Druid
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity.
Multiclassing Prerequisite: Wisdom 13
Class Table
Level | Proficiency Bonus | Features | Cantrips Known | Spells Prepared | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Druidic, Spellcasting | 2 | Wis mod + 1 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | Wild Shape, Druid Circle | 2 | Wis mod + 2 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | 2 | Wis mod + 3 | 4 | 2 | - | - | - | - | - | - | - | |
4 | +2 | Wild Shape Improvement, Ability Score Improvement | 3 | Wis mod + 4 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | 3 | Wis mod + 5 | 4 | 3 | 2 | - | - | - | - | - | - | |
6 | +3 | Druid Circle feature | 3 | Wis mod + 6 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | 3 | Wis mod + 7 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8 | +3 | Wild Shape Improvement, Ability Score Improvement | 3 | Wis mod + 8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | 3 | Wis mod + 9 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
10 | +4 | Druid Circle feature | 4 | Wis mod + 10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | 4 | Wis mod + 11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
12 | +4 | Ability Score Improvement | 4 | Wis mod + 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | 4 | Wis mod + 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
14 | +5 | Druid Circle feature | 4 | Wis mod + 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | +5 | 4 | Wis mod + 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
16 | +5 | Ability Score Improvement | 4 | Wis mod + 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17 | +6 | Timeless Body, Beast Spells | 4 | Wis mod + 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Druid Circle feature | 4 | Wis mod + 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 4 | Wis mod + 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Archdruid | 4 | Wis mod + 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Note: Spells Prepared equals your Wisdom modifier + your druid level (minimum 1).
Class Features
Hit Points
- Hit Dice: 1d8 per druid level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at 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, Survival
Equipment
You start with:
- (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
Druidic
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 Druidic automatically spot such a message; others can spot it with a successful Wisdom (Perception) check but can’t decipher it without magic.
Spellcasting
As a student of primal forces, you can cast druid spells.
Cantrips
At 1st level, you know two druid cantrips of your choice. You learn additional druid cantrips at higher levels, as shown in the Cantrips Known column.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells. To cast a druid spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available to cast, choosing a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
- Spellcasting Ability: Wisdom
- 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 it prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
Wild Shape (2nd level)
You can use your action to magically assume the shape of a beast you have seen before. You can use this feature twice, and regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into and limitations on movement types.
- Starting Beast Shapes:
- No flying or swimming speed at 2nd level
- Max CR 1/4 at 2nd level (no fly/swim), CR 1/2 with no fly at 4th level, CR 1 at 8th level
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You revert to your normal form if you fall unconscious, drop to 0 hit points, or die. You can revert early as a bonus action.
Your game statistics are replaced by the statistics of the beast, with the following exceptions:
- You retain your alignment, personality, Intelligence, Wisdom, and Charisma.
- You retain skill and saving throw proficiencies, and gain those of the creature if better.
- You retain your hit points and Hit Dice; instead of taking the beast’s HP, damage taken carries over after the form drops.
- You can’t cast spells, but can maintain concentration. Circle of the Moon modifies these rules as noted in that Circle.
- Your equipment merges into your new form unless the DM rules it can be worn or wielded.
Wild Shape Improvement
- 4th level: You can transform into a beast with a swimming speed (max CR 1/2; no flying).
- 8th level: You can transform into a beast with a flying speed (max CR 1).
Druid Circle (2nd level)
Choose a druidic circle that shapes your practice. You gain features at 2nd level and again at 6th, 10th, and 14th levels.
Common examples include:
- Circle of the Land
- Circle of the Moon
- Circle of Dreams
- Circle of the Shepherd
- Circle of Spores
- Circle of Wildfire
- Circle of Stars
Ability Score Improvement (4th, 8th, 12th, 16th, 19th level)
Increase one ability score by 2, or two ability scores by 1. You can’t increase an ability score above 20 using this feature.
Timeless Body (18th level)
The primal magic you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Beast Spells (18th level)
You can cast many druid spells while in a beast shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you are still unable to provide material components.
Archdruid (20th level)
- You can use Wild Shape an unlimited number of times.
- You can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed.