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CaelReader; Elegant Druid.json
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CaelReader; Elegant Druid.json
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{
"_meta": {
"sources": [
{
"json": "EDruid",
"full": "Druid (Elegant)",
"abbreviation": "EDruid",
"authors": [
"CaelReader"
],
"convertedBy": [
"Ikaguia"
],
"url": "https://drive.google.com/file/d/1qg_Rmh-q76WvjSA8_WEe7A6aqSuNGQNl/view",
"version": "1"
}
],
"dateAdded": 1594495346,
"dateLastModified": 1594495346
},
"class": [
{
"name": "Druid",
"source": "EDruid",
"page": 1,
"hd": {
"number": 1,
"faces": 8
},
"proficiency": [
"int",
"wis"
],
"spellcastingAbility": "wis",
"casterProgression": "full",
"startingProficiencies": {
"armor": [
"light",
"medium",
"{@item shield|phb|shields}"
],
"weapons": [
"{@item club|phb|clubs}",
"{@item dagger|phb|daggers}",
"{@item dart|phb|darts}",
"{@item javelin|phb|javelins}",
"{@item mace|phb|maces}",
"{@item quarterstaff|phb|quarterstaffs}",
"{@item scimitar|phb|scimitars}",
"{@item sickle|phb|sickles}",
"{@item sling|phb|slings}",
"{@item spear|phb|spears}"
],
"tools": [
"{@item Herbalism kit|PHB}"
],
"skills": [
{
"choose": {
"from": [
"arcana",
"animal handling",
"insight",
"medicine",
"nature",
"perception",
"religion",
"survival"
],
"count": 2
}
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) a wooden {@item shield|phb} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}",
"(a) a {@item scimitar|phb} or (b) any {@filter simple melee weapon|items|source=phb|category=basic|type=simple weapon;melee weapon=sand}",
"{@item Leather armor|phb}, an {@item explorer's pack|phb}, and a {@item druidic focus|phb}"
],
"goldAlternative": "{@dice 2d4 × 10|2d4 × 10|Starting Gold}",
"defaultData": [
{
"a": [
"shield|phb"
],
"b": [
{
"equipmentType": "weaponSimple"
}
]
},
{
"a": [
"scimitar|phb"
],
"b": [
{
"equipmentType": "weaponSimpleMelee"
}
]
},
{
"_": [
"Leather armor|phb",
"explorer's pack|phb",
"druidic focus|phb"
]
}
]
},
"multiclassing": {
"requirements": {
"wis": 13
},
"proficienciesGained": {
"armor": [
"light",
"medium",
"{@item shield|phb|shields}"
]
}
},
"classTableGroups": [
{
"colLabels": [
"{@filter Cantrips Known|spells|level=0|class=Druid}"
],
"rows": [
[
2
],
[
2
],
[
3
],
[
3
],
[
3
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[
3
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[
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[
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[
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[
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[
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[
4
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[
4
],
[
4
],
[
4
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[
4
],
[
4
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]
},
{
"title": "Spell Slots per Spell Level",
"colLabels": [
"{@filter 1st|spells|level=1|class=Druid (EDruid)}",
"{@filter 2nd|spells|level=2|class=Druid (EDruid)}",
"{@filter 3rd|spells|level=3|class=Druid (EDruid)}",
"{@filter 4th|spells|level=4|class=Druid (EDruid)}",
"{@filter 5th|spells|level=5|class=Druid (EDruid)}",
"{@filter 6th|spells|level=6|class=Druid (EDruid)}",
"{@filter 7th|spells|level=7|class=Druid (EDruid)}",
"{@filter 8th|spells|level=8|class=Druid (EDruid)}",
"{@filter 9th|spells|level=9|class=Druid (EDruid)}"
],
"rows": [
[
2,
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],
[
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]
}
],
"classFeatures": [
"Druidic|Druid||1",
"Spellcasting|Druid|EDruid|1",
"Cantrip Versatility|Druid||1|UAClassFeatureVariants",
"Wild Shape|Druid|EDruid|2",
{
"classFeature": "Druid Circle|Druid||2",
"gainSubclassFeature": true
},
"Ability Score Improvement|Druid||4",
"Proficiency Versatility|Druid||4|UAClassFeatureVariants",
"Primal Strikes|Druid|EDruid|6",
{
"classFeature": "Druid Circle feature|Druid||6",
"gainSubclassFeature": true
},
"Ability Score Improvement|Druid||8",
