You can take the Magic (Attune) action while touching a druidic focus and attune to it. While attuned to and equipped with a druidic focus through this feature, you gain the following benefits:
Your druid spell save DC increases by 1.
You can take the Magic (Spellcast) action to cast the wristpocket spell targeting your runebook.
You can take the Magic action as two actions to distribute a number of d4s equal to your Wisdom modifier of hit points among any friendly creatures within a 10-foot radius in a point of your choice within 30 feet of you.
You can take the Magic action as two actions to cause any hostile creature that can hear you within 300 feet of you to make a Wisdom saving throw. On a failed save, the hostile creature becomes frightened of you for 1 minute. Moreover, any beast that has a level equal to or lower than your druid level within the range becomes friendly to you and your company for 10 minutes.
You can take the Magic action to gain resistance to acid, cold, fire, lightning, and thunder damage, and grant your attack rolls an additional d8 of the chosen damage type for every four druid levels, both of which last for 1 minute.
You can take the Magic action for 1 hour to regain expended spell slots of a combined level equal to your Wisdom modifier.
You can take the Magic action as three actions to creature an aura (30 feet) of revitalization for 1 minute. Any friendly creature that starts its turn within the aura gains temporary hit points equal to your Wisdom modifier.
You can take the Magic action for 10 minutes to gain an aura (30 feet) of protection for 1 hour. Any creature that finishes a quick rest within that aura gains the benefit of a short rest instead, and ends the bleeding, bloodied, gored, diseased, intoxicated, or poisoned conditions.
Once a creature gains the benefit of this feature, it can't do so again until it finishes a long rest.
You can take the Magic (Attune) action to touch a friendly beast with a level of 1 or lower that is medium or smaller and attune to it. While attuned to a beast through this feature, it becomes your Primal Companion.
You can take the Focus action as two actions.
You gain one Auger option, and again as a level 5, 11, and 17 druid, choosing from the following:
If your total for an ability check using Wisdom is less than your Wisdom score, you can use that score in place of the total.
Whenever you make an ability check with a Intelligence or Charisma skill, you gain a bonus to the roll equal to your Wisdom modifier.
You gain proficiency in any combination of four Intelligence or Charisma skills.
Whenever you make an ability check with an Intelligence or Charisma skill, you can use Wisdom as the ability for that check, instead of Intelligence or Charisma.
You gain one Blood Magic option, and again as a level 5, 11, and 17 druid, choosing from the following:
You can take the Magic action and expend up to five hit dice to regain one expended spell slot of a level equal to the number of hit dice you expended.
When you take the Magic (Spellcast) action to cast a druid spell with a valued material component, you expend any number of hit dice, covering 50 GP of the cost for each hit die expended.
You can take the Magic action and expend a number of hit dice equal to your proficiency bonus to increase the spell save DC for your druid spells by 1 until you finish a long rest.
When you take the Magic (Spellcast) action to cast a druid spell, you can attempt to cast it without expending a spell slot by making a Constitution saving throw against the DC of 15 + the level at which you are attempting to cast the spell. On a failed save, you suffer a number of levels of exhaustion equal to 1 + the level of the spell you attempted to cast. On a successful save, you suffer half as many levels of exhaustion, and you successfully cast the spell without expending a spell slot.
You gain one Erudite option, and again as a level 5, 11, and 17 druid, choosing from the following:
You are immune to the diseased, fatigued, and poisoned conditions, and magic can't put you to sleep.
You can finish a long rest if you take the Meditate task for at least 4 hours.
You are immune to the the hungry, intoxicated, and thirsty conditions.
You are immune to the aging condition and you can't be magically aged.
You gain one Feral option, and again as a level 5, 11, and 17 druid, choosing from the following:
While transformed by your Wild Shape feature, your unarmed attacks can't be made with disadvantage, provided you have a friendly creature within 5 feet of you.
Whenever you use your Wild Shape feature, you gain a number of temporary hit points equal to your druid level.
You can use the Wild Shape option of your Channel Nature feature without expending an use of the feature.
While transformed by your Wild Shape feature, your unarmed attacks ignore resistance and immunity to nonmagical weapon attacks.
You gain mastery in any combination of two Constitution, Intelligence, Wisdom, or Charisma skills, and again as a level 5, 11, and 17 druid.
You gain on Haruspex option, and again as a level 5, 11, and 17 druid, choosing from the following:
You can take the Magic action for 1 hour to regain all expended uses of your Channel Nature feature.
Once you use this feature, you can't use it again until you finish a long rest.
You regain one expended use of your Channel Nature feature whenever you finish a short rest.
Whenever you expend a spell slot to cast a druid spell, you can expend one use of your Channel Nature feature to upcast the spell by one level, to a maximum of a level 5 spell.
Whenever a creature casts a druid spell that you can prepare, you can take the Magic action as a reaction and expend one use of your Channel Nature feature to cast the counterspell spell targeting that spell. If you have the spell prepared, you have advantage on the ability check made as part of casting the counterspell spell.
You gain an additional number of uses of your Channel Nature feature equal to your Wisdom modifier.
You gain one Primordial option, and again as a level 5, 11, and 17 druid, choosing from the following:
You gain resistance to one of the following damage types of your choice: cold, fire, lightning, or thunder.
You gain immunity to one of the damage types chosen with your Elemental Resistance feature.
You gain the following features at each indicated druid level.
When you cast a druid spell that requires you to make an attack roll, the spell's range is doubled.
Your critical hit threshold with ranged spell attacks is lowered by one.
You gain a +2 bonus to ranged spell attack rolls when you target a creature behind half cover.
You gain a +5 bonus to ranged spell attack rolls when you target a creature behind three-quarters cover.
You gain one Shepherd option, and again as a level 5, 11, and 17 druid, choosing from the following:
You gain one Aegis, Discipline, Stance, or Technique option of your choice.
You gain proficiency with martial weapons and heavy armor.
You can take the Attack action as one action, but only twice on the same turn.
When you take the Attack action with a melee weapon you are proficient with, you can use Wisdom for the attack and damage rolls.
You learn the following maneuvers according to your druid level.
You gain one Spiritualist option, and again as a level 5, 11, and 17 druid, choosing from the following:
You can prepare two additional level 5 or lower druid spells.
You can take the Magic action for 1 hour to copy a spell scroll to your runicbook, consuming the gold with it.
You inherit two level 1 druid spells of your choice as a druid spell.
You can take the Magic (Attune) action for 8 hours and choose one level 1 druid spell that has a casting time of two or one actions from your runicbook. You are imbued with the chosen spell.
You can prepare level 1 or 2 druid spells during a short rest.
You learn one druid cantrip of your choice as a druid spell, and you can add your Wisdom modifier to the damage of any druid cantrip you cast as your choice of cold, fire, lightning, or thunder damage.
You gain one Warcaster option, and again as a level 5, 11, and 17 druid, choosing from the following:
You have advantage on saving throws against spells cast by creatures within reach.
You have advantage on Constitution saving throws that you make to maintain your concentration on a druid spell when you take damage.
You can provide the somatic component of a druid spell even if you have a weapon or a shield equipped.
You can take the Magic (Spellcast) action as a reaction to cast a druid spell with a casting time of 1 action against a creature that takes the Move action within reach.
You gain one Wildtongue option, and again as a level 5, 11, and 17 druid, choosing from the following:
You have telepathy (300 feet) with beast creatures.
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.
You are imbued with the speak with animals spell as a druid spell.
You are imbued with the speak with plants spell as a druid spell.
You inherit the animal friendship
You can take the Magic (Spellcast) action to cast the animal friendship spell.