{"name":"Druid - Circle of Rejuvenation","overview":"","hit_dice":"1d8","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per druid level after 1st","armor_proficiencies":"Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)","weapon_proficiencies":"Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears","tools":"Herbalism kit","saving_throws":"Intelligence, Wisdom","skills":"Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival","starting_equipment":"","spellcasting":"Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.\r\n\r\nCantrips\r\nAt 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.\r\n\r\nPreparing and Casting Spells\r\nThe Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou 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.\r\n\r\nFor 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 cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn\u2019t remove it from your list of prepared spells.\r\n\r\nYou 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.\r\n\r\nSpellcasting Ability\r\nWisdom 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.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Wisdom modifier\r\n\r\nRitual Casting\r\nYou can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\nSpellcasting Focus\r\nYou can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.","class_features":"[b]Druidic -[\/b]\r\nYou know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message\u2019s presence with a successful DC 15 Wisdom (Perception) check but can\u2019t decipher it without magic.\r\n\r\n[b]Wild Shape -[\/b]\r\nStarting 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.\r\n\r\nYour druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1\/4 or lower that doesn\u2019t have a flying or swimming speed.\r\n\r\nBeast Shapes\r\nLevel                    Max CR                     Limitations                 Example\r\n\r\n2nd                        1\/4          No flying or swimming speed      Wolf\r\n\r\n4th                         1\/2                     No flying speed             Crocodile\r\n\r\n8th                          1                                  \u2014                        Giant eagle\r\n\r\nYou can stay in a beast shape 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 fall unconscious, drop to 0 hit points, or die.\r\n\r\nWhile you are transformed, the following rules apply:\r\n\r\nYour game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature\u2019s bonus instead of yours. If the creature has any legendary or lair actions, you can\u2019t use them.\r\nWhen you transform, you assume the beast\u2019s 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. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn\u2019t reduce your normal form to 0 hit points, you aren\u2019t knocked unconscious.\r\nYou can\u2019t 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\u2019t break your concentration on a spell you\u2019ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you\u2019ve already cast.\r\nYou 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\u2019t use any of your special senses, such as darkvision, unless your new form also has that sense.\r\nYou 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\u2019s shape and size. Your equipment doesn\u2019t change size or shape to match the new form, and any equipment that the new form can\u2019t 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.\r\n\r\n[b]Bonus Cantrip -[\/b]\r\nWhen you choose this circle at 2nd level, you learn the Spare the Dying cantrip.\r\n\r\n[b]Natural Recovery -[\/b]\r\nStarting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can\u2019t use this feature again until you finish a long rest.\r\n\r\nFor example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.","subclass_options":"","table_data":"","source":"","jsondata":"","tags":"","templateId":"5460","blockId":"1422225","world":"f3d53ff4-e30b-4748-a612-3171430808fc","folder":"28085","isShared":"on"}