"Proficiency Versatility|Druid||8|UAClassFeatureVariants",
{
"classFeature": "Druid Circle feature|Druid||10",
"gainSubclassFeature": true
},
"Multiattack|Druid|EDruid|11",
"Ability Score Improvement|Druid||12",
"Proficiency Versatility|Druid||12|UAClassFeatureVariants",
{
"classFeature": "Druid Circle feature|Druid||14",
"gainSubclassFeature": true
},
"Ability Score Improvement|Druid||16",
"Proficiency Versatility|Druid||16|UAClassFeatureVariants",
"Massive Forms|Druid|EDruid|18",
"Timeless Body|Druid||18",
"Ability Score Improvement|Druid||19",
"Proficiency Versatility|Druid||19|UAClassFeatureVariants",
"Archdruid|Druid|EDruid|20"
],
"subclassTitle": "Druid Circle",
"fluff": [
{
"type": "section",
"name": "Druid",
"entries": [
"Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.",
"Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists' activities.",
"Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.",
"Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature's indomitable will.",
{
"type": "entries",
"name": "Power of Nature",
"entries": [
"Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.",
"Druid spells are oriented toward nature and animals\u2014the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form."
]
},
{
"type": "entries",
"name": "Preserve the Balance",
"entries": [
"For druids, nature exists in a precarious balance. The four elements that make up a world\u2014air, earth, fire, and water\u2014must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.",
"Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.",
"Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers."
]
},
{
"type": "entries",
"name": "Creating a Druid",
"entries": [
"When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character's destiny.",
"Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.",
{
"type": "entries",
"name": "Quick Build",
"entries": [
"You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the {@background hermit} background."
]
},
{
"type": "inset",
"name": "Druids & Metal",
"entries": [
"Most druids eschew the usage of metal, instead using organic materials such as bone, hide, and wood for their tools, weapons, and armor. Equipment that is normally forged of metal, such as medium armor, can occasionaly be found crafted by druids out of these more primal materials.",
"The few druids who work more closely with civilization may choose to wear metal armor, but this is often seen as a blasphemy by more traditionalist druids. Some druids keep to more ancient metals such as copper and bronze, often maintaining pieces that are centuries old."
]
}
]
}
],
"source": "EDruid",
"page": 1
},
{
"type": "inset",
"name": "Design Notes: Elegant Druid",
"entries": [
"This overhaul of the Druid class is born out of my experiences with both the base class and my previous druid rework. Inspired by the game 13th Age, I realized that I really disliked that Wild Shape relied on external creature statblocks to function, which caused a whole bunch of problems:",
{
"type": "list",
"items": [
"Early-game, a druid player is presented with way too many options, causing analysis paralysis. Late-game, a druid has far too few options, pigeonholing them into certain beasts. I don't think bloating the game with a bunch more high CR beasts is a good solution.",
"Even with the analysis paralysis of low CRs, there are still gaps where a druid can't turn into say, a CR 2 Wolf, without doing some reflavoring of an unrelated statblock.",
"Druid is already a full caster that expects you to learn the casting system and druid spells, it shouldn't have a second workload of looking up and learning how beast statblocks work.",
"This core feature of the class is now pegged to Monster Design, which does not, and shouldn't, follow the same rules as PC Design. This stifles the design both for the Druid and for Beasts in the system.",
"New books, sometimes adventure modules, with new beasts come out and suddenly your druid is stronger or more versatile? You end up referencing more books than a Wizard!"
