Player Character Reference · D&D 5e · 2014 Ruleset

Aldraxis Timberwalk

Wood Elf · Druid · Circle of Spores

Wood Elf Druid Circle of Spores Wisdom Caster Half Caster of Decay Mask of the Wild Undead Wrangler

Where the mycelium meets the moss-line, Aldraxis listens. To the wood elves of his grove he is the threshold-warden — he shepherds the dying back into the soil, and the spores back into the canopy. The Circle of Spores taught him that the forest is not made of trees, but of the quiet network beneath them. His staff is rooted; his armour weeps the faint lavender bloom of luminous fungus; his enemies fall, then rise again at his quiet command.

At a Glance

Race
Wood Elf
Class
Druid
Subclass
Circle of Spores
Casting Stat
Wisdom
Save DC
8 + Prof + Wis
Spell Attack
Prof + Wis mod
Hit Die
d8
Speed
35 ft (Fleet of Foot)
Darkvision
60 ft
Armour
Light, medium (no metal)
Wild Shape
2× / short rest
Save Profs
Intelligence, Wisdom

Ability Scores

Standard array / point-buy build. Adjust to your table's generation method.

Strength
8
−1
Dexterity
16
+3
Constitution
14
+2
Intelligence
10
+0
Wisdom
17
+3
Charisma
10
+0

DEX 14 base + 2 racial = 16 · WIS 16 base + 1 racial = 17. ASI #1 (lv 4) → WIS 19. ASI #2 (lv 8) → WIS 20 (+5). WIS 20 is the critical breakpoint — every spell DC, Halo damage, and Symbiotic Entity check improves.

Saving Throws

Strength
Dexterity
Constitution
IntelligenceProf + 0
WisdomProf + 3
Charisma

Recommended Skills

Perception (Keen Senses)Prof + 3
NatureProf + 0
SurvivalProf + 3
StealthProf + 3
InsightProf + 3
Medicine (Hermit bg)Prof + 3

Background: Hermit

Aldraxis spent years in solitude on the forest's edge, communing with the mycelial network beneath the roots. The Circle of Spores found him — or he found them — when a dead grove he was tending began to pulse with faint lavender light.

Skill Proficiencies

Medicine, Religion

Tool Proficiency

Herbalism kit

Languages

Common, Elvish (race) + 1 extra

Feature: Discovery

You uncovered a unique truth about the world — that consciousness is not limited to flesh. The mycelium beneath old-growth forests forms a slow, patient mind that has been watching since before elves sang their first songs.

Equipment: scrollcase with notes & prayers, winter blanket, common clothes, herbalism kit, 5 gp.

🍃 Wood Elf Traits (PHB)

Ability Score Increases

+2 Dexterity · +1 Wisdom

Age & Size

Mature ~100 years; live ~750. Medium, ~5–6 ft.

Languages

Common, Elvish

Racial Features

  • Darkvision 60 ft
  • Keen Senses — proficiency in Perception
  • Fey Ancestry — advantage vs. charmed; magic can't put you to sleep
  • Trance — 4-hour meditation counts as a full night's sleep
  • Elf Weapon Training — longsword, shortsword, shortbow, longbow
  • Fleet of Foot — base speed 35 ft
  • Mask of the Wild — hide when lightly obscured by foliage, rain, snow, mist, or other natural phenomena

🌿 Druid Progression — Levels 1 → 20

Lv Prof Class Features Cantrips Spell Slots (1 → 9)
1 +2Druidic, Spellcasting 22 — — — — — — — —
2 +2Wild Shape, Druid Circle — Spores: Halo of Spores, Symbiotic Entity 23 — — — — — — — —
3 +2 24 2 — — — — — — —
4 +2Wild Shape Improvement, ASI #1 34 3 — — — — — — —
5 +3 34 3 2 — — — — — —
6 +3Druid Circle feature — Spores: Fungal Infestation 34 3 3 — — — — — —
7 +3 34 3 3 1 — — — — —
8 +3Wild Shape Improvement, ASI #2 34 3 3 2 — — — — —
9 +4 34 3 3 3 1 — — — —
10 +4Druid Circle feature — Spores: Spreading Spores 44 3 3 3 2 — — — —
11 +4 44 3 3 3 2 1 — — —
12 +4ASI #3 44 3 3 3 2 1 — — —
13 +5 44 3 3 3 2 1 1 — —
14 +5Druid Circle feature — Spores: Fungal Body 44 3 3 3 2 1 1 — —
15 +5 44 3 3 3 2 1 1 1 —
16 +5ASI #4 44 3 3 3 2 1 1 1 —
17 +6 44 3 3 3 2 1 1 1 1
18 +6Timeless Body, Beast Spells 44 3 3 3 3 1 1 1 1
19 +6ASI #5 44 3 3 3 3 2 1 1 1
20 +6Archdruid — unlimited Wild Shape 44 3 3 3 3 2 2 1 1

