

You keep the following aspects and statistics of your normal form even while in wild shape: Your equipment magically merges into your new form and has no effect (unless your DM says you can wield or wear it instead).Your ability to take any action that requires hands is limited by your form’s anatomy.You assume the form’s hit points as listed in its stat block.Your Strength, Dexterity, and Constitution scores are replaced by your form’s.You adopt the following aspects and statistics of your wild shape form while in it: You automatically revert if you drop to 0 hit points or die. You can revert to your normal form earlier by using a bonus action on your turn. You then revert to your normal form unless you expend another use of this feature. You can stay in a scout or combat form for a number of hours equal to half your druid level (rounded down). You regain all expended uses of this feature when you finish a short or long rest. You can use this ability a number of times equal to your wisdom modifier but may only assume your combat form, or use wild shape features provided by your circle, with two of those uses. You gain the ability to assume a Scout Form, a small critter ideal for exploration and espionage - and a Combat Form, a hearty beast fit for battle. Starting at 2nd level, your connection with nature allows you to magically assume the form of a beast as an action. You can use a druidic focus as a spellcasting focus for your druid spells. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting Spell save DC = 8 + your proficiency bonus + your Wisdom modifier 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. You use your Wisdom whenever a spell refers to your spellcasting ability. Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. Casting the spell doesn't remove it from your list of prepared spells. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot.

With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. The spells must be of a level for which you have spell slots.įor example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level 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 druid 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 spells of 1st level and higher. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. CantripsĪt 1st level, you know two cantrips of your choice from the druid spell list. Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
