People who are this class
As a druid, you gain the following class features.
Hit Points
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a wooden shield or (b) any simple weapon
• (a) a scimitar or (b) any simple melee weapon
• Leather armor, an explorer's pack, and a druidic focus
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.
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
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 druid 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, 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 for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
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
Ritual Casting
You can cast a druid spell 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.
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, as shown in the Beast Shapes table. At 2nd level, 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.
Beast Shapes
Level, Max. CR, Limitations, Example
2nd, 1/4, No flying or swimming speed, Wolf
4th, 1/2, No flying speed, Crocodile
8th, 1, Giant eagle
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.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics 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 proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. 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, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
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 form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. 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 to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Circle, Source
At 2nd level, 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.
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.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. The limit of spells is up to 5th level. You gain this benefit in both your normal shape and your beast shape from Wild Shape
Legendary Class
LV 21: Legendary Feat, Epic Spell Slot (10th), Gifts of Gaia (1)
LV 22: Primeval Boons
LV 23: Lesser Primeval Form, Natural Affinity
LV 24: Legendary ASI/Feat
LV 25: Epic Spell Slot (11th), Gifts of Gaia (2)
LV 26: Rules of Nature
LV 27: Form Magic
LV 28: Legendary ASI/Feat
LV 29: Primevel Form, Gifts of Gaia (3)
LV 30: Epic Spell Slot (12th), Primeval Druid
Spell Slots
Gifts of Gaia
The earth has begun to empower your very being. You may choose a Combat Trait at levels 21, 25, and 29 at the bottom of the page
Primeval Boons
Your form has begun to evolve in a myriad of ways. You may choose 2 Primeval Boons that you meet the prerequisites for, which you gain the benefits of while transformed by your Primeval Form. Whenever you gain a level in this class, you may exchange one boon you possess for another you meet the prerequisites for
Lesser Primeval Form
You become a weaker version of a Primeval Form, (Half for everything except abilities)
Natural Affinity
You select a Natural Affinity to bind yourself to. Your choice grants you three benefits:
Affinity Attack. Your affinity attack is a special attack based on your affinity. This attack uses your Druid modifier for any DCs or attack rolls it uses. Whenever you make an attack with this, you may expend a spell slot of 1st level or higher to empower it. The attack grows stronger as detailed in its description.
Lands Gift. This feature grants you special passive abilities that are active at all times.
Terrain Empowerment. It grants you a special set of features that are only active in your affinity's respective terrain. For example, if your affinity is the depths, then these features would only be active while in or near a large body of water, such as a coast or the oceanÂ
Rules of Nature
You are very familiar with the rules of the wilds. You gain both of the following benefits:
Form Attack. When you take the attack action on your turn and attack with your Primeval Forms natural weapons, you may make an additional attack with one of these natural weapons as apart of the same action.
Rampaging Affinity. When you use your action to make an attack with your Affinity Attack, you may make an additional attack with your Affinity Attack as apart of the same action. When you reach certain levels in this class, the number of attacks you can make as part of your action increases; at 26th level (3 attacks), at 27th level (4 attacks), at 28th level (5 attacks) and at 29th level (6 attacks)
Form Magic
Your form becomes more open to the concept of magic. You may now cast any Druid spell you have prepared of 5th level or lower while transformed by your Primeval Form, ignoring all components aside from costly material components. At 23st level, this limit is increased to 6th level spells. At 25rd level it's increased to 7th level spells. At 27th level it's increased to 8th level spells. Finally at 29th level it's increased to 9th level spells
Primeval Form
You gain access to a powerful shapeshifting technique known as your Primeval Form. At the start of your turn (No action required) You may either enter or exit your Primeval Form, this effect is magical. Your statistics are replaced with that of your Primeval Forms (The options for which can be found later in this document) except you retain your Intelligence, Wisdom and Charisma scores, all of your proficiencies and any special senses. You are also still capable of speech while in this form. Whenever you would receive magical healing, you may distribute it amongst your Primeval Form and you regular hit points as you wish (For example, if you healed 10 HP you could heal your form for 7 HP, and your normal form for 3) Upon completing a long rest, your Primeval Form restores all of its HP
Primeval Druid
While not transformed by your Primeval Shape, it recovers 20 HP at the start of each of your turns (This does not affect your Lesser Shape) When you use your action to cast a Druid spell, you may use your bonus action to make a number of Affinity Attacks equal to half the amount you normally can (Rounded down, minimum of 1. If you could normally make 4 affinity attacks, this feature allows you to make 2 as a bonus action) As an action, you may exchange one Primeval Boon you possess for another.
Adapting Form
You gain two additional Primeval Boons of your choice. Whenever you finish a short or long rest, you may exchange one or both of these boons for others of your choice. You may select this trait multiple times, gaining two additional boons for each subsequent taking.
Area Master
Choose two Terrain Empowerment individual features from any affinity (Such as Forests Barken Skin or Deserts Slow to Thirst) you gain those features as if you had that affinity. You only gain those benefits provided you are in the terrain of your actual affinity (Using the prior two examples, if your affinity was Underdark, you'd only gain those benefits while in the underdark) You may select this trait multiple times, gaining two different Terrain Empowerment individual features for each subsequent taking.
Do No Evil
Prerequisite: You do not have "Speak No Evil" Druid spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components.
Extra Affinity
Choose an Affinity Attack other than one you possess. You learn that affinity attack and may use it as normal. You may select this trait multiple times, choosing a different affinity attack for each subsequent taking.
Gifted
Choose a Lands Gift from an affinity other than your own. You gain that feature and it functions as normal for you. You may select this trait multiple times, selecting a different Lands Gift each time.
