The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature. You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
You know four Beast forms, that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed.
Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
Game Statistics. Your game statistics are replaced by the Beasts stat block, but you retain your creature type, Hit Point, Int, Wis,Cha, class features, languages, and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw in the Beasts stat block is higher than yours, use the one in the stat block.
No Spellcasting. You can not cast
spells, but shape-shifting does not break your Concentration or otherwise interfere with a spell you have already cast.
The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature. You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
You know six Beast forms, that have a maximum Challenge Rating of 1/2 and that lack a Fly Speed.
Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
Game Statistics. Your game statistics are replaced by the Beasts stat block, but you retain your creature type, Hit Points, Int, Wis,Cha, class features, languages, and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw in the Beasts stat block is higher than yours, use the one in the stat block.
No Spellcasting. You can not cast
spells, but shape-shifting does not break your Concentration or otherwise interfere with a spell you have already cast.
The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature. You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
You know eigth Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1.
Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
Game Statistics. Your game statistics are replaced by the Beasts stat block, but you retain your creature type, Hit Points, Int, Wis, and Cha, class features, languages, and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw in the Beasts stat block is higher than yours, use the one in the stat block.
No
Spellcasting. You can not cast spells, but shape-shifting does not break your Concentration or otherwise interfere with a spell you have already cast.
Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).
In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can not do so again until you finish a Long Rest.
The might of the elements flows through you. You gain one of the following options of your choice.
The might of the elements flows through you. You gain one of the following options of your choice.
As a Bonus Action, you shape-shift into a Beast form that you have learned. You stay in that form for a number of hours equal to half your Druid level, get Incapacitated, or die. You can also leave the form as a Bonus Action.
You know eigth Beast forms, chosen from Beasts that have a maximum Challenge Rating of 1. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
Game Statistics. Your game statistics are replaced by the Beasts stat block, but you retain your creature type, Hit Points, Int, Wis, and Cha, class features, languages and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beasts stat block is higher than yours, use the one in the stat block.
No Spellcasting. You can not cast spells that consumes its
Material component, but shape-shifting does not break your Concentration or otherwise interfere with a spell you have already cast.
The vitality of nature constantly blooms within you, granting you the following benefits.
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dex sav against your spell save DC or take 2d6 fire damage.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell
with a range other than self, the spell can originate from you or your wildfire spirit.
You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creatures space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
As an action, you can expend one use of Wild Shape to summon your wildfire spirit.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dex sav against your spell save DC or take 2d6 fire damage.
In combat, the spirit takes its turn immediately after yours. The only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. If you are incapacitated, the spirit can take any action of its choice.
The spirit stay for 1 hour, until it is reduced to 0 hit points or you die.
Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points you can cause the spirit to drop to 0 hit points. You then regain
half your hit points. You can not use it again until you finish a long rest.