.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 7th-level spell slot. Consider
                       preparing one of the following 7th-level spells:
                       fire storm, reverse gravity, or whirlwind. You
                       can prepare a number of spells equal to 13 + your
                       Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  15th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 15d8). 
  Spells         You gain one 8th-level spell slot. Consider
                      preparing one of the following 8th-level spells:
                      control weather, earthquake, sunburst, or
                      tsunami. You can prepare a number of spells
                      equal to 15 + your Wisdom modifier.
  14th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 14d8). 
  Nature's      Nearly all beasts and plants feel compelled to
  Sanctuary  leave you alive and unhurt.  
  (PHB 69) 
  Spells         You can prepare a number of spells equal to 14 +
                      your Wisdom modifier.
   
  16th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 16d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.  
  Increase    This should be added to an ability score that’s
                     important to you—like Dexterity or Constitution.
                     You can forgo taking the Ability Score
                     Improvement feature to take a feat of your choice
                     instead.  
  Spells        You can prepare a number of spells equal to 16 +
                     your Wisdom modifier.
  11
  
  17th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 17d8). 
                       Increase your proficiency bonus from +5 to +6.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 9th-level spell slot. Consider
                       preparing one of the following 9th-level spells:
                       foresight or storm of vengeance. You can prepare
                       a number of spells equal to 17 + your Wisdom
                       modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  19th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 19d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.
  Increase    You can forgo taking the Ability Score
                      Improvement feature to take a feat of your choice
                      instead.  
  Spells        You gain one additional 6th-level spell slot. You
                      can prepare a number of spells equal to 19 +
                      your Wisdom modifier.
  18th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 18d8). 
  Timeless   Your body ages at one-tenth its normal rate. 
  Body             
  (PHB 67) 
  Beast          You can cast spells while in beast shape now, 
  Spells         provided the spells have no material 
  (PHB 67)    components. 
  Spells        You gain one additional 5th-level spell slot. You
                     can prepare a number of spells equal to 18 +
                     your Wisdom modifier.
   
  20th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 20d8). 
  Archdruid  You can wild shape as often as you want. 
  (PHB 67) 
  Spells        You gain one additional 7th-level spell slot. You
                     can prepare a number of spells equal to 20 +
                     your Wisdom modifier.
  12
  
  1st Level
  Ability         Though you don't have as many spells as some
  Scores        druids, you still benefit from a high Wisdom
                       score. You take on the physical attributes of your
                       beast forms, but a high Constitution score helps 
                       sop up leftover damage when you're forced to
                       revert to humanoid form. 
  Skills          You have special training or a certain knack in
                       two skills. Consider choosing two from Animal,
                       Handling, Perception, and Survival. When you
                       make a skill check using either of these skills, you
                       add your proficiency bonus. 
  Starting      Casting shillelagh on your quarterstaff or club  
  Equipment gives you a formidable weapon. Consider starting
                       with the following, in addition to the equipment
                       granted by your background: 
                            • (a) a quarterstaff or (b) a club  
                            • leather armor, an explorer’s pack, and a
                             totem (druidic focus).
  Spells         When you're not in beast form, you can cast
                       spells from the druid spell list. You know two
                       cantrips and can prepare a number of 1st-level
                       spells equal to 1 + your Wisdom modifier. Select
                       cantrips that are good at close range, like
                       primal savagery and shillelagh. Consider
                       preparing 1st-level spells like animal friendship,
                       beast bond, healing word, jump, or longstrider.
   
   
  3rd Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 3d8). 
  Spells        You gain two 2nd-level spell slots and another 1st-
                      level spell slot. Consider preparing 2nd-level
                      spells beast sense, enhance ability, flame blade, or
                      hold person. You can prepare a number of spells
                      equal to 3 + your Wisdom modifier.
  2nd Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. Unlike 1st level, you must
                     roll for these hit points or take the average (5). You
                     gain another Hit Die (total of 2d8). 
  Wild           As a bonus action, you can transform into any
  Shape        beast with a challenge rating 1 or lower if it has 
  (PHB 66)   no swimming or flying speed, such as a brown
                     bear. You expand the number of beast forms you
                     can take as you gain levels. Talk with your DM and
                     look through the Monster Manual to find a few
                     beasts that you would like to use, and record their
                     special abilities so you’ll have them at hand when
                     you use this ability. 
  Combat     You can expend a spell slot to regain hit points. 
  Wild  
  Shape 
  (PHB 69) 
  Spells        You gain another 1st-level spell slot. You can
                     prepare a number of spells equal to 2 + your
                     Wisdom modifier.
   
  4th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 4d8). 
  Ability       Increase one ability score of your choice by 2, or
  Score        increase two ability scores of your choice by 1.  
  Increase   This should be added to an ability score that’s
  (PHB 67)   important to you—like Wisdom. You can forgo
                     taking the Ability Score Improvement feature to
                     take a feat of your choice instead. If you do,
                     consider taking Alert, Savage Attacker, Sentinel or
                     Tough. 
  Wild           The swimming restriction is lifted. You can now
  Shape        take the form of any beast of challenge rating 1
                     or lower, if it doesn’t have a flying speed, such as
                     the giant octopus.
  Spells        You gain one additional cantrip and one additional
                     2nd-level spell slot. You can prepare a number of
                     spells equal to 4 + your Wisdom modifier.
  13
  
  5th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 5d8). 
                       Increase your proficiency bonus from +2 to +3.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain two 3rd-level spell slots. Consider
                       preparing the 3rd-level spells conjure animals,
                       dispel magic, or protection from energy. You can
                       prepare a number of spells equal to 5 + your
                       Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 7d8). 
  Spells        You gain one 4th-level spell slot. Consider
                      preparing one of the following 4th-level spells:
                      guardian of nature, freedom of movement, or
                      stoneshape. You can prepare a number of spells
                      equal to 7 + your Wisdom modifier.
  6th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 6d8). 
  Primal        Your attacks in beast form can pierce even  
  Strike         supernatural defenses. 
  (PHB 69)
  Wild            You can now transform into any beast of  
  Shape         challenge rating 2 or lower if it doesn’t have
                      a flying speed, such as a hunter shark.
  Spells         You gain one additional 3rd-level spell slot. You
                      can prepare a number of spells equal to 6 + your
                      Wisdom modifier.
   
