Class Details

Class Features

  • Druid
Level Proficiency
Bonus
Primal Power Cantrips
Known
Spell Slots
Features
1st 2nd 3rd 4th 5th
1st +2 2 2 2 Druidic, Spellcasting, Primal Power, Wild Shape, Druid Circle
2nd +2 3 2 3 Natural Recovery
3rd +2 4 2 4 2 Druid Circle Features
4th +2 5 3 4 3 Ability Score Improvement
5th +3 6 3 4 3 2
6th +3 7 3 4 3 3 Druid Circle Features
7th +3 8 3 4 3 3 1
8th +3 9 3 4 3 3 2 Greater Ability Score Improvement
9th +4 10 3 4 3 3 3 1
10th +4 11 4 4 3 3 3 2 Weald Walker, Druid Circle Features

Hit Points

  • Hit Dice: 1d8 per druid level.
  • Hit Points (1st-level): 8 + your Constitution modifier.
  • Hit Points (Higher Levels): 1d8 (or 5) + your Constitution modifier per druid level after 1st.

Proficiencies

  • Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal).
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.
  • Tools: Herbalism kit.
  • Saving Throws: Intelligence, Wisdom.
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.

Equipment

Choose one of the following equipment options—preset or custom. You gain these items in addition to any other gear you might have (such as from your background):

A. Preset Equipment

  • (a) a wooden shield or (b) any simple weapon.
  • (a) a scimitar or (b) any simple melee weapon.
  • Leather armor, an explorer's pack, and a druidic focus.

B. Custom Equipment

You gain 5d4 gold pieces (or 12 gp). You may spend some or all of this gold to purchase your own equipment.

 

Class Features

As a druid, you gain the following class features.

1Druidic

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 can spot the message's presence with a successful DC 15 Wisdom (Perception) check—but they can't decipher it without magic.

1Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

At 1st-level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Class Features (Druid) table.

Spell Slots

The Class Features (Druid) table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of your spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

 

 

 

Preparing Spells

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list.

Preparing your Spell List: Choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. Casting a spell doesn't remove it from your list of prepared spells.

Changing your Prepared Spells: You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time: at least 1 minute per spell level for each spell on your list.

 

 

 

 

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells. Use your Wisdom modifier to determine the saving throw DC or attack modifier for a druid spell you cast.

Spellcasting Ability

Spell Save DC: 8 + your proficiency bonus + your Wisdom modifier

Spell Attack Modifier: your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Natural Versatility

When you finish a long rest, you may choose one of your druid cantrips and replace it with another cantrip from the druid spell list.

 

 

 

1Primal Power

You have an amount of primal power, as shown in the Primal Power column of the Class Features (Druid) table. You can spend primal power to shapeshift into animal forms—and you may learn other applications from your Druid Circle.

You recover all expended primal power when you finish a long rest.

1Wild Shape

You are able to spend primal power to magically shapeshift into the form of a beast. See the Wild Shape () section for more details about this feature.

 

 

 

 

 

1Druid Circle

Choose a Druid Circle. You gain features from your Druid Circle at 1st, 3rd, 6th, and 10th-level.

 

 

 

2Natural Recovery

When you finish a short rest, you can recover some expended spell slots. The spell slots must have a combined level equal to or less than half your druid level (rounded up), and none of the slots can be 6th-level or higher.

You can use this feature once, and you regain expended uses when you finish a long rest.

 

 

4Ability Score Improvement

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Greater Ability Score Improvement: At 8th-level, you gain another ability score improvement.

10Weald Walker

You are able to tap into the primal power of nature and travel great distances. Create a weald tree and you'll never be far from home.

Creating a Weald Tree

You may perform a 1 hour wealding ritual to create a weald tree. You can use this feature once, and you regain expended uses when you finish a long rest.

Create Weald Tree

  • Class Feature
  • Druid
  • Casting Time: 1 hour
  • Range: 10 ft
  • Components: V, S

Spend 6 primal power and choose a living, inanimate, nonmagical, Large (or larger) tree within 10 ft. That tree becomes a weald tree.