Spells Prepared = Druid level + Wisdom modifier (min 1). Circle Spells are always prepared and do not count against this limit.

🍄 Circle of Spores Features

LV 2Halo of Spores

As a reaction when a creature you can see moves into a space within 10 ft, or starts its turn there, force a CON save (DC = spell save DC). Failure = necrotic damage:

1d4 (lv 2–5) · 1d6 (lv 6–9) · 1d8 (lv 10–13) · 1d10 (lv 14+)

One reaction per round — only one creature per trigger. Save for half? No — it's all or nothing (full damage on fail, zero on success).

LV 2Symbiotic Entity

Use a Wild Shape charge as an action to empower yourself for 10 minutes:

  • Gain 4 × druid level temporary HP (80 HP at lv 20)
  • Halo of Spores damage doubles — roll the die twice
  • Melee weapon attacks deal an extra 1d6 necrotic

Ends if you Wild Shape into a beast or all temp HP is lost.

LV 6Fungal Infestation

When a beast or humanoid within 10 ft dies, use a reaction to animate it as a zombie for 1 hour. The zombie acts on your turn; you mentally command its one action. It can trigger Halo of Spores on enemies that move near it.

Uses per long rest = Wisdom modifier (min 1).

LV 10Spreading Spores

While Symbiotic Entity is active, use a bonus action to throw the Halo of Spores aura into a 10-ft cube up to 30 ft away. The cube triggers saves instead of your personal aura. Move it again each turn as a bonus action.

Effective reach: 40 ft (30 ft throw + 10 ft cube). Frees you to use concentration spells without hugging the chokepoint.

LV 14Fungal Body

Immune to blinded, deafened, frightened, poisoned. Critical hits against you become ordinary hits — the colony absorbs the force.

Aldraxis is, at this point, more network than elf.

Circle of Spores Spells

These are always prepared at the listed druid level and do not count against your spells-prepared maximum.

Druid Lv Always-Prepared Spells Slot Role
2 Chill Touch cantrip Free necrotic cantrip; prevents regen on hit
3 Blindness/Deafness, Gentle Repose 2nd Condition debuff · preserve bodies for undead
5 Animate Dead, Gaseous Form 3rd Undead army · escape or reconnaissance
7 Blight, Confusion 4th Single-target nuke · multi-target chaos
9 Cloudkill, Contagion 5th Persistent AoE poison · multi-round rot debuff

Tier-by-Tier Play Guide

Priorities, power spikes, and key unlocks at each tier of play.

Tier 1
Seeds of Decay
Levels 1 – 4
  • Pick Shillelagh (WIS-based melee) and Healing Word (bonus action heal)
  • lv 2: Symbiotic Entity is your combat opener — 8–16 temp HP, 1d6 extra necrotic per melee hit
  • Use Halo once and then decide whether to save your reaction for Absorb Elements
  • Battlefield control: Entangle, Faerie Fire, Thunderwave
  • ASI priority: WIS 18 or 19 at lv 4
Tier 2
The Fungal Surge
Levels 5 – 10
  • lv 5: Animate Dead unlocked — begin building your undead retinue; recast every 24 hrs
  • lv 5: Conjure Animals (8× CR ¼ wolves = prone spam) is a tier-defining pick
  • lv 6: Fungal Infestation — corpses become free zombies
  • lv 7: Blight (8d8 necrotic) is always-prep, no slot needed to prepare
  • lv 9: Cloudkill parked on a chokepoint wins encounters
  • lv 10: Spreading Spores — relocate aura to doorways via bonus action
  • ASI priority: WIS 20 (+5) at lv 8 — the critical breakpoint
Tier 3
Undying Network
Levels 11 – 16
  • High-level concentration spells dominate: Conjure Elemental, Reverse Gravity, Sunbeam
  • lv 14: Fungal Body — immune to blind, deafen, frighten, poison; crits normalised
  • Large Animate Dead chain = escort of skeletons/zombies; coordinate with DM
  • Heroes' Feast (lv 6 slot): 2d10 max temp HP + poison immunity + fear immunity for 24 hrs — cast before major encounters
  • You cannot be blinded, so Sunbeam through fog is a signature move
Tier 4
The Ancient Grove
Levels 17 – 20
  • lv 18: Beast Spells — cast while in Wild Shape form
  • lv 20: Archdruid — unlimited Wild Shape; Symbiotic Entity is effectively always available
  • Cast Foresight on yourself at dawn: 8 hrs of advantage on everything
  • Shapechange: become any creature CR ≤ your level, retain class features
  • True Resurrection for party permanence; Storm of Vengeance for battlefield dominance