]
},
"The core of Elegant Druid is the new Wild Shape mechanics, which use an internal, level-scaling statblock for any beast you turn into, that you then add-on an appropiate Aspect to customize into a wolf or an elk or a bear or what have you. This has a number of beneficial effects:",
{
"type": "list",
"items": [
"You can now turn into anything you want, at any level, and you will have level-appropiate stats.",
"You no longer have to look up and learn statblocks in another section or in another book, everything is there in the feature.",
"The split of Scout Form and Combat Form codifies the way that Wild Shape gets used in gameplay, and gives you more freedom to use wild shape for utility without giving up its combat potential.",
"Reflavoring and customization are now built-in assumptions rather than something you're left to figure out on your own.",
"The design is much more flexible, since the Druidic Forms and Aspects can just be tuned directly, instead of being at the mercy of how statblocks are written. Subclasses also have a much easier job of hooking into your core defining class feature."
]
},
"I also have always felt that that Moon/Land split made for something of an unsatisfying dichotomy within the class. Elegant Druid's Combat Form statblock is designed to be somewhere between the default and PHB Moon Druid's scaling, which should make it useful for all druids regardless of subclass. Moon Druid is the still the master of the Combat Form but you are not forced to pick it in order to have reasonable combat stats. Land Druid has been overhauled and given much more appealing features, as well as the defining ability to cast their circle spells even while in wild shape.",
"Overall, while this is merely version 1, it should provide a much more flexible and self-contained druid experience, with less homework and more meaningful choices.",
"-CaelReader"
],
"source": "EDruid",
"page": 12
},
{
"type": "section",
"entries": [
{
"type": "quote",
"entries": [
"Even in death, each creature plays its part in maintaining the Great Balance. But now an imbalance grows, a force that seeks to hold sway over nature. This is the destructive behavior of the mortal races. The farther away from nature their actions take them, the more corrupting their influence becomes. As druids, we seek mainly to protect and educate, to preserve the Great Balance, but there are times when we must rise up against danger and eradicate it."
],
"by": "Safhran, archdruid"
},
"Druids are the caretakers of the natural world, and it is said that in time a druid becomes the voice of nature, speaking the truth that is too subtle for the general populace to hear. Many who become druids find that they naturally gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life. Because of their strange and mysterious power, druids are often revered, shunned, or considered dangerous by the people around them.",
"Your druid character might be a true worshiper of nature, one who has always scorned civilization and found solace in the wild. Or your character could be a child of the city who now strives to bring the civilized world into harmony with the wilderness. You can use the sections that follow to flesh out your druid, regardless of how your character came to the profession.",
{
"type": "entries",
"name": "Treasured Item",
"entries": [
"Some druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but every one is an object whose meaning connects the druid's mind and heart to a profound concept or spiritual outlook.",
"When you decide what your character's treasured item is, think about giving it an origin story: how did you come by the item, and why is it important to you?",
{
"type": "table",
"caption": "Treasured Item",
"colLabels": [
"{@dice d6}",
"Treasured Item"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"A twig from the meeting tree that stands in the center of your village"
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"A vial of water from the source of a sacred river"
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"Special herbs tied together in a bundle"
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"A small bronze bowl engraved with animal images"
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"A rattle made from a dried gourd and holly berries"
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"A miniature golden sickle handed down to you by your mentor"
]
]
}
]
},
{
"type": "entries",
"name": "Guiding Aspects",
"entries": [
"Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate.",
{
"type": "table",
"caption": "Guiding Aspects",
"colLabels": [
"{@dice d6}",
"Guiding Aspects"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"Yew trees remind you of renewing your mind and spirit, letting the old die and the new spring forth."
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude."
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"The river's endless flow reminds you of the great span of the world. You seek to act with the long-term interests of nature in mind."
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary to sustain yourself in the world."
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray."
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"As demonstrated by the actions of the wolf, an individual's strength is nothing compared to the power of the pack."
]
]
}
]
},
{
"type": "entries",
"name": "Mentors",
"entries": [
"It's not unusual for would-be druids to seek out (or be sought out by) instructors or elders who teach them the basics of their magical arts. Most druids who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a student's attitudes and beliefs.",
"If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path?",
{
"type": "table",
"caption": "Mentors",
"colLabels": [
"{@dice d6}",
"Mentors"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
{
"type": "cell",
"roll": {
"exact": 1
}
},
"Your mentor was a wise treant who taught you to think in terms of years and decades rather than days or months."
