Medium Or Small Humanoid (Any Race, Druid), Any Alignment
Armor Class 14 (Hide, Wooden Shield or 16 with Barkskin)
Hit Points 33 (5d8 + 10)
Speed 30 ft.
STR
11 (+0)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws INT +4, WIS +6
Skills Nature +4, Survival +6
Senses Passive Perception 13
Languages Common, Druidic And one additional language
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Class: Druid. The Druid is Considered a 5th Level Druid.

Taboo Against Metal. The Druid Cannot gain the benefits of Armor Made of Metal. Additionally The Druid will not Use weapons Made of Metal unless Convinced To Do so with a DC 15 Persuasion Check.

Actions

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning damage.

Wildshape (2/Day). The Druid Transforms into a Beast with a CR of ½ or lower that Does Not Possess a Flying Speed that they have Seen. They Remain in this Form for up to 2 Hours unless They use a Bonus action to End The Transformation, fall Unconscious, or Drop to 0 Hitpoints in their Beastform. While Wild Shaped the Druid Follows all The Rules of the Wild Shape as Described by the Druid Class

Spellcasting. The Druid is a 5th Level Spellcaster, Wisdom is it's Spellcasting Ability (DC 14, +6 to hit with Spell Attacks), It has the Following Spells Prepared:

Cantrips (At Will): Druidcraft, Guidance, Shillelagh 

1st Level (4 Slots): Animal Friendship, Goodberry, Speak with Animals 

2nd Level (3 Slots): Animal Messenger, Barkskin 

3rd Level (2 Slots): Call Lightning, Conjure Animals, Speak with Plants 

Description

Power of Nature


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—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.


A Circlesworn Druid is A Proper Member of a Druid Circle, Having proven themselves Competent Enough to Protect the Forces of Nature these Druids are the Most Common to Find having Been Blessed with the Power of Wildshape and Granting Them the Ability to Experience Life through the Lense of the Creatures of the Natural World.

 

Variants


Some Druids are Charged w/ Spiritual Guides to aid them on their Path Such Druids Possess the Wild Companion Action:

Wild Companion. The Druid May expend 1 Use of its Wild Shape Action to cast Find Familiar without Material Components, when Cast this Way the Familiar is a Fey that Remains for up to 2 Hours.

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Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHill

Erikson

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