🐾 Wild Shape Reference

Wild Shape recharges on a short or long rest (2 uses). Stats become the beast's; mental stats remain yours. HP is tracked separately — when Wild Shape HP drops to 0, you revert with any overflow applied to your real HP pool.

Druid Lv Max CR Limitations Notable Forms
2¼ No fly or swim speed Wolf, Panther, Riding Horse, Giant Badger
4½ No fly speed Crocodile, Giant Wolf Spider, Ape, Black Bear
81 No restrictions Dire Wolf, Brown Bear, Giant Eagle, Giant Octopus

Notable Forms Detail

CR ¼
Wolf
AC 13 · HP 11 · Speed 40 ft
Bite +4 · 2d4+2 · prone on hit (STR save)
Pack Tactics: adv when ally adjacent
CR ¼
Panther
AC 12 · HP 13 · Speed 50 ft, Climb 40 ft
Bite +4 · 1d6+2 · Pounce → prone
Best lv 2 scout form
CR ½
Crocodile
AC 12 · HP 19 · Swim 20 ft
Bite +4 · 1d10+2 · grapple (esc DC 12)
Restrains grappled targets in water
CR ½
Ape
AC 12 · HP 19 · Climb 30 ft
Multiattack: 2× fists +5 · 1d6+3
Rock throw 50 ft · +5 · 1d6+3
CR 1
Dire Wolf
AC 14 · HP 37 · Speed 50 ft
Bite +5 · 2d6+3 · prone on hit
Pack Tactics
CR 1
Brown Bear
AC 11 · HP 34 · Climb 30 ft
Multiattack: Claws +5 · 2d6+4
Bite +5 · 1d8+4
CR 1
Giant Eagle
AC 13 · HP 26 · Fly 80 ft
Talons +5 · 2d6+3 · grapple
Scout, aerial transport, diplomacy (speaks)
CR 1
Giant Octopus
AC 11 · HP 52 · Swim 60 ft
Tentacles: grapple up to 8 creatures
Ink Cloud: heavily obscures 5-ft cube

Symbiotic Entity vs. Wild Shape

You can spend a Wild Shape charge on either. For combat, Symbiotic Entity almost always wins — temp HP scales with druid level, double Halo damage, and bonus melee necrotic stacks. Reserve beast form for scouting, aquatic environments, or situations where flight (Giant Eagle) is critical. At lv 18, Beast Spells means you can cast while transformed.

Combat Quick Reference

Standard Opening (Tier 2, lv 5–10)

  1. Round 1 action: Activate Symbiotic Entity (4×lv temp HP + 1d6 necrotic melee)
  2. Round 2 action: Cast concentration control spell (Spike Growth, Moonbeam, Cloudkill)
  3. Any round reaction: Halo of Spores on entering enemies (doubled while SE is active)
  4. Subsequent turns: Shillelagh + melee + 1d6 necrotic, or reposition to sustain concentration

Spreading Spores Era (lv 10+)

  1. Activate Symbiotic Entity
  2. Bonus action: throw aura cube into doorway or chokepoint
  3. Cast concentration spell as normal — no need to be at the chokepoint
  4. Use bonus action each turn to reposition the cube

Reaction Economy

One reaction per round. Default to Halo of Spores the moment any enemy enters range. Only use Absorb Elements if Halo already fired this round or you're expecting a major elemental hit.