  • Magical Once a tree becomes a weald tree, it is considered magical and can be detected by magical senses (such as the Detect Magic spell).
  • Primal Connections You can maintain a number of active weald trees equal to your Wisdom modifier (minimum of 2). If you are already at your maximum number, you can't cast this ritual.

 

 

 

 

 

 

Weald Walking

You can spend an action to create a magical link between your weald trees. You can use this feature once, and you regain expended uses when you finish a long rest.

Weald Walk

  • Class Feature
  • Druid
  • Casting Time: 1 action
  • Range: 10 ft
  • Components: V, S
  • Duration: 1 round

Choose one weald tree within range and another weald tree on the same plane of existence. For the duration, any creature can step into the target tree and exit from the destination tree by using 5 ft of movement.

  • Homegrown You can target only weald trees that you have created yourself.
  • Creature Size A creature must be of a size category equal to or smaller than both the targeted weald trees.
  • No Metal You can't transport metal by weald walking. When a creature passes through a weald tree, any metal objects that they carry are dropped at the foot of the target tree. If this is not possible—or it would cause harm to the creature—the creature can't travel through the weald tree.

    Metal that is concealed within a magical container—such as a Bag of Holding or Handy Haversack can pass through without detection.

 

 

 

 

 

Unwealding

You are able to turn a weald tree back into a normal tree by one of two methods:

  • Unwealding Ritual: You can perform an unwealding ritual to remove the primal power from one of your weald trees. This ritual takes 1 minute, and you must be within 10 ft of the weald tree to cast it.
  • Destruction: If a weald tree is killed or otherwise destroyed, it loses its primal power.
  • Death: If you die, your weald trees lose their primal power.

 

 

 

 

Druid Spells

Spell List

  • Class Feature
  • Druid
Cantrips
d100
01-05 Control Flames
06-10 Create Bonfire
11-15 Druidcraft
16-20 Frostbite
21-25 Guidance
26-30 Gust
31-35 Infestation
36-40 Magic Stone
41-45 Mending
46-50 Mold Earth
51-55 Poison Spray
56-60 Primal Savagery
61-65 Produce Flame
66-70 Resistance
71-75 Shillelagh
76-80 Thorn Whip
81-85 Thunderclap
1st-level
d100
01-04 Absorb Elements
05-08 Animal Friendship
09-12 Beast Bond
13-16 Charm Person
17-20 Create or Destroy Water
21-24 Cure Wounds
25-28 Detect Magic
29-32 Detect Poison and Disease
33-36 Earth Tremor
37-40 Entangle
41-44 Faerie Fire
45-48 Fog Cloud
49-52 Goodberry
53-56 Healing Word
57-60 Ice Knife
61-64 Jump
65-68 Longstrider
69-72 Purify Food and Drink
73-76 Snare
77-80 Speak with Animals
81-84 Thunderwave
2nd-level
d100
01-04 Animal Messenger
05-08 Barkskin
09-12 Beast Sense
13-16 Darkvision
17-20 Dust Devil
21-24 Earthbind
25-28 Enhance Ability
29-32 Find Traps
33-36 Flame Blade
37-40 Flaming Sphere
41-44 Gust of Wind
45-48 Healing Spirit
49-52 Heat Metal
53-56 Hold Person
57-60 Lesser Restoration
61-64 Locate Animals or Plants
65-68 Locate Object
69-72 Moonbeam
73-76 Pass without Trace
77-80 Protection from Poison
81-84 Skywrite
85-88 Spike Growth
89-92 Warding Wind
3rd-level
d100
01-05 Call Lightning
06-10 Conjure Animals
11-15 Daylight
16-20 Dispel Magic
21-25 Erupting Earth
26-30 Feign Death
31-35 Flame Arrows
36-40 Meld into Stone
41-45 Plant Growth
46-50 Protection from Energy
51-55 Sleet Storm
56-60 Speak with Plants
61-65 Tidal Wave
66-70 Wall of Water
71-75 Water Breathing
76-80 Water Walk
81-85 Wind Wall
4th-level
d100
01-05 Blight
06-10 Charm Monster
11-15 Confusion
16-20 Conjure Minor Elementals
21-25 Conjure Woodland Beings
26-30 Control Water
31-35 Dominate Beast
36-40 Elemental Bane
41-45 Freedom of Movement
46-50 Giant Insect
51-55 Grasping Vine
56-60 Guardian of Nature
61-65 Hallucinatory Terrain
66-70 Ice Storm
71-75 Locate Creature
76-80 Polymorph
81-85 Stone Shape
86-90 Stoneskin
91-95 Wall of Fire
96-00 Watery Sphere
5th-level
d100
01-05 Antilife Shell
06-10 Awaken
11-15 Commune with Nature
16-20 Conjure Elemental
21-25 Contagion
26-30 Geas
31-35 Greater Restoration
36-40 Insect Plague
41-45 Maelstrom
46-50 Mass Cure Wounds
51-55 Planar Binding
56-60 Reincarnate
61-65 Scrying
66-70 Transmute Rock
71-75 Tree Stride
76-80 Wall of Stone
81-85 Wrath of Nature

