I too was considering a Druid, and also just for the dinosaur exposure.
Then I noodled around a bit and realized that I can play a Ghostwise Halfling Beastmaster with a Pteranodon companion to ride and now I'm very torn...
Wood Elf has great synergy with the Druid class. Their weapon proficiencies are a very welcome addition, and (at least at my table) their other racial traits carry over too! (Rule of Fun)
Yes. The first bullet of the Wild Shape feature states that you get both, "You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature."
This is what I do and it works great on a grid!
The simple math is that both numbers need to be equal to or less than the spells range.
So if the range is 30' (6 squares) and you're 30' (6 squares) from the target but 40' (8 squares) in the air you're too far away.
Basic v0.1:
"Vision and Light", page 65: "A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight."
"Darkvision", page 65 & 66: "Within a...
I was pointing out the Darkvision limitation for players that might think they can create a group of Darkvision-using characters and have their party go lightless into dark places with impunity.
They can, but their passive perception will be at –5 and their active perception at Disadvantage on...
Using Darkvision only, a character is at Disadvantage on all Wisdom (Perception) checks.
Moving through any creatures space counts as difficult terrain.
A Long Rest of 8 hours can have up to 1 hour of interruptions and still be valid.
An Elf's Trance of 4 hours recovers all HP, spell slots, etc.
Using Darkvision means Wisdom (Perception) checks are at Disadvantage.
Thief's Reflexes means you get a Bonus Action on each of those turns.