This is a full rework of the Druid class
M = Unchanged from base rules
M = Optional rule
M = Level at which a feature changes
Hit Dice: 1d10 per druid level
Hit Points at 1st Level: 3d10 (or 18) + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per druid level after 1st
Armor: Light, Hide armor, Shields
Saving Throws: Intelligence, Wisdom
Skills (Choose 2): Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
You have learned to cast spells through studying the mystical forces of nature. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Druid spell list.
Spell Slots
The Druid Table shows how many spell slots you have to cast your Druid spells of 1st through 5th level. The table also shows what the level each of those slots is; all of your spell slots are the same level. To cast one of your Druid spells of 1st level or higher, you must expend a spell slot. You regain all expended Natural Magic spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Cure Wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.
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 Spells
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 change your list of prepared spells when you finish a long rest..
Spellcasting Ability
Wisdom is your spellcasting ability for your Druid spells. You use your spellcasting ability 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 Spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your Spellcasting ability modifier
Spellcasting Focus
You can use a Drudic Focus as a spellcasting focus for your Druid spells.
lvl - cantrips known - spell slots - slot level - beast forms - primal features
1st - 2 - 1 - 1st - 3 - 2
2nd - 2 - 2 - 1st - 3 - 2
3rd - 2 - 2 - 2nd - 3 - 2
4th - 3 - 2 - 2nd - 3 - 2
5th - 3 - 2 - 3rd - 4 - 3
6th - 3 - 2 - 3rd - 4 - 3
7th - 3 - 2 - 4th - 4 - 3
8th - 3 - 2 - 4th - 4 - 3
9th - 3 - 2 - 5th - 5 - 4
10th - 4 - 2 - 5th - 5 - 4
11th - 4 - 3 - 5th - 5 - 4
12th - 4 - 3 - 5th - 5 - 4
13th - 4 - 3 - 5th - 6 - 5
14th - 4 - 3 - 5th - 6 - 5
15th - 4 - 3 - 5th - 7 - 5
16th - 4 - 3 - 5th - 7 - 5
17th - 4 - 4 - 5th - 7 - 5
18th - 4 - 4 - 5th - 7 - 5
19th - 4 - 4 - 5th - 7 - 5
20th - 4 - 4 - 5th - 7 - 5
At 1st level, you have learned to channel the magic of your homeland even when you are far from home. Each Homeland has a list of specialty spells, known as Homeland Spells, that is listed in its description. Once you gain a Homeland Spell, it counts as a Druid spell for you and it doesn’t count against the number of spells you know.
Level 1 - Armor of Agathys, Ice Knife
Level 3 - Hold Person, Spike Growth
Level 5 - Sleet Storm, Slow
Level 7 - Freedom of Movement, Ice Storm
Level 9 - Commune with Nature, Cone of Cold
Level 1 - Arms of Hadar, Fog Cloud
Level 3 - Mirror Image, Misty Step
Level 5 - Water Breathing, Water Walk
Level 7 - Control Water, Storm Sphere
Level 9 - Maelstrom, Scrying
Level 1 - Burning Hands, Create/Destroy Water
Level 3 - Blur, Silence
Level 5 - Ashardalon's Stride, Create Food and Water
Level 7 - Blight, Hallucinatory Terrain
Level 9 - Insect Plague, Immolate
Level 1 - Goodberry, Snare
Level 3 - Barkskin, Spider Climb
Level 5 - Plant Growth, Speak with Plants
Level 7 - Guardian of Nature, Dominate Beast
Level 9 - Tree Stride, Wrath of Nature
Level 1 - Longstrider, Hunters Mark
Level 3 - Pass Without Trace, Luminance
Level 5 - Haste, Call Lightning
Level 7 - Freedom of Movement, Find Greater Steed
Level 9 - Control Winds, Far Step
Level 1 - Earth Tremor, Feather Fall
Level 3 - Spider Climb, Spike Growth
Level 5 - Lightning Bolt, Meld into Stone
Level 7 - Stoneshape, Stoneskin
Level 9 - Passwall, Transmute Stone
Level 1 - Detect Poison and Disease, Entangle
Level 3 - Darkness, Acid Arrow
Level 5 - Water Walk, Stinking Cloud
Level 7 - Freedom of Movement, Locate Creature
Level 9 - Insect Plague, Transmute Stone
Level 1 - Darkvision, Sleep
Level 3 - Spider Climb, Web
Level 5 - Gaseous Form, Stinking Cloud
Level 7 - Greater Invisibility, Stoneshape
Level 9 - Cloudkill, Insect Plague
Level 1 - Detect Poison and Disease, False Life
Level 3 - Borrowed Knowledge, Find Traps
Level 5 - Stinking Cloud, Nondetection
Level 7 - Freedom of Movement, Aura of Purity
Level 9 - Contagion, Awaken
The power of nature allows you to assume the form of an animal. As a Bonus Action, you Wildshape into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form until you become incapacitated or die. You can also leave the form early and end Wild Shape as a Bonus Action.
