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Druid - DD Alteration


Hit Points

Hit Dice: d8 per Druid - DD Alteration level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiences

Armor: Light Armor, Medium Armor, Shields (druids will not wear armor or use Shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism Kit, Lightbringers Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Starting Equipment

Equipment (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 druidic focus Alternatively, you can ignore the equipment given by your class and background, and start with 2d4 x 10 gp.


Spellcasting

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See chapter 10 for the general rules of Spellcasting and chapter 11 for the druid spell list.   Cantrips   At 1st level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.   Preparing and Casting Spells   The Druid table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these druid Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.   You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid Spells equal to your Wisdom modifier + your druid level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level ar 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.   You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.   Spellcasting 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. In addition, you use your Wisdom modifier when Setting the saving throw DC for a druid spell you cast and when Making an Attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell Attack modifier = your proficiency bonus + your Wisdom modifier   Ritual 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 (see "Equipment") as a Spellcasting focus for your druid Spells.
 


LevelProficiency BonusFeaturesCantrips KnownSpell Slots
1st2nd3rd4th5th6th7th8th9th
1st2"Druidic Spellcasting"22--------
2nd2"Wild Shape, Druid Circle"23--------
3rd2-242-------
4th2"Wild Shape improvement, Ability Score Improvement"343-------
5th3-3432------
6th3Druid Circle feature3433------
7th3-34331-----
8th3"Wild Shape improvement, Ability Score Improvement"34332-----
9th4-343331----
10th4Druid Circle feature443332----
11th4-4433321---
12th4Ability Score Improvement4433321---
13th5-44333211--
14th5Druid Circle feature44333211--
15th5-443332111-
16th5Ability Score Improvement443332111-
17th6-4433321111
18th6"Timeless Body, Beast Spells"4433331111
19th6Ability Score Improvement4433332111
20th6Archdruid4433332211

Created by

Aicity.

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Class Features

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