Greater Affinity
Whenever you expend a spell slot to empower your Affinity Attack, you may expend one additional spell slot, adding their spell levels together to determine the Empower effect. You may select this trait multiple times, allowing yourself to expend an additional spell slot for each subsequent taking.
Heightened Affinity
The range of your Affinity Attack grows, You may select this trait multiple times, increasing the range appropriately for each subsequent taking, refer to the list below to see how yours improves:
Blades of Grass. The area this cone affects is increased by 15-feet.
Bog Rush. The range at which you can make this attack is increased by 10-feet.
Booming Peaks. The range at which you can make this attack is increased by 120-feet.
Branch Slash. The range at which you can make this attack is increased by 60-feet.
Chilling Winds. The length of this line is increased by 15-feet.
Dark Orb. The range at which you can throw this attack is increased by 120-feet.
Jagged Cuts. The range at which you can make this attack is increased by 60-feet.
Mist Burst. The area at which this affects around you is increased by 5-feet.
Rolling Hills. The area at which this affects around you is increased by 5-feet.
Swelter. The area at which this affects around you is increased by 5-feet.
Water Jet. The range of this ranged spell attack is increased by 90-feet.
Withering Touch. The range at which you can make this attack is increased by 5-feet.
Natural Recovery
During a short rest, you may choose to recover spell slots whose collective level is no greater than half your Druid level (Rounded down) For example, if you are a 12th level Druid, you could recover four 1st level spell slots and one 2nd level spell slot, or one 6th level spell slot. Once you use this feature, you may not do so again until you complete a long rest. If you are level 25 or greater in this class, you may select this trait a second time, which allows you to use this feature two times between long rests. If you are 29th level in this class, you may select this trait a third time, which allows you to use this feature three times between long rests. You may choose to use this feature multiple times during a single short rest if you have multiple usages of it.
Primeval Affinity
You may now attack with your Affinity Attack while transformed by your Primeval Form.
Reactive Mage
You gain an additional reaction, this reaction can only be used to cast spells as a reaction. You may select this feature as many times as you wish, gaining an additional one of these special reactions each subsequent selection.
Resilient Body
Your HP maximum increases by an amount equal to three times your level in this class. Everytime you gain a Druid level, your maximum HP increases by an additional 3 HP. You may select this trait multiple times.
Skirmisher
When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.
Speak No Evil
Prerequisite: You do not have "Do No Evil"
Druid spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components.
Steel Aversion
Provided you are not wearing armor made of metal, nor wielding anything in your hands made of metal, you gain the following benefits:
You can ignore any material components that aren't consumed nor require a gold cost when casting a druid spell. Whenever you deal damage with your Affinity Attack or a Druid cantrip, the target suffers bonus damage equal to your Druid modifier (Minimum of 1)
Wild Restoration
As a bonus action, you may expend a spell slot of 1st level or higher. Your Primeval Form regains 1d8 + Your Druid modifier hit points if the spell slot was 1st level. For each level beyond the 1st, this restores an additional 1d8 hit points. You may use this while in either your normal form or primeval form, however only your primeval form regains the hit points from this ability.
Lesser Form Magic
Prerequisite: 23th Level
You may cast any Druid spell you have prepared of 2nd level or lower while transformed by your Primeval Form, ignoring all components aside from costly material components. If you have the Form Magic feature, the level of spell you can cast while transformed is increased by 2 (So at 25th level you could cast 7th level spells, 27st level you could cast 8th level spells, and so on)
Nature's Ward
Prerequisite: 25th Level
Choose two creature types from the following list: Beast, Elemental, Fey and Plant. You are immune to being Charmed or Frightened by creatures of one of the chosen types. Additionally, you are immune to poison damage, the poisoned condition and disease.
Terrain Lord
Prerequisite: 25th Level
Choose a terrain type other than the one belonging to your affinity. You gain the benefits of all Terrain Empowerment features you have while within that terrain type, in addition to the one apart of your affinity. At 27th level, you may select this trait a second time. Choosing another terrain type to gain these benefits in.
Nature's Sanctuary
Prerequisite: 21st Level
Choose two creature types from the following list: Beast, Elemental, Fey and Plant. Whenever a creature of one of the chosen types makes an attack against you, they must succeed on a Wisdom saving throw. On a failed saving throw, they must choose a new target for the attack or have their attack automatically miss. On a successful saving throw, a creature becomes immune to this effect for 24 hours. A creature is aware of this effect before it makes its attack against you.
Adept Form
Choose one skill, you have proficiency in the chosen skill. If you already have proficiency in the chosen skill, you instead gain expertise. You may select this boon multiple times, selecting a different skill each time.
Barbed Hide
When a creature initiates a grapple against you, they suffer 3 piercing damage. They also suffer this damage at the start of each of their turns while grappling you. You may select this boon multiple times, increasing the damage dealt by 3.
Beast of Burden
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Blindsight
You form gains Blindsight out to a range of 15-feet. You may select this boon multiple times, increasing the range of this blindsight by 15-feet for each subsequent taking.
Climber
You gain a climbing speed equal to your walking speed. You may select this boon up to three times, if you select it a second time, you may climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If you select it a third time, you gain these benefits while in your normal form.
Color Change
As a bonus action, you may blend your skin to match with your environment. Provided you are pressed up against a surface (Such as stone or wood) you are indistiguishable from the surface you are pressed up against. This ends immediately if you move or take any sort of action. You may use this while in your normal form in addition to while you are in your primeval form.
