+6 to hit, range 30 ft., one target. “All things have a spirit Medium humanoid (human), Circle of Hit: 2d6 piercing damage, and if the within. My spirit is my strength.” the Moon, neutral good target is Large or smaller, pull it up to 10 feet closer to you. You were born in a sacred Armor Class 15 (studded leather) natural place, and you were Bonus Actions Hit Points 52 (Hit Dice 7d8) marked from birth with Speed 30 ft. Combat Wild Shape. Druid Wild supernatural gifts. Although your parents were farmers, your presence was a Shape feature STR DEX CON blessing to them and your village. The 9 (−1) 16 (+3) 14 (+2) Two-Weapon Fighting. When you druids of the circle overseeing the land take the Attack action and attack with near your home tutored you from a young INT WIS CHA age, allowing you to eschew the normal 11 (+0) 16 (+3) 14 (+2) your scimitar in one hand, you can life a farm child. You became able to shift use a bonus action to attack with the your form when you entered puberty. Proficiencies (+3 proficiency bonus) scimitar in your other hand. On a hit Although your build is slight, your powers Armor Light armor, medium with this bonus action attack, you deal of spirit grant you all the might you need. armor, shields only 1d6 slashing damage. Saving Throws Int +3, Wis +6 Background (Folk Hero) Skills History +3, Insight +6, Wild Shape. Druid feature; common forms include polar bear and saber- You come from among the peasantry, but Medicine +6, Nature +3 toothed tiger the druids who taught you revealed your Tools harp, herbalism kit birth is in accord with a prophecy spoken Weapons clubs, daggers, darts, Options long ago by mysterious fey. People of your javelins, maces, quarterstaffs, Primal Strike. Druid Wild Shape feature home village regard you as a blessed one with the skills to stand against threats scimitars, sickles, slings, spears Senses passive (Perception) 13 Spellcasting. You are a spellcaster against common folk everywhere. (druid feature) who uses Wisdom as Rustic Hospitality. You can find a Languages Common, Draconic, Druidic your spellcasting ability (spell save DC place to hide, rest, or recuperate among commoners, unless you have shown Actions 14; +6 to hit with spell attacks). You yourself to be a danger to them. They will Attack. You can make one of the have the following spells prepared: shield you from the law or anyone else following attacks: Cantrips (at will): druidcraft, produce searching for you, though they will not • Produce Flame. Ranged Spell Attack: flame, thorn whip risk their lives for you. +6 to hit, 30 ft., one target. 1st Level (4 slots): cure wounds, Faction. You are a member of the Hit: 2d8 fire damage. Emerald Enclave, wilderness survivalists faerie fire, fog cloud, healing word, • Scimitar. Melee Weapon Attack: thunderwave who preserve the natural order while +6 to hit, reach 30 ft., one target. 2nd Level (3 slots): flame blade, gust rooting out unnatural threats. Personality Trait. You judge people Hit: 1d6 + 3 slashing damage. of wind, moonbeam by their actions, testing them with 3rd Level (3 slots): call lightning strong words. 4th Level (1 slot): wall of fire Ideal. Traditional ways, when wise and good, should be upheld. Bond. Everything you do is to serve Preparing and Casting Spells. To cast devotion and attunement to nature. You and protect the common folk. one of your druid spells, you must expend use your Wisdom whenever a spell refers Flaw. Convinced of the import of a slot of the spell’s level or higher. You to your spellcasting ability. your destiny, you are blind to your regain all expended spell slots when you Ritual Casting. You can cast a druid shortcomings and the risk of failure. finish a long rest. spell as a ritual if that spell has the ritual You prepare the list of druid spells that tag and you have the spell prepared. Druid Features are available for you to cast, choosing Spellcasting Focus. You can use a Druidic. You can speak Druidic and from the druid spell list. When you do so, druidic focus, such as your yew wand, as use it to leave hidden messages. You choose up to ten druid spells. The spells a spellcasting focus for your druid spells. and others who know this language must be of a level for which you have Wild Shape (Recharges after You automatically spot such a message. spell slots. Finish a Short or Long Rest). You can Others spot the message’s presence with You can change your list of prepared take a bonus action to magically assume a successful DC 15 Wisdom (Perception) spells when you finish a long rest. the shape of a beast that you have seen check but can decipher it only with magic. When you prepare new spells, you must before, provided that the beast has a meditate 1 minute per spell level for each challenge rating of 2, or lower, and Spellcasting. Drawing on the divine spell on your list. has no flying speed. You can use this essence of nature, you can cast spells to Spellcasting Ability. Wisdom is your feature twice. shape that essence to your will. spellcasting ability for your druid spells, Cantrips. You know three cantrips, since your magic draws upon your which you can cast at will. Druid Features (cont’d) Combat Wild Shape. While you are transformed, you can use a bonus action Wild Shape (cont’d). You can stay in to expend one spell slot to regain 1d8 hit a beast shape for 3 hours, and then you points per level of the spell slot expended. revert to your normal form unless you Primal Strike. Your attacks in beast expend another use of this feature. You form count as magical for the purpose of can revert to your normal form earlier by overcoming resistance and immunity to using a bonus action. You automatically nonmagical attacks and damage. revert if you fall unconscious, drop to 0 hit points, or die. Equipment While you are transformed, the Backpack, bedroll, common clothing, following rules apply: harp, healer’s kit, herbalism kit, mess • Your game statistics are replaced by kit, periapt of wound closure, potion the statistics of the beast, but you of healing (3), pouch, rations (10 days), retain your alignment, personality, and scimitars (2), studded leather armor, Intelligence, Wisdom, and Charisma tinderbox, waterskin, yew wand scores. You also retain all of your skill and saving throw proficiencies, in addi- Periapt of Wound Closure tion to gaining those of the creature. If Wondrous item, uncommon (requires the creature has the same proficiency attunement) as you and the bonus in its stat block is While you wear this pendant, you higher than yours, use the creature’s stabilize whenever you are dying at bonus instead of yours. If the creature the start of your turn. In addition, has any legendary or lair actions, you whenever you roll a Hit Die to regain hit can’t use them. points, double the number of hit points • When you transform, you assume the it restores. beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. • 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. • 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, your senses are replaced by those of the beast. • 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 crea- ture’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. Equipment that merges with the form has no effect until you leave the form.