Necrotic Stack (lv 6, Symbiotic active)

Halo of Spores: 2d6 necrotic (CON save)
Melee hit: weapon + 1d6 necrotic
Chill Touch: 1d8 necrotic + no regen
───────────────────────────
Per turn ceiling ≈ 3d6 + 1d8 necrotic

Fungal Infestation Tip

Trigger on small kills (cultists, goblins) to save reactions for bigger threats. Zombies last 1 hr; cast Animate Dead for permanent minion control instead.

Concentration Priority

S-Tier

Conjure Animals (8× wolves), Call Lightning (outdoors), Spike Growth

A-Tier

Moonbeam, Cloudkill, Confusion, Insect Plague, Hold Person (single boss)

B-Tier

Faerie Fire (adv for allies), Entangle (locking immobile enemies), Sleet Storm

Animate Dead has no concentration — stack it with any control spell for free.

Druid Spell List

always prepared (Circle of Spores) bonus action cast R — ritual C — concentration

Cantrips

2 known at lv 1, 3 at lv 4, 4 at lv 10. Chill Touch is granted free at druid lv 2 — does not use a cantrip slot.

Player's Handbook

  • Druidcraftutility
  • Guidance+1d4 ability check · C
  • Mending1 min cast · utility
  • Poison Spray1d12 poison · 10 ft · CON save
  • Produce Flame1d8 fire · throw 30 ft
  • Resistance+1d4 to one save · C
  • Shillelaghclub/staff → WIS · 1 min · C
  • Thorn Whip1d6 piercing · pull 10 ft · 30 ft

Xanathar's & Tasha's

  • Control FlamesXGE · utility
  • Create BonfireXGE · 1d8 fire · C
  • FrostbiteXGE · 1d6 cold · disadv next attack · CON
  • GustXGE · push or move 5 lbs
  • InfestationXGE · 1d6 poison + forced random move
  • Magic StoneXGE · 3 sling-enchanted pebbles
  • Mold EarthXGE · reshape loose earth
  • Primal SavageryXGE · 1d10 acid · melee
  • Shape WaterXGE · water shaping
  • ThunderclapXGE · 1d6 thunder · 5 ft burst · CON
  • Chill Touchfree lv 2 · 1d8→2d8 necrotic · no regen

1st-Level Spells

  • Animal Friendshipaction · 24 hr · WIS save
  • Charm Personaction · 1 hr · WIS save
  • Create or Destroy Wateraction · 10 gal
  • Cure Woundsaction · 1d8 + WIS
  • Detect MagicR · 10 min · C
  • Detect Poison & DiseaseR · 10 min · C
  • Entangleaction · 1 min · C · STR save · restrain
  • Faerie Fireaction · 1 min · C · DEX save · adv on lit
  • Fog Cloudaction · 1 hr · C · 20-ft sphere
  • Goodberryaction · 10 berries · 1d4 HP · 24 hr
  • Healing Wordbonus · 1d4 + WIS · 60 ft range
  • Jumpaction · 1 min · ×3 jump distance
  • Longstrideraction · 1 hr · +10 ft speed
  • Purify Food & DrinkR · action · 5-ft sphere
  • Speak with AnimalsR · 10 min
  • Thunderwaveaction · 2d8 thunder · 15-ft cube · push
  • Absorb ElementsXGE · reaction · resist + ½ retaliate
  • Beast BondXGE · 10 min · C · telepathic link
  • Earth TremorXGE · 1d6 + prone · 10-ft burst · DEX
  • Ice KnifeXGE · 1d10 piercing + 2d6 cold splash
  • SnareXGE · 1 min cast · ground trap · restrain

