Of the old ways that are forgotten by history, the druids are the mystics, fortunetellers, oracles, and grove wardens that are the inheritors of dying and less known traditions. Druids are either given or have earned the magical gift or mysticism from the descendants of the old circles, which are rumored to be orders who's founding oaths are long since lost.
lvl 1 / +2 / Spellcasting, cantrips, bestow insight
lvl 2 / +2 /Ability score improvement
lvl 3 / +2 / Mysticism
lvl 4 / +3 / Druidic insight
lvl 5 / +3 / 1st archetype
lvl 6 / +3 / Ability score improvement
lvl 7 / +4 / -
lvl 8 / +4 / -
lvl 9 / +4 / 2nd archetype
lvl 10 / +5 / Ability score improvement
lvl 11 / +5 / -
lvl 12 / +5 / -
Hit dice: 1d6
Armor: none
Weapons: Quarterstaff, Dagger, 4 simple weapons, 1 martial weapon
Tools: one set of tools
Saving throws: Wisdom, Constitution
Skills: choose two from Animal handling, Athletics, History, Insight, Medicine, Nature, Perception, Survival
You start with the following equipment, in addition to the equipment granted by your background:
(a) quarterstaff, (b) a dagger
(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
Padded armor
At 1st level, you gain access to mystical spellcasting, allowing you to cast and learn spells from the mystic magic list.
Casting attribute - The casting attribute used is wisdom.
Spells known - You have a limited number of spells known that increases as you level up. When you learn new non-cantrip spells as a druid, you can learn any spell from the mystic magic spell list, picking spells that are up to a level equal to 1/2 your total level (rounded up.)
Slot mechanics - You also have a limited number of mystic spell slots, split by spell level, as indicated in the chart below. You may spend a mystic spell slot to cast a mystic spell at the level of the slot used. A spell requires a slot that is at least equal to the level of that spell.
Cantrips - You also learn a number of mystic cantrips as indicated in the chart below.
Swapping spells - At every level-up you can swap out an old known spell for a new one.
Per-rest slot regain - Every rest, you regain a spell slots of a combined spell level equal to 1/2 your druid level (rounded up.) The distribution of the slots is up to you, but the regained slots cannot exceed the maximum spell level that you can cast.
1 - 2 | 1 / -------------------| 2
2 - 2 | 2 / -------------------| 5
3 - 2 | 2 / 1 / ---------------| 7
4 - 2 | 3 / 2 / ---------------| 10
5 - 3 | 3 / 2 / 1 / -----------| 12
6 - 3 | 3 / 3 / 2 / -----------| 15
7 - 3 | 3 / 3 / 2 / 1 / -------| 17
8 - 3 | 4 / 3 / 2 / 2 / -------| 20
9 - 4 | 4 / 4 / 3 / 2 / 1 / ---| 22
10 - 4 | 4 / 4 / 3 / 2 / 2 / ---| 25
11 - 4 | 5 / 4 / 3 / 3 / 2 / 1 -| 27
12 - 4 | 5 / 4 / 3 / 3 / 3 / 2 -| 30
At 1st level, you can bestow insight to a creature within 30 feet as a bonus action, restoring 1 rest dice to them. You can do this a number of times per long rest equal to your wisdom bonus - 2 (min 1.)
At 2nd, 6th, and 10th level, you can increase one ability score by 2, or increase two ability scores by 1. Alternatively, gain a feat.
Also, whenever you gain an ability score improvement, choose one of the following:
Gain proficiency with Arcana. If already proficient, gain expertise. If already expert, gain an arcane cantrip. Use either wisdom or int as the casting attribute.
Gain proficiency with Religion. If already proficient, gain expertise. If already expert, gain an oath cantrip.
Gain proficiency with a weapon of choice. Can be taken again to gain a 1d4 bonus to damage dealt by the chosen weapon type.
Increase the number of uses of Bestow insight by 1. Can be taken multiple times.
Gain darkvision at a range of 120 feet or extend it by 120 feet.
Gain enhanced scent, your checks involving smell gain advantage.
Specialize a cantrip you know, reducing its casting time from 1 action to 1 bonus action.
Gain proficiency with light armor. If already proficient with light armor, gain proficiency with medium armor. If already proficient with either, gain 1 temporary block at the start of every encounter.
At 2nd, 6th, and 10th level, you can increase one ability score by 2, or increase two ability scores by 1. Alternatively, gain a feat.
Also, whenever you gain an ability score improvement, choose one of the following:
Gain proficiency with Arcana. If already proficient, gain expertise. If already expert, gain an arcane cantrip. Use either wisdom or int as the casting attribute.
Gain proficiency with Religion. If already proficient, gain expertise. If already expert, gain an oath cantrip.
Gain proficiency with a weapon of choice. Can be taken again to gain a 1d4 bonus to damage dealt by the chosen weapon type.
Increase the number of uses of Bestow insight by 1. Can be taken multiple times.
Gain darkvision at a range of 120 feet or extend it by 120 feet.
Gain enhanced scent, your checks involving smell gain advantage.
Specialize a cantrip you know, reducing its casting time from 1 action to 1 bonus action.
Gain proficiency with light armor. If already proficient with light armor, gain proficiency with medium armor. If already proficient with either, gain 1 temporary block at the start of every encounter.
At 3rd level, you can spend a rest dice as a reaction to force a creature within sight to remake a d20 roll. If this results in a natural 20 or a natural 1, the rest dice cost is refunded.
Alternatively, you can spend 1 rest dice to reroll a chance dice as a reaction. If this results in a success, the rest dice cost is refunded.
At 4th level, gain the following benefits:
during each rest, you regain 1 extra rest dice.
your rest dice maximum is increased by 2.
You may use bestow insight once per rest without counting towards its limit.