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Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. She does not have access to any domain spells or granted powers, as a cleric does.Ī druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). In addition, she receives bonus spells per day if she has a high Wisdom score. Her base daily spell allotment is given on Table: The Druid. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. A druid must choose and prepare her spells in advance (see below). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs see Chaotic, Evil, Good, and Lawful Spells, below. Spells: A druid casts divine spells, which are drawn from the druid spell list. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.Ī druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).ĭruids are proficient with light and medium armor but are prohibited from wearing metal armor thus, they may wear only padded, leather, or hide armor.
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Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. Wild Shape ( elemental 3/day, Huge elemental)Ĭlass Skills (4 + Int modifier per level, ×4 at 1st level)Ĭoncentration ( Con), Craft ( Int), Diplomacy ( Cha), Handle Animal ( Cha), Heal ( Wis), Knowledge (nature) ( Int), Listen ( Wis), Profession ( Wis), Ride ( Dex), Spellcraft ( Int), Spot ( Wis), Survival ( Wis), Swim ( Str).Īll of the following are class features of the druid. The feature restricts what you can turn into based on several factors, including challenge rating.Animal Companion, Nature Sense, Wild Empathy so if a druid sees a t rex for a blink he can just become one? Jeremy Crawford October 18, that seems kind of op. Wild Shape doesn't specify how long you must see a beast. Jeremy Crawford October 18, by "see" does it mean like a split second, an hour, a few moments, etc The feature doesn't specify the means used to see. Wild Shape requires a druid to see a beast before being able to transform into it. Druid can cast a spell to conjure animals and then transform the animal he only saw this magic with wild shape?