  8th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 8d8). 
  Ability       Increase one ability score of your choice by 2, or
  Score        increase two ability scores of your choice by 1.  
  Increase   This should be added to an ability score that’s
                     important to you—like Wisdom. You cannot
                     increase an ability score above 20 using this
                     feature. You can forgo taking the Ability Score
                     Improvement feature to take a feat of your choice
                     instead.  
  Wild           The flying restriction is lifted. You can now take
  Shape        the form of any beast of challenge rating 2 or
                     lower, such as a quetzalcoatlus..
  Spells        You gain one additional 4th-level spell slot. You
                     can prepare a number of spells equal to 8 + your
                     Wisdom modifier.
  14
  
  9th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 9d8). 
                       Increase your proficiency bonus from +3 to +4.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Wild           You can now transform into any beast of challenge
  Shape        rating 3 or lower, such as an ankylosaurus.
  Spells         You gain one 5th-level spell slot. Consider
                       preparing one of the following 5th-level spells:
                       conjure elemental, insect plague, or planar
                       binding. You might consider greater restoration,
                       mass cure wounds, or reincarnate if you are your
                       party’s primary healer. You can prepare a number
                       of spells equal to 9 + your Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
  11th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 11d8). 
  Spells        You gain one 6th-level spell slot. Consider
                      preparing one of the following 6th-level spells:
                      conjure fey, primordial ward, or wind walk. You
                      can prepare a number of spells equal to 11 + your
                      Wisdom modifier.
  10th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 10d8). 
  Elemental You can transform into an air elemental, an 
  Wild           earth elemental, a fire elemental, or a water 
  Shape        elemental as if it were a beast form. 
  (PHB 69) 
  Spells         You gain one additional cantrip and one
                      additional 5th-level spell slot. You can prepare a
                      number of spells equal to 10 + your Wisdom
                      modifier.
   
  12th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 12d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.  
  Increase    If you've already maxed out your Wisdom score at
                     20, consider increasing Constitution. You can
                     forgo taking the Ability Score Improvement
                     feature to take a feat of your choice instead.  
  Wild           You can now transform into any beast of challenge
  Shape        rating 4 or lower, such as an elephant.
  Spells        You can prepare a number of spells equal to 12 +
                     your Wisdom modifier.
  15
  
  13th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 13d8). 
                       Increase your proficiency bonus from +4 to +5.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 7th-level spell slot. Consider
                       preparing one of the following 7th-level spells:
                       mirage arcane or regenerate. You can prepare a
                       number of spells equal to 13 + your Wisdom
                       modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  15th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 15d8). 
  Wild           You can now transform into any beast of challenge
  Shape        rating 5 or lower, such as a giant crocodile.
  Spells         You gain one 8th-level spell slot. Consider
                      preparing one of the following 8th-level spells:
                      animal shapes, antipathy/sympathy, or 
                      feeblemind. You can prepare a number of spells
                      equal to 15 + your Wisdom modifier.
  14th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 14d8). 
  Thousand  You become an accomplished shapeshifter and
  Forms         can cast the alter self spell at will.  
  (PHB 69) 
  Spells         You can prepare a number of spells equal to 14 +
                      your Wisdom modifier.
   
  16th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 16d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.  
  Increase    This should be added to an ability score that’s
                     important to you—like Dexterity or Constitution.
                     You can forgo taking the Ability Score
                     Improvement feature to take a feat of your choice
                     instead.  
  Spells        You can prepare a number of spells equal to 16 +
                     your Wisdom modifier.
  16
  
  17th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 17d8). 
                       Increase your proficiency bonus from +5 to +6.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 9th-level spell slot. Consider
                       preparing one of the following 9th-level spells:
                       shapechange or true resurrection. You can
                       prepare a number of spells equal to 17 + your
                       Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  19th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 19d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.
  Increase    You can forgo taking the Ability Score
                      Improvement feature to take a feat of your choice
                      instead.  
  Spells        You gain one additional 6th-level spell slot. You
                      can prepare a number of spells equal to 19 +
                      your Wisdom modifier.
  18th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 18d8). 
  Timeless   Your body ages at one-tenth its normal rate. 
  Body             
  (PHB 67) 
  Beast          You can cast spells while in beast shape now, 
  Spells         provided the spells have no material 
  (PHB 67)    components. 
  Wild           You can now transform into any beast of challenge
  Shape        rating 6 or lower, such as a mammoth.
  Spells        You gain one additional 5th-level spell slot. You
                     can prepare a number of spells equal to 18 +
                     your Wisdom modifier.
   
  20th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 20d8). 
  Archdruid  You can wild shape as often as you want. 
  (PHB 67) 
  Spells        You gain one additional 7th-level spell slot. You
                     can prepare a number of spells equal to 20 +
                     your Wisdom modifier.
  17
  
  1st Level
  Ability         You are primarily a spellcaster. Wisdom is your
  Scores        spellcasting ability for your druid spells, so you
                       want it to be your highest score. Your next
                       highest score should be Constitution, to keep
                       you, together with your summoned spirits, in the
                       fight for as long as possible. 
  Skills          You have special training or a certain knack in
                       two skills. Consider choosing two from Arcana,
                       Medicine, and Nature. When you make a skill
                       check using either of these skills, you add your
                       proficiency bonus. 
  Starting      Consider starting with the following, in addition  
  Equipment to the equipment granted by your background.  
                            • (a) a wooden shield or (b) any simple weapon
                            • (a) a quarterstaff or (b) a club  
                            • leather armor, an explorer’s pack, and a
                             wooden staff (druidic focus).
  Spells         You can cast spells from the druid spell list. You
                       know two cantrips and can prepare a number of
                       1st-level spells equal to 1 + your Wisdom
                       modifier. For your cantrips, consider druidcraft,
                       guidance, infestation, or shilellagh. Consider
                       preparing healing spells goodberry or healing
                       word. Or consider combat spells like
                       beast bond, entangle, longstrider, or snare.
   