Colossus
Your forms size category increases by 1 (From Medium to Large for example) growing appropriately to match its new size. For every size above medium you are, your forms melee weapon attacks deal an additional 1d6 damage, and its reach is increased by 5-feet. If you are at least 25th level in this class, you may select this boon a second time. Increasing your size category by 2 stages instead of one, dealing an additional 2d6 instead of 1d6, and your reach is increased by 10-feet instead of 5-feet. If you are at least 29th level in this class, you may select this boon a third time. Increasing your size category by 3 stages instead of two, dealing an additional 3d6 instead of 2d6, and your reach is increased by 15-feet instead of 10-feet.
Disease Carrier
Once per round when you damage a creature with a melee weapon attack using your forms natural weapons, you may force them to make a Constitution saving throw. On a failed saving throw, the creature contracts a disease. While diseased, a creature cannot regain hit points except by magical means, and the targets hit point maximum decreases by 1d6 every 24 hours. If a creatures hit point maximum drops to 0 as a result of this effect, they die. They regain all lost maximum hit points if the disease is cured.
Echolocation
You form gains Blindsight out to a range of 30-feet. If you are deafened, you are unable to use this blindsight. You may select this boon multiple times, increasing the range of this blindsight by 30-feet for each subsequent taking.
Fledgling Wings
Your form gains a flying speed of 10-feet if it does not already have one. You may select this boon multiple times, increasing this flying speed by 10-feet for each subsequent taking.
Fleeting Movement
You can take the Dash, Disengage or Hide action as a bonus action on your turns. You may select this boon up to two times, if you select it a second time, you may also do so while in your normal form.
Form Score Improvement
Your choice of your forms Strength, Dexterity or Constitution score gains a +2 bonus. Another score from those three other than the one chosen gains a +1 bonus. Alternatively, all three scores gain a +1 bonus. Your forms ability scores can't exceed your Druid Ability Score You may select this boon multiple times.
Keen Senses
Choose your sense of Hearing, Sight or Smell. You have advantage on Perception checks made with the chosen sense. You may select this boon up to three total times, selecting a different sense for each taking.
Leaper
Your long jump distance is increased by 10-feet, and your high jump distance is increased by 5-feet. You can gain the full distance of your long/high jumps without a running start. You may select this boon multiple times, increasing your jump distance appropriately.
Quickness
You may take the dodge action as a bonus action. Once you do so, you cannot do so again until you end your turn without having taken the dodge action or having used any movement that turn.
Relentless
When you would suffer 10 or less damage that would reduce you to 0 HP, you can instead be reduced to 1 HP. Once you use this feature, you cannot do so again until you complete a short or long rest. You may select this boon multiple times, when you select this boon subsequent times, you can choose to gain an additional usage between rests or increase the threshold by 5.
Spit Poison
As an action or in place of two attacks, you may force a creature within 30-feet of you to make a Dexterity saving throw. On a failed saving throw, they suffer 4d8 poison damage and are blinded until the end of your next turn.
Strider
Your forms innate movement speeds increase by 10-feet (This does not increase any movement speeds gained from Primeval Boons) You may select this boon multiple times.
Sure Footing
You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Swimmer
Your form gains a swimming speed equal to its walking speed if it doesn't already have one. You may select this boon multiple times, increasing this swimming speed by 10-feet for each subsequent taking.
Tough Carapace
Select a damage type other than bludgeoning, piercing, slashing or psychic. You have resistance to the chosen damage type. You may select this boon multiple times, selecting a different damage type each time.
Venomous
Once per round when you damage a creature with a melee weapon attack using your forms natural weapons, you may force them to make a Constitution saving throw. They suffer 2d6 poison damage on a failed saving throw, or half as much on a successful one. You may select this boon multiple times, increasing the damage by 2d6 for each subsequent taking.
Web Born
While in contact with a web, you know the exact location of all other creatures in contact with the same web. Additionally, you ignore movement restrictions caused by webbing.
Web Launch
Once per round when you would make an attack, you can make a ranged weapon attack against a creature within 60- feet of you (To hit is PB + Forms Dexterity modifier) on a hit, the target is Restrained. As an action, a restrained creature may make a Strength saving throw against your druid DC to escape. The webbing can also be attacked and destroyed (10 AC and 5 HP; vulnerability to fire damage; immunity to bludgeoning, poison and psychic damage)
Air Beast Form
HP: (6+Creature's CON) per Druid LV
AC: 12+Creature's DEX
Speed: 10ft, 60ft fly
STR: 8(-1), DEX: 16(+3), CON: 14(+2)
Darkvision: 60ft
Flyby: Can't provoke opportunity attacks when you fly
Actions
Shred: PB+Creature's DEX to hit; 5ft; 1d8+3 slashing
Special Boons
Diver: For every 2 feet you fly downwards, you only need to expend 1 foot of movement.
Eagle Eyed: You can see up to 1 mile away with no difficulty, able to discern fine detail as if you were within 5-feet of what you are observing. This benefit also applies to your regular form, not just your Primeval Form.
Gouge: Whenever you would make an attack, you may make a Gouge attack:
Melee Weapon Attack: PB + Forms Dexterity Modifier to hit, reach 5ft., one target. Hit 1d6 + Forms Dexterity Modifier piercing damage. If the attack was a critical hit, the target is Blinded until the end of your next turn.
Mimicry: You can mimic sounds you have heard, such as animal noises or words someone has spoken. A creature can tell that they are imitations by succeeding on a Wisdom check against your Druid DC.
Therianthrope Defense: At the start of each of your turns, you recover HP equal to your Druid modifier provided you have 1 or more HP and you have not suffered damage from a silvered weapon since the start of your last turn. If you are not in initiative, this healing does not function.
