{"name":"OneDnD Druid - MegaphoneMan0 rework","overview":"In February of 2023, Wizards of the Coast released a UA for OneDnD that contained a proposed rework for the Druid class. The big highlight of this rework was the wild shape, which was clearly re-worked in a way to attempt to make it more simple to manage. While I understand the goal, I think that it decimated the creativity that druids can bring to bear using their wild shape. Yes, they can still look like whatever they want, but part of the fun of TTRPGs is marrying creative flavor decisions with mechanical impact. \r\n\r\nSo, I have set out to rework it! Disclaimer: I am attempting to re-work druid in a way that maintains the spirit of what WOTC was attempting to go for in this rework. 5e druid still works, and many will probably still like it more than this rework, but the point is to set out with the same goals as WOTC and see if I can come to a better outcome. If you disagree with the base goals, you will probably not like this rework at all.","hit_dice":"1d8","hit_points_at_1st_level":" 8 + your Constitution modifier","hit_points_at_higher_levels":" 1d8 (or 5) + your Constitution modifier","armor_proficiencies":"Light Armor, Shields","weapon_proficiencies":" Simple Weapons","tools":"Herbalism Kit","saving_throws":"Intelligence, Wisdom","skills":"Arcana, Animal Handling, Insight,\r\nMedicine, Nature, Perception, Religion, Survival","starting_equipment":"As a 1st-level character, you start with the following equipment, or you can forgo it and spend 50 GP on equipment of your choice.\r\n\r\nDruidic Focus\r\n(Quarterstaff)\r\nExplorer's Pack\r\nHerbalism Kit\r\nLeather Armor\r\nShield\r\nSickle\r\n9 GP","spellcasting":"1ST LEVEL: SPELLCASTING\r\nYou have learned to cast spells through studying\r\nthe mystical forces of nature. See the Player\u2019s\r\nHandbook for the rules on spellcasting. The\r\ninformation below details how you use those\r\nrules as a Druid.\r\n\r\nPrepared Spells. You have the following spells\r\nprepared: Cure Wounds, Druidcraft, Produce\r\nFlame, and Thunderwave. Alternatively, you can\r\nprepare two 0-level spells (also known as\r\ncantrips) and two 1st-level spells of your choice\r\nfrom the Primal spell list.\r\n\r\nWhenever you finish a Long Rest, you can\r\nmeditate and replace any spell you have\r\nprepared for this class with another Primal spell\r\nof the same level.\r\n\r\nAt higher levels in this class, you can prepare\r\nmore spells, as shown on the Druid table. The\r\nnumbers there determine the number of\r\ndifferent spells you can prepare of each level. For\r\nexample, as a 4th-level Druid, you can prepare\r\nthree different 0-level spells, four different 1stlevel spells, and three different 2nd-level spells.\r\n\r\nSpell Slots. When you cast a prepared Druid\r\nspell, you expend a Spell Slot. The number of\r\nSpell Slots you have of 1st-level and higher is the\r\nsame as the number of different spells you can\r\nprepare of each level, as shown on the Druid\r\ntable. For example, as a 5th-level Druid, you have\r\nfour 1st-level Spell Slots, three 2nd-level Spell\r\nSlots, and two 3rd-level Spell Slots.\r\nSpellcasting Ability. Wisdom is your\r\nSpellcasting Ability for your Druid spells.\r\nSpellcasting Focus. You can use a Druidic\r\nFocus as a Spellcasting Focus for the spells you\r\nprepare for this class","class_features":"1ST LEVEL: CHANNEL NATURE\r\nThe magic of nature infuses you. Tapping into\r\nthat power, you can create various magical\r\neffects. You start with one such effect: Wild\r\nShape, which is described below. Other Druid\r\nfeatures give additional Channel Nature effect\r\noptions. Each time you use this Channel Nature,\r\nyou choose which effect to create from among\r\nthose you have from this class.\r\n\r\nYou can use Channel Nature twice. You regain\r\none expended use when you finish a Short Rest,\r\nand you regain all expended uses when you\r\nfinish a Long Rest. You gain additional uses when\r\nyou reach certain Druid levels, as shown in the\r\nChannel Nature column of the Druid table.