Druid

Feat Name Action Contents
Druidic {name} knows Druidic, the secret language of druids. They can speak the language and use it to leave hidden messages. They 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.
Spellcasting Drawing on the divine essence of nature itself, {name} can cast spells to shape that essence to their will.
Wild Shape Starting at 2nd level, {name} can use their action to magically assume the shape of a beast that they have seen before. They can use this feature twice. They regain expended uses when they finish a short or long rest. Their druid level determines the beasts they can transform into, as shown in Table: Beast Shapes. At 2nd level, for example, {name} can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Table: Beast Shapes on 5eSRD

They can stay in a beast shape for a number of hours equal to half their druid level (rounded down). They then revert to their normal form unless they expend another use of this feature. They can revert to their normal form earlier by using a bonus action on their turn. They automatically revert if they fall unconscious, drop to {"0 hit points"}, or die. While they are transformed, the following rules apply: Their game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. They also retain all of their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as them and the bonus in its stat block is higher than theirs, use the creature’s bonus instead of theirs. If the creature has any legendary or lair actions, they can’t use them. When they transform, they assume the beast’s hit points and Hit Dice. When they revert to their normal form, they return to the number of hit points they had before they transformed. However, if they revert as a result of dropping to {"0 hit points"}, any excess damage carries over to their normal form. For example, if they take {"10 damage"} in animal form and have only {"1 hit point left"}, they revert and take {"9 damage"}. As long as the excess damage doesn’t reduce their normal form to {"0 hit points"}, they aren’t knocked unconscious. They can’t cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn’t break their concentration on a spell they’ve already cast, however, or prevent them from taking actions that are part of a spell, such as call lightning, that they’ve already cast. They retain the benefit of any features from their class, race, or other source and can use them if the new form is physically capable of doing so. However, they can’t use any of their special senses, such as darkvision, unless their new form also has that sense. They choose whether their equipment falls to the ground in their space, merges into their new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Their 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 it. Equipment that merges with the form has no effect until they leave the form.
Druid Circle At 2nd level, {name} chooses to identify with a circle of druids. Their choice grants them features at 2nd level and again at 6th, 10th, and 14th level.
Timeless Body Starting at 18th level, the primal magic that {name} wields causes them to age more slowly. For every {"10 years"} that pass, their body ages only {"1 year"}.
Beast Spells Beginning at 18th level, {name} can cast many of their druid spells in any shape they assume using Wild Shape. They can perform the somatic and verbal components of a druid spell while in a beast shape, but they aren’t able to provide material components.
Archdruid At 20th level, {name} can use their Wild Shape an unlimited number of times.
Additionally, they can ignore the verbal and somatic components of their druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. They gain this benefit in both their normal shape and their beast shape from Wild Shape.

Circle of the Land

Feat Name Action Contents
Circle Spells {name}’s mystical connection to the land infuses them with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level they gain access to circle spells connected to the land where they became a druid.
Choose that land—arctic, coastal, desert, forest, grassland, mountain, or swamp—and consult the associated list of spells.
Once they gain access to a circle spell, they always have it prepared, and it doesn’t count against the number of spells they can prepare each day. If they gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for them.
The spell list is available on 5eSRD
Land’s Stride Starting at 6th level, moving through nonmagical difficult terrain costs {name} no extra movement. They can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, they have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Nature’s Ward When {name} reaches 10th level, they can’t be charmed or frightened by elementals or fey, and they are immune to poison and disease.
Nature’s Sanctuary When {name} reaches 14th level, creatures of the natural world sense their connection to nature and become hesitant to attack them. When a beast or plant creature attacks them, that creature must make a Wisdom saving throw against their druid spell save DC {ssDC}. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for {"24 hours"}.