Draconic Form
HP: (10+Creature's CON) per Druid LV
AC: 13+PB
Speed: 30ft, 30ft fly
STR: 16(+3), DEX: 8(-1), CON: 14(+2)
Scale Sheen: Upon choosing this form, you may select one of the following damage types: Acid, Cold, Fire, Lightning or Poison. You gain resistance to the chosen damage type while transformed
Actions
Bite. Melee Weapon Attack: PB + Forms Strength Modifier to hit, reach 5ft., one target. Hit 1d10 + Forms Strength Modifier piercing damage. Regardless of how many attacks you can normally make in your form, you may only make one bite attack per turn.
Claws. Melee Weapon Attack: PB + Forms Strength Modifier to hit, reach 5ft., one target. Hit 1d8 + Forms Strength Modifier slashing damage
Special Boons
Breath Weapon: You gain a pool of breath dice equal to your Druid level, which are d6's. As an action you may expend any number of breath die and exhale destructive energy in an area in front of you. You choose the area you exhale in when you gain this feature: 30-foot cone, increased by 15-feet for each size category above medium you are. 60-foot line that is 5-feet wide, the length is increased by 30-feet for each size category above medium you are. For every 2 size categories above medium you are, the width is increased by 5-feet. Roll all expended breath die, all creatures caught within the area must succeed on a Dexterity saving throw or suffer damage equal to the amount rolled, or half as much on a successful save. This damage is the same as your Scale Sheen damage type (If your type is Cold or Poison, this ability requires a Constitution saving throw) You recover all expended breath die upon completing a short or long rest.
Dripping Maw: Your Bite attack deals an additional 2d6 damage, this damage is the same type as the one you chose for Scale Sheen.
Frightful Presence: As an action, you may force each creature of your choice that is within 60-feet of you and aware of you must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. A creature may repeat its saving throw at the end of each of its turns, ending the effect on a successful save. Once the effect ends for a creature, it is immune to this ability for the next 24-hours.
Scale Affinity: You gain immunity to the damage type you chose for Scale Sheen while you are transformed.
Wing Attack: By using any number of legendary actions, you may beat your wings. All creatures within 15-feet of you must succeed on a Dexterity saving throw or suffer 1d8 + Forms Strength Modifier in bludgeoning damage for every legendary action expended. Then, for every legendary action expended, you may fly up to 10-feet away, to a maximum of your fly speed. This is considered a legendary action, and follows the rules for one.
Igneous Form
HP: (8+Creature's CON) per Druid LV
AC: 10+Creature's DEX
Speed: 30ft
STR: 8(-1), DEX: 16(+3), CON: 14(+2)
Immune: Fire
Illuminate: You shed bright light in a 30-foot radius around you and dim light in an additional 30 feet.
Water Susceptibility: For every 5 feet you move in water, or for every gallon of water splashed on you, you suffer 1 cold damage
Actions
Flaming Grasp. Melee Weapon Attack: PB + Forms Dexterity Modifier to hit, reach 5ft., one target. Hit 2d6 + Forms Dexterity Modifier fire damage
Special Boons
Agonizing Flames: Whenever a creature hits you with a melee attack, they suffer fire damage equal to half your Druid modifier (Rounded down)
Burning Ground: The ground beneath you is partially ignited as you walk across it. When a creature steps onto a space on solid ground you have occupied since the start of your last turn, they suffer fire damage equal to half your Druid modifier (Rounded down) They can suffer this damage multiple times per turn, but only once from an individual space.
Flame Mote: Whenever you would make an attack, you may make a Flame Mote attack.
Ranged Spell Attack: PB + Druid Modifier to hit, range 60 ft., one target. Hit 1d8 + Druid Modifier fire damage.
Magma Form: Your flaming form has mingled with elemental earth, changing your form in the following ways:
Your AC is increased by an amount equal to half Your Proficiency bonus (Rounded down)
You gain a Slam attack (Same to hit as Flaming Grasp, deals 2d4 + Forms Dexterity Modifier bludgeoning damage on a hit)
You only suffer damage from Water Susceptibility for every 10 feet you move in water, or for every two gallons of water splashed on you.
Smoke Form: Your flaming form has mingled with elemental air, changing your form in the following ways:
You gain a Flying (Hover) speed equal to half your forms walking speed.
You may occupy the spaces of other creatures, and move through spaces that air could pass through.
The area around you in a 10-foot radius is considered to be lightly obscured. As an action you may make this area heavily obscured until the start of your next turn
Land Beast Form
HP: (10+Creature's CON) per Druid LV
AC: 12+Creature's STR+Creature's DEX
Speed: 40ft, 30ft climb
STR: 14(+2), DEX: 14(+2), CON: 14(+2)
Actions
Bite. Melee Weapon Attack: PB + Forms Strength or Dexterity Modifier to hit, reach 5ft., one target. Hit 1d12 + Forms Strength or Dexterity Modifier piercing damage. Regardless of how many attacks you can normally make in your form, you may only make one bite attack per turn.
Maul. Melee Weapon Attack: PB + Forms Strength or Dexterity Modifier to hit, reach 5ft., one target. Hit 1d10 + Forms Strength or Dexterity Modifier slashing damage.
Special Boons
Charge: If you move at least 20 feet in a straight line towards a target and then hit them with a Maul attack on the same turn, they target suffers an additional 1d6 slashing damage and must succeed on a Strength saving throw or fall prone.
Horrific Roar: As an action, you may let out a chilling roar that can be heard out to 300-feet away from you. All creatures of your choice within 60-feet of you who could hear the roar must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. You may use this feature as a legendary action by expending 2 legendary actions at the end of another creatures turn.
Pack Tactics: If you have a non-incapacitated ally within 5-feet of a creature, you have advantage on attack rolls against that creature.