2nd-Level Spells — available at druid lv 3

  • Blindness/Deafnessalways-prep · 1 min · CON save
  • Gentle ReposeR · always-prep · 10 days
  • Animal Messengeraction · 24 hr · tiny beast courier
  • Barkskinaction · 1 hr · C · AC 16 minimum
  • Beast SenseR · 1 hr · C · see through beast
  • Darkvisionaction · 8 hr · 60 ft
  • Enhance Abilityaction · 1 hr · C · adv on ability checks
  • Enlarge/Reduceaction · 1 min · C · STR save
  • Find Trapsaction · instant · detect only
  • Flame Bladebonus · 10 min · C · 3d6 fire melee
  • Flaming Sphereaction · 1 min · C · 2d6 fire · DEX
  • Gust of Windaction · 1 min · C · 60-ft line
  • Heat Metalbonus · 1 min · C · 2d8 fire + disadv
  • Hold Personaction · 1 min · C · WIS save · paralyze
  • Lesser Restorationaction · cure condition
  • Locate Animals or PlantsR · instant
  • Locate Objectaction · 10 min · C · 1000 ft
  • Moonbeamaction · 1 min · C · 2d10 radiant · CON
  • Pass without Traceaction · 1 hr · C · +10 Stealth
  • Protection from Poisonaction · 1 hr · adv vs poisoned
  • Spike Growthaction · 10 min · C · 20-ft sphere · 2d4/5 ft
  • Summon BeastTCE · action · 1 hr · C · spirit companion
  • Dust DevilXGE · action · 1 min · C · 5-ft cube · STR
  • EarthbindXGE · action · 1 min · C · pin to ground
  • Healing SpiritXGE · bonus · 1 min · C · 1d6/turn heal
  • SkywriteXGE · R · 1 hr · C · sky message
  • Warding WindXGE · action · 10 min · C · 10-ft aura

3rd-Level Spells — available at druid lv 5

  • Animate Deadalways-prep · 1 min cast · 24 hr ctrl
  • Gaseous Formalways-prep · 1 hr · C · mist form
  • Call Lightningaction · 10 min · C · 3d10 lightning
  • Conjure Animalsaction · 1 hr · C · summon CR ≤ 2 beasts
  • Daylightaction · 1 hr · 60-ft bright sphere
  • Dispel Magicaction · instant · end spells
  • Meld into StoneR · action · 8 hr · enter stone
  • Plant Growthaction / 8 hr cast · difficult terrain
  • Protection from Energyaction · 1 hr · C · resistance
  • Sleet Stormaction · 1 min · C · 40-ft cyl · prone
  • Speak with Plantsaction · 10 min
  • Water BreathingR · action · 24 hr · 10 creatures
  • Water WalkR · action · 1 hr · 10 creatures
  • Wind Wallaction · 1 min · C · 50×15 ft wall
  • Erupting EarthXGE · action · 3d12 bludg · 20-ft cube
  • Flame ArrowsXGE · action · 1 hr · C · +1d6 fire
  • Tidal WaveXGE · action · 4d8 bludg + prone · 30×10
  • Summon FeyTCE · action · 1 hr · C · fey spirit

4th-Level Spells — available at druid lv 7

  • Blightalways-prep · 8d8 necrotic · CON save
  • Confusionalways-prep · 1 min · C · 10-ft sphere
  • Conjure Minor Elementals1 min cast · 1 hr · C
  • Conjure Woodland Beingsaction · 1 hr · C · CR ≤ 1 fey
  • Control Wateraction · 10 min · C · redirect flow
  • Dominate Beastaction · 1 min · C · WIS save
  • Freedom of Movementaction · 1 hr · ignore restraints
  • Giant Insectaction · 10 min · C · upsize bugs
  • Grasping Vinebonus · 1 min · C · 20-ft pull · DEX
  • Hallucinatory Terrain10 min cast · 24 hr · visual illusion
  • Ice Stormaction · 2d8+4d6 · 20-ft cyl · DEX
  • Locate Creatureaction · 1 hr · C · 1000 ft
  • Polymorphaction · 1 hr · C · WIS save
  • Stone Shapeaction · sculpt 5-ft cube stone
  • Stoneskinaction · 1 hr · C · resist nonmagical
  • Wall of Fireaction · 1 min · C · 60-ft wall · DEX
  • Charm MonsterXGE · action · 1 hr · WIS save
  • Elemental BaneXGE · action · 1 min · C · vulnerability
  • Watery SphereXGE · action · 1 min · C · grapple STR
  • Summon ElementalTCE · action · 1 hr · C · elemental spirit

