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 / Druid circle
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 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 rolled by your or a creature within 20ft as a reaction. If this results in a success, the rest dice cost is refunded.
At 4th level, choose one druid circle from the list below, gaining its abilities and changes to your character. A druid circle reflects a characters path to the mystical arts and their alignment with the magical world.
Cunning - You gain a +2 bonus to sleight of hand checks and persuasion checks.
Stolen wisdom - You can read any scroll or book you steal (take without permission, which you do not originally own) regardless of language, and you gain an extra non-druid cantrip that you can cast by using wisdom as the main modifier.
Dancing gest - When you roll a natural 19 or 20 on a saving throw against an illusion or enchantment spell that creates illusory creatures or objects, you can seize part of the illusion. Choose one object, creature, or distinct segment of the effect. That portion of the illusion comes under your control for the spell’s remaining duration. Its statistics, appearance, and save DCs remain the same as the original effect.
The god's ire - You cannot learn new conjuration or abjuration spells, unless you have a scroll, wand, or mentor of the spell first.
Spirit reach - Your spell ranges are increased by 15ft or half, whichever is higher.
Ki cultivation - You have 2 Ki points that are restored every long rest. A Ki point can be used to increase the effective level of a spell you cast by 1, or to cast a spell as if using a 1st-level spell slot. This cannot cast it higher than the highest level you could cast.
Deny false reality - You can no longer learn illusion spells.
To the flame - You gain one extra life if you die by fire or enemy means. Once this is done, you gain the following benefits:
Your max HP is reduced by 3.
You can swap 1 druid spell known with an occult spell of the same or lower level during a rest. These are still cast the same as druid spells but no longer count as druid spells for the purposes of this ability.
You gain resistance to fire, poison, and cold damage.
Dark enlightenment - You can alter a healing or temporary health spell, causing it to instead deal fire damage to creatures it would otherwise heal or protect, equal to the amount it would heal or the amount of temporary health it would grant.
The third path - You are instantly incinerated and atomized if by any means you are turned into a true undead.
The pursuit of wisdom - You gain a +2 bonus to wisdom.
Insight divine - Divination spells you cast have their range doubled, their DC increased by 1, and their duration increased by 1 unit size ( rounds > minutes > hours > days > years )
Forbid the dying force - You cannot learn new necromancy spells. If you are given a necromancy spell by an archetype or class, you may replace it with a different spell of that level(subject to GM.) This does not prevent you from casting necromancy scrolls or wands.
Lore keeper - You gain a +1 bonus to all intelligence-based skill checks.
Collector of magic - When swapping out druid spells known, you may replace a number of them with arcane or oath spells. The number of such swapped non-druid spells cannot exceed 1/4th of your druid spells known (rounded down.)
Crowfathers fate - When using mysticism, the reroll has a -1 penalty.
The indirect path - You gain a +2 bonus to deception, stealth, and disguise checks.
Greater influence - You can choose to spend an extra rest dice when using mysticism, thereby rolling another dice and choosing which to use as the outcome.
Isolate soul - You cannot learn divination spells anymore. If you are given a divination spell by an archetype or class, you may replace it with a different spell of that level(subject to GM.) This does not prevent you from casting divination scrolls or wands.
Mystery sight elixir - During a long rest you can spend 1 rest dice to create 1d4 - 1 (min 1.) doses of the mystery sight elixir. It lasts for up to 2 long rests, and grants a creature aurasight at an unlimited range, allowing them to perceive the presence of magic, strong emotions, and supernatural influences in all directions. This reveals auras around creatures, places, and objects at any distance they can see, though not fine detail.
Hyperwareness - You gain advantage on transmutation spells, but you cannot learn transmutation spells without an associated scroll, wand, or mentor.
Transient soul - You and items you wield can touch ethereal creatures as normal.
Meditative - Your rest dice maximum is increased by 1.
Dousing - When setting up for a long rest, or when selecting a location to build a structure or encampment, you may attempt to douse by making a DC 15 nature check. On a success, the location is enchanted until the site is destroyed, granting all creatures who rest there for a long rest a +1 bonus to max rest dice, which lasts until their next long rest. This is impossible in places with no water even deep below ground (Subject to GM.) You can spend a rest dice to attempt a dousing check to find the nearest source of flowing water or the nearest deepspring of water.
Ribbiting conversation - You do not gain an extra lvl 1 spell at this level, but instead gain the ability to talk(in primitive terms) to frogs, toads, newts, salamanders, lizards, caecilians, and grass snakes, so long as they are friendly or cordial towards you (Subject to GM.) At level 10, you learn to speak to false dragons (Subject to GM.)
The moon-pact - You gain 100ft of darkvision and your spell attacks and DCs gain a +1 bonus during the night, as well as a +1 bonus to duration. This is doubled during a lunar event such as a full moon. During this time, you also gain a +2 bonus to saves vs necromancy spells.
Smell evil - You gain advantage on Insight checks to detect aberrations, fey, or eldritch creatures that are disguised as, or exerting magical influence over, others.
Primal magics - Any transmutation spells you cast grant their targets a +1d4 bonus to claw, bite, or unarmed attacks.
The low path - You gain resistance to poison and acid damage.
Rot arcana - Any acid or fire damage you deal is changed to poison damage. Poison damage you deal treats creatures that are immune as merely resistant to poison damage. This does not apply to construct, elemental, and ethereal creatures (Subject to GM.)
Spirit consumption - All spells, abilities, and effects that can increase max HP have the amount of max HP granted increased by 1, and the maximum limit/ability (if applicable) by 3. An effect that would increase your max HP by 1 up to a maximum of 10 for that effect would now instead increase it by 2 up to a maximum of 13. A simply one-off +3 to max HP becomes a +4 to max HP.