Druid

Class Features

As a druid, you gain the following class features.

Hit Points

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

Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Proficiencies

Armor: None
Weapons: Blowguns, 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, Perception, Religion, and Survival

Equipment

You start with 80 gp, in addition to the equipment granted by your background. The following are good starting items for druids:

Table: The Druid
LevelFeaturesSecrets KnownCantrips KnownMana PoolMax Spell Level
1stDruidic Training, Spellcasting, Druidic Defense,Secrets of Nature2221st
2ndDruid Circle, Wild Companion, Wild Shape2241st
3rdStudent of Nature2282nd
4thAbility Score Improvement, Wild Shape Improvement23122nd
5thLand's Stride33153rd
6thDruid Circle feature33193rd
7thDruidic Lore33234th
8thAbility Score Improvement, Wild Shape Improvement33294th
9thNature's Balance43355th
10thDruid Circle feature44415th
11thImproved Wild Companion44476th
12thAbility Score Improvement, Wild Shape Improvement44506th
13thWild Resurgence54547th
14thDruid Circle feature54587th
15thConcordance of Nature54628th
16thAbility Score Improvement, Wild Shape Improvement54668th
17thGreater Wild Companion64719th
18thGreater Druidic Lore64769th
19thAbility Score Improvement64829th
20thArchdruid, Wild Shape Improvement64899th
Table: The Epic Level Druid
LevelFeaturesSecrets KnownCantrips KnownMana PoolMax Spell Level
21stEpic Ability Score Improvement, Druid Circle feature75959th
22ndMindfulness75989th
23rdGreater Wild Resurgence751029th
24thPrimeval Gift751069th
25thEpic Ability Score Improvement, Druid Circle feature851109th
26thMindfulness861149th
27thEssence of the Wild861199th
28thDruid Circle feature8612910th
29thEpic Ability Score Improvement, Mindfulness9614011th
30thElder Spell9615212th

Secrets of Nature

1st-level Druid feature
During your druidic training and exploration of nature you pick up several methods of surviving in the wilderness. You gain two secrets of nature of your choice, detailed on the Secrets of Nature page. The Secrets Known column of the Druid table shows when you learn more secrets of nature. Unless otherwise noted, you can gain each secret only once. Additionally, when you gain a level in this class, you can choose one of the Secrets of Nature you know and replace it with another Secret of Nature that you could learn at that level.

Druidic Training

1st-level Druid feature
All druids are taught to commune with nature, to become a conduit for natural power, and to maintain the secrets of their druid circle. You gain proficiency with Nature.

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.

Spellcasting

1sth-level Druid feature
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

At 1st level, you know two cantrips of your choice from the Druid Spell List as well as the druidcraft cantrip. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Starting at 4th level, whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list. However, you cannot replace druidcraft.

Preparing and Casting Spells

The Druid table shows how much mana you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend mana from your mana pool. You regain all expended mana when you finish a long rest. The mana costs for spells can be found on the mana cost table.

You 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 can cast.

You can 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.

Spellcasting Ability

Wisdom 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.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Druidic Defense

1st-level Druid feature
The natural powers which guide you bestow a modicum of protection for your journey. Choose one of the following options.

Sentinel Training

You gain proficiency with light armor, medium armor, and simple and ranged martial weapons. Druids will usually not wear armor or use shields made of metal.

Warden Training

You gain proficiency with light armor, medium armor, shields. Druids will usually not wear armor or use shields made of metal.

Woad Armor

While you are not wearing any armor, wielding a shield, or in your Wild Shape, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Once you reach 3rd level, you always have the barkskin spell prepared, and it doesn’t count against the number of spells you can prepare each day.

Wild Shape

2nd-level Druid feature
As an action you can magically assume a form called a Wild Shape. You can use this feature a number of times equal to your proficiency bonus. You regain one expended use when you finish a short rest, and you all regain expended uses when you finish a long rest.

When you use this ability, you choose whether you want to be tiny, small, medium, or large. Each size uses a different template to determine its statistics. You must also choose to take a Beast or Plant shape. Your choice determines your creature type while in your Wild Shape, as well as its appearance.

Each time you use your Wild Shape ability, you choose an Exploration Trait and a Combat Trait. If a trait has a required creature type, movement speed, size, or other prerequisite trait, you must meet the prerequisites. You gain an additional Exploration Trait at 4th level, and an additional Combat Trait at 8th level. When you choose a Combat Trait, you may choose an Exploration Trait instead.

