The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into the form of a Beast that you have seen before. 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 can use Wild Shape 3 times. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Starting at level 2, your forms can have a maximum Challenge Rating of 1/4. This maximum increases to Challenge Rating 1/2 at level 4, and then again to Challenge Rating 1 at level 8. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
Wild Resurgence: 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’t do so again until you finish a Long Rest.
• You retain your personality, memories, and ability to speak.
• You gain a number of Temporary Hit Points equal to your Druid level.
• Your game statistics are replaced by the Beast’s, but you retain your creature type, Hit Points, Hit Dice, Intelligence, Wisdom, and Charisma scores, 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 Beast’s stat block is higher than yours, use the one in the stat block.
• You can’t cast spells, but shape-shifting doesn’t break Concentration or otherwise disrupt a spell you’ve already cast.
• Your ability to handle objects is determined by the form’s limbs. In addition, you choose whether your equipment falls off, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall off or merge. Equipment that merges with the form has no effect.
You’ve created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. While holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous map.
As a Bonus Action, you can expend a use of your Wild Shape to take on a starry form. While in your starry form, you retain your game statistics, but your body becomes luminous and sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The form lasts for 10 minutes, but ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body:
Archer: When you activate this form and as a Bonus Action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet. On a hit, the attack deals Radiant damage equal to 1d8 plus your Wisdom modifier.
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 plus your Wisdom modifier.
Dragon: When you make an Intelligence or Wisdom check, or a Constitution saving throw to maintain Concentration, you can treat a roll of 9 or lower on the d20 as a 10.
Whenever you finish a Long Rest, you can consult your Star Map for omens and roll a die. Until you finish your next Long Rest, you gain access to a special Reaction based on whether you rolled an even or an odd number on the die:
Weal (Even): Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and add the number rolled to the total.
Woe (Odd): Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and subtract the number rolled from the total.
You can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
(requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.
You transform as a Bonus Action using one of the options below. It lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest. Once on each of your turns before the transformation ends, you can deal extra damage to one target when you damage it with an attack or a spell. The extra damage equals your Proficiency Bonus and it’s type is either Necrotic or Radiant.
Heavenly Wings: Spectral wings sprout from your back. Until the transformation ends, you have a Fly Speed equal to your Speed.
Inner Radiance: Searing light radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
Necrotic Shroud: Your eyes briefly become pools of darkness, and flightless wings sprout from your back. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or be Frightened until the end of your next turn.