   
   
  3rd Level
                       Your hit points increase by 1d8 + your
                       Constitution modifier. You gain another Hit Die
                       (total of 3d8). 
  Spells         You gain two 2nd-level spell slots and another
                       1st-level spell slot. Consider preparing 2nd-level
                       spells barkskin, enhance ability, gust of wind,
                       healing spirit, or warding wind. You can prepare
                       a number of spells equal to 3 + your Wisdom
                       modifier.
  2nd Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. Unlike 1st level, you must
                      roll for these hit points or take the average (5).
                      You gain another Hit Die (total of 2d8). 
  Wild            As an action, you can transform into any beast
  Shape         with a challenge rating of 1/4 or lower if it has no 
  (PHB 66)    swimming or flying speed, such as a wolf. You
                      expand the number of beast forms you can take
                      as you gain levels. Talk with your DM and look
                      through the Monster Manual to find a few beasts
                      that you would like to use, and record their
                      their abilities so you’ll have them at hand when
                      you use this ability. 
  Speech      You learn to speak, read, and write Sylvan. Also,
  of the         you can communicate with beasts. 
  Woods 
  (XGtE 22) 
  Spirit          You can call upon a nature spirit to create an aura
  Totem          of endurance, keen sight, or protection. 
  (XGtE 22) 
  Spells         You gain another 1st-level spell slot. You can
                      prepare a number of spells equal to 2 + your
                      Wisdom modifier.
   
  4th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 4d8). 
  Ability       Increase one ability score of your choice by 2, or
  Score        increase two ability scores of your choice by 1.  
  Increase   This should be added to an ability score that’s
  (PHB 67)   important to you—like Wisdom. You can forgo
                     taking the Ability Score Improvement feature to
                     take a feat of your choice instead. If you do,
                     consider taking Alert, Elemental Adept, Mounted
                     Combatant, Sentinel, or War Caster. 
  Wild           The swimming restriction is lifted. You can now
  Shape        take the form of any beast of challenge rating 1/2
                     or lower, if it doesn’t have a flying speed, such as
                     the crocodile.
  Spells        You gain one additional cantrip and one additional
                     2nd-level spell slot. You can prepare a number of
                     spells equal to 4 + your Wisdom modifier.
  18
  
  5th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 5d8). 
                       Increase your proficiency bonus from +2 to +3.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain two 3rd-level spell slots. Consider
                       preparing the 3rd-level spells conjure animals,
                       dispel magic, or protection from energy. You can
                       prepare a number of spells equal to 5 + your
                       Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 7d8). 
  Spells        You gain one 4th-level spell slot. Consider
                      preparing one of the following 4th-level spells:
                      conjure minor elementals, conjure woodland
                      beings, or freedom of movement. You can prepare
                      a number of spells equal to 7 + your Wisdom
                      modifier.
  6th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 6d8). 
  Mighty        Beasts and fey you summon are hardier and
  Sum-           almost magical in their attacks. 
  moner 
  (XGtE 22) 
  Spells         You gain one additional 3rd-level spell slot. You
                      can prepare a number of spells equal to 6 + your
                      Wisdom modifier.
   
  8th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 8d8). 
  Ability       Increase one ability score of your choice by 2, or
  Score        increase two ability scores of your choice by 1.  
  Increase   This should be added to an ability score that’s
                     important to you—like Wisdom. You cannot
                     increase an ability score above 20 using this
                     feature. You can forgo taking the Ability Score
                     Improvement feature to take a feat of your choice
                     instead.  
  Wild           The flying restriction is lifted. You can now take
  Shape        the form of any beast of challenge rating 1 or
                     lower, such as a giant eagle.
  Spells        You gain one additional 4th-level spell slot. You
                     can prepare a number of spells equal to 8 + your
                     Wisdom modifier.
  19
  
  9th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 9d8). 
                       Increase your proficiency bonus from +3 to +4.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 5th-level spell slot. Consider
                       preparing one of the following 5th-level spells:
                       awaken, conjure elemental, insect plague, planar
                       binding. You might consider greater restoration,
                       mass cure wounds, or reincarnate if you are your
                       party’s primary healer. You can prepare a number
                       of spells equal to 9 + your Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  11th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 11d8). 
  Spells         You gain one 6th-level spell slot. Consider
                      preparing one of the following 6th-level spells:
                      conjure fey, druid grove, or primordial ward. You
                      can prepare a number of spells equal to 11 + your
                      Wisdom modifier.
  10th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 10d8). 
  Guardian    Your conjured creatures heal automatically when
  Spirit           they stand near you. 
  (XGtE 22) 
  Spells         You gain one additional cantrip and one
                      additional 5th-level spell slot. You can prepare a
                      number of spells equal to 10 + your Wisdom
                      modifier.
   
  12th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 12d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.  
  Increase    If you've already maxed out your Wisdom score at
                     20, consider increasing Constitution. You can
                     forgo taking the Ability Score Improvement
                     feature to take a feat of your choice instead.  
  Spells        You can prepare a number of spells equal to 12 +
                     your Wisdom modifier.
  20
  
  13th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 13d8). 
                       Increase your proficiency bonus from +4 to +5.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 7th-level spell slot. Consider
                       preparing one of the following 7th-level spells:
                       regenerate or plane shift. You can prepare a 
                       number of spells equal to 13 + your Wisdom
                       modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  15th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 15d8). 
  Spells         You gain one 8th-level spell slot. Consider
                      preparing one of the following 8th-level spells:
                      animal shapes or antipathy/sympathy. You can 
                      prepare a number of spells equal to 15 + your
                      Wisdom modifier.
  14th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 14d8). 
  Faithful      Unbidden, beasts come to your aid in your times
  Summons of greatest need and fight to protect you.  
  (XGtE 22) 
  Spells         You can prepare a number of spells equal to 14 +
                      your Wisdom modifier.
   
  16th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 16d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.  
  Increase    This should be added to an ability score that’s
                     important to you—like Dexterity or Constitution.
                     You can forgo taking the Ability Score
                     Improvement feature to take a feat of your choice
                     instead.  
  Spells        You can prepare a number of spells equal to 16 +
                     your Wisdom modifier.
  21
  
  17th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 17d8). 
                       Increase your proficiency bonus from +5 to +6.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 9th-level spell slot. Consider
                       preparing one of the following 9th-level spells:
                       shapechange or storm of vengeance. You can
                       prepare a number of spells equal to 17 + your
                       Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  19th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 19d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.
  Increase    You can forgo taking the Ability Score
                      Improvement feature to take a feat of your choice
                      instead.  
  Spells        You gain one additional 6th-level spell slot. You
                      can prepare a number of spells equal to 19 +
                      your Wisdom modifier.
  18th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 18d8). 
  Timeless   Your body ages at one-tenth its normal rate. 
  Body             
  (PHB 67) 
  Beast          You can cast spells while in beast shape now, 
  Spells         provided the spells have no material 
  (PHB 67)    components. 
  Spells        You gain one additional 5th-level spell slot. You
                     can prepare a number of spells equal to 18 +
                     your Wisdom modifier.
   
