A Protector of Nature and Live
Hit Point Die: d8
Primary Abilities: Wisdom
Saving Throw Proficiencies: Intelligence, Wisdom
Skill Proficiencies: Choose 2 from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, Survival
Weapon Proficiencies: Simple Weapons
Armor Proficiencies: Light Armor, Shields
Tool Proficiencies: Herbalism kit
Starting Equipment: Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Subclasses: Balance, Feral, Restoration
Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones. Druids can also direct this power to heal wounds and restore life to fallen allies.
They are deeply in tune with the animal spirits of Azeroth. As master shapeshifters, druids can take on the forms of a variety of beasts, morphing into a bear, cat, creatures of water, and creatures of air with ease. This flexibility allows them to fill different roles during their adventures, tearing enemies to shreds one minute and surveying the battlefield from the sky the next. These keepers of the natural order are among the most versatile heroes in Azeroth, and they must be prepared to adjust to new challenges on a moment’s notice.
Medium size
Armor Class 12 + Dexterity modifier
Speed 0 ft., swim 50 ft.
Blindsight. You gain blindsight 60 ft.
Travel Pace. When you travel for 1 hour or more, your total travel pace is doubled (see chapter 8 of the Player’s Handbook for more information about travel pace).
Water Breathing. You can breathe only underwater.
Bite. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d8 + modifier) piercing damage.
Large size
Armor Class 12 + Dexterity and Constitution modifier
Speed 40 ft., climb 30 ft.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Charge. If you move at least 20 feet straight toward a target and then hits with a weapon attack on the same turn, the creature takes an extra 1d8 damage. If the target is a creature, it must succeed on a Strength saving throw (DC 8 + Str modifier + proficiency). On a failed save, the creature is knocked prone.
Bite. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d8 + modifier) piercing damage.
Claw. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d12 + modifier) slashing damage.
Medium size
Armor Class 12 + Dexterity modifier
Speed 40 ft., climb 40 ft.
Darkvision. You gain darkvision 60 ft.
Keen Smell. You have advantage on Wisdom (Perception)
checks that rely on smell.
Pounce. If you move at least 20 feet straight toward a creature right before hitting it with a weapon attack, the creature must succeed on a Strength saving throw (DC 8 Dex modifier + proficiency). On a failed save, the creature is knocked prone and the next attack you make before the end of your turn deals an extra 2d6 damage.
Multiattack. When you take the Attack action to make a weapon attack, you can use a bonus action to attack with a different weapon.
Bite. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d6 + modifier) piercing damage.
Claw. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d8 + modifier) slashing damage.
Large size
Armor Class 12 + Dexterity modifier
Speed 10 ft., 70 ft.
Flyby. You don’t provoke opportunity attacks when you fly out of an enemy’s reach.
Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.
Travel Pace. When you travel for 1 hour or more, your total travel pace is doubled (see chapter 8 of the Player’s Handbook for more information about travel pace).
Beak. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d10 + modifier) piercing damage.
Talon. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d4 + modifier) slashing damage.
Medium size
Armor Class 12 + Dexterity modifier
Speed 30 ft.
Darkvision. You gain darkvision 60 ft.
Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.
Spellcasting. You can cast druid spells and perform their spell components while in this shape. Whenever you cast a druid spell that deals damage, you may reroll one die. You must use the new roll.
Beak. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d10 + modifier) piercing damage.
Talon. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d4 + modifier) slashing damage.
Large size
Armor Class 12 + Dexterity modifier
Speed 50 ft.
Steady Mount. Any creature mounted on your back have advantage on Dexterity saving throws to remain seated.
Travel Pace. When you travel for 1 hour or more, your total travel pace is doubled (see chapter 8 of the Player’s Handbook for more information about travel pace).
Gore. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d6 + modifier) slashing damage.
Medium size
Armor Class 12 + Dexterity modifier
Speed 30 ft.
False Appearance. While you remains motionless, you have advantage on Dexterity (Stealth) checks.
Plant Whisper. You can question plants about events within the past day, gaining information about creatures that have passed, weather, and other circumstances.
Spellcasting. You can cast druid spells and perform their spell components while in this shape. When you restore hit points to a creature through a druid spell and roll a natural 1 on a die, you may change its result to a 2.
Claw. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d6 + modifier) slashing damage.
If a wild affinity has prerequisites, you must meet them to learn it. You can learn the affinity at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can cast speak with animals at will, without expending a spell slot.
Prerequisite: 5th level, Path of Balance
While shapeshifted as a moonkin, you may use either roll when you reroll a damage die.
You are able to shapeshift as a bonus action on your turn.