 

 

 

 

 

 

 

 

 

 

Wild Shape

As a druid, you are able to tap into the primal essence of wild beasts. Use your primal power to shapeshift into animal forms and defend the wilds with savage fury.

Wild Shape

  • Class Feature
  • Druid
Level
Primal Features
Essences Skins Traits
1st 3 2 1
2nd 3 2 1
3rd 3 2 2
4th 3 3 2
5th 4 3 3
6th 4 3 3
7th 4 4 4
8th 4 4 4
9th 5 4 5
10th 5 5 5

Your Wild Shapes

A wild shape is a magical merging of a primal essence, a beast skin, and your own druidic characteristics and personality.

Primal Essences

At the heart of every wild shape is a primal essence. It is this essence that defines the primary abilities, defenses, and basic traits of your wild shape.

At 1st-level, you know three common primal essences () of your choice. You learn additional essences of your choice at higher levels as shown in the Primal Essences column of the Wild Shape table.

Replacing Known Essences: When you finish a long rest, you can choose one of your known essences and replace it with a different option.

Primal Skins

Primal skins defines what you look like—cat, bear, unicorn, frog, etc. They also define the capabilities—and limitations—of your wild shape. Cats have claws, birds fly, horses gallop, etc—be creative with the natural features of your beast skin.

At 1st-level, you know two common primal skins of your choice. You learn additional skins of your choice at higher levels as shown in the Primal Skins column of the Wild Shape table.

Size Categories: Each skin that you learn has a size category—tiny, small, medium, etc—that matches the size of the beast you learned the skin from. The larger your wild shape is, the more formidable you are—but the more primal power you must spend to take on the wild shape.

Replacing Known Skins: You can replace your known primal skins by studying beasts and mastering their form. See Primal Skins () for more details.

Primal Traits

Primal traits enable you to customize your wild shape feature to better suit your own druidic interests—talking while shapeshifted, changing your appearance, gaining more primal skins, etc.

At 1st-level, you know one primal trait of your choice. You learn additional traits of your choice at higher levels as shown in the Primal Traits column of the Wild Shape table.

Shapeshifting

During your turn, you can spend an action to take on a wild shape. There are four basic steps to shapeshifting:

  1. Your Essence: Choose one primal essence from your list of known essences. Change your own AC, speed, and size to match your essence, and add any skills and traits you gain.

  2. Your Skin: Choose one primal skin from your list of known skins. Make sure to pick one that is appropriate for your essence.