  20th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 20d8). 
  Archdruid  You can wild shape as often as you want. 
  (PHB 67) 
  Spells        You gain one additional 7th-level spell slot. You
                     can prepare a number of spells equal to 20 +
                     your Wisdom modifier.
  22
  
  1st Level
  Ability         You are primarily a spellcaster. Wisdom is your
  Scores        spellcasting ability for your druid spells, so you
                       want it to be your highest score. Your next
                       highest score should be Dexterity, which,
                       together with your shield, can help you avoid
                       some damage in combat. 
  Skills          You have special training or a certain knack in
                       two skills. Consider choosing two from
                       Medicine, Nature, and Religion. When you
                       make a skill check using either of these skills, you
                       add your proficiency bonus. 
  Starting      Consider starting with the following, in addition  
  Equipment to the equipment granted by your background.  
                            • (a) a wooden shield or (b) any simple weapon
                            • (a) a scimitar or (b) any simple melee weapon
                            • leather armor, an explorer’s pack, and a
                             sprig of mistletoe (druidic focus).
  Spells         You can cast spells from the druid spell list. You
                       know two cantrips and can prepare a number of
                       1st-level spells equal to 1 + your Wisdom
                       modifier. For your cantrips, consider helpful ones
                       like druidcraft or ranged cantrips such as
                       frostbite, magic stone, or produce flame.
                       Consider preparing healing spells like goodberry.
                       Or consider combat spells like charm person,
                       entangle, or faerie fire.
   
   
  3rd Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 3d8). 
  Spells         You gain two 2nd-level spell slots and another
                       1st-level spell slot. Consider preparing 2nd-level
                       spells flaming sphere, hold person, or lesser
                       restoration. You can prepare a number of spells
                       equal to 3 + your Wisdom modifier. 
  Circle         You also gain two 2nd-level spells associated with
  Spells         your druid circle. You always have these spells
                       prepared.
  2nd Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. Unlike 1st level, you must
                      roll for these hit points or take the average (5).
                      You gain another Hit Die (total of 2d8). 
  Wild            As an action, you can transform into any beast
  Shape         with a challenge rating of 1/4 or lower if it has no 
  (PHB 66)    swimming or flying speed, such as a wolf. You
                      expand the number of beast forms you can take
                      as you gain levels. Talk with your DM and look
                      through the Monster Manual to find a few beasts
                      that you would like to use, and record their
                      their abilities so you’ll have them at hand when
                      you use this ability. 
  Halo of        Attack your enemies with a cloud of necrotic
  Spores        spores. 
  (GGtR 27) 
  Symbiotic   Rather than transform into a beast, channel
  Entity          magic into your halo of spores. The halo grows  
  (GGtR 27)   more lethal over timr and your attacks deliver  
                      poison damage. 
  Spells         You gain another 1st-level spell slot and the chill
                      touch cantrip. You can prepare a number of spells
                      equal to 2 + your Wisdom modifier.
   
  4th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 4d8). 
  Ability       Increase one ability score of your choice by 2, or
  Score        increase two ability scores of your choice by 1.  
  Increase   This should be added to an ability score that’s
  (PHB 67)   important to you—like Wisdom. You can forgo
                     taking the Ability Score Improvement feature to
                     take a feat of your choice instead. If you do,
                     consider taking Elemental Adept, Observant, or
                     War Caster. 
  Wild           The swimming restriction is lifted. You can now
  Shape        take the form of any beast of challenge rating 1/2
                     or lower, if it doesn’t have a flying speed, such as
                     the crocodile.
  Spells        You gain one additional cantrip and one additional
                     2nd-level spell slot. You can prepare a number of
                     spells equal to 4 + your Wisdom modifier.
  23
  
  5th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 5d8). 
                       Increase your proficiency bonus from +2 to +3.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain two 3rd-level spell slots. Consider
                       preparing the 3rd-level spells erupting earth,
                       plant growth, or speak with plants. You also gain
                       two more circle spells. You can prepare a number
                       of spells equal to 5 + your Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 7d8). 
  Spells         You gain one 4th-level spell slot. Consider
                      preparing one of the following 4th-level spells:
                      blight, confusion, or hallucinatory terrain. You can
                      or stoneshape. You also gain two more circle
                      prepare a number of spells equal to 7 + your
                       Wisdom modifier.
  6th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 6d8). 
  Fungal        Animate corpses with your fungal spores. It's
  Infestation not exactly undeath, but it's not pretty either. 
  (GGtR 27) 
  Spells         You gain one additional 3rd-level spell slot. You
                      can prepare a number of spells equal to 6 + your
                      Wisdom modifier.
   
  8th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 8d8). 
  Ability       Increase one ability score of your choice by 2, or
  Score        increase two ability scores of your choice by 1.  
  Increase   This should be added to an ability score that’s
                     important to you—like Wisdom. You cannot
                     increase an ability score above 20 using this
                     feature. You can forgo taking the Ability Score
                     Improvement feature to take a feat of your choice
                     instead.  
  Wild           The flying restriction is lifted. You can now take
  Shape        the form of any beast of challenge rating 1 or
                     lower, such as a giant eagle.
  Spells        You gain one additional 4th-level spell slot. You
                     can prepare a number of spells equal to 8 + your
                     Wisdom modifier.
  24
  
  9th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 9d8). 
                       Increase your proficiency bonus from +3 to +4.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 5th-level spell slot. Consider
                       preparing one of the following 5th-level spells:
                       contagion, gaes, or insect plague. You might
                       consider greater restoration, mass cure wounds,
                       or reincarnate if you are your party's primary
                       healer. In addition, you gain two more circle
                       spells. You can prepare a number of spells equal
                       to 9 + your Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  11th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 11d8). 
  Spells         You gain one 6th-level spell slot. Consider
                      preparing one of the following 6th-level spells:
                      bones of the earth, primordial ward, or wall of
                      thorns. You can prepare a number of spells equal
                      to 11 + your Wisdom modifier.
  10th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 10d8). 
  Spreading  You can plant spores that remain for up to one
  Spores        minute. They attack creatures that draw too near. 
  (GGtR 27) 
  Spells         You gain one additional cantrip and one
                      additional 5th-level spell slot. You can prepare a
                      number of spells equal to 10 + your Wisdom
                      modifier.
   