You decide the physical appearance of your Wild Shape, but the traits you select may inform it. For example, a Beast Wild Shape with the Web Sense trait may look like a spider, while a Plant Wild Shape with the Reach trait could look like a Vine Blight.

You can stay in a wild shape for a number of hours equal to your druid level. 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 drop to 0 hit points, or die.

LevelExploration TraitsCombat TraitsArmor Class
2nd1112
4th2113
8th2214
12th2215
16th2216
20th2217

While you are transformed, the following rules apply:

  • You retain your hit points and hit dice, alignment, personality, the ability to speak and understand any languages you know, and your Constitution, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, as well as any movement speeds you have (provided your new form can utilized them.)
  • When you transform, you gain a number of temporary hit points equal to your druid level. While in a wild shape your armor class equals 12 + ¼ your druid level (rounded down) as shown on the Wild Shapes table.
  • Your Strength and Dexterity scores change according to the size template you chose. This change does not affect your movement speed or armor class.
  • While in a wild shape you may only cast spells with a range of Self or Touch. You can perform the verbal and somatic components of such spells while in a wild shape and your wild shape itself acts as your spellcasting focus. Transforming doesn’t break your concentration on a spell you’ve already cast, nor does it prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You 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. You also gain darkvision at a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet.
  • You 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’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t 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.

Wild Shape Template

Size. Tiny, Small, Medium, Large or Huge (Moon Druid Only)
Type. Beast or Plant
Armor Class. As listed in table.
Speed (Base). 40 ft., 40 ft. climb, 40 ft. swim (level 4+), 20 ft. burrow (level 4+), or 40 ft. fly (level 8+)
 TinySmallMediumLargeHuge
STRHalf base Str scoreFull base Str scoreWisdomWisdomWisdom
DEXWisdomWisdomWisdomFull base Dex scoreFull base Dex Score
CONSame as your base form
INTSame as your base form
WISSame as your base form
CHASame as your base form
Senses. Darkvision 60 ft.
Languages. All languages you know.
Proficiency Bonus. Your proficiency bonus.

Actions

You have a Bestial Strike attack, which deals bludgeoning, piercing, or slashing damage (your choice when you wild shape).

TinySmallMediumLargeHuge
1d4 + Wis1d6 + Wis1d8 + Wis2d6 + Wis2d8 + Wis

Exploration Traits

You may select a number of exploration traits in accordance with your druid level as listed in the above table. Each of these traits may have further requirements based on your size, movement speed, or creature type.

AbilityCreature TypesMovement SpeedsSizeDescription
Requires Druid Level 2
CamouflageAnyAnyAnyYou have Advantage on Dexterity (Stealth) checks made to Hide.
ClimberAnyAnyAnyYou gain a climb speed of 40 feet.
False AppearancePlantAnyAnyWhile you remain motionless, you are indistinguishable from a normal plant.
Great LeapAnyAnyAnyYou may use your Wisdom score to determine jump distance, and you always count as having without a running start. Additionally, whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover. This extra distance costs movement as usual.
Keen SensesBeastAnyAnyYou have Advantage on Wisdom (Perception) checks.
Night HunterBeastAnyAnyYou gain proficiency in the Perception and Stealth skills. If you are already proficient in these skills, you add double your proficiency bonus to checks you make with it.
Web SenseBeastClimbAnyYou can spin webs to climb upon. You ignore movement restrictions caused by webbing, and while in contact with a web, you know the exact location of any other creature in contact with the same web. Additionally, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Requires Druid Level 4
BlindsightAnyAnyAnyYou have blindsight with a range of 10 feet. Alternatively, you can have blindsight with a range of 60 feet, but are blind beyond this range. If you choose this option, you are otherwise immune to the Blinded condition.
BurrowerAnyAnyAnyYou gain a burrow speed of 20 feet.
SwimmerAnyAnyAnyYou gain a swim speed of 40 feet, and you can breathe air and water.
TunnelerAnyAnyAnyYou gain a burrow speed of 20 feet. When you burrow, you can choose to leave tunnels behind, allowing creatures to enter the tunnel behind you or bring creatures along with you.
Requires Druid Level 8
EcholocationBeastFly, SwimAnyAs an Action, you can let out a subsonic sound. For the next minute, you have blindsight of 60 feet, which you can't use while Deafened. This action makes a loud sound that can be heard by creatures within 300 feet, but only if they have the Keen Hearing trait.
FlierAnyAnyAnyYou gain a flying speed of 40 feet.
MimicryBeastAnyAnyYou can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
SpeedBeast, ElementalAnyAnyAny speed you have increases by 20 feet. If you have a burrow speed, it increases by 10 feet instead.
TremorsenseAnyBurrowAnyYou have tremorsense with a range of 60 feet.