  3. Your Size: Choose the size category that matches your skin and update your AC, speed, and unarmed damage.

  4. Spend Primal Power: Finally, spend your primal power to assume your wild shape.

Wild Shape Sizes

Size AC Speed Unarmed Damage Primal Power
Tiny 1 + STR 1
Small +5 ft 1d4 + STR 2
Medium +1 +10 ft 1d6 + STR 3
Large +1 +15 ft 1d8 + STR 4
Huge +2 +20 ft 1d10 + STR 5
Gargantuan +2 +25 ft 1d12 + STR 6

 

 

 

Appearance

When you shapeshift, you don't become an exact copy of your primal skin. Instead, there is something personal and unique about your wild appearance—fur pattern, horn shape, eye color, etc.

This is usually a feature carried over from your natural appearance as you shapeshift—whether you want it to or not. Most druids have one notable quirk that persists across all their shapeshifted forms.

Duration

You can remain shapeshifted for one hour, at which point you revert to your normal form automatically unless you expend additional primal power to maintain your shape.

You can also revert to your normal form by (a) spending a bonus action on your turn to end the effect, (b) falling unconscious, or (c) falling to 0 hit points.

Equipment

You choose whether your equipment falls to the ground in your space, merges into your new form, or continues to be worn by you.

Your equipment doesn't change size or shape to match your new shape, and any equipment that you can't wear must either fall to the ground or merge with your form. Equipment that merges with your form has no effect until you leave your wild shape.

Hit Points & Attributes

When you shapeshift, your hit points—both current and maximum—don't change. Neither do your attributes, saving throws, resistances, or vulnerabilities—unless specified otherwise in your primal essence.

Character Features: You retain the benefit of any features from your class, race, or other source and can use them if your wild shape is physically capable of doing so. However, you can’t use any of your special senses—such as darkvision—unless your new form also has that sense.

Making Attacks

While you are shapeshifted, you can make unarmed attacks using any of your wild shape's natural weapons—teeth, claws, horns, etc. You are proficient with unarmed attacks while shapeshifted.

Spellcasting: While you are shapeshifted, you can't cast spells. Shapeshifting doesn't break your concentration on a spell you've already cast, or prevent you from taking actions that are part of a spell—such as Call Lightning—that you've already cast.

 

 

 

 

 

 

 

 

 

 

Movement

Some beasts have special modes of natural movement—burrowing, climbing, swimming, flying, etc. However, when you shapeshift, you are limited to a walking speed as listed in your essence profile.

You may gain additional move speeds by mastering uncommon essences such as Essence of the Hawk, Essence of the Mole, and Essence of the Spider.

 

 

 

 

 

 

Primal Essences

Primal essences are at the heart of your wild shape, defining your beast abilities and traits. Essences come in two categories—common and uncommon.

 

Common Essences

Common essences are available to all druids—you can learn these from 1st-level.

Essence of Burrowing

Burrow beneath your prey.

  • AC12
  • Speed15 ft
  • SizeTiny
  • SkillPerception
  • Natural Burrower You gain a burrowing speed equal to half your walking speed (rounded down).
  • Squeeze You can move through a space smaller than you by one size category without penalty.

Essence of Climbing

Climb out of sight of your prey.

  • AC12
  • Speed15 ft
  • SizeTiny
  • SkillPerception
  • Natural Climber You gain a climb speed equal to your walking speed.
  • No Bounds You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Essence of Defense

Shrug off your prey's attacks with your natural defenses.

  • AC16
  • Speed10 ft
  • SizeTiny
  • SkillAthletics
  • Durable Gain temporary hit points equal to your druid level times four (x4). You lose these temporary hit points when you end this wild shape.

    This temporary hit point bonus increases with the size category of your skin: small (x6), medium (x7), large (x8), huge (x9), and gargantuan (x10).

  • Relentless The first time you are reduced to 0 hit points while wearing this wild shape, you are reduced to 1 hit point instead. You can't use this feature again until you finish a long rest.

Essence of Dexterity

Strike at your prey with opportune precision.