Retribution: When a creature within 5-feet of you hits you with a melee attack, you may make a Maul attack against them.
Therianthrope Defense At the start of each of your turns, you recover HP equal to your Druid modifier provided you have 1 or more HP and you have not suffered damage from a silvered weapon since the start of your last turn. If you are not in initiative, this healing does not function.
Oceanic Form
HP: (8+Creature's CON) per Druid LV
AC: 10+1/2 PB (Rounded up)
Speed: 20ft, 40ft swim
STR: 16(+3), DEX: 12(+1), CON: 10(0)
Water Body. You may occupy the spaces of other creatures, and move through spaces as narrow as 1 inches without squeezing. Whenever you suffer Cold damage, your speed is reduced by 5-feet until the end of your next turn (This feature can stack with itself) You can breathe air and water.
Actions
Slam. Melee Weapon Attack: PB + Forms Strength Modifier to hit, reach 5ft., one target. Hit 2d4 + Forms Strength Modifier bludgeoning damage.
Special Boons
Drowning Body: While occupying the space of a creature your size or smaller, that creature is unable to speak (And thus cannot supply the verbal components for spells) If the creature is capable of breathing water, they are immune to this effect.
Ice Form: Your watery form has mingled with elemental air, changing your form in the following ways: You may now add your forms Constitution modifier (Minimum of 0) to its AC You lose your Water Body feature (However you still retain the ability to breathe both air and water) You have immunity to Cold damage.
Mud Form: Your watery form has mingled with elemental earth, changing your form in the following ways: The damage of your Slam attack increases to 2d6 + Forms Strength Modifier. You may use your swimming speed to determine your movement on land, however in order to do so you must be in direct contact with natural earth.
One of Water: If you do not move or take any actions on your turn underwater, you may become invisible until you leave the water or take an action. You may move up to half your swimming speed without breaking this invisibility.
Wave Lapper: Creatures who start their turn in the same space as you suffer cold damage equal to your Druid modifier.
Sea Beast Form
HP: (10+Creature's CON) per Druid LV
AC: 12 + 1/2 PB (Rounded up)
Speed: 10 ft, swim 40ft
STR: 14(+2), DEX: 10(0), CON: 14(+2)
Amphibious. You can breathe both air and water
Actions
Grasping Strike. Melee Weapon Attack: PB + Forms Strength Modifier to hit, reach 5ft., one target. Hit 1d10 + Forms Strength Modifier bludgeoning damage. Instead of doing damage, you may choose to Grapple the struck target instead (Escape DC equal to your Druid DC)
Special Boons
Aquatic Camouflage: You have advantage on Stealth checks made while underwater.
Blood Frenzy: When you attack a creature at or below half its hit point maximum, you may gain advantage on the attack roll. The creature must have blood or some equivalent in order to use this feature against them.
Ink Cloud: When you suffer damage while underwater, you may cause a cloud of ink to emanate from you in a 20-foot radius. The area the ink occupies is considered to be heavily obscured, and the triggering attack automatically misses you (Unless the attacking creature is immune to being Blinded) The ink remains until the end of your next turn. Once you use this feature, you may not do so again until 1d4 minutes have passed.
Therianthrope Defense: At the start of each of your turns, you recover HP equal to your Druid modifier provided you have 1 or more HP and you have not suffered damage from a silvered weapon since the start of your last turn. If you are not in initiative, this healing does not function.
Venomous Sacs: Creatures grappled by you as a result of your Grasping Strike are considered Poisoned while they are grappled.
Sedimentary Form
HP: (12+Creature's CON) per Druid LV
AC: 13 + PB
Speed: 30ft
STR: 16(+3), DEX: 8(-1), CON: 14(+2)
Cracking Body. Whenever you suffer Thunder damage, your AC is reduced by 1 until the end of your next turn (This feature can stack with itself) Your AC cannot be reduced below 10 + Forms Dexterity Modifier from this feature
Actions
Slam. Melee Weapon Attack: PB + Forms Strength Modifier to hit, reach 5ft., one target. Hit 2d6 + Forms Strength Modifier bludgeoning damage
Special Boons
Earth Glide: You gain a burrowing speed equal to your forms walking speed. Additionally, you can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you pass through.
Immovable: So long as you are standing on natural earth or stone, you cannot be knocked prone or moved against your will.
Magma Form: Your earthen form has mingled with elemental fire, changing your form in the following ways: For every point of AC you have lost from Cracking Body, your Slam attack deals an additional 2 fire damage. You have immunity to fire damage.
Mud Form: Your earthen form has mingled with elemental water, changing your form in the following ways: You may occupy the spaces of other creatures, and more through spaces as narrow as 1 inches without squeezing. You gain a swim speed equal to your walking speed, and you can breathe air and water. For every point of AC you have lost from Cracking Body, you reduce all bludgeoning, piercing and slashing damage you take by 1.
Sturdy Body: The first time in a round you would lose AC from Cracking Body, you instead do not.
Turbulent Form
HP: (6+Creature's CON) per Druid LV
AC: 10 + Creature's DEX
Speed: fly 50ft (Hover)
STR: 10(0), DEX: 16(+3), CON: 12(+1)
Air Body. You may occupy the spaces of other creatures, and move through spaces that air could pass through. While in a location that natural air/wind can not easily reach (Such as in a cave) Your flying speed is halved
Actions
Slam. Melee Weapon Attack: PB + Forms Dexterity Modifier to hit, reach 5ft., one target. Hit 2d6 + Forms Strength Modifier bludgeoning damage
Special Boons
Airhead: If you do not move or take any actions on your turn, you are invisible until you move or take an action.
