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## Druid Class Changes #### Ability Score You gain a +1 to your Dexterity or Wisdom Score. #### ~~Starting Equipment~~ Starting Wealth You start the game with 50gp or 2d4 x 10 gp which you can spend on equipment and supplies. ### ***(Updated)*** Wild Shape Starting at 2nd level, the power of nature allows you to assume the form of a beast that you have seen before as a Bonus Action. You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action. ***Number of Uses.*** You can use this feature twice. You regain expended uses when you finish a short or long rest. | Druid Level | Max CR | Limitations | | --- | --- | --- | | 2nd | 1/4 | No flying or swimming speed | | 4th | 1/2 | No flying speed| | 8th | 1 | None | ***Rules While Transformed.*** While in a form, you retain your personality, memories, and ability to speak, and the following rules apply: ***Temporary Hit Points.*** When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level. ***Game Statistics.*** Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block. ***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. ***Objects.*** Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. 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 the form. Equipment that merges with the form has no effect while you're in that form. \columnbreak ## Druid Circle At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. | Playable Circles | |:---:| | Dreams | | Guardian** | | Harvest** | | Land 2024| | Moon 2024 | | Sea 2024 | | Spores | | Stars | ** The following Circles can be found [Here](https://www.gmbinder.com/share/-M0iZqG1CjdCXsEKFKnc) 2024 - The following Circles can be found in the 2024 Player's Handbook