],
[
{
"type": "cell",
"roll": {
"exact": 2
}
},
"You were tutored by a dryad who watched over a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world."
],
[
{
"type": "cell",
"roll": {
"exact": 3
}
},
"Your tutor always interacted with you in the form of a falcon. You never saw the tutor's humanoid form."
],
[
{
"type": "cell",
"roll": {
"exact": 4
}
},
"You were one of several youngsters who were mentored by an old druid, until one of your fellow pupils betrayed your group and killed your master."
],
[
{
"type": "cell",
"roll": {
"exact": 5
}
},
"Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form."
],
[
{
"type": "cell",
"roll": {
"exact": 6
}
},
"Your mentor was a werebear who taught you to treat all living things with equal regard."
]
]
}
]
}
],
"source": "XGE",
"page": 21
}
],
"cantripProgression": [
2,
2,
3,
3,
3,
3,
3,
3,
3,
4,
4,
4,
4,
4,
4,
4,
4,
4,
4,
4
]
}
],
"classFeature": [
{
"name": "Spellcasting",
"source": "EDruid",
"page": 3,
"className": "Druid",
"classSource": "EDruid",
"level": 1,
"entries": [
"Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter druid spell list|spells|class=Druid (EDruid)}.",
{
"type": "entries",
"name": "Cantrips",
"entries": [
"At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table."
]
},
{
"type": "entries",
"name": "Preparing and Casting Spells",
"entries": [
"The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid 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.",
"You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.",
"For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@spell cure wounds}, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.",
"You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list."
]
},
{
"type": "entries",
"name": "Spellcasting Ability",
"entries": [
"Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to 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.",
{
"type": "abilityDc",
"name": "Spell",
"attributes": [
"wis"
]
},
{
"type": "abilityAttackMod",
"name": "Spell",
"attributes": [
"wis"
]
}
]
},
{
"type": "entries",
"name": "Ritual Casting",
"entries": [
"You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared."
]
},
{
"type": "entries",
"name": "Spellcasting Focus",
"entries": [
"You can use a {@item druidic focus|PHB} (found in {@book chapter 5|PHB|5}) as a spellcasting focus for your druid spells"
]
},
{
"type": "inset",
"name": "Sacred Plants & Wood",
"entries": [
"A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.",
"Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.",
"Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants."
]
}
]
},
{
"name": "Wild Shape",
"source": "EDruid",
"page": 4,
"className": "Druid",
"classSource": "EDruid",
"level": 2,
"entries": [
"Starting at 2nd level, your connection with nature allows you to magically assume a special druidic form as an action. These forms are no mere beasts of the wild; they are mystical manifestations of your primal connection to nature. You can assume either a {@creature Druidic Scout Form|EDruid|Scout Form}, a small critter ideal for exploration and espionage\u2014or a {@creature Druidic Combat Form|EDruid|Combat Form}, a hearty beast fit for battle. You can turn into your Scout Form twice, and your Combat Form twice, regaining all expended uses of this feature when you finish a short or long rest. You can stay in a druidic form for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you drop to 0 hitpoints or die.",
{
"type": "entries",
"name": "Statistics",
"entries": [
"You adopt the following aspects and statistics of your druidic form while in it:"
]
},
{
"type": "list",
"items": [
"Your Strength, Dexterity, and Constitution scores are replaced by your form's.",
"You assume the form's hitpoints as listed in its statblock.",
"You can't speak or cast spells.",
"Your ability take to any action that requires hands is limited by your form's anatomy.",
"Your equipment magically merges into your new form and has no effect (unless your DM says you can wield or wear it instead)."
]
},
"You keep the following aspects and statistics of your normal form even while in druidic form:",
{
"type": "list",
"items": [
"Your alignment, personality, Intelligence, Wisdom, and Charisma scores remain the same.",
"You retain all proficiencies and can understand all the languages you normally know.",
"You can maintain concentration on spells, and take actions as part of a spell.",
"You retain the benefit of any features from your race, class or other sources and can use them if the new form is physically capable of doing so."
