If you know any manoeuvres from the fighter's Battle Master archetype, you can replace one manoeuvre you know with a different manoeuvre whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.
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.
Preparing and Casting Spells. The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these 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 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.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
Ritual Casting. You can cast a druid spell you know as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your druid spells.
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
Cantrips. At 1st level, you know two cantrips of your choice from the druid spell list. You learn one additional cleric cantrip of your choice at 3rd and 10th level.
Cantrip Versatility. Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.
Starting at 2nd level, your connection with nature allows you to magically assume a special druidic form as an action. These forms are no mere beasts of the wild. They are mystical manifestations of your primal connection to nature. You can assume either a Scout Form, a small critter ideal for exploration and espionage - or a Combat Form, a hearty beast fit for battle. You can turn into your Scout Form twice, and your Combat Form twice, regaining all expended uses of this feature when you finish a short or long rest.
You can stay in a druidic form 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 drop to 0 hit points or die.
Statistics. You adopt the following aspects and statistics of your druidic form while in it:
- Your Strength, Dexterity, and Constitution scores are replaced by your form's.
- You assume the form's hit points as listed in its statblock.
- You can't speak or cast spells.
- Your ability to take any action that requires hands is limited by your form's anatomy.
- Your equipment magically merges into your new form and has no effect (unless your DM says you can wield or wear it instead).
You keep the following aspects and statistics of your normal form even while in druidic form:
- Your alignment, personality, Intelligence, Wisdom, and Charisma scores remain the same.
- You retain all proficiencies and can understand all the languages you normally know.
- You can maintain concentration on spells, and take actions as part of a spell.
- You retain the benefit of any features from your race, class or other sources and can use them if the new form is physically capable of doing so.
Overflow Damage. 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. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. If your druidic form is instantly killed or reduced to 0 hit points by an effect that normally kills you outright when it does so, you instead revert to your normal form, and are not killed.
Appearance. When you shift into a form, you can determine its appearance, but it always looks slightly different than a natural version. These differences are entirely cosmetic and do not change your form's statistics. A creature that is suspicious of your form can make a contested Intelligence (Nature) check against your Intelligence (Nature) check to determine that you are in fact a shapeshifted druid. A fellow druid automatically succeeds on this check.
Wild Shape option
Scout Forms are critters that can readily maneuver around terrain, scout areas easily, and spy on potential enemies while hiding in plain sight. Scout Forms are unsuited for combat, lacking effective attacks and able to be swatted out of the air by even mundane predators.
When you transform into your Scout Form, you adopt the statblock, choosing Ground or Water. Each option grants additional traits to your Scout Form that adapt it to a different environment. You can also choose between Tiny and Small for your form's size. Starting when you reach 6th level in this class, you can also choose Sky as your scout form.
Each time you transform into a given scout form, you can choose the specific type of animal that you become. What specific animal form you adopt doesn't change the statistics of your Scout Form.
Tiny or Small beast
Armour class: 10
Hit Points: 1
Speed: 40 ft., climbing 40 ft. (Ground only), flying 40 ft. (Sky only), swimming 40 ft. (Water only)
STR: 10 (+0), DEX: your Wisdom score,
CON: 10 (+0)
Senses: darkvision 60 ft.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Keen Sight (Sky only). You have advantage on Wisdom (Perception) checks that rely on sight.
Blend In (Ground only). You have advantage on Dexterity (Stealth) checks to hide from creatures.
Amphibious (Water only). You can breathe air and water.
You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
You gain the service of a familiar, a spirit that takes an animal form you choose - bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use
its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
1st level Conjuration
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
You can forgo this feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.
Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). This change represents one of your skills atrophying as you focus on a different skill.