Combat Traits

You may select a number of combat traits in accordance with your druid level as listed in the above table. Each of these traits may have further requirements based on your size, movement speed, or creature type.

AbilityCreature TypesMovement SpeedsSizeDescription
Requires Druid Level 2
ChargeAnyAnyLarge, HugeIf you move at least 20 feet straight toward a creature and then hit it with a Bestial Strike on the same turn, that creature must succeed on Strength saving throw or be knocked Prone.
GoreBeastAnyLarge, HugeIf you move at least 20 feet straight toward a creature and then hit it with a Bestial Strike on the same turn, the target takes an extra piercing damage equal to half your proficiency bonus. A Circle of the Moon druid may deal extra piercing damage equal to their proficiency bonus.
ReachAnyAnyMedium, Large, HugeThe reach of your Bestial Strike increases to 10 feet if you are medium or large, or 15 feet if you are Huge.
RelentlessBeastAnyMedium, Large, HugeWhen you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest, even if you retake your Wild Shape form.
Sure-FootedAnyClimb, SwimAnyYou have Advantage on Strength or Dexterity saving throws made against effects that would knock you Prone.
Requires Druid Level 4
GrabAnyAnyMedium, Large, HugeWhen you hit a creature with your Bestial Strike, you can grapple the creature. You have two grappling appendages, each of which can grapple only one target.
Ink CloudBeastSwimAnyAs an Action, you can emit a cloud of ink to aid you in escaping. This has a different effect depending on your location. While underwater, the ink spreads out in a 15-foot radius around you, heavily obscuring the area for 1 minute. While above water, you splash the ink on the ground around you in a 10-foot square, turning the area into difficult terrain for 1 minute. When it first appears, each creature in the area (including you) must succeed on a Dexterity saving throw or fall Prone. While it persists, a creature that enters the area or ends its turn there must also succeed on the Dexterity saving throw or fall Prone. You can use this ability a number of times equal to half your proficiency bonus (rounded down), after which you cannot do so again until you spend another Wild Shape to assume this form again.
StenchBeast, PlantAnyAnyOther creatures that start its turns within 5 feet of you must succeed on a Constitution saving throw or be Poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench for 1 hour.
TrampleAnyAnyLarge, HugeYou can make a Bestial Strike against a Prone target as a Bonus Action.
Requires Druid Level 8
Blood FrenzyBeast, PlantAnyAnyYou have Advantage on melee attack rolls against any creature that doesn't have all its hit points.
ConstrictAnyAnyMedium, Large, HugeRequires Grab. When you grapple a creature, the creature is also Restrained. You can only grapple one creature at a time in this way.
FlybyBeast, ElementalFlyAnyYou don't provoke opportunity attacks when you fly out of an enemy's reach.
Pack TacticsBeastAnyAnyYou have Advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't Incapacitated.
RampageBeastAnyAnyWhen you reduce a creature to 0 hit points with your Bestial Strike, you can take a Bonus Action to move up to half your speed and make another Bestial Strike.
Shell DefenseBeastAnyAnyYou have a hard shell you can withdraw in to protect yourself. When you fall Prone, you can use your Reaction to withdraw into your shell. While in your shell, you gain a +5 bonus to your AC. While in your shell, your speed is 0 and can't increase. You can use an Action, Bonus Action, or Reaction to emerge from your shell, after which you can stand up from Prone.
VenomousBeast, PlantAnyAnyA creature you hit with your Bestial Strike must make a Constitution saving throw. On a failed save, the creature takes 3d6 poison damage, or half as much on a success. A moon druid may instead inflict a number of d6 equal to their proficiency bonus. With your DM's permission, you might adjust this ability to better match your creature's particular venom.
Web LauncherBeastClimbAnyRequires Web Sense. You can entangle your foes with sticky webbing. You gain a special ranged weapon attack with a range of 30/60. If you hit a creature, it is Restrained by the web. As an action, the Restrained creature can make a Strength check, bursting the web on a success. The webbing can also be attacked and destroyed (AC 10; hp 5 times half your proficiency bonus, vulnerability to fire damage, immunity to bludgeoning, poison and psychic damage.) You can use this ability a number of times equal to half your proficiency bonus (rounded down), after which you cannot do so again until you spend another Wild Shape to assume this form again.