]
},
{
"type": "entries",
"name": "Overflow Damage",
"entries": [
"When you revert to your normal form, you return to the number of hitpoints you had before you transformed. However, if you revert as a result of dropping to 0 hitpoints, any excess damage carries over to your normal form. For example, if you take 10 damage in druidic form and have only 1 hitpoint left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hitpoints, you aren't knocked {@condition unconscious}.",
"If your druidic form is instantly killed or reduced to 0 hitpoints by an effect that normally kills you outright when it does so, such as the {@spell disintegrate} or {@spell power word kill} spells, you instead revert to your normal form, and are not killed."
]
},
{
"type": "entries",
"name": "Appearance",
"entries": [
"When you shift into a form, you can determine its appearance, but it always looks slightly different than a natural version. The forms of many druids take on aspects of their personal appearance, but you can customize it as you desire, within reasonable limitations of the form's anatomy. For example, your lion form may have golden feathers and an ethereal tail, but it (normally) wouldn't have wings or humanoid hands. These customizations are entirely cosmetic and do not change your form's statistics.",
"A creature that is suspicious of your form can make a contested Intelligence ({@skill Nature}) check against your Intelligence ({@skill Nature}) check to determine that you are in fact a shapeshifted druid rather than a naturally curious animal. A fellow druid automatically succeeds on this check (and so do you, if you are making it against another druid in their form)."
]
},
{
"type": "entries",
"name": "Scout Form",
"entries": [
"Scout Forms\u2014like Cats, Hawks, Cuttlefish, Spiders, Owls, and Foxes\u2014are critters that can readily maneuver around terrain, scout areas easily, and spy on potential enemies while hiding in plain sight. Scout Forms are unsuited for combat, lacking effective attacks and able to be swatted out of the air by even mundane predators. When you transform into your Scout Form, you adopt the statblock below, choosing Ground or Water. Each option grants additional traits to your scout form that adapt it to a different environment. You also choose between Tiny and Small for your form's size.",
"Starting when you reach 6th level in this class, you can also choose Sky as your scout form.",
"Each time you transform into a given scout form, you can choose the specific type of animal that you become\u2014such as a Cat or a Dog for Ground, a Bat or an Owl for Sky, an Otter or a Turtle for Water. What specific animal form you adopt doesn't change the statistics of your Scout Form."
]
},
{
"type": "entries",
"name": "Combat Form",
"entries": [
"Combat Forms\u2014such as Bears, Elephants, Panthers, Giant Owls, or Wolves\u2014are formidable beasts useful for tearing into foes and weathering their attacks. Combat Forms might have special movement modes and senses, but their primary purpose is to do battle. When you transform into your Combat Form, you adopt the statblock below, and you choose a Form Aspect. The Aspect determines the general anatomy of your combat form, and you gain the listed traits of the aspect while in the form. You also choose between Medium and Large for your form's size."
]
},
{
"type": "entries",
"name": "Form Aspects",
"entries": [
"When you assume a combat form you also choose the anatomy and extra traits of your new form, called an aspect. Each aspect encompasses a wide variety of specific animals, such as the Wolf aspect also including jackals and hyenas. If you prefer a specific aesthetic but want the traits of another aspect, feel free to reflavor your form's anatomy as seems reasonable to you and your DM. For instance, you could adopt the Elk aspect, but take on the anatomy of a blazing-fast cheetah.",
{
"type": "list",
"items": [
{
"type": "entries",
"name": "Bear",
"entries": [
"(also Giant Badger, Wolverine)",
{
"type": "entries",
"name": "Climber",
"entries": [
"You gain a climbing speed of 40 feet."
]
},
{
"type": "entries",
"name": "Bulky",
"entries": [
"When you assume this form, you gain temporary hitpoints equal to 2 x your Druid level, which last as long as you maintain this aspect."
]
}
]
},
{
"type": "entries",
"name": "Elk",
"entries": [
"(also Horse, Elephant, Rhinoceros, Boar, Triceratops)",
{
"type": "entries",
"name": "Swift",
"entries": [