{"name":"Druid","overview":"Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.\r\n\r\nDruid spells are oriented toward nature and animals\u2014 the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.","hitdice":"d8","hitpointsfirstlevel":"8 + Con mod","hitpointsathigherlevels":"5 + Con mod","armorproficiencies":" Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)","weaponproficiences":"Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears","tools":"Herbalism kit","savingthrows":"Int, Wis","skills":"Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.","spellcasting":"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. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.\r\n[center]Spell save DC = 8 + your proficiency bonus +  your Wisdom modifier[\/center]\r\n[center]Spell attack modifier = your proficiency bonus +  your Wisdom modifier[\/center]\r\n\r\nYou prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\n You regain all expended spell slots when you finish a long rest. ","equipment":"[ul][li](a) a wooden shield or (b) any simple weapon[\/li]\r\n[li](a) a scimitar or (b) any simple melee weapon[\/li]\r\n[li]Leather armor, an explorer\u2019s pack, and a druidic focus\r\n[\/li][\/ul]","features":"[h2]Wild Shape[\/h2]\r\nStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1\/4 or lower that doesn\u2019t have a flying or swimming speed.\r\n[h3]Beast Shapes[\/h3]\r\nYou can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\r\n\r\nSee the Player's Handbook and Xanathar's Guide to Everything for more information on beast shapes.\r\n","subclasses":"At 2nd level, you choose to identify with a circle of druids: Circle of the Land, Circle of the Moon, Circle of Dreams (Xan), and Circle of the Shepard (Xan)","tabledata":"","tags":"","isShared":"1","templateId":"25","blockId":"20415"}