5th-Level Spells — available at druid lv 9

  • Cloudkillalways-prep · 5d8 poison · 20-ft sphere · CON
  • Contagionalways-prep · disease + debuff on 3rd fail
  • Antilife Shellaction · 1 hr · C · 10-ft aura · push
  • Awaken8 hr cast · awaken beast or plant · INT 10
  • Commune with NatureR · 1 min cast · 3 facts · 3-mi radius
  • Conjure Elemental1 min cast · 1 hr · C · CR ≤ 5
  • Geas1 min cast · 30 days · WIS save
  • Greater Restorationaction · cure exhaustion / charmed / petrified
  • Insect Plagueaction · 10 min · C · 20-ft sphere · CON
  • Mass Cure Woundsaction · 3d8 + WIS · up to 6 targets
  • Planar Binding1 hr cast · 24 hr+ · bind celestial/fiend
  • Reincarnate1 hr cast · resurrect in new body
  • Scrying10 min cast · 10 min · C · WIS save
  • Tree Strideaction · 1 min · C · teleport via trees
  • Wall of Stoneaction · 10 min · C · opaque stone panels
  • MaelstromXGE · action · 1 min · C · 30-ft sphere · pull
  • Transmute RockXGE · action · stone ↔ mud · permanent
  • Wrath of NatureXGE · action · 1 min · C · animate terrain

6th-Level Spells — available at druid lv 11

  • Conjure Feyaction · 1 hr · C · CR ≤ 6 fey
  • Find the Path1 min cast · 24 hr · C · unerring route
  • Healaction · 70 HP + cure blind/deaf/disease
  • Heroes' Feast10 min cast · 24 hr · poison imm + 2d10 maxHP
  • Move Earthaction · 2 hr · C · reshape terrain
  • Sunbeamaction · 1 min · C · 6d8 radiant line · CON
  • Transport via Plantsaction · 1 round · plant gateway
  • Wall of Thornsaction · 10 min · C · 60×10 ft wall · DEX
  • Wind Walk1 min cast · 8 hr · gaseous travel 300 ft
  • Bones of the EarthXGE · action · 6 stone pillars · up to 6 targets
  • Druid GroveXGE · 10 min cast · 24 hr ward
  • Primordial WardXGE · action · 1 min · C · resist 5 dmg types

7th-Level Spells — available at druid lv 13

  • Fire Stormaction · 7d10 fire · arrange 10-ft cubes · DEX
  • Mirage Arcane10 min cast · 10 days · reshape 1-mile area
  • Plane Shiftaction · planar travel or banish · CHA save
  • Regenerate1 min cast · 1 hr · 1 HP/turn + regrow limbs
  • Reverse Gravityaction · 1 min · C · 50-ft cyl · DEX save
  • WhirlwindXGE · action · 1 min · C · 10-ft cyl · STR

8th-Level Spells — available at druid lv 15

  • Animal Shapesaction · 24 hr · C · turn allies into beasts
  • Antipathy/Sympathy1 hr cast · 10 days · WIS save
  • Control Weather10 min cast · 8 hr · C · 5-mile radius
  • Earthquakeaction · 1 min · C · 100-ft radius · CON
  • Feeblemindaction · INT 1 · no spells · INT save
  • Sunburstaction · 12d6 radiant · 60-ft sphere · CON
  • Tsunami1 min cast · 6 rd · C · STR save · giant wave

9th-Level Spells — available at druid lv 17

  • Foresight1 min cast · 8 hr · adv on everything
  • Shapechangeaction · 1 hr · C · any creature CR ≤ lv
  • Storm of Vengeanceaction · 1 min · C · 360-ft sphere
  • True Resurrection1 hr cast · raise dead at any time · new body

📜 Quick Sheet

Vitals

HP = 8 + (lv − 1) × 5 + CON mod × lv
AC = 13–16 (leather/hide + DEX, no metal armour or shields)
Druids may not wear or wield metal armour, metal shields, or metal weapons.

Spell Save DC by Level

Lv 1 · WIS 17 · Prof +2 → DC 13
Lv 4 · WIS 19 · Prof +2 → DC 14
Lv 5 · WIS 19 · Prof +3 → DC 15
Lv 8 · WIS 20 · Prof +3 → DC 16
Lv 9 · WIS 20 · Prof +4 → DC 17
Lv 13 · WIS 20 · Prof +5 → DC 18
Lv 17 · WIS 20 · Prof +6 → DC 19

Resources per Rest

Short rest: Regain 2 Wild Shape uses
Long rest: All spell slots + Fungal Infestation uses (WIS mod)
Symbiotic Entity ends on WS or temp HP loss — not on a rest.

Starting Equipment

Wooden shield (AC +2) · scimitar (1d6 slashing) or Shillelagh'd wooden club · leather armour (AC 11 + DEX) · explorer's pack · druidic focus (gnarled wooden staff) · herbalism kit.

Druidic Language

Secret druid script — leave hidden grove messages. Only other druids can read it. Useful for trail signs and warnings to fellow wardens.