\r\nIf a Channel Nature effect requires a saving\r\nthrow, the DC equals the Spell Save DC from this\r\nclass\u2019s Spellcasting feature.\r\n\r\nWild Shape. As a Magic action, you transform\r\ninto a form that you have learned for this\r\nfeature. You start knowing one form, Animal of\r\nthe Land, which is detailed in the \u201cWild Shapes\u201d\r\nsection later in this class\u2019s description. You stay\r\nin that form for a number of hours equal to half\r\nyour Druid level or until you use Wild Shape\r\nagain, have the Incapacitated condition, or die.\r\nYou can also end Wild Shape early as a Bonus\r\nAction.\r\n\r\nWhile in a form, its game statistics replace\r\nyours, and your ability to handle objects is\r\ndetermined by the form\u2019s limbs, rather than your\r\nown. You retain your personality, memories,\r\nability to speak, and Wild Shape. You lose access\r\nto all your other features, such as the ability to 5\r\ncast spells (you can continue to concentrate on\r\none).\r\n\r\nWhen you transform, you choose whether\r\nyour equipment falls to the ground in your space\r\nor merges into your new form. Equipment that\r\nmerges with the form has no effect until you\r\nleave the form.\r\n\r\n1ST LEVEL: DRUIDIC\r\nYou know Druidic, the secret language of Druids.\r\nYou can speak the language and use it to leave\r\nhidden messages.\r\nYou and others who know this language\r\nautomatically spot such a message. Others spot\r\nthe message\u2019s presence with a successful DC 15\r\nIntelligence (Investigation) check but can\u2019t\r\ndecipher it without magic.\r\n\r\n2ND LEVEL: NATURE\u2019S AID\r\nYou learn two more ways to use your Channel\r\nNature\u2014Healing Blossoms and Wild\r\nCompanion\u2014each of which is described below.\r\nHealing Blossoms. As a Magic action, you\r\nchannel healing energy that appears as blooming\r\nflowers. Choose a point within 30 feet of\r\nyourself, and spectral flowers appear for a\r\nmoment in a 10-foot-radius sphere centered on\r\nthat point. Then roll a number of d4s equal to\r\nyour Wisdom modifier (minimum of one die),\r\nand add the dice together. The total is the\r\nnumber of Hit Points you can distribute to\r\ncreatures in that sphere. You decide the number\r\nof Hit Points that are restored to each of those\r\ncreatures, deducting the healing from the total.\r\nWild Companion. You can summon a nature\r\nspirit that assumes an animal form to aid you. As\r\na Magic action, you can expend a use of your\r\nChannel Nature and cast the Find Familiar spell\r\nwithout material components.\r\nWhen you cast the spell in this way, the\r\nfamiliar is a Fey, and it disappears when you\r\nfinish a Long Rest.\r\n\r\n3RD LEVEL: DRUID SUBCLASS\r\nYou gain the Circle of the Moon subclass or\r\nanother Druid subclass of your choice. The Circle\r\nof the Moon is detailed after the Druid\u2019s class\r\ndescription, and other subclasses will appear in\r\nfuture Unearthed Arcana articles.\r\nA subclass is a specialization that grants you\r\nspecial abilities at certain Druid levels. For the\r\nrest of your career, you gain each of your\r\nsubclass\u2019s features that are of your Druid level 6\r\nand lower. This class\u2019s description tells you the\r\nlevels when your subclass provides features.\r\n\r\n4TH LEVEL: FEAT\r\nYou gain the Ability Score Improvement feat or\r\nanother feat of your choice for which you qualify.\r\n\r\n6TH LEVEL: SUBCLASS FEATURE\r\nYou gain a feature from your Druid subclass.\r\n\r\n8TH LEVEL: FEAT\r\nYou gain the Ability Score Improvement feat or\r\nanother feat of your choice for which you qualify.\r\n\r\n10TH LEVEL: SUBCLASS FEATURE\r\nYou gain a feature from your Druid subclass.\r\n\r\n12TH LEVEL: FEAT\r\nYou gain the Ability Score Improvement feat or\r\nanother feat of your choice for which you qualify.\r\n\r\n14TH LEVEL: SUBCLASS FEATURE\r\nYou gain a feature from your Druid subclass.