Blindsight. |
You have a Blindsight to a range of 30 feet. |
Two |
— |
Darkvision. |
You have a Darkvision to a range of 30 feet. |
One |
Form can see. |
Echolocation. |
You gain a Blindsight to a range of 60 feet that works only while you are not deafened. |
Three |
Form can hear. |
Hold Breath. |
You can hold your breath for 1 hour. |
One |
— |
Improvisor. |
Action. Toss. Ranged Weapon Attack: +Dex plus PB to hit, range 25/50 ft., one target. Hit: 1d6 + Dex + PB bludgeoning damage, throw an object on the ground at an enemy. |
Two |
Form is capable of easily throwing objects. |
Keen Hearing. |
You have advantage on Wisdom (Perception) checks that rely on hearing. |
One |
Form can hear. |
Keen Sight. |
You have advantage on Wisdom (Perception) checks that rely on sight. |
One |
Form can see. |
Keen Smell. |
You have advantage on Wisdom (Perception) checks that rely on smell. |
One |
Form can smell. |
Land Walker. |
You gain a Walking Speed of 30 feet. |
One |
Form can reasonably walk on land and does not already possess this speed. |
Pack Tactics. |
You have advantage on an Attack Roll against a Creature if at least one of your allies is within 5 feet of the Creature and the ally isn’t incapacitated. |
Two |
— |
Quick Climber. |
You gain a Climbing Speed of 30 feet. |
One |
Form can reasonably climb and does not already possess this speed. |
Rampage. |
When you reduce a creature to 0 hit points with a Melee Attack on your turn, you can take a bonus action to move up to half your speed and make another Melee Attack. |
Two |
— |
Running Leap. |
With a 10-foot running start, you can long jump up to 35 feet. |
One |
— |
Snow Camouflage. |
You have advantage on Dexterity (Stealth) checks made to hide in snowy terrain. |
One |
— |
Sure-Footed. |
You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. |
One |
— |
Uncanny Dodge. |
As a Reaction you halve the damage you take from an attack made against you, provided you can see the attacker. |
Two |
— |
Standing Leap. |
Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start. |
One |
— |
Lunar Jaunt. |
While you are in your Wild Shape, you can use a bonus action to expend one spell slot to gain the benefits of a Dash. |
Two |
Druid Level 5. |
Lunar Strike. |
While you are in your Wild Shape, when you hit a Creature with your natural weapons you may deal an additional 2d8 Radiant damage to the target. |
Two |
Druid Level 5. |
Adept Swimmer. |
You gain a Swimming Speed of 30 feet. |
One |
Druid Level 6. Form can reasonably swim and does not already possess this speed. |
Amphibious. |
The beast can breathe both air and water. Overrides Water Breathing Trait. |
Two |
Druid Level 6. Form has Swim Speed and is reasonably amphibious. |
Ink Layer. |
Action. (Recharge 5-6). A 20-foot-radius cloud of ink extends all around you if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action. |
One |
Druid Level 6. Form has Swim Speed. |
Underwater Camouflage. |
You have advantage on Dexterity (Stealth) checks made while underwater. |
One |
Druid Level 6. Form has Swim Speed. |
Blood Frenzy. |
You have advantage on Melee Attack Rolls against any Creature that doesn’t have all its hit points. |
Three |
Druid Level 8. |
Flyby. |
You don’t provoke opportunity attacks when you fly out of an enemy’s reach. |
Two |
Druid Level 8. Form has Fly Speed. |
Moonlight Step. |
You gain the ability to cast the Misty Step Spell while in your Beast Form, you may do so a number of times per Long Rest equal to your Wisdom Modifier, and after using this trait you gain Advantage on your next Attack Roll. |
Two |
Druid Level 10. |
Wild Resilience |
You gain resistance to two of the following Damage Types of your choice: Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Poison, or Slashing |
Four |
Druid Level 14. |