Druid The shapeshifter Level Prof Bonus Features 1st +2 Chosen form, Rejuvenation 2nd +2 Action Surge (1) 3rd +2 Grove 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Ability Score Improvement 7th +3 Grove Feature 8th +3 Ability Score Improvement 9th +4 - 10th +4 Grove Feature 11th +4 Extra Attack (2) 12th +4 Ability Score Improvement 13th +5 - 14th +5 Ability Score Improvement 15th +5 Grove Feature 16th +5 Ability Score Improvement 17th +6 Action Surge (2) 18th +6 Martial Archetype Feature 19th +6 Ability Score Improvement 20th +6 Extra Attack (3) Class Features As a druid, you gain the following class features. Hit Points Hit Dice: 1d10 per druid level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 56) + your Constitution modifier per level in this class after 1st Proficiences Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Saving Throws: Strength, Constitution.

Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a wooden shield or (b) any simple weapon

(a) a scimitar or (b) any simple melee weapon

(a) Leather armor, an explorer’s pack, and a druidic focus

Chosen Form You adopt a particular form as your specialty. As an action, you may shift into your chosen form. You may stay in form indefinitely, and may revert to your normal form as a bonus action. You automatically revert back if a spell or effect causes you to fall unconcious, drop to 0 hit points, or die. Reverting to your normal form does not affect your hit points, and you retain all effects and wounds received while transformed. While you are transformed, the following rules apply: You retain your scores, saves, proficiencies, health, hit dice, speed, and all other character statistics unless otherwise noted.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. 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, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Your equipment that merges with the form has no effect until you leave the form. Choose one of the following forms. You can't choose a form more than once, even if you later get to choose again. Dryad You adopt the form of a medium sized dryad. As part of your transformation you are able to sprout a short bow or long bow from your body. You gain +2 to attack rolls you make with this bow. Additionally, you are also able sprout small, straight twigs that function as arrows. Your armor in this form is equal to 13 + your Dexterity modifier. Dire Bear You adopt the form of a large sized dire bear. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You gain 1 claw attack that deals 1d8 slashing damage plus your Strength modifer. Your armor in this form is equal to 18, but you have disadvantage on Stealth checks in this form. Feral Cat You adopt the form of a large size feral cat. You gain 1 claw attack that deals 1d6 slashing damage plus your Dexterity modifer. You may make an additional claw attack as a bonus action. You can add your Dexterity modifier to the damage of this second attack. Your armor in this form is qual to 12 + your Dexterity modifier. Your speed in this form is 35 feet. Rejuvenation You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your druid level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Druid Grove At 3rd level, you choose a grove to dedicate yourself to a grove, granting you additional styles and techniques. The grove you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, your attacks in your chosen form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Druid Groves All druids must choose a grove for further training. The grove you choose will reflect your approach to not only combat, but will also inform your outlook as you experience the world. Oak The Oak grove focuses on the development development of your chosen forms. Improved Critical Beginning when you choose this grove at 3rd level, your attacks made while in your chosen form score a critical hit on a roll of 19 or 20. Form Perfection Starting at 7th level, while in your chosen form, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Chosen Form At 10th level, you can choose a second form option from the Chosen Form class feature. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. Passive Rejuvenation At 18th level, you attain the pinnacle of your druidic focus in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. Hawthorn The Hawthorn grove employ techniques passed down through generations. To a member of the hawthorn grove, the druidic arts are a form of academic study. Not every druid absorbs the lessons of history, theory, and artistry that are reflected in the hawthorn grove, but those who do are regarded as well-rounded druids of great skill and knowledge. Combat Superiority When you choose this archtype at 3rd level, you learn maneuvers that are fuield by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have 4 superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + prof bonus + Strength or Dexterity mod (your choice). Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Know Your Enemy Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if lhe creature is your equal, superior, or inferior in regard to two of the following characteristics ofyour choice: Strength score

Dexterity score

Constitution score

Armor Class

Current hit points

Total class levels (if any)

Druid class levels (if any) Improved Combat Superiority At 10th level, your superiority dice turn into dlOs, At 18th level, they turn into d12s. Relentless Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. Maneuvers Maneuvers The maneuvers are presented in alphabetical order. Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike: When you hit a creature with an attack in your chosen form, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork: When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving.

Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Until the end of the turn, you have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack: When you hit a creature with an attack in your chosen form, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack: When you make a claw attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack: When you hit a creature with an attack in your chosen form, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Thick Hide: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack: When you make an attack roll in your chosen form against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack: When you hit a creature with an attack in your chosen form, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Quick Rebuttal: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack: When you hit a creature with an attack in your chosen form, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack: When you hit a creature with an attack in your chosen form, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone. Willow The willow grove combines the form mastery common to all druids with a careful study of nature magic. They focus their study on two of the eight schools of magic: transmutation and evocation. Transmutation spells grant the druid a deeper understanding of the properties of nature, and evocation spells deal damage to many foes at once or heal allies. Druids learn a comparitively small number of spells, focusing instead on flexibility in combat. Spellcasting When you reach 3rd level, you augment your prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. You can't cast spells while in your chosen form unless otherwise specified. 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, such as call lightning, that you’ve already cast. Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level. Spell Slots. The Willow Druid Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st-LeveI and Higher. You know three 1st-level druid spells of your choice, two of which you must choose from the transmutation and evocation spells on the druid spell list. The Spells Known column of the Willow Druid Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a transmutation or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this c1ass, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a transmutation or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through the careful study of nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 + prof bonus + Wisdom mod.

Spell attack modifier = prof bonus + Wisdom mod. Quick Form At 3rd level, you may shift into your chosen form as a bonus action. You may only shift this way twice per short rest. Form Magic Beginning at 7th level while in your chosen form, you may cast one cantrip in form without the normal components and you may also make one attack as a bonus action. This must be either a Claw attack or using the short bow from your chosen form. Balanced Strike At 10th level, you learn how to make your chosen form attacks undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. Nature's Leap At 15th level, you gain the ability to harness the winds to allow you to deftly leap to an unoccupied space you can see. Creatures may not make Opportunity Attacks against you during this leap. You may use this feature twice per short rest. Beast Spells 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. Willow Druid Spellcasting Druid Level Cantrips Known 1st 2nd 3rd 4th 3rd 2 3 2 — — — 4th 2 4 3 — — — 5th 2 4 3 — — — 6th 2 4 3 — — — 7th 2 5 4 2 — — 8th 2 6 4 2 — — 9th 2 6 4 2 — — 10th 3 7 4 3 — — 11th 3 8 4 3 — — 12th 3 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 11 4 3 3 — 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1