\r\n\r\n16TH LEVEL: FEAT\r\nYou gain the Ability Score Improvement feat or\r\nanother feat of your choice for which you qualify.\r\n\r\n18TH LEVEL: ARCHDRUID\r\nWhenever you roll Initiative, you regain one use\r\nof your Channel Nature.\r\nIn addition, the primal magic that you wield\r\ncauses you to age more slowly. For every 10\r\nyears that pass, your body ages only 1 year.\r\n\r\n19TH LEVEL: FEAT\r\nYou gain the Ability Score Improvement feat or\r\nanother feat of your choice for which you qualify.\r\n\r\n20TH LEVEL: EPIC BOON\r\nYou gain the following benefits:\r\nAbility Score Increase. Choose one of your\r\nability scores. That score increases by 2, and\r\nthis increase can raise the score above 20 but\r\nnot above 30.\r\nEpic Boon Feat. You gain the Epic Boon of Spell\r\nRecall or another Epic Boon feat of your\r\nchoice.\r\n\r\n[hr]\r\nWild Shape\r\nWhen you use your Wild Shape, you transform\r\nin to a form that incorporates the wild features\r\nthat you have chosen. You can chose a number\r\nof wild features equal to your proficiency bonus.\r\n\r\nYou gain the abilities of these features along side\r\nthe statistics in the base Wild Shape statblock.\r\n\r\nWild Shape statblock:\r\n[table]\r\n[tr]\r\n[td]Size[\/td]\r\n[td]Small, Medium or Large Terrestrial Animal (Your Creature Type Doesn't Change)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Armor Class[\/td]\r\n[td]10 + WIS[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]HP[\/td]\r\n[td]You continue to use your HP and Hit Dice[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Speed[\/td]\r\n[td]30 ft.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]DEX[\/td]\r\n[td]Equals your WIS[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]STR, CON, INT, WIS, CHA[\/td]\r\n[td]Use your scores[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Languages[\/td]\r\n[td]The languages you know[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Prof Bonus[\/td]\r\n[td]Equals your prof bonus[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Bestial Strike[\/td]\r\n[td]Melee Attack: your spell attack modifier to hit, one target. Hit: 1d8 + WIS modifier bludgeoning, piercing, or slashing damage.[\/td]\r\n[\/tr]\r\n[\/table]\r\nWild Features\r\n\r\n[table]\r\n[tr]\r\nNo restrictions\r\n[td]------- ------- ------- -------[\/td][\/tr]\r\n[tr][td]Keen Sense[\/td]\r\n[td]You have Advantage on Wisdom (Perception) checks that rely on smell[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 5 this feature includes checks that rely on hearing[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 9 this feature includes checks that rely on sight[\/td][\/tr]\r\n[tr][td]Darkvision[\/td]\r\n[td]You have darkvision 60 ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 5 this feature's range becomes 90 ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 9 this feature's range becomes 120 ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 13 this feature's range becomes 150 ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 17 this feature's range becomes 200 ft.[\/td][\/tr]\r\n[tr][td]Quick[\/td]\r\n[td]All of your available speeds gain +10 ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 5 this feature's gain becomes +15 ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 9 this feature's gain becomes +20 ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 13 this feature's gain becomes +30 ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 17 this feature's gain becomes +50 ft.[\/td][\/tr]\r\n[tr][td]Long Limbs[\/td]\r\n[td]Your melee attacks have reach of +5 ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 9 this feature's reach becomes +10 ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 17 this feature's reach becomes +15 ft.[\/td][\/tr]\r\n[tr][td]Bestial Strength[\/td]\r\n[td]While wild shaped, your STR score is equal to your WIS[\/td][\/tr]\r\n[tr][td]Bestial Endurance[\/td]\r\n[td]While wild shaped, your CON score is equal to your WIS[\/td][\/tr]\r\n[tr][td]Pack Tactics[\/td]\r\n[td]You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn\u2019t incapacitated.