Steeldragons' KISS Druid.
HD: 8 + Con mod., + d8 + Con. mod. per level.
Armor: Light, Medium, Shields, none of which can be [predominantly] metal.
Weapons: Spear, Sickle, Scythe, Scimitar, Dagger/Knife, Staff, Club/Cudgel, Sling, Darts.
Profs
Tools: Herbalism Kit/Pouch.
Skills: per the PHB
Saves: Wisdom, Constitution.
1st level: Nature Magic: no cantrips, yes Ritual Casting, see Nature Magic spell list, add Wisdom modifier to your total number of castable spell levels (not number of spells) per long rest. Wisdom is your spell casting ability. Druidic focus per PHB. See Spell Progression below.
Element Resistance: +2 (or, I guess for 5e use "advantage") to saves vs. elemental damage: fire, cold, lightning.
Use ASI's per PHB as normal. If you want to use the subclass system, choose your Circle at 2nd level and gain Circle features a normal. Otherwise...
Druid Level...Spell level:1...2...3...4...5...6...7
1. . . . . . . . . . . . . . . . 2...-... -... -...-... -...-
2. . . . . . . . . . . . . . . . 3...-...-... -...-... -...-
3. . . . . . . . . . . . . . . . 3...1...-...-...-... -...-
4. . . . . . . . . . . . . . . . 3...2...-...-...-... -...-
5. . . . . . . . . . . . . . . . 4...2...1...-....-...-...-
6. . . . . . . . . . . . . . . . 4...3...2...-...-...-...-
7. . . . . . . . . . . . . . . . 4...3...2...1...-...-...-
8. . . . . . . . . . . . . . . . 4...3...3...2...-...-...-
9. . . . . . . . . . . . . . . . 5...4...3...2...1...-...-
10. . . . . . . . . . . . . . . 5...4...3...3...2...-...-
[table="width: 500"]
[tr]
[td]1st level[/td]
[td]2nd level[/td]
[td]3rd level[/td]
[td]4th level[/td]
[/tr]
[tr]
[td]Animal Form I[/td]
[td]Animal Friend I[/td]
[td]Animal Form II[/td]
[td]Animal Friend II[/td]
[/tr]
[tr]
[td]Detect Magic[/td]
[td]Barkskin[/td]
[td]Call Lightning[/td]
[td]Conjure Woodland Beings[/td]
[/tr]
[tr]
[td]Entangle[/td]
[td]Charm Person/Animal[/td]
[td]Dispel Magic[/td]
[td]Control Water[/td]
[/tr]
[tr]
[td]Faerie Fire[/td]
[td]Cure Wounds[/td]
[td]Plant Growth[/td]
[td]Ice Storm[/td]
[/tr]
[tr]
[td]Goodberry[/td]
[td]Gust of Wind[/td]
[td]Protection from Energy[/td]
[td]Stone Shape[/td]
[/tr]
[tr]
[td]Shillelagh[/td]
[td]Heat Metal[/td]
[td]Speak with Plants[/td]
[td]Wall of Fire[/td]
[/tr]
[tr]
[td]Speak with Animals[/td]
[td]Woodshape[/td]
[td]Water Breathing[/td]
[td][/td]
[/tr]
[tr]
[td]5th level[/td]
[td]6th level[/td]
[td]7th level[/td]
[/tr]
[tr]
[td]Animal Form III[/td]
[td]Animal Friend III[/td]
[td]Animal Form IV[/td]
[/tr]
[tr]
[td]Commune with Nature[/td]
[td]Find the Path[/td]
[td]Fire Storm[/td]
[/tr]
[tr]
[td]Conjure Elemental[/td]
[td]Heal[/td]
[td]Plane Shift[/td]
[/tr]
[tr]
[td]Reincarnate[/td]
[td]Move Earth[/td]
[td]Regenerate[/td]
[/tr]
[tr]
[td]Scrying[/td]
[td]Wall of Thorns[/td]
[td][/td]
[/tr]
[tr]
[td]Tree Stride[/td]
[td][/td]
[td][/td]
[/tr]
[/table]
Animal Form I: small or medium animals, nothing with a fly speed or water breathing. AFII: add large size, can have fly speed and breathe water. AFIII: add huge size, including giant-size normal animals, and speaking/spellcasting in animal form. AFIV: add elemental versions.
Animal Friend I: befriend a small or medium normal creature(s), total CR can't exceed more than the druid's level at any given time. Friend II: add large animals, includes automatic fully understood two-way speech with the druid, and hostile creatures save vs. charmed. Friend III: Able to fully mentally command -or dominate hostiles, if necessary- animals totaling druid's level +wisdom mod.