Druid Circle

2nd-level Druid feature
You choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, 21st, 25th, and 28th level.

Circle of BlightTal'Dorei Campaign Setting Reborn. Altered.
Circle of DreamsXanathar's Guide to Everything. New feature added.
Circle of the HarvestUnearthed Arcana. Renamed Twilight Subclass. Altered.
Circle of the LandPlayer's Handbook. Altered.
Circle of the MoonPlayer's Handbook. Altered.
Circle of the ShepherdXanathar's Guide to Everything. Altered.
Circle of SporesTasha's Cauldron of Everything. Altered.
Circle of StarsTasha's Cauldron of Everything. Altered.
Circle of WildfireTasha's Cauldron of Everything. Altered.
Circle of the PrimevalUnearthed Arcana. Circle spells and minor edit.
Circle of the WitchUnearthed Arcana. Renamed Witherbloom Subclass. Reworked to be druid-only.

Wild Companion

2nd-level Druid feature
You gain the ability to summon spirits that assumes animal forms to aid you and your companions: you can expend a use of your Wild Shape feature to cast one of the following spells, without material components: alarm, find familiar, sudden awakening, unseen servant, or wild cunning.

The effects of these spells are carried out by harmless beasts, causing some of them to be altered in the following ways:

  • Alarm: A loud beast, such as a rooster or fox, keeps watch over the area and alerts creatures when the spell is triggered. The alarm must be audible.
  • Find familiar: The familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
  • Sudden awakening: Loud beasts awaken sleeping creatures, and birds, insects, or other flying creatures help the targets stand up from prone.
  • Unseen servant: The force summoned by this spell is visible, and takes the form of a Medium or smaller beast. It otherwise can accomplish the same tasks as normal.

Student of Nature

3rd-level Druid feature
You establish how you approach the natural world. Choose one of the following:

Firsthand Naturalist

You’ve learned the intricacies of nature through firsthand experience rather than academic study. You may always choose to use Wisdom when making Nature checks.

Leyline Awareness

Druidic rituals attune you to the leylines that course through the Material Plane. While you are on the Material Plane, you always know the following information:

  • Which way is north.
  • The direction of the nearest body of water, forest, and city or town within a number of miles equal to half your proficiency bonus.
  • The general health of the local ecosystem, and if anything unnatural or magical is upsetting the natural order.

Scholar of Old Ways

Your circle taught the old magic at the root of all things, granting you eldritch insights beyond mundane arcane studies. You gain proficiency with Arcana. If you are already proficient in it, you may instead choose to use Wisdom when making Arcana checks.

Speech of the Woods

You gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. Additionally, you are under the constant effects of the speak with animals spell. This magical effect cannot be dispelled.

Ability Score Improvement

4th-level Druid feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Additionally, you can replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level. The proficiency you replace needn't be from this class.

Lastly, you can do one of the following, representing a shift in how you approach the natural world:

Land’s Stride

5th-level Druid feature

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Druidic Lore

7th-level Druid feature
Your mastery of the natural world grows. Choose one of the following:

Force of Nature

You’re adept at covertly performing druidic magic without attracting attention. When you cast a druid spell, you may cast it without any somatic or verbal components. If you are in a Wild Shape, you may cast any druid spell regardless of range. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Natural Antivenom

You have Advantage on saving throws against poison, and you have resistance against poison damage. Additionally, you automatically know if any flora or fauna you see is poisonous or venomous.

Nature's Balance

9th-level Druid feature
You choose to embrace either the wild savagery of nature or the control you need to protect it. Choose one of the following:

Embraced Ferocity

The number of temporary hit points you gain when you Wild Shape becomes equal to twice Druid level. Additionally, you can attack twice, instead of once, whenever you take the Attack action on your turn while in Wild Shape. If you already can, your Bestial Strike does an additional die of damage.

