As a bonus action, you can expend a use of your Wild Shape to take on a starry form.
While active, you retain your game statistics, but your body becomes luminous and sheds bright(dim) light in a 10(20) foot radius. The form lasts for 10 minutes. It ends early if you dismiss it (free action), are incapacitated, or recast it.
When you assume your starry form, choose a constellation:
Archer: When you activate this form and as a bonus action on your subsequent turns , you can make a ranged spell attack hurling a luminous arrow that targets one creature within 60 feet of you. On a hit the attack deals1d8 + WIS radiant damage.
Chalice: Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + WIS.
Dragon: When you make an Intelligence or Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
As an action, you take the form of a beast you've seen.
You can use this feature twice, regaining uses on a short or long rest. Your druid level determines the beasts you can transform into.
•2nd Level: Max CR = 1/4, no flying/swimming.
•4th Level: Max CR = 1/2, no flying.
•8th: Max CR = 1.
You revert after a number of hours (half druid level), or earlier by using a bonus action or falling unconscious.
While transformed the following rules apply:
•Your stats are replaced by the beast's, but you retain your personality,proficiencies,and your INT, WIS, and CHA scores.
•You assume the beast's hit points. When you revert to normal, you return to the hit points you had. If you take more damage in beast form than you have hit points , that excess damage impacts your normal form.
•You can't cast spells, and speaking/interacting is limited. Wildshape doesn't break concentration.
•You retain any benefits of your normal form that the beast could use.
As an action, you can summon a spirit that assumes an animal form. By expending a use of your Wild Shape you can 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 touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
You always have this spell prepared and it doesn't count against the number of spells you can have prepared.
You can cast this spell at 1st level without expending a spell slot a number of times equal to your proficiency modifier. This feature refreshes after a long rest.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.