  12th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 12d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.  
  Increase    If you've already maxed out your Wisdom score at
                     20, consider increasing Dexterity. You can forgo
                     taking the Ability Score Improvement feature to
                     take a feat of your choice instead.  
  Spells        You can prepare a number of spells equal to 12 +
                     your Wisdom modifier.
  25
  
  13th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 13d8). 
                       Increase your proficiency bonus from +4 to +5.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 7th-level spell slot. Consider
                       preparing one of the following 7th-level spells:
                       fire storm, mirage arcane, or regeneration. You
                       can prepare a number of spells equal to 13 + your
                       Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  15th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 15d8). 
  Spells         You gain one 8th-level spell slot. Consider
                      preparing one of the following 8th-level spells:
                      antipathy/sympathy, earthquake, feeblemind, or
                      tsunami. You can prepare a number of spells
                      equal to 15 + your Wisdom modifier.
  14th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 14d8). 
  Fungal        You become, uh, spongy, making you immune to  
  Body            several conditions and able to somewhat absorb  
  (GGtR 27)   critical hits. 
  Spells         You can prepare a number of spells equal to 14 +
                      your Wisdom modifier.
   
  16th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 16d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.  
  Increase    This should be added to an ability score that’s
                     important to you—like Dexterity or Constitution.
                     You can forgo taking the Ability Score
                     Improvement feature to take a feat of your choice
                     instead.  
  Spells        You can prepare a number of spells equal to 16 +
                     your Wisdom modifier.
  26
  
  17th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 17d8). 
                       Increase your proficiency bonus from +5 to +6.
                       This improves attack rolls, skill checks, saving
                       throws, and other rolls using attributes or
                       equipment with which you are proficient. 
  Spells         You gain one 9th-level spell slot. Consider
                       preparing one of the following 9th-level spells:
                       foresight, shapechange, or true resurrection. You
                       can prepare a number of spells equal to 17 + your
                       Wisdom modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  19th Level
                      Your hit points increase by 1d8 + your
                      Constitution modifier. You gain another Hit Die
                      (total of 19d8). 
  Ability        Increase one ability score of your choice by 2, or
  Score         increase two ability scores of your choice by 1.
  Increase    You can forgo taking the Ability Score
                      Improvement feature to take a feat of your choice
                      instead.  
  Spells        You gain one additional 6th-level spell slot. You
                      can prepare a number of spells equal to 19 +
                      your Wisdom modifier.
  18th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 18d8). 
  Timeless   Your body ages at one-tenth its normal rate. 
  Body             
  (PHB 67) 
  Beast          You can cast spells while in beast shape now, 
  Spells         provided the spells have no material 
  (PHB 67)    components. 
  Spells        You gain one additional 5th-level spell slot. You
                     can prepare a number of spells equal to 18 +
                     your Wisdom modifier.
   
  20th Level
                     Your hit points increase by 1d8 + your
                     Constitution modifier. You gain another Hit Die
                     (total of 20d8). 
  Archdruid  You can wild shape as often as you want. 
  (PHB 67) 
  Spells        You gain one additional 7th-level spell slot. You
                     can prepare a number of spells equal to 20 +
                     your Wisdom modifier.
  27
  
  Training Ground
  Wild Thing
  When you use your Wild Shape ability, 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.
  Only a Day Away
  Until 20th level, you can use your Wild Shape ability only
  twice. You must take a short or long rest to regain expended
  uses.
  However, the amount of time you can spend in beast shape
  increases as you level up. The rule is 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.
  This means you’ll probably stay in beast form for a great
  deal of time and should get used to your role as the strong,
  silent type.
  Like Dressing In the Morning
  Remember that, unlike some other spellcasters, you can
  prepare an entirely different set of spells after each long rest.
  (Cantrips can’t be swapped however.)
  As you prepare spells, look over the druid spell list and
  think about what you are most likely to face in your
  adventures that day, and choose accordingly.
  Swap out spells that you tend not to use or haven’t
  produced desired results and try a new ones until you
  discover your favorites.
  28
  
  Dwarf Druid 1
  “I have seen most of this realm's peaks and hilltops. I call
  each one home. And when thunder shakes a mountain, know
  that I have arrived.”
   
  You were raised by a priest of Marthammor Duin, the
  dwarven god of wanderers. Having lost a leg in a battle long
  before you were born, your foster father always dreamed of
  traveling the world again. After his death, you took his shield
  and, following his dream, went out into the wide world.
  Without a family, clan or permanent home, you wander the
  world, living and fighting alongside all manner of folk. But
  always, when the time comes, you welcome the open road.
  Background (Acolyte)
  You were raised to be a cleric of Marthammor Duin, but
  found the greater power the natural places of the world offer.
  Shelter of the Faithful. You and your adventuring
  companions can expect to receive free healing and care at
  any temple or shrine of Marthammor Duin, though you must
  provide any material components needed for spells. Those
  who share your religion will support you at a modest lifestyle.
  Personality Trait. You see omens in every event and
  action. And you misquote sacred texts and proverbs in almost
  every situation.
  Ideal. You always try to help those in need, no matter what
  the personal cost.
  Bond. You would die to recover an ancient relic of your
  father's faith that was lost long ago.
  Flaw. Once you pick a goal, you become obsessed with it to
  the detriment of everything else in your life.
  Hill Dwarf Traits
  Darkvision. 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.
  Stonecunning. Whenever you make an Intelligence
  (History) check related to the origin of stonework, you are
  considered proficient in the History skill and add double your
  proficiency bonus to the check, instead of your normal
  proficiency bonus.
  Druid Features
  Druidic. You can speak Druidic 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 decipher it only with magic.
   
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know two cantrips, which you can cast at
  will.
  Preparing and Casting Spells. To cast one of your 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 up to four druid spells. The spells must be of a level
  for which you have spell slots.
  You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must meditate
  1 minute per spell level for each spell on your list.
  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.
  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, such as
  your yew wand, as a spellcasting focus for your druid spells.
  29
  Medium humanoid (hill dwarf), neutral good 
  Armor Class 15 (leather, shield)
  Hit Points 11 (Hit Dice 1d8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 14 (+2) 15 (+2) 10 (+0) 16 (+3) 12 (+1)
  Proficiences (+2 proficiency bonus) 
  Armor light, medium, shield 
  Saving Throws Int +2, Wis +5; advantage on saves
  against poison 
  Skills Insight +5, Medicine +5, Nature +2,
  Religion +2 
  Tools brewer's supplies, herbalism kit 
  Weapons battleaxe, club, dagger, dart, handaxe,
  javelin, light hammer, mace, quarterstaff,
  scimitar, sickle, sling, spear, warhammer
  Damage Resistances poison
  Senses darkvision, passive Perception 13
  Languages Common, Dwarvish, Druidic, Giant,
  Primordial 
   
  Actions
  Attack. You can attack when you take this action,
  using the following: 
  Scimitar. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. 
  Hit: 1d6 + 2 slashing damage. 
   
