Druid

Core Statistics
Class Type: Full Caster

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points Gained Each Level: 1d8 (or 5) + your Constitution modifier

Ability Score Proficiencies: Intelligence, Wisdom

Armour Proficiencies: Light Armour (non-metal), Medium Armour (non-metal), Shields (non-metal)

Weapon Proficiencies: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears

Other Proficiencies: Herbalism Kit

Skill Proficiencies
As a Druid, you can choose 2 skills from the following list to become proficient with.
 * Arcana
 * Animal Handling
 * Insight
 * Medicine
 * Nature
 * Perception
 * Religion
 * Survival

Starting Equipment
As a Druid, you roll 2d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Archetype Selection
At 1st level, you choose a path to follow. This choice grants you additional features at 1st, 3rd, 6th, 9th, 13th, and 18th level.
 * A Universal Archetype

Druidic
At 1st level, 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. Teaching the druidic language to a non-druid is considered a grave sin.

Spellcasting
At 1st level, you can draw on the divine essence of nature itself. You gain the ability to cast spells from the Druid spell list. Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
 * Cantrips: You learn 3 cantrips from the Druid spell list. You learn an additional Druid cantrip at 4th and 10th level.
 * Prepared Spells: You know all of the spells on the Druid spell list. When you finish a long rest, you can prepare a list of Druid spells equal your Druid level + your Wisdom modifier (a minimum of 1).
 * Ritual Casting: As a Druid, you can cast a spell as a ritual.
 * Spell Slots: The Druid Feature Table shows you how many spell slots you have. You regain any expended spell slots when you finish a long rest.
 * Versatile Cantrips: When you finish a long rest, you can choose one Druid cantrip that you know and replace with with another Druid cantrip.

Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Weapon Skill
At 1st level, you learn how to better use a weapon of your choice. Choose one weapon that you are proficient with and increase your skill level by 1, granting you additional effects and bonuses when using that weapon. You can see a weapons skills by clicking on a weapon name on the weapons list. You can increase your skill level with a weapon by 1 when you reach certain levels in this Class: 1st, 4th, 7th, 10th, 13th, 16th, and 19th level.

Wild Shape
At 1st level, you have been taught to alter your body and transform into the shape of various animals. You have a pool of transformation points that you can use to change your shape. This pool is equal to 10 x your Druid level, and you regain any expended points when you finish a short or long rest. As 1 action, you can spend 1 transformation point to transform into one of the creatures on the Wild Shape Table below. You remain transformed until the start of your next turn, where you can then expend another transformation point to extend your transformation until the start of your next turn (no action required), or you can revert back to your true form (no action required). If you are not capable of making this choice (for example, if you are unconscious), then you will automatically expend another transformation point to extend your transformation, unless you do not have any points remaining, in which case you will revert back to your true form. You can also end your transformation early using 1 action. When you transform, you follow the Wild Shape rules below. Additionally, if you use your Wild Shape feature while not in combat, you can remain transformed for up to 1 hour for each transformation point spent. Transforming in this way requires you to concentrate (as if casting a spell). If you roll for initiative while concentrating on your Wild Shape form you must decide whether to spend 1 transformation point to remain transformed or whether to revert back to your true form. If you remain transformed then you no longer need to concentrate on your Wild Shape form and you follow the Wild Shape rules as normal.
 * Equipment: You choose whether your equipment falls to the ground in your space or merges into your new form. 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, unless it is a magical item, 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.
 * Hit Points: You and your transformations share the same hit points, and they do not change when you transform. If you are reduced to 0 hit points, you automatically revert to your true form unless something prevents this from happening. While transformed, you can use 1 action to expend a spell slot and regain ?d8 hit points, where the question mark is equal to the spell slot level that was expended
 * Spellcasting: 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 that you've already cast.
 * Statistics: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, skills, and your Intelligence, Wisdom, and Charisma scores.

Wild Shape Table
At this level, you have access to the Novice Wild Shape transformations. You can transform into greater versions of your Wild Shape creatures as you gain levels in this class.

Beast Shape
At 2nd level, you have the ability to transform into harmless beasts. As 2 actions, you can spend 1 transformation point (see your Wild Shape feature) to transform into a beast with a CR of ¼ or less for up to 1 hour, or until you use 2 actions to revert back to your true form. While a harmless beast, you use the equipment and statistics rules of your Wild Shape feature, you cannot Attack or cast spells, and if you take any damage you will immediately revert back to your true form. You can only transform into a beast that you have seen before.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Increase one ability score by 1, and learn a feat.
 * Increase your skill level with a weapon by 1, and learn a feat.
 * Increase one ability score by 1, and increase your skill level with a weapon by 1.
 * Choose one feature from a Universal Archetype. This feature cannot be for a level that is higher than half your character level (rounded down).

Primal Strike
At 5th level, your Attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Wild Shape II
At 5th level, when you use your Wild Shape feature to transform into a creature, you can choose an Adept Wild Shape creature. Transforming into an adept beast costs 2 transformation points, and you must expend 2 transformation points at the start of each turn to maintain your transformation.

Wild Shape III
At 9th level, when you use your Wild Shape feature to transform into a creature, you can choose a Master Wild Shape creature. Transforming into a master beast costs 3 transformation points, and you must expend 3 transformation points at the start of each turn to maintain your transformation.

Wild Shape IV
At 13th level, when you use your Wild Shape feature to transform into a creature, you can choose a Legendary Wild Shape creature. Transforming into a legendary beast costs 4 transformation points, and you must expend 4 transformation points at the start of each turn to maintain your transformation.

Wild Shape V
At 17th level, when you use your Wild Shape feature to transform into a creature, you can choose a Mythic Wild Shape creature. Transforming into a mythic beast costs 5 transformation points, and you must expend 5 transformation points at the start of each turn to maintain your transformation.

Timeless Body
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.

Archdruid
At 20th level, if you roll for initiative and have no transformation points remaining, you immediately regain 40 transformation points. If these points are not used before the end of the combat encounter, then they are lost.