[\/td][\/tr]\r\n[tr][td]Burrower[\/td]\r\n[td]You have a burrow speed of 30ft.[\/td][\/tr]\r\n[tr][td]Stealthy[\/td]\r\n[td]You gain a bonus to all stealth checks equal to your proficiency bonus while wild shaped.[\/td][\/tr]\r\n[tr][td]Bioluminescence[\/td]\r\n[td]You glow with a natural light. You shed bright light in a 15 ft radius and dim light in a 15 ft radius.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 5 this feature's radius' become 20ft and 20ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 9 this feature's radius' become 25ft and 25ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 13 this feature's radius' become 35ft and 35ft.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 17 this feature's radius' become 50ft and 50ft.[\/td][\/tr]\r\n[tr][td]Charge[\/td]\r\n[td]If the user moves at least 20 ft in a straight line toward the target and then hits it with an attack on the same turn, the target takes an extra 4 (1d6) + WIS damage. If the target is a creature, it must succeed on a DC (11 + WIS) Strength saving throw or be knocked prone.[\/td][\/tr]\r\n[tr][td]Paralyzing Poison[\/td]\r\n[td]On a hit with Bestial Strike, the target must make a DC (8 + WIS) Constitution saving throw, taking 5 (1d8) + WIS poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.[\/td][\/tr]\r\n[tr][td]Spider Climb[\/td]\r\n[td]The user can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.[\/td][\/tr]\r\n[tr][td]Mountable[\/td]\r\n[td]The user serves as an excellent mount for their teammates. While mounted on the user, allies gain advantage on one attack per turn.[\/td][\/tr]\r\n[tr][td]Domestic[\/td]\r\n[td]The user is perceived in a benign way by casual observers. Regardless of their other traits, you appear to be a trained pet or companion of some kind. Casual observers will assume that you are under the control of a nearby ally. You gain a bonus equal to your WIS to the DC that someone would have to clear in order to perceive you as a shapeshifter.[\/td][\/tr]\r\n[tr][td]Savage potential[\/td]\r\n[td]All of the user's attacks are stronger. On a hit, roll an extra 1d8 damage.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 9 this damage increases to 2d8.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 17 this damage increases to 3d8.[\/td][\/tr]\r\n[tr][td]Constrict[\/td]\r\n[td]On a hit with Bestial Strike, the target is grappled (Escape DC 13 + WIS). Until this grapple ends, the target is restrained and the user cannot constrict a different target.[\/td][\/tr]\r\n[tr][td]Primal shield[\/td]\r\n[td]When the user expends a use of Channel Nature in order to wild shape, they gain temporary hit points equal to WIS + Prof[\/td][\/tr]\r\n[tr][td]Natural armor[\/td]\r\n[td]The user gains a bonus to AC equal to their WIS[\/td][\/tr]\r\n[tr][td]5th lvl pre-req[\/td]\r\n[td]------- ------- ------- -------[\/td][\/tr]\r\n[tr][td]Climber[\/td]\r\n[td]The user gains a climbing speed of 30 ft.[\/td][\/tr]\r\n[tr][td]Multiattack[\/td]\r\n[td]You can make two Bestial Strike attacks when you take the attack action.[\/td][\/tr]\r\n[tr][td]7th lvl pre-req [\/td]\r\n[td]------- ------- ------- -------[\/td]\r\n[td][\/td][\/tr]\r\n[tr][td]Swimmer[\/td]\r\n[td]The user gains a swimming speed of 30 ft.[\/td][\/tr]\r\n[tr][td]Amphibious[\/td]\r\n[td]The user can breathe both air and water.[\/td][\/tr]\r\n[tr][td]Echolocation[\/td]\r\n[td]The user has blindsight of 100 ft. Must be able to speak for the blindsight to work.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At Level 15 this sense increases to 200 ft.[\/td][\/tr]\r\n[tr][td]Tremorsense[\/td]\r\n[td]The user has tremorsense of 100 ft. Must be touching the ground for the tremorsense to work.[\/td][\/tr]\r\n[tr][td][\/td]\r\n[td]At level 15 this sense increases to 200 ft.