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As a druid, you gain the following class features.

Hit Dice: 1d8 per druid level

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: 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 Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

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

You 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’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. {{rh||System Reference Document 5.1|{{pagenum}}}|class="_footer"}}