Prerequisite: 11th level, Path of Restoration
While shapeshifted as a treant, whenever you restore hit points to a creature, that creature also gains temporary hit points equal to your Wisdom modifier.
You can expend a spell slot of 2nd-level or higher to cast the misty step spell. When you do so, you reappear in the unoccupied space as an available shapeshift of your choice.
Feral. You can use this affinity once, without expending a spell slot. You can’t do so again until you finish a short rest.
Prerequisite: 9th level
While shapeshifted as a cat, you can move along vertical surfaces on your turn without falling during the move. You fall if you end your turn on a vertical surface.
While shapeshifted, you can take the dash action as a bonus action. This has no effect in moonkin or treant form.
Prerequisite: Path of Restoration
Once per turn when you roll hit dice for your Rejuvenation feature, you may reroll one of the dice and use either roll.
Prerequisite: 7th level, Path of Restoration
Whenever you use Rejuvenation, you can expend a spell slot of 1st-level or higher to choose a second target within range and divide the hit points restored between the targets. This does not change the effect of Rejuvenation.
At Higher Levels. You can choose an additional target
for each slot level above 1st.
Prerequisite: Path of Feral
While shapeshifted, you can expend a spell slot to cast the compelled duel spell.
Prerequisite: 4th level
Any creature within 60 feet of you are also affected by the Travel Pace feature of your shapeshifts as long as you are not incapacitated.
Prerequisite: Path of Balance, lunar strike cantrip
When you hit a target with lunar strike while shapeshifted as a moonkin, the targets movement speed is reduced by 10 feet until the start of your next turn.
Prerequisite: Path of Feral
While shapeshifted as a bear, you can expend a spell slot to cast the enlarge effect of the enlarge/reduce spell on yourself. You can’t do so again until you finish a long rest.
Prerequisite: Path of Feral, 5th level
When you hit another creature with a melee weapon attack while shapeshifted, you can attempt to stun it. The target must succeed on a Constitution saving throw against your druid spell save DC or be stunned until the end of your next turn. You can’t do so again until you finish a short rest.
While shapeshifted as cat or moonkin, you can use your reaction to give yourself the benefits of a feather fall spell until the end of your turn. You can’t do so again until you finish a short rest.
Prerequisite: 11th level, Path of Balance or Restoration
While shapeshifted as a moonkin or treant, you add your Wisdom modifier to any Constitution saving throws you make to maintain your concentration.
Prerequisite: 5th level
While shapeshifted, you have a +1 bonus to your melee weapon attack and damage rolls.
Prerequisite: Path of Feral
While shapeshifted, you can expend a spell slot to cast the invisibility spell on yourself. You can’t do so again until you finish a long rest.
At Higher Levels. You can choose an additional creature
within 15 feet of you for each slot level above 1st.
While shapeshifted, you can expend a spell slot of 1st-level or higher to cast the cure wounds spell on yourself.
At Higher Levels. When you use this affinity using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Prerequisite: 5th level
While shapeshifted, you can cast counterspell once using a spell slot, but only as a touch spell. You can’t do so again until you finish a long rest.
Prerequisite: Path of Balance, solar wrath cantrip
When you cast solar wrath while shapeshifted as a moonkin, the range of the spell increases to 120 feet.
While shapeshifted, you can expend a spell slot of 1st-level or higher and choose any number of creatures within 60 feet of you, each creature have its base movement speed increased by 10 feet until the end of your next turn.
At Higher Levels. The movement speed increases by 10
feet for each slot level above 2nd.
Prerequisite: Path of Balance, solar wrath cantrip
When you hit a target with solar wrath while shapeshifted as a moonkin, the target must succeed on a Constitution saving throw against your spell save DC or be blinded until the start of its next turn.
Prerequisite: Path of Feral
While shapeshifted as a bear, when you are reduced to 0 hit points by an attack or spell but not outright killed, you can drop to 1 hit point instead. You can’t do so again until you finish a long rest.
Prerequisite: 5th level
While shapeshifted, you add +1 to your Armor Class.
Prerequisite: 11th level, Path of Restoration
While shapeshifted as a treant, you are no longer slowed down by tranquility and can use your full movement.
Prerequisite: 7th level, Path of Balance, lunar strike cantrip
When you cast lunar strike while shapeshifted as a moonkin, you can choose two targets even if they are not within 5 feet of each other. Both targets still needs to be within the spell’s range.
Prerequisite: Path of Feral
You can use Mark of Ursol a number of times equal to your Wisdom modifier, instead of twice. You regain all spent uses after finishing a short or long rest.