Druid
A guardian of the wild who changes shape and commands the elements.
Create a hero of this class- Hit die
- d8
- Primary ability
- WIS
- Saving throws
- INT, WIS
- Spellcasting
- Full caster · WIS
Progression, levels 1-20
- Level 1Prof. bonus +2
Spellcasting
You have learned to cast spells through studying the mystical forces of nature. The information below details how you use those rules with Druid spells, which appear on the Druid spell list. Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list. When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table. Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells. Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.Druidic
You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals: you always have the Speak with Animals spell prepared. You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.Primal Order
You have dedicated yourself to one of the following sacred roles of your choice. Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1). Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.Cantrips: 2. Spell slots: level 1 — 2
- Level 2Prof. bonus +2
Wild Shape
The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature. You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action. Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach Druid levels 6 (three uses) and 17 (four uses). Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form. At Druid level 4 you know six forms of Challenge Rating 1/2 or lower, and at level 8 you know eight forms of Challenge Rating 1 or lower and can adopt a form that has a Fly Speed. Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak. You gain Temporary Hit Points equal to your Druid level. Your game statistics are replaced by the Beast's stat block, but you retain your creature type, Hit Points, Hit Point Dice, Intelligence, Wisdom, and Charisma scores, class features, languages, and feats; you also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them. You can't cast spells, but shape-shifting doesn't break your Concentration. Your ability to handle objects is determined by the form's limbs, and you choose whether your equipment falls in your space, merges into the new form, or is worn by it.Wild Companion
You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components. When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.Cantrips: 2. Spell slots: level 1 — 3
- Level 3Prof. bonus +2
Druid Subclass
You gain a Druid subclass of your choice. The Circle of the Land subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.Cantrips: 2. Spell slots: level 1 — 4, level 2 — 2
- Level 4Prof. bonus +2Ability Score Improvement
Cantrips: 3. Spell slots: level 1 — 4, level 2 — 3
- Level 5Prof. bonus +3
Wild Resurgence
Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required). In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest.Cantrips: 3. Spell slots: level 1 — 4, level 2 — 3, level 3 — 2
- Level 6Prof. bonus +3
Cantrips: 3. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3
- Level 7Prof. bonus +3
Elemental Fury
The might of the elements flows through you. You gain one of the following options of your choice. Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip. Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).Cantrips: 3. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 1
- Level 8Prof. bonus +3Ability Score Improvement
Cantrips: 3. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 2
- Level 9Prof. bonus +4
Cantrips: 3. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 1
- Level 10Prof. bonus +4
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2
- Level 11Prof. bonus +4
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1
- Level 12Prof. bonus +4Ability Score Improvement
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1
- Level 13Prof. bonus +5
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1
- Level 14Prof. bonus +5
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1
- Level 15Prof. bonus +5
Improved Elemental Fury
The option you chose for Elemental Fury grows more powerful, as detailed below. Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet. Primal Strike. The extra damage of your Primal Strike increases to 2d8.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1
- Level 16Prof. bonus +5Ability Score Improvement
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1
- Level 17Prof. bonus +6
Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2, level 6 — 1, level 7 — 1, level 8 — 1, level 9 — 1
- Level 18Prof. bonus +6
Beast Spells
While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 1, level 7 — 1, level 8 — 1, level 9 — 1
- Level 19Prof. bonus +6Ability Score Improvement
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended: as a Magic action, you can cast the Misty Step spell without expending a spell slot, and you can do so a number of times equal to your Wisdom modifier per Long Rest.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 2, level 7 — 1, level 8 — 1, level 9 — 1
- Level 20Prof. bonus +6
Archdruid
The vitality of nature constantly blooms within you, granting you the following benefits. Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it. Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest. Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.Cantrips: 4. Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 3, level 6 — 2, level 7 — 2, level 8 — 1, level 9 — 1
Subclasses
Circle of the Land
Chosen at level 3
Druids of the Circle of the Land are mystics and sages who safeguard ancient knowledge and rites. They draw magic from a type of land — arid, polar, temperate, or tropical — chosen anew after each Long Rest.
- Level 3
Circle of the Land Spells
Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. You have the spells listed for your Druid level and lower prepared; they don't count against the number of spells you can prepare. Arid Land. Level 3: Blur, Burning Hands, Fire Bolt. Level 5: Fireball. Level 7: Blight. Level 9: Wall of Stone. Polar Land. Level 3: Fog Cloud, Hold Person, Ray of Frost. Level 5: Sleet Storm. Level 7: Ice Storm. Level 9: Cone of Cold. Temperate Land. Level 3: Misty Step, Shocking Grasp, Sleep. Level 5: Lightning Bolt. Level 7: Freedom of Movement. Level 9: Tree Stride. Tropical Land. Level 3: Acid Splash, Ray of Sickness, Web. Level 5: Stinking Cloud. Level 7: Polymorph. Level 9: Insect Plague.Land's Aid
As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). - Level 6
Natural Recovery
You can cast one of the level 1+ spells that you have prepared from your Circle of the Land Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest. - Level 10
Nature's Ward
You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle of the Land Spells feature: Fire for arid land, Cold for polar land, Lightning for temperate land, and Poison for tropical land. - Level 14
Nature's Sanctuary
As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there. As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.