(N/A) The resilience of giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
(N/A) A will creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spell casting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points form the spell.
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spell casting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
(N/A) At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. 1st level spells cost 2, 2nd level spells cost 3, 3rd level spells cost 5, 4th level spells cost 6, 5th level spells cost 7. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
(N/A) You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
(N/A) You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
(N/A) Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
(N/A) You have advantage on saving throws against being charmed, and magic can't put you to sleep.
(N/A) Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
(N/A) You can cast detect magic at will, without expending a spell slot.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
(N/A) You can cast mage armor on yourself at will, without expending a spell slot or material components.
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends.
The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
(N/A) Starting at 2nd level, you regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
(N/A) Your game statistics are replaced by the stats of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiency's, in addition to gaining those of the creature. If the creature has the same proficiency as you, then pick the higher stat block. You cannot use any legendary or lair actions of the beast. When you transform, you assume the beast's hit points and hit dice, and any excess damage to the beast's hit points carries over to your hit points as you revert form. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast. Transforming doesn't break connection to spells that have already been cast. You retain the benefit of any features from your class, race or other source if the beast is capable of such, and your equipment merges with your form.
(N/A) You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
(N/A) 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 of 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 which you have spell slots.
(N/A) 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.
(N/A) You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws.
While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
(N/A) Due to your shell and the shape of your body, you are ill - suited for wearing armor. Your shell provides ample protection, however, it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
(N/A) You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
(N/A) Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class, to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
(N/A) You can cast any bard spell you know as a ritual if that spell has the ritual tag.
(N/A) At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
(N/A) Starting 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, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
You 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.
(N/A) Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
(N/A) Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
(N/A) You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but most decide before the DM says whether the rolls succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expanded uses when you finish a long rest. Your bardic inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th, d10 at 10th and d12 at 15th.