Embraced Serenity

You have Advantage on concentration checks made to maintain spells. As a Bonus Action, you touch your druidic focus in meditation, expend a use of your Wild Shape, and regain mana equal to your proficiency bonus. You can use your Wild Shape in this way twice, and three times at 18th level. You regain all expended uses when you finish a long rest.

Improved Wild Companion

At 11th level your bond has grown and you are able to summon forth greater nature spirits. As an action, you can expend a use of Wild Shape to cast the animal messenger, conjure animals, flock of familiars, summon beast, or summon fey spell at 3rd level without material components.

Wild Resurgence

13th-level Druid feature
When you expend a use of your Wild Shape, primal magic radiates from you as a part of the same action. Choose a point within 30 feet of yourself, and spectral flowers appear for a moment in a 10-foot radius sphere centered on that point.

Roll a number of d4s equal to your Wisdom modifier (minimum of one die). You may choose to have those flowers bloom or wilt. If you cause them to bloom, creatures of your choice recover hit points equal to the result. If you cause them to wilt, creatures of your choice must make a Constitution saving throw or take necrotic damage equal to the result.

Concordance of Nature

15th-level Druid feature
You choose to harmonize with nature or become an avatar of it. Choose one of the following:

Apex Predator

The base armor class of your Wild Shape forms increases by 2. Additionally, you can attack twice, instead of once, whenever you take the Attack action on your turn while in Wild Shape. If you already can, your Bestial Strike scores a critical hit on a roll of 19 or 20.

Harmony

When you finish a Long Rest, you may choose to meditate and harmonize with your surroundings. If you do, at the end of your rest you cast commune with nature, attuning to the area you commune with. While in your attuned area, you have Advantage on Nature, Perception, and Survival checks, and you have Blindsight out to a range of 30 feet. Once attuned to an area, you remain attuned to that location until you leave the area, use this ability again, or die.

Greater Wild Companion

17th-level Druid feature
Your bond expands to encompass the feywild and the elemental planes. As an action, you can expend a use of Wild Shape to cast a conjure or summon spell from the Druid spell list without material components. You may cast these and any other spells using your Wild Shape as if you cast it using a 5th-level spell slot. You may cast the spell at 6th level once. After you do, you cannot do so again until you finish a long rest.

Greater Druidic Lore

18th-level Druid feature
Your knowledge of druidic lore deepens. You gain one of the following abilities, based on the choice you made at 7th level for Druidic Lore:

Archdruid

20th-level Druid feature
You have mastered druidic lore. You gain the following abilities (if you do not already have them):

Epic Level Druid: Epic Ability Score Improvement

21st-level Druid feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.

Epic Level Druid: Mindfulness

22nd-level Druid feature
The number of spells you can prepare increases by 3. This number increases by 3 at 24th, 26th, and 29th level.

Epic Level Druid: Greater Wild Resurgence

23rd-level Druid feature
Your Wild Resurgence ability improves in the following ways:

Epic Level Druid: Primeval Gift

24th-level Druid feature
Your veneration of nature has deepened your connection with the wilds. You gain the following benefits:

Epic Level Druid: Essence of the Wild

27th-level Druid feature
You have become a spirit of the wilds. Your Ability Scores and maximum hit points can't be reduced, and no effect can cause you to be unable to regain hit points. Additionally, you cannot be possessed unless you are willing.

Epic Level Druid: Elder Spell

30th-level Druid feature
You have mastered the ancient rite of weaving powerful magic into your very being: an Elder Spell. Whenever you finish a long rest you can choose one of the following Elder Spells.

Antediluvian Ward

You can cast primordial ward at will, without spending mana. You can cast this spell as a Bonus Action, and when you cast it, it does not require concentration, and it lasts until dispelled or the spell ends.

Botanical Regeneration

At the beginning of your turn, you regain 10 hit points. If you are in direct sunlight or standing in water, you regain 10 additional hit points, to a maximum of 30. If you take fire or necrotic damage, you don't restore hit points at the start of your next turn.

Primordial Accession

You can cast investiture of flame, investiture of ice, investiture of stone, or investiture of wind at will, without spending mana. You can cast these spells and use their action abilities as a Bonus Action, and when you cast them, they do not require concentration, and last until dispelled, or until you end the spell (no action required).