  Options
  Spellcasting. You are a spellcaster (druid feature)
  who uses Wisdom as your spellcasting ability
  (spell save DC 13; +5 to hit with spell attacks).
  You have the following spells prepared: 
   
  Cantrips (at will): druidcraft, thunderclap
  1st level (2 slots): entangle, fog cloud, healing
  word, ice knife
  
  Equipment
  Backpack, bedroll, common clothing, hempen rope (50 ft),
  holy symbol, incense (5 sticks), leather armor, mess kit, prayer
  wheel, rations (10 days), scimitar, , shield with emblem of
  Marthammor Duin, tinderbox, torches (10), vestments,
  waterskin, yew wand (druidic focus).
  30
  
  Dwarf Druid 5
  “I have seen most of this realm's peaks and hilltops. I call
  each one home. And when thunder shakes a mountain, know
  that I have arrived.”
   
  You were raised by a priest of Marthammor Duin, the
  dwarven god of wanderers. Having lost a leg in a battle long
  before you were born, your foster father always dreamed of
  traveling the world again. After his death, you took his shield
  and, following his dream, went out into the wide world.
  Without a family, clan or permanent home, you wander the
  world, living and fighting alongside all manner of folk. But
  always, when the time comes, you welcome the open road.
  Background (Acolyte)
  You were raised to be a cleric of Marthammor Duin, but
  found the greater power the natural places of the world offer.
  Shelter of the Faithful. You and your adventuring
  companions can expect to receive free healing and care at
  any temple or shrine of Marthammor Duin, though you must
  provide any material components needed for spells. Those
  who share your religion will support you at a modest lifestyle.
  Personality Trait. You see omens in every event and
  action. And you misquote sacred texts and proverbs in almost
  every situation.
  Ideal. You always try to help those in need, no matter what
  the personal cost.
  Bond. You would die to recover an ancient relic of your
  father's faith that was lost long ago.
  Flaw. Once you pick a goal, you become obsessed with it to
  the detriment of everything else in your life.
  Hill Dwarf Traits
  Darkvision. 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.
  Stonecunning. Whenever you make an Intelligence
  (History) check related to the origin of stonework, you are
  considered proficient in the History skill and add double your
  proficiency bonus to the check, instead of your normal
  proficiency bonus.
  Druid Features
  Druidic. You can speak Druidic 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 decipher it only with magic.
   
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know two cantrips, which you can cast at
  will.
  Preparing and Casting Spells. To cast one of your 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.
  31
  Medium humanoid (hill dwarf), Circle of the Land
  (mountain), neutral good 
  Armor Class 16 (studded leather, shield)
  Hit Points 43 (Hit Dice 5d8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 14 (+2) 15 (+2) 10 (+0) 18 (+4) 12 (+1)
  Proficiences (+3 proficiency bonus) 
  Armor light, medium, shield 
  Saving Throws Int +3, Wis +7; advantage on saves
  against poison 
  Skills Insight +7, Medicine +7, Nature +3,
  Religion +3 
  Tools brewer's supplies, herbalism kit 
  Weapons battleaxe, club, dagger, dart, handaxe,
  javelin, light hammer, mace, quarterstaff,
  scimitar, sickle, sling, spear, warhammer
  Damage Resistances poison
  Senses darkvision, passive Perception 14
  Languages Common, Druidic, Dwarvish, Giant,
  Primordial 
   
  Actions
  Attack. You can attack when you take this action,
  using the following: 
  Produce Flame. Ranged Spell Attack: +7 to hit,
  range 30 ft., one target. 
  Hit: 2d8 fire damage. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. 
  Hit: 1d6 + 2 slashing damage. 
  Wild Shape. Druid feature; common forms include
  black bear, crocodile, warhorse 
   
  Options
  Spellcasting. You are a spellcaster (druid feature)
  who uses Wisdom as your spellcasting ability
  (spell save DC 15; +7 to hit with spell attacks).
  You have the following spells prepared: 
   
  Cantrips (at will): druidcraft, frostbite, produce
  flame, thunderclap
  1st level (4 slots): entangle, fog cloud, goodberry,
  healing word, ice knife
  2nd level (3 slots): flaming sphere, gust of wind,
  pass without trace, spider climb, spike growth
  3rd level (2 slots): call lightning, lightning bolt,
  meld into stone
  
  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 up to four druid spells. The spells must be of a level
  for which you have spell slots.
  You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must meditate
  1 minute per spell level for each spell on your list.
  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.
  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, such as
  your yew wand, as a spellcasting focus for your druid spells.
   
  Natural Recovery (Recharges after You Finish a Long
  Rest). 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 2,
  and none of the slots can be 6th level or higher.
   
  Wild Shape (Recharges after You Finish a Short or Long
  Rest). You can take an action to magically assume the shape
  of a beast that you have seen before, provided that the beast
  has a challenge rating of 1/2, or lower, and has no flying
  speed. You can use this feature twice.
  You can stay in a beast shape for 2 hours, and then you
  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. 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.
  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 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, your senses are
  replaced by those of the beast.
  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
  Equipment
  Backpack, bedroll, common clothing, eyes of the eagle,
  healer's kit, hempen rope (50 ft), holy symbol, incense (5
  sticks), mess kit, potions of healing (2), prayer wheel, rations
  (10 days), scimitar, shield with emblem of Marthammor Duin,
  studded leather armor, tinderbox, torches (10), vestments,
  waterskin, yew wand (druidic focus).
  Eyes of the Eagle
  Wondrous item, uncommon (requires attunement)  
  These crystal lenses fit over the eyes. While wearing them,
  you have advantage on Wisdom (Perception) checks that rely
  on sight. In conditions of clear visibility, you can make out
  details of even extremely distant creatures and objects as
  small as 2 feet across.
  32
  
  Dwarf Druid 11
  “I have seen most of this realm's peaks and hilltops. I call
  each one home. And when thunder shakes a mountain, know
  that I have arrived.”
   