[\/td][\/tr]\r\n[tr][td]Inker[\/td]\r\n[td]The user gains an additional action option. Ink Cloud: A 20-foot-radius cloud of ink extends all around the user if it is Underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the user can use the Dash Action as a bonus Action.[\/td][\/tr]\r\n[tr][td]Hurler[\/td]\r\n[td]The user gains an additional attack option, the ability to hurl a projectile that they can find in the vicinity, such as a large rock. Ranged Weapon Attack: your spell attack modifier to hit, range 50\/100 ft., one target. Hit: 5d6 + WIS bludgeoning damage.[\/td][\/tr]\r\n[tr][td]Opposable Thumbs[\/td]\r\n[td]The user gains the ability to use weapons while in wild shape. You may use a weapon as part of your bestial strike, replacing the base damage that bestial strike deals with the damage that the weapon deals. All other features that reference bestial strike still work with this attack, and any effects that the weapon triggers on hit work as well.[\/td][\/tr]\r\n[tr][td]9th lvl pre-req[\/td]\r\n[td]------- ------- ------- -------[\/td][\/tr]\r\n[tr][td]Flyer[\/td]\r\n[td]The user gains a fly speed of 30 ft.[\/td][\/tr]\r\n[tr][td]Flyby[\/td]\r\n[td]The user doesn't provoke opportunity attacks when it flies out of an enemy's reach.[\/td][\/tr]\r\n[tr][td]Perceptive[\/td]\r\n[td]The user gains a bonus to perception checks equal to their WIS[\/td][\/tr]\r\n[tr][td]Mimicry[\/td]\r\n[td]The user can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.[\/td][\/tr]\r\n[tr][td]Weber[\/td]\r\n[td]The user gains a new attack option. Web (Recharge 5\u20136). Ranged Weapon Attack: your spell attack modifier to hit, range 30\/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).[\/td][\/tr]\r\n[tr][td]11th lvl pre-req [\/td]\r\n[td]------- ------- ------- -------[\/td]\r\n[td][\/td][\/tr]\r\n[tr][td]Miniature[\/td]\r\n[td]The user can become tiny sized once during the duration of their wild shape. This change only lasts for 10 minutes. While tiny, you deal half damage.[\/td][\/tr]\r\n[tr][td]13th lvl pre-req [\/td]\r\n[td]------- ------- ------- -------[\/td][\/tr]\r\n[tr][td]Skinwalker[\/td]\r\n[td]While in Wild Shape, you can switch back to your normal form as a bonus action, and you can then switch back to that same wild shape form within 1 minute. Neither transformation uses a charge of Channel Nature.[\/td][\/tr]\r\n[tr][td]Blindsight[\/td]\r\n[td]The user gains blindsight out to 30 ft[\/td][\/tr]\r\n[tr][td]Kaiju[\/td]\r\n[td]The user can become huge once during the duration of their wild shape. This change only lasts of 1 minute. While huge, bestial strike deals an extra 1d8 damage.[\/td][\/tr]\r\n[tr][td]15th lvl pre-req [\/td]\r\n[td]------- ------- ------- -------[\/td]\r\n[td][\/td][\/tr]\r\n[tr][td]Healer[\/td]\r\n[td]When you use a charge of Channel Nature to Wild Shape, you can also use the nature's blossoms feature as part of the same charge.[\/td][\/tr]\r\n[tr][td]Bloodlust[\/td]\r\n[td]You have advantage advantage on melee attack rolls against any creature that doesn't have all its hit points.[\/td][\/tr]\r\n[tr][td]17th lvl pre-req [\/td]\r\n[td]------- ------- ------- -------[\/td]\r\n[td][\/td][\/tr]\r\n[tr][td]Primal Caster[\/td]\r\n[td]You can cast spells while in wild shape. You are able to perform the verbal and somatic components if it is feasible, and you do not need material components. If the spell consumes material components, you cannot cast it.[\/td][\/tr][\/table]\r\n","subclass_options":"CIRCLE OF THE MOON\r\nDruids of the Circle of the Moon draw on the\r\nmagic of the moon to transform themselves and\r\nto guard the wilds. Their order gathers under the\r\nfull moon to share news and perform rituals.\r\nThey wander the deepest parts of the\r\nwilderness, where they might go for weeks on\r\nend before crossing paths with another person,\r\nlet alone another Druid.\r\nChangeable as the moon, a Druid of this circle\r\nmight prowl as a great cat one night, soar over\r\nthe treetops as an eagle the next day, and crash\r\nthrough the undergrowth in bear form to drive\r\noff a trespassing monster. The wild is in the\r\nDruid\u2019s blood.