  • AC12
  • Speed20 ft
  • SizeTiny
  • SkillAcrobatics
  • Precision You may use your Dexterity modifier for both your unarmed attack and unarmed damage rolls.
  • Sneak Attack Once per turn, when you hit a creature with a weapon attack and you have advantage, you deal additional damage equal to your unarmed damage die.

Essence of Disguise

Remain hidden from your prey.

  • AC12
  • Speed15 ft
  • SizeTiny
  • SkillStealth
  • Escape Artist You can Hide as a bonus action.
  • Camouflage When you remain motionless, you are indistinguishable from your surroundings to any creature that is larger than you.

Essence of Hunger

Constrict and devour your prey.

  • AC12
  • Speed10 ft
  • SizeTiny
  • SkillPerception
  • Constrict When you hit an adjacent creature with a melee weapon attack, you can attempt to constrict it. The creature must succeed on a Strength or Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be grappled by you.

    The creature must be at most one size category larger than you. You can constrict only one creature at a time.

  • Devour When you hit a constricted creature with a melee weapon attack, you can attempt to devour it. The creature must succeed on a Strength or Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be devoured by you.

    A devoured creature is blinded and restrained, has total cover against attacks and other effects outside you, and takes acid damage at the start of its turns equal to your unarmed damage die. Until the creature is reduced to 0 hit points, your speed is halved.

    The creature must be smaller than you, and you can devour one creature at a time. You are vulnerable to slashing and piercing damage dealt by the creature.

    You can regurgitate a devoured creature—or its remains—into an adjacent space as a bonus action, and you automatically regurgitate a devoured creature when you end your wild shape.

Essence of the Pack

Surround your prey and fight with your pack.

  • AC14
  • Speed15 ft
  • SizeTiny
  • SkillPerception
  • Sturdy You have advantage on Strength and Dexterity saving throws against effects that knock you prone.
  • Pack Tactics You have advantage on attack rolls against a creature if at least one of your allies is within 5 ft of it and your ally isn't incapacitated.

Essence of Strength

Overpower your prey with savage strength.

  • AC14
  • Speed15 ft
  • SizeTiny
  • SkillAthletics
  • Animal Rage Your weapon attacks score a critical hit on a roll of 19-20.
  • Savage Attack When you critically hit a creature with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Essence of Speed

Dash past the enemies.

  • AC12
  • Speed20 ft
  • SizeTiny
  • SkillAcrobatics
  • Fast Runner You can Dash as a bonus action.
  • Charge If you move at least 20 ft in a straight toward a creature and hit it with an unarmed attack on the same turn, the creature takes additional damage equal to your unarmed damage die.

    In addition, if the creature is at most one size category larger than you, the creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Essence of Tracking

No prey can hide from your keen senses.

  • AC14
  • Speed15 ft
  • SizeTiny
  • SkillPerception
  • Darkvision You gain darkvision (60 ft).
  • Keen Senses You have advantage on Wisdom (Perception) checks.

Uncommon Essences

Uncommon essences can't be mastered until you meet the minimum level requirements.

Essence of Flight

Track your prey from the skies.8th-level

  • AC12
  • Speed15 ft
  • SizeTiny
  • SkillPerception
  • Natural Flight You gain a flying speed equal to your walking speed.
  • Dive If you are flying and dive at least 20 ft straight towards a creature and hit it with a melee weapon attack, the attack deals additional damage equal to your unarmed damage die.

Essence of Swimming

Hunt your prey in the seas.4th-level

  • AC12
  • Speed15 ft
  • SizeTiny
  • SkillPerception
  • Natural Swimmer You gain a swimming speed equal to your walking speed. Your walking speed is then reduced to 0.
  • Blood Frenzy You have advantage on melee attack rolls against any creature that doesn't have all its hit points.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Primal Skins

A primal skin defines what you look like and what you can broadly do while you are shapeshifted into a wild shape.

