Lands Stride - At Lv.6 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/spikes/spines etc.
Natures Ward - When you reach Lv.10 you cant be charmed or frightened by elementals of fey and you are immune to poison and disease.
Natures Sanctuary - At Lv.14, Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a Beast/Plant Monster attacks you, it need to make a Wis Saving Throw against your druid spell save DC. Failing will miss to 100% or it changes its target. Successful it will be immune 24h. Creature knows this effect before it attacks you.
Bonus Cantrip - You can choose an additional druidic cantrip at Lv.2.
Natural Recovery - At Lv.2 during a short rest you get some spell slots recovered, (Bsp. Lv4 Druid 1x Tier 2 Slot or 2x Tier 1 Slots, equal or less than half your level)
Circle Spells - At Lv.3, Lv.5, Lv.7, Lv.9 you get access to different spells from your connected land that u choose.
Once you gain access to a circle spell, you always have it prepared and it doesnt add up to your max. prepared spells a day.
At Lv.20 you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and arent consumed by a spell.
You gain this benefit in both your normal shape and your beast shape from Wild Shape.
Beginning at Lv.18 you can cast many of your druid spells in any shape you assume using Wild Shape.
You can perform the somatic and verbal components of a druid spell while in a beast shape, but you arent able to provide material components.
Starting up Lv.18, the primal magic that you wield causes you to age more slowly.
For every 10 years that pass, your body ages only 1 Year.
When you reach Lv.4, Lv.8, Lv.12, Lv.16, Lv.19
you can increase one Ability Score of your choose
by 2 or increase 2 different Ability Scores by 1.
Max Ability Score cant be over Lv.20 using this feature.
At Lv.2 you can choose to identify with a circle of druids:
- The Circle of the Land
- The Circle of the Moon
It grants you features at Lv.2, Lv6, Lv.10 and at Lv.14
Lv2 - 1/4
Lv4 - 1/2
Lv8 - 1
You can cast 2 times this spell, replenished after a short/long rest.
Game Statistics replace with beast statistics, but alignment, personality, Int, Wis, Char remains.
When transform you assume the beasts Hit Points + Hit Dice.
Class benefit/features remains as long as your beast can do those too.
You can choose if your Gear drop to the ground or merges with your beast transformation, DM decides if its practical for your beast or not.
Preparing and Casting Spells
Each Spell use up a Spell Slot.
Example: Lv3 - 4x Tier 1 and 2x Tier 2 Spells
With Wisdom 16 you can prepare 6 Spells in any Combination.
Changing the list of prepared Spells during a long rest.
You use Wisdom whenever a Spell is uses, in addition also for using saving throw DS for druid spells.
Spell Save DC= 8 + proficiency bonus + Wisdom Modifier
Spell Attack = proficiency bonus + Wisdom Modifier
Ritual Casting: You can cast druid spell as a ritual
Spellcasting Focus: You can use druidic focus as a spellcasting focus
You know Druidic, the secret language of druids.
You can speak the language 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’t decipher it without magic.