  You were raised by a priest of Marthammor Duin, the
  dwarven god of wanderers. Having lost a leg in a battle long
  before you were born, your foster father always dreamed of
  traveling the world again. After his death, you took his shield
  and, following his dream, went out into the wide world.
  Without a family, clan or permanent home, you wander the
  world, living and fighting alongside all manner of folk. But
  always, when the time comes, you welcome the open road.
  Background (Acolyte)
  You were raised to be a cleric of Marthammor Duin, but
  found the greater power the natural places of the world offer.
  Shelter of the Faithful. You and your adventuring
  companions can expect to receive free healing and care at
  any temple or shrine of Marthammor Duin, though you must
  provide any material components needed for spells. Those
  who share your religion will support you at a modest lifestyle.
  Personality Trait. You see omens in every event and
  action. And you misquote sacred texts and proverbs in almost
  every situation.
  Ideal. You always try to help those in need, no matter what
  the personal cost.
  Bond. You would die to recover an ancient relic of your
  father's faith that was lost long ago.
  Flaw. Once you pick a goal, you become obsessed with it to
  the detriment of everything else in your life.
  Hill Dwarf Traits
  Darkvision. 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.
  Stonecunning. Whenever you make an Intelligence
  (History) check related to the origin of stonework, you are
  considered proficient in the History skill and add double your
  proficiency bonus to the check, instead of your normal
  proficiency bonus.
  Druid Features
  Druidic. You can speak Druidic 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 decipher it only with magic.
   
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know two cantrips, which you can cast at
  will.
  Preparing and Casting Spells. To cast one of your 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.
  33
  Medium humanoid (hill dwarf), Circle of the Land
  (mountain), neutral good 
  Armor Class 17 (studded leather, +1 shield)
  Hit Points 91 (Hit Dice 11d8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 14 (+2) 15 (+2) 10 (+0) 20 (+5) 12 (+1)
  Proficiences (+4 proficiency bonus) 
  Armor light, medium, shield 
  Saving Throws Int +4, Wis +9; advantage on saves
  against poison 
  Skills Insight +9, Medicine +9, Nature +4,
  Religion +4 
  Tools brewer's supplies, herbalism kit 
  Weapons battleaxe, club, dagger, dart, handaxe,
  javelin, light hammer, mace, quarterstaff,
  scimitar, sickle, sling, spear, warhammer
  Damage Resistances poison
  Senses darkvision, passive Perception 15
  Languages Common, Druidic, Dwarvish, Giant,
  Primordial 
   
  Actions
  Attack. You can attack when you take this action,
  using the following: 
  Produce Flame. Ranged Spell Attack: +9 to hit,
  range 30 ft., one target. 
  Hit: 3d8 fire damage. 
  Scimitar. Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. 
  Hit: 1d6 + 2 slashing damage. 
  Wild Shape. Druid feature; common forms include
  brown bear, giant eagle, giant octopus 
   
  Options
  Spellcasting. You are a spellcaster (druid feature)
  who uses Wisdom as your spellcasting ability
  (spell save DC 17; +9 to hit with spell attacks).
  You have the following spells prepared: 
   
  Cantrips (at will): druidcraft, frostbite, mending,
  produce flame, thunderclap
  1st level (4 slots): entangle, fog cloud, goodberry,
  healing word, ice knife
  2nd level (3 slots): flaming sphere, gust of wind,
  pass without trace, spider climb, spike growth
  3rd level (3 slots): call lightning, dispel magic,
  lightning bolt, meld into stone, sleet storm
  4th level (3 slots): conjure minor elementals,
  freedom of movement, stone shape, stone skin
  5th level (2 slots): commune with nature, passwall,
  wall of stone, wrath of nature
  6th level (1 slot): move earth
  
  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 up to four druid spells. The spells must be of a level
  for which you have spell slots. You can change your list of
  prepared spells when you finish a long rest. When you
  prepare new spells, you must meditate 1 minute per spell
  level for each spell on your list.
  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.
  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, such as
  your yew wand, as a spellcasting focus for your druid spells.
   
  Natural Recovery (Recharges after You Finish a Long
  Rest). 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 2,
  and none of the slots can be 6th level or higher.
   
  Wild Shape (Recharges after You Finish a Short or Long
  Rest). You can take an action to magically assume the shape
  of a beast that you have seen before, provided that the beast
  has a challenge rating of 1, or lower. You can use this feature
  twice.
  You can stay in a beast shape for 5 hours, and then you
  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. 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.
  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 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, your senses are
  replaced by those of the beast.
  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.
   
  Land's Stride. Moving through nonmagical difficult terrain
  costs you no extra movement. You can also pass through
  nonmagical plants without being slowed by them and without
  taking damage from them if they have thorns, spines, or a
  similar hazard.
  In addition, you have advantage on saving throws against
  plants that are magically created or manipulated to impede
  movement, such those created by the entangle spell.
   
  Nature's Ward. You can’t be charmed or frightened by
  elementals or fey, and you are immune to poison and disease.
  Equipment
  Backpack, bedroll, common clothing, eyes of the eagle,
  healer's kit, hempen rope (50 ft), holy symbol, incense (5
  sticks), mess kit, potions of healing (3), prayer wheel, rations
  (10 days), scimitar, +1 shield with emblem of Marthammor
  Duin, studded leather armor, tinderbox, torches (10),
  vestments, waterskin, yew wand (druidic focus).
  Eyes of the Eagle
  Wondrous item, uncommon (requires attunement)  
  These crystal lenses fit over the eyes. While wearing them,
  you have advantage on Wisdom (Perception) checks that rely
  on sight. In conditions of clear visibility, you can make out
  details of even extremely distant creatures and objects as
  small as 2 feet across.
  34
  
  Dwarf Druid 17
  “I have seen most of this realm's peaks and hilltops. I call
  each one home. And when thunder shakes a mountain, know
  that I have arrived.”
   