Flyby: You don't provoke opportunity attacks when you fly out of an enemies reach.
Ice Form: Your airy form has mingled with elemental water, changing your form in the following ways: You gain a walking speed equal to 10-feet + half of your flying speed (Rounded down to the nearest multiple of 5) You may no longer occupy the spaces of other creatures or move through spaces that air could pass through, however your AC is increased by 1/2 your Proficiency Bonus (Rounded up) You have immunity to Cold damage
Smoke Form: Your airy form has mingled with elemental fire, changing your form in the following ways: The area around you in a 10-foot radius is considered to be lightly obscured. As an action you may make this area heavily obscured until the start of your next turn. Once per turn when you hit a creature with a Slam attack, you can attempt to choke them. The struck creature must succeed on a Constitution saving throw or be unable to speak until the end of your next turn.
Whirlwind: Each creature in your space must succeed on a Strength saving throw. On a failed save, a creature suffers 2d8 + Forms Dexterity modifier bludgeoning damage and is flung up 20 feet away from you in a direction of your choice, they are then knocked prone. If the thrown creature strikes an object, such as a wall or floor, the target suffers an additional 1d6 bludgeoning damage for every 10 feet thrown. If the creature is thrown at another creature, they must succeed on a Dexterity saving throw or suffer the same damage and be knocked prone. If the saving throw is successful, the creature takes half damage, and isn't flung any distance. Once you use this feature, you may not do so again until 1 hour has passed.
Zenith Form
HP: (8 + Forms Constitution Modifier) per Druid level
AC: 10 + Druid Modifier (If this AC would be lower than your normal forms AC-instead use your normal forms AC)
Speed: 30ft
STR/DEX/CON: You may choose for your stat score to be equal to your Intelligence, Wisdom or Charisma score. You cannot choose an ability score that is already being used for STR, DEX, or CON
Senses: Darkvision 60ft
Actions
Natural Strike. Melee Weapon Attack: PB + Forms Strength or Dexterity Modifier to hit, reach 5 ft., one target. Hit 1d8 + Forms Strength or Dexterity Modifier. When you deal damage with this attack, you may choose whether it deals Bludgeoning, Piercing or Slashing damage
Affinity of the Arctic
Chilling Winds
Affinity Attack. You send out chilling winds in a 5-foot wide line that is 15- feet long in a direction of your choice. All creatures caught within the line must succeed on a Constitution saving throw or suffer 1d8 + Druid modifier cold damage on a failed saving throw, or half as much on a successful one. Also on a failed saving throw, a creature has their movement speed reduced by 5-feet until the end of your next turn.
Empower. For every level of spell slot expended, this deals an additional 1d8 cold damage, and the movement speed reduction is increased by 5-feet.
Sculpter
Lands Gift
As an action, you may magically create a sculpture made of snow or ice that fits within a 5-foot cube (The size of this cube increases by 5-feet for every 5 Druid levels you have) The sculpture is perfectly precise, matching exactly how you mentally envisioned it. It melts and is destroyed after 1 minute. If you have the proper amount of ice or snow, you may cause this feature to consume it in order to build the sculpture. If you do so, it lasts indefinitely (It can still melt if the climate is too warm for it to exist however)
Bound to Cold
Terrain Empowerment
Finally, you gain a variety of benefits while within an arctic environment. This could be any area classified as an arctic region, or simply one that is sufficiently cold.
Adapted Body. All cold damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.
Blizzard Sight. Your vision cannot be impaired as a result of snow or ice related sources (Such as a heavy blizzard)|
Cold Comfort. You are naturally adapted to the extreme cold, and can withstand temperatures as low as absolute zero (-273 degrees celsius) while suffering no adverse effects.
Slow to Hunger. You can last an additional number of days without consuming food equal to your Druid level before you begin to experience negative effects.
Affinity of the Blight
Withering Touch
Affinity Attack. You reach out with a decaying touch towards a target within 5-feet of you, making a melee spell attack roll. On a hit, the target suffers 1d8 + Druid modifier necrotic damage. Also on a hit, the target is Poisoned until the start of their next turn. If the creature is already poisoned, this attack instead deals an additional 1d4 necrotic damage.
Empower. For every level of spell slot expended, this deals an additional 1d8 necrotic damage.
Decaying Presence
Lands Gift
You are able to eat rotten and spoiled food or water without any consequences, and you gain full nutritional value from them as if they were perfectly fresh. Additionally, as an action you may touch a non-creature plant of medium or smaller and immediately cause it to wither and die.
World of Death
Terrain Empowerment
Finally, you gain a variety of benefits while within a blighted environment. This could be any area where a mass amount of nature has died, or one full of undeath.
Adapted Body. All necrotic damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.
Inured to Decay. You cannot gain levels of exhaustion, nor can you be poisoned.
Wicked Resilience. You gain a +1 bonus to saving throws made against the Blinded, Deafened and Petrified conditions for every 2 Druid levels you have above lv20.
Affinity of the Coast
Mist Burst
Affinity Attack. You send out a burst of mist around you. All creatures within 10-feet of you must succeed on a Dexterity saving throw, suffering 1d8 + Druid modifier cold damage on a failed saving throw, or half as much on a successful one. If a creature fails their saving throw against this feature by 5 or more, they can no longer see further than 30-feet out from themselves until the end of your next turn.
Empower. For every level of spell slot expended, this deals an additional 1d8 cold damage.
Mistvision
Lands Gift
You can see through light obscurement caused by a source other than dim light or darkness as if it were not there. Additionally, you can see through heavy obscurement caused by a source other than darkness as if it were only lightly obscured.
