![]() ![]() ![]() You can change your list of prepared spells when you finish a long rest. The spells must be of a level for which you have spell slots. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. You regain all expended spell slots when you finish a long rest. ![]() To cast one of these spells, you must expend a slot of the spell's level or higher. The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. You learn additional druid cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level. You know two cantrips of your choice from the druid spell list. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.ĭrawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. You and others who know this language automatically spot such a message. You can speak the language and use it to leave hidden messages. You know Druidic, the secret language of druids. Leather armor, an explorer's pack, and a druidic focusĪlternatively, you can ignore the equipment from your class and background, and start with 2d4 x 10 gp.(a) a scimitar or (b) any simple melee weapon.(a) a wooden shield or (b) any simple weapon.Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.Armor: Light armor, medium armor, shields (druids don't use armor/shields made of metal).Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier (minimum of 1) per druid level after 1st.Hit Points at 1st Level: 8 + your Constitution modifier.Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. You gain the ability to summon a spirit that assumes an animal form as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. The list is organized by spell level, not character level. The spells in the following list expand the druid spell list in the Player's Handbook. These features can be selected separately from one another you can use some, all, or none of them. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. Unlike the features in the Player's Handbook, you don't gain the features here automatically. This section offers additional features that you can gain as a druid. You gain class features in the Player's Handbook when you reach certain levels in your class. (Tasha's Cauldron of Everything, page 35) Wild Shape improvement, Ability Score Improvement Levels marked with an asterisk (*) have an optional class feature available. ![]()
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