  You were raised by a priest of Marthammor Duin, the
  dwarven god of wanderers. Having lost a leg in a battle long
  before you were born, your foster father always dreamed of
  traveling the world again. After his death, you took his shield
  and, following his dream, went out into the wide world.
  Without a family, clan or permanent home, you wander the
  world, living and fighting alongside all manner of folk. But
  always, when the time comes, you welcome the open road.
  Background (Acolyte)
  You were raised to be a cleric of Marthammor Duin, but
  found the greater power the natural places of the world offer.
  Shelter of the Faithful. You and your adventuring
  companions can expect to receive free healing and care at
  any temple or shrine of Marthammor Duin, though you must
  provide any material components needed for spells. Those
  who share your religion will support you at a modest lifestyle.
     Personality Trait. You see omens in every event and
  action. And you misquote sacred texts and proverbs in almost
  every situation.
  Ideal. You always try to help those in need, no matter what
  the personal cost.
  Bond. You would die to recover an ancient relic of your
  father's faith that was lost long ago.
  Flaw. Once you pick a goal, you become obsessed with it to
  the detriment of everything else in your life.
  Hill Dwarf Traits
     Darkvision. 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.
  Stonecunning. Whenever you make an Intelligence
  (History) check related to the origin of stonework, you are
  considered proficient in the History skill and add double your
  proficiency bonus to the check, instead of your normal
  proficiency bonus.
  Druid Features
  Druidic. You can speak Druidic and use it to leave hidden
  messages. You and others who know this language
  35
  Medium humanoid (hill dwarf), Circle of the Land (mountain),
  neutral good 
  Armor Class 19 (studded leather, +1 shield)
  Hit Points 139 (Hit Dice 17d8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 18 (+4) 15 (+2) 10 (+0) 20 (+5) 12 (+1)
  Proficiences (+6 proficiency bonus) 
  Armor light, medium, shield 
  Saving Throws Int +6, Wis +11; advantage on saves
  against poison 
  Skills Insight +11, Medicine +11, Nature +6, Religion
  +6 
  Tools brewer's supplies, herbalism kit 
  Weapons battleaxe, club, dagger, dart, handaxe,
  javelin, light hammer, mace, quarterstaff, scimitar,
  sickle, sling, spear, warhammer
  Damage Resistances poison
  Senses darkvision, passive Perception 15
  Languages Common, Druidic, Dwarvish, Giant,
  Primordial 
   
  Actions
  Attack. You can attack when you take this action, using
  the following: 
  Produce Flame. Ranged Spell Attack: +11 to hit,
  range 30 ft., one target. 
  Hit: 4d8 fire damage. 
  +2 Scimitar. Melee Weapon Attack: +12 to hit, reach
  5 ft., one target. 
  Hit: 1d6 + 6 slashing damage. 
  Wild Shape. Druid feature; common forms include
  brown bear, giant eagle, giant octopus
  Options
  Spellcasting. You are a spellcaster (druid feature) who
  uses Wisdom as your spellcasting ability (spell save
  DC 19; +11 to hit with spell attacks). You have the
  following spells prepared: 
   
  Cantrips (at will): druidcraft, frostbite, mending,
  produce flame, thunderclap
  1st level (4 slots): entangle, fog cloud, goodberry,
  healing word, ice knife
  2nd level (3 slots): flaming sphere, gust of wind, pass
  without trace, spider climb, spike growth
  3rd level (3 slots): call lightning, dispel magic, lightning
  bolt, meld into stone, sleet storm
  4th level (3 slots): conjure minor elementals, freedom
  of movement, stone shape, stone skin
  5th level (2 slots): commune with nature, passwall, wall
  of stone, wrath of nature
  6th level (1 slot): druid grove, move earth
  7th level (1 slot): firestorm, whirlwind
  8th level (1 slot): control weather, earthquake
  9th level (1 slot): storm of vengeance
  
  automatically spot such a message. Others spot the
  message’s presence with a successful DC 15 Wisdom
  (Perception) check but can decipher it only with magic.
   
  Spellcasting. Drawing on the divine essence of nature, you
  can cast spells to shape that essence to your will.
  Cantrips. You know two cantrips, which you can cast at
  will.
  Preparing and Casting Spells. To cast one of your 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 up to four druid spells. The spells must be of a level
  for which you have spell slots.
  You can change your list of prepared spells when you finish
  a long rest. When you prepare new spells, you must meditate
  1 minute per spell level for each spell on your list.
  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.
  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, such as
  your yew wand, as a spellcasting focus for your druid spells.
   
  Natural Recovery (Recharges after You Finish a Long
  Rest). 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 2,
  and none of the slots can be 6th level or higher.
   
  Wild Shape (Recharges after You Finish a Short or Long
  Rest). You can take an action to magically assume the shape
  of a beast that you have seen before, provided that the beast
  has a challenge rating of 1, or lower. You can use this feature
  twice.
  You can stay in a beast shape for 8 hours, and then you
  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. 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.
  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 that
  you’ve already cast.
  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.
  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, your senses are
  replaced by those of the beast.
   
  Nature's Sanctuary. Creatures of the natural world sense
  your connection to nature and become hesitant to attack you.
  When a beast or plant creature attacks you, that creature
  must make a DC 19 Wisdom saving throw. On a failed save,
  the creature must choose a different target, or the attack
  automatically misses. On a successful save, the creature is
  immune to this effect for 24 hours.
  The creature is aware of this effect before it makes its
  attack against you.
   
  Land's Stride. Moving through nonmagical difficult terrain
  costs you no extra movement. You can also pass through
  nonmagical plants without being slowed by them and without
  taking damage from them if they have thorns, spines, or a
  similar hazard.
  In addition, you have advantage on saving throws against
  plants that are magically created or manipulated to impede
  movement, such those created by the entangle spell.
   
  Nature's Ward. You can’t be charmed or frightened by
  elementals or fey, and you are immune to poison and disease.
  Equipment
  Backpack, bedroll, common clothing, eyes of the eagle,
  healer's kit, hempen rope (50 ft), holy symbol, incense (5
  sticks), longbow and quiver with 20 arrows, mess kit,
  necklace of prayer beads, potions of healing (3), prayer wheel,
  rations (10 days), +2 scimitar, +1 shield, studded leather
  armor, tinderbox, torches (10), vestments, waterskin, yew
  wand (druidic focus).
  Eyes of the Eagle
  Wondrous item, uncommon (requires attunement)  
  These crystal lenses fit over the eyes. While wearing them,
  you have advantage on Wisdom (Perception) checks that rely
  on sight. In conditions of clear visibility, you can make out
  details of even extremely distant creatures and objects as
  small as 2 feet across.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Adam Hancock/Complete Visual Guide to Druids 3.pdf