Learning a New Skin

To learn a new primal skin, you must carefully observe and study a beast. There are 5 steps to mastering a new shape:

  1. Choose a Beast: Decide which animal you want to learn to shapeshift into—cat, dog, bear, etc.

    At 1st-level, your primal skin must come from a tiny or small beast. Starting at 3rd-level this increases to medium size, and—from 5th-level—large size.

  2. Find a Living Beast: You must now find a suitable beast to study. Depending on the rarity of your chosen beast, you may have to undertake a wild hunt to track your primal quarry.

  3. Study the Beast: Once you have found a beast, you must closely study it. This requires 1 hour of dedicated focus per CR of the beast (minimum 1 hour). If the beast is friendly, reduce the required time by half—but if it is acting hostile, double the time.

    If your efforts are significantly interrupted—the beast escapes, you fall asleep, a combat encounter begins, etc—you lose your focus and must start your observations again from the beginning.

  4. Memorize the Skin: Once you have successfully studied the beast and practiced its form, you can add it to your list of known primal skins.

You can memorize a limited number of primal skins at any one time. When you learn a new skin and replace an existing one, the old skin is forgotten—you must relearn it if you wish to use it again in future.

Natural Shapes

You can't learn a skin from a shapeshifter or any creature that is not at its natural size—such as those affected by the Enlarge/Reduce spell.

Rarities

Primal skins can vary in rarity from common to legendary. These exceptional skins bear unusual features that make them stronger, faster, or more resilient—bone-plated skin, volcanic breath, elemental feathers, superior claws, etc.

When you shapeshift into an uncommon, rare, or legendary primal skin, add the skin's rarity bonus to your AC, attack rolls, and damage rolls.

Primal Skin Rarities

Rarity Bonus
Common +0
Uncommon +1
Rare +2
Legendary +3

 

 

 

Primal Traits

As you gain druid levels, you develop more control over your ability to shapeshift with primal traits.

Natural Power

Your primal power capacity increases by +2. You may take this trait multiple times, increasing your capacity by +2 each time.

Natural Understanding

Your primal essence capacity increases by +1. You may take this trait multiple times, increasing your capacity by +1 each time.

Primal Affinity

You develop a primal affinity for a new type of skin. You can take this trait multiple times, choosing a new monster type each time.

Although this trait allows you to learn new skin types, you remain unable to master the primal skin of any creature that is a shapeshifter—changelings, mimics, doppelgangers, etc.

  • Elemental: Starting at 8th-level, you can master the primal skin of elementals.
  • Dragon: Starting at 8th-level, you can master the primal skin of dragons.
  • Monstrosity: Starting at 8th-level, you can master the primal skin of monstrosities.
  • Oozes: Starting at 4th-level, you can master the primal skin of oozes.
  • Plant: Starting at 4th-level, you can master the primal skin of plants.

 

 

 

 

Shape Mastery

You can control the appearance of your primal skin (to a limited degree). While you are shapeshifting, you may immediately spend a bonus action to determine notable aspects of your appearance—such as fur pattern, horn shape, eye color, etc. You can also choose to suppress any of your natural quirks that would otherwise be visible in your wild appearance.

You can't change the natural parameters of your primal skin—such as size, wings, number of legs, etc.

 

 

 

 

 

 

 

Skin Memory

Your primal skin capacity increases by +2. You may take this trait multiple times, increasing your capacity by +2 each time.

Shifter

You can alter your normal form to resemble one of your primal skins. As an action on your turn, choose one of your primal shapes and change your appearance to match it in some fashion—gaining horns, growing fur, sharpening teeth, etc.

This is a purely cosmetic change and has no noticeable impact on your abilities—though it may impact how other creatures react to you. The change lasts until you dismiss it on your turn as a free action, or until you fall unconscious. This does not require you to spend any primal power.

 

 

 

 

 

 

Wild Voice

While you are shapeshifted, you are able to speak as normal. The sound of your voice may change, however, depending on your form—pitch, volume, slurring, hissing, spitting, etc.

Though you can speak, you still can't cast spells—even those that rely only on verbal components.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

On this page...