Druid

This is a class from the official Players Handbook and can be found on page 64. For more information of the Druid class please consult the Players Handbook.

Druids rever 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 transcendants 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- the 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.

Class Features


Hit Points

Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constituation modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constituation modifier per druid level after 1st

Proficiencies

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
Tools: Herbalism kit

Saving Throws: intelligence, Wisdom

Skills: Choose two from Arcana, Animal Handing,
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
  • Leather armor, an explorer’s pack, and a druidic focus

Wild Form

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beast you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast thats has challenge rating of 1/4 or lower that doesn’t have flying or swimming speed.

Beast Shapes

Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying Speed Crocodile
8th 1 - Giant eagle

For more information on Wild Form please consult the Players Handbook, page 66. Below are beast forms that have been homebrewed for the Chimera capmaign.
Griffon

Druid

Chimera OnoD