Coast Walker
Terrain Empowerment
Finally, you can a variety of benefits while within a coastal environment. This could be any area classified as a coast region, or the area bordering a large body of water.
Hidden Eye. While a creature cannot see you, it has disadvantage on checks made to hear or smell you.
Liquid Consumption. For every 250mL of seawater you consume, you regain 1 hit point. You can only recover a number of hit points equal to three times your Druid level in between long rests using this feature. You suffer no detrimental effects from drinking this seawater.
Water Walker. You can walk across liquid as if it were a solid surface.
Affinity of the Depths
Water Jet
Affinity Attack. You shoot a jet of water towards a target within 90-feet of you, making a ranged spell attack roll. On a hit, the target suffers 1d8 + Druid modifier magical bludgeoning damage. This attack roll has advantage if the target is swimming and does not possess a swim speed.
Empower. For every level of spell slot expended, this deals an additional 1d8 bludgeoning damage.
Land and Sea
Lands Gift
You gain a swimming speed equal to your walking speed, and you can breathe both air and water. If your Primeval Form has a swimming speed, it is increased by 20-feet.
Everything is a River
Terrain Empowerment
Finally, you gain a variety of benefits while within an aquatic environment. This could be any large body of water such as an ocean, lake or river.
Aquatic Might. While completely submerged in water, you count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
Born to Swim. For every 3 Druid levels you possess above lv20, your swimming speed is increased by an additional 5-feet (This also applies to your Primeval Form)
Grace in Water. You gain a +1 bonus to Acrobatics checks for every 2 Druid levels you have above lv20.
Speech of Water. You are able to communicate with any creature that has an innate swimming speed as if you shared a language.
Affinity of the Desert
Swelter
Affinity Attack. You cause the air around you to swelter in an unbearable heat. All creatures within 10-feet of you must succeed on a Constitution saving throw, or suffering 1d8 + Druid modifier fire damage on a failed saving throw, or half as much on a successful one. If a creature fails on its saving throw against this feature by 5 or more, they gain a level of Exhaustion, which lasts until the end of their next turn. If they already have three or more levels of exhaustion, they do not gain any from this feature.
Empower. For every level of spell slot expended, this deals an additional 1d8 fire damage.
Mirage Molder
Lands Gift
All spells belonging to the Illusion spell school are added to the druid spell list for you, and may be prepared as you normally would prepare druid spells. Additionally, creatures who are suffering any levels of exhaustion as a result of being dehydrated automatically fail checks or saving throws they make against your illusion spells.
Flaming Home
Terrain Empowerment
Finally, you gain a variety of benefits while within a desert environment. This could be any area classified as a desert region, or places with immense heat-such as the elemental plane of fire or a volcano.
Adapted Body. All fire damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.
Hot Habitation. You are naturally adapted to the extreme heat, and can withstand temperatures as high as 500 degrees celsius while suffering no adverse effects.
Mirage Piercer. You have advantage on checks and saving throws made against illusions.
Slow to Thirst. You can last an additional number of days without drinking water equal to your Druid level before you begin to experience negative effects.
Affinity of the Forest
Branch Slash
Affinity Attack. You manifest a large branch in your hand that you strike out with like a whip towards a target within 60-feet of you, making a melee spell attack roll. On a hit, the target suffers 1d8 + Druid modifier magical slashing damage. If the target is concentrating on a spell when hit by this attack, they have disadvantage on the check made to maintain concentration.
Empower. For every level of spell slot expended, this deals an additional 1d8 slashing damage
Climber
Lands Gift
You gain a climbing speed equal to your walking speed, and while climbing trees, every 2 feet of movement only requires you to expend 1 foot of movement.
Protector of the Trees
Terrain Empowerment
Finally, you gain a variety of benefits while within a forested environment. This could be any area classified as a forest region, or an area that has a large concentration of trees such as a jungle.
Barken Skin. While not wearing armor or using a shield, you gain a +1 bonus to your AC for every 5 Druid levels you have (Minimum of 1) As a reminder, this also applies to your Primeval Form.
Plant Sense. You are aware of the exact location of every plant within a number of feet of you equal to 10 times your Druid level. You are able to identify what type of plant it is, and whether it is a creature or not using this feature.
Tree Strength. You gain a +1 bonus to Athletics checks for every 2 Druid levels you have above lv20.
Affinity of the Hills
Rolling Hills
Affinity Attack. You strike the ground and cause it to quake. All creatures within 10-feet of you must succeed on a Dexterity saving throw, suffering 1d6 + Druid modifier magical bludgeoning damage on a failed saving throw, or half as much on a successful one. If a creature fails their saving throw against this feature by 5 or more, they fall prone.
Empower. For every level of spell slot expended, this deals an additional 1d6 bludgeoning damage.
Land Carver
Lands Gift
You gain a burrowing speed equal to your walking speed. You can only burrow through material that is no harder than dirt.
Hilly Domain
Terrain Empowerment
Finally you gain a variety of benefits while within a hill environment. This could be any area classified as a hill region, or simply incredibly large bumpy terrain.
Air Retainer. You can hold your breath for an additional number of minutes equal to ten times your Druid level.
Opportune Striker. You have advantage on spell attack rolls made against creatures who are prone, even if you are further than 5-feet away from them. Additionally, prone creatures have disadvantage on saving throws they make against your Druid spells.
Steady Footing. You gain a +1 bonus to saving throws made against falling prone for every 2 Druid levels you have above lv20.
Affinity of the Mountains
Booming Peaks
Affinity Attack. You send out a soundwave towards a target within 120-feet of you, making a ranged spell attack roll. On a hit, the target suffers 1d6 + Druid modfiier thunder damage. The struck target suffers a -1 cumulative penalty to all ability checks it makes until the end of your next turn.