\r\n\r\n3RD LEVEL: COMBAT WILD SHAPE\r\nYou have learned magical techniques that allow\r\nyou to transform quickly and to channel magical\r\nprotection while transformed, giving you these\r\nbenefits:\r\nAbjuration Spells. While you\u2019re in a Wild Shape\r\nform, you can cast any spell you currently have\r\nprepared from the Abjuration School, provided\r\nthe spell doesn\u2019t require a material\r\ncomponent.\r\nQuick Attack. You can use Unarmed Strike as a\r\nBonus Action.\r\nSwift Transformation. You can use your Wild\r\nShape as a Bonus Action or Magic action, but\r\nno more than once on a turn.\r\n\r\n6TH LEVEL: ELEMENTAL WILD SHAPE\r\nChanneling ancient lunar magic, you imbue your\r\nWild Shape forms with power from the\r\nElemental Planes. Whenever you assume a Wild\r\nShape form, choose one of the following damage\r\ntypes: Acid, Cold, Fire, Lightning, or Thunder.\r\nWhile in that form, you have Resistance to the\r\nchosen damage type, and the form\u2019s Bestial\r\nStrike can deal damage of that type rather than\r\nits normal type\u2014with you choosing between the\r\ntypes when you hit.\r\nYour form also displays signs of the chosen\r\ndamage type. For example, if you choose Fire,\r\nyour fur in Wild Shape might flicker with\r\nharmless flames. You choose the details.\r\n\r\n10TH LEVEL: ELEMENTAL STRIKE\r\nElemental forces imbue your attacks. When you\r\ndeal damage with your Bestial Strike, the target\r\ntakes an extra 1d6 damage of the type you chose\r\nfrom Elemental Wild Shape. This extra damage\r\nincreases to 2d6 when you reach 17th level in\r\nthis class.\r\n\r\n14TH LEVEL: THOUSAND FORMS\r\nYou have learned to use lunar magic to alter\r\nyour physical form in innumerable ways. You\r\nalways have the Alter Self spell prepared, and\r\nyou can cast it without expending a Spell Slot. It\r\nalso doesn\u2019t count against the number of spells\r\nyou have prepared.","table_data":"Level | Prof, Bonus | Class Features | Channel Nature | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th\r\n1st | +2 | Channel Nature, Druidic, Spellcasting | 2 | 2 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 |\r\n2nd | +2 | Nature\u2019s Aid | 2 | 2 | 3 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n3rd | +2 | Druid Subclass | 2 | 2 | 4 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n4th | +2 | Feat | 2 | 3 | 4 | 3 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n5th | +3 | - | 3 | 3 |4 |3 |2 | \u2014 | \u2014 | \u2014 | \u2014 |\u2014 |\u2014 |\r\n6th | +3 | Subclass Feature | 3 | 3 | 4 | 3 | 3 | \u2014 | \u2014 |\u2014 | \u2014 | \u2014 | \u2014\r\n7th | +3 | - | 3 | 3 | 4 | 3 | 3 | 1 | \u2014 | \u2014 | \u2014 | \u2014 |\u2014 |\r\n8th | +3 | Feat | 3 | 3 | 4 | 3 | 3 | 2 | \u2014 | \u2014 | \u2014 | \u2014 | \u2014\r\n9th | +4 | - | 4 | 3 | 4 | 3 | 3 | 3 | 1 | \u2014 | \u2014 | \u2014 | \u2014\r\n10th | +4 | Subclass Feature | 4 | 4 | 4 | 3 | 3 | 3 | 2 | \u2014 | \u2014 | \u2014 | \u2014\r\n11th | +4 | - | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | \u2014 | \u2014 | \u2014\r\n12th | +4 | Feat | 4 |4 | 4 | 3 | 3 | 3 | 2 | 1 | \u2014 | \u2014 | \u2014\r\n13th | +5 | - | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | \u2014 | \u2014\r\n14th | +5 | Subclass Feature | 4 |4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | \u2014 |\u2014\r\n15th | +5 | - | 4 | 4 | 4 | 3 | 3 |3 | 2 | 1 | 1 | 1 | \u2014\r\n16th | +5 | Feat | 4 |4 |4 | 3 |3 |3 | 2 |1 | 1 | 1 | \u2014\r\n17th | +6 | - | 4 |4 |4 |3 |3 | 3 | 2 | 1 | 1 | 1 |1\r\n18th | +6 | Archdruid | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 |1 | 1\r\n19th | +6 | Feat | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n20th | +6 | Epic Boon | 4 | 4 |4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1","source":"UA2023-DruidandPaladin and MegaphoneMan0","jsondata":"","tags":"","templateId":"5460","blockId":"1195952","world":"f5f91e5a-6111-497d-aa42-a9caad6dcdeb","folder":"","isShared":"on"}