While in a Beast Form, you can use a bonus action to switch forms to another form that you have learned for this feature.
Known Forms. You know three Beast Forms for this feature. Whenever you finish a Long Rest, you can replace any of your Beast Forms by abandoning the form and creating a new one. When you reach certain Druid levels, your number of known forms increases, as shown in the Beast Forms table.
To create a Beast Form, choose Primal Features from the table below. The number of Primal features you may choose is equal to the number on the Primal Features table for your level. You add these Primal Features to the Wildshape Stat Block to create a Beast Form. Your choice of Homeland grants you an addtional Primal Feature on all of your Beast Forms that doesn't count towards your total Primal Features.
Rules While Shape-Shifted.
While in a Beast Form, you retain your personality, memories, ability to speak, and the following rules apply:
Temporary Hit Points. When you enter Wild Shape, you gain a number of temporary hit points equal to twice your Druid level. You do not gain these temporary hit points when you switch between forms while in Wild Shape. You lose these temporary hit points when you return to your true form.
Game Statistics. Your game statistics are replaced by the Wildshape stat block, but you retain your creature type; Hit Points; Hit Dice; Constitution, Intelligence, Wisdom, and Charisma scores; class and racial features; languages; and feats. You also retain your skill and saving throw proficiencies and use your proficiency bonus for them.
If you cause a creature to make one or more saving throws with your primal features, they make the save against your spell save DC. if multiple effects are applied at once, they make one saving throw against all of the effects. For example, if your Beast Form is Venomous and Grasping the creature would make one save against both effects.
No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast. You can still use a Magic Action granted to you by a spell.
Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, any equipment on you merges into your new form. Equipment that merges with the form has no effect while you’re in that form.
Medium creature of the same type as your normal form
Hit Points: Equal to your Hit points
AC: 8+Wis+PB
Movement: 40ft Walking
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STR - 14 (+2)
DEX - 14 (+2)
CON - Equal to yours
INT - Equal to yours
WIS - Equal to yours
CHA - Equal to yours
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Passive Perception: Your Passive Perception
Darkvision (60ft)
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Traits: Determined by Primal Features
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Actions:
Rend. Melee Weapon Attack: Spell Attack Bonus to hit. Reach 5ft, One Target. Hit: (1d8+Wisdom) Slashing, Bludgeoning or Piercing damage.
At 3rd level, you choose to identify with a circle of druids: the Circle of the Land detailed below. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
When you reach 5th level, you gain an additional action while in your Wildshape.
The number of actions increases to three when you reach 9th level in this class and to four when you reach 13th level in this class.
When you reach 6th level, your Attacks while in Wildshape count as Magical for the purposes of overcoming resistance and immunity to nonmagical damage.
Your Strength and Dexterity while Wildhaped increase by 2 to 16 (+3). Both Scores increase by 2 again at 9th level to 18 (+4), again at 13th level to 20(+5) and again at 17th level to 22 (+6).
When you reach 11th level, you tap into the greater powers of nature. You gain additional spell slots at certain levels listed on the Nature's Might table below. These spell slots only recover on a long rest.
lvl - 6th - 7th - 8th - 9th
11th - 1 - - -
13th - 1 - 1 - -
15th - 1 - 1 - 1 -
17th - 1 - 1 - 1 - 1
19th - 2 - 1 - 1 - 1
20th - 2 - 2 - 1 - 1
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. You cannot cast a spell of 6th level or higher this way.
When you reach level 20, you gain three times your Druid level in temporary hit points when you enter wildshape. Whenever you switch forms while in Wildshape you regain these temporary hit points.