Empower. For every level of spell slot expended, this deals an additional 1d6 thunder damage.
Soaring Heights
Lands Gift
You gain a flying speed equal to your walking speed and can hover. If you end your turn and solid ground is further than 10-feet beneath you, you harmlessly descend 15-feet.
Sky Bound
Terrain Empowerment
Finally, you gain a variety of benefits while within a mountain environment. This could be any area classified as a mountain, or while at a significantly high altitude while still on solid ground.
Adapted Body. All thunder damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.
Cliff Diver. You reduce all falling damage you suffer by an amount equal to five times your Druid level. You must be conscious to gain this benefit.
High Climber. You suffer no detrimental effects from being at high altitude, such as the lack of air or the temperature.
Affinity of the Plains
Blades of Grass
Affinity Attack. You suddenly raise daggerlike blades of grass from the ground in a 15-foot cone in front of you. All creatures caught within the cone must succeed on a Dexterity saving throw or suffer 1d8 + Druid modifier magical piercing damage on a failed saving throw, or half as much on a successful one. Creatures more than 5-feet above solid ground are unaffected by this attack. The ground this attack affects is considered difficult terrain until the start of your next turn.
Empower. For every level of spell slot expended, this deals an additional 1d8 piercing damage.
Field Walker
Lands Gift
You ignore magical and nonmagical difficult terrain made of plants or other sources of nature. This includes the difficult terrain created by your Blades of Grass affinity attack.
Verdant Abode
Terrain Empowerment
Finally, you gain a variety of benefits while within a plains environment. This could be any area classified as a grassland region, or simply large stretches of open fields.
Beast Sense. You are aware of the exact location of every beast within a number of feet of you equal to 5 times your
Druid level. You are able to identify what species of beast it is using this feature.
Nomads Journey. You are able to travel at a fast pace without suffering a penalty to your passive perception, and you can travel up to 16 hours without needing to make a saving throw against exhaustion.
Ready for Anything. You gain a +1 bonus to Initiative checks for every 2 Druid levels you have above lv20.
Affinity of the Swamp
Bog Rush
Affinity Attack. You coat yourself in a fetid mist before commanding it to strike at a target within 10-feet of you, making a melee spell attack. On a hit, the target suffers 1d10 + Druid modifier poison damage. Additionally on a hit, you may magically teleport to an unoccupied space within 5-feet of the struck target if it was a creature.
Empower. For every level of spell slot expended, this deals an additional 1d10 poison damage.
Land and Sea
Lands Gift
You gain a swimming speed equal to your walking speed, and you can breathe both air and water. If your Primeval Form has a swimming speed, it is increased by 20-feet.
Fetid Residence
Terrain Empowerment
Finally, you gain a variety of benefits while within a swamp environment. This could be any area classified as a swamp, or even areas with a large amount of incredibly murky/dirty water.
Adapted Body. All poison damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.
Hidden in the Bog. You gain a +1 bonus to Stealth checks for every 2 Druid levels you have above lv20.
Murkvision. No matter how dirty or murky water is, you can see through it as if it were perfectly clear.
Affinity of the Underdark
Dark Orb
Affinity Attack. You throw a globule of darkness towards a point within 120-feet of you that you can see. All creatures within 5-feet of the point must succeed on a Dexterity saving throw or suffer 1d6 + Druid modifier psychic damage on a failed saving throw, or half as much on a successful one. Until the start of your next turn, magical darkness fills the area that this attack affected. You can see through the magical darkness this creates.
Empower. For every level of spell slot expended, this deals an additional 1d6 psychic damage. For every two levels of spell slot expended, its area is increased by 5-feet.
True Darkvision
Lands Gift
You can see in dim light within 120-feet of you as if it were bright light, and darkness as if it were dim light. Unlike normal darkvision, you are capable of discerning color in darkness. If you already possess Darkvision, its range is increased by 120-feet and it is now able to discern color in darkness.
Home in Darkness
Terrain Empowerment
Finally, you gain a variety of benefits while within the underdark, or sufficiently dark areas such as unlit caves.
Adapted Body. All psychic damage you take is reduced by an amount equal to your Druid level, this reduction applies before resistances are applied.
Expansive Sight. For every Druid level you have, the range of your Darkvision/True Darkvision is increased by 10-feet.
Shadow Speech. You are able to communicate with any creature that innately has Darkvision out to any range as if you shared a language.
Affinity of the Urban
Jagged Cuts
Affinity Attack. You send out jagged pieces of metal towards a target within 60-feet of you, making a ranged spell attack roll. On a hit, the target suffers 1d8 + Druid modifier magical piercing damage. If the target is struck, all healing they receive until the end of your next turn is halved. If they are struck by this attack while already under this effect, they become incapable of receiving healing for this duration instead.
Empower. for every level of spell slot expended, this deals an additional 1d8 piercing damage.
Well Equipped
Lands Gift
You gain proficiency in two skills of your choice, two tools or instruments of your choice, and you learn two languages of your choice.
City Slicker
Terrain Empowerment
Finally, you gain a variety of benefits while within an urban environment. This could be any area classified as urban, or simply any decently sized settlement of intelligence creatures.
Adapted Body. If you are struck by a nonmagical weapon made of metal, you reduce the damage taken by 1 for every 2 Druid levels you have. This reduction applies before resistances are applied.
Minor Boost. When you make an ability check using a skill you are proficient in, you may add half your proficiency bonus (Rounded up) to the checks result. You may do so a number of times equal to your Druid modifier (Minimum of 1) You regain all expended uses upon completing a long rest.