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Druid

Druid

Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms.

Class Features

As a druid, you gain the following 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, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table- The Druid

LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22--------
2nd+2Wild Shape, Druid Circle23--------
3rd+2-242-------
4th+2Wild Shape Improvement, Ability Score Improvement343-------
5th+3-3432------
6th+3Druid Circle feature3433------
7th+3-34331-----
8th+3Wild Shape Improvement, Ability Score Improvement34332-----
9th+4-343331----
10th+4Druid Circle feature443332----
11th+4-4433321---
12th+4Ability Score Improvement4433321---
13th+5-44333211--
14th+5Druid Circle feature44333211--
15th+5-443332111-
16th+5Ability Score Improvement443332111-
17th+6-4433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement4433332111
20th+6Archdruid4433332211

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 this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting

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 Druid table.

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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.

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

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 min per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

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.

Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Table- Beast Shapes

LevelMax. CRLimitationsExample
2nd1/4No flying or swimming speedWolf
4th1/2No flying speedCrocodile
8th1-Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

Druid Circle

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

You can't increase an ability score above 20 using this feature.

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, 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 by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Druid Circles

Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition.

These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature.

During a short rest, you 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 (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells (always prepared)

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Table- Arctic Circle Spells (always prepared)

Druid LevelCircle Spells
3rdhold person, spike growth
5thsleet storm, slow
7thfreedom of movement, ice storm
9thcommune with nature, cone of cold

Table- Coast Circle Spells (always prepared)

Druid LevelCircle Spells
3rdmirror image, misty step
5thwater breathing, water walk
7thcontrol water, freedom of movement
9thconjure elemental, scrying

Table- Desert Circle Spells (always prepared)

Druid LevelCircle Spells
3rdblur, silence
5thcreate food and water, protection from energy
7thblight, hallucinatory terrain
9thinsect plague, wall of stone

Table- Forest Circle Spells (always prepared)

Druid LevelCircle Spells
3rdbarkskin, spider climb
5thcall lightning, plant growth
7thdivination, freedom of movement
9thcommune with nature, tree stride

Table- Grassland Circle Spells (always prepared)

Druid LevelCircle Spells
3rdinvisibility, pass without trace
5thdaylight, haste
7thdivination, freedom of movement
9thdream, insect plague

Table- Mountain Circle Spells (always prepared)

Druid LevelCircle Spells
3rdspider climb, spike growth
5thlightning bolt, meld into stone
7thstone shape, stoneskin
9thpasswall, wall of stone

Table- Swamp Circle Spells (always prepared)

Druid LevelCircle Spells
3rdacid arrow, darkness
5thwater walk, stinking cloud
7thfreedom of movement, locate creature
9thinsect plague, scrying

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you.

When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Sacred Plants and Wood

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.

Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.

Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.

Druids and the Gods

Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.

  • name Druid
  • type full-caster
  • hit_dice d8
  • subtypes
    • support
  • class Druid
  • spellcasting_ability WIS
  • class_action_name Wild Shape
  • class_charges
      • value 1
      • level 2
      • value 2
      • level 4
      • value 999
      • level 20
  • ability_saving_throws
    • INT
    • WIS
  • proficiency_selection
      • name Choose proficiencies
      • type skill
      • value 2
      • list
        • Arcana
        • Animal Handling
        • Insight
        • Medicine
        • Nature
        • Perception
        • Religion
        • Survival
  • languages
    • Druidic
  • non_skill_proficiencies
      • name Light Armor
      • type armor-type
      • name Medium Armor
      • type armor-type
      • name Shields
      • type armor-type
      • name Club
      • type weapon
      • name Dagger
      • type weapon
      • name Darts
      • type weapon
      • name Javelin
      • type weapon
      • name Mace
      • type weapon
      • name Quarterstaff
      • type weapon
      • name Scimitar
      • type weapon
      • name Sickle
      • type weapon
      • name Sling
      • type weapon
      • name Spear
      • type weapon
      • name Herbalism Kit
      • type tool
  • feats
      • name Spellcasting
      • type spellcasting
      • description Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
      • name Ritual Casting
      • type ritual casting
      • description You can cast any `Druid` spell you know as a `ritual` if that spell has the `ritual` tag, and you have the spell prepared.
      • name Spellcasting Focus
      • type tool
      • description You can use a druidic focus as a spellcasting focus for your `Druid` spells.
      • name Wild Shape
      • type action
      • description You magically transform into a beast you have seen before.
      • requirement
        • type level
        • value 2
      • name Timeless Body
      • type passive
      • description The primal magic in you causes you to age more slowly. Every 10 years that pass only age your body by 1 year.
      • requirement
        • type level
        • value 18
      • name Beast Spells
      • type passive
      • description You can cast several of your `Druid` spells while using `Wild Shape`. You can perform the `Somatic` and `Verbal` components of the spells, but you cannot provide `Material` components.
      • requirement
        • type level
        • value 18
      • name Archdruid
      • type passive
      • description You have unlimited uses of `Wild Shape`
      • requirement
        • type level
        • value 20
  • subclass
    • name Druid Circle
    • requirement
      • type level
      • value 2
  • subclasses
      • name Circle of the Land
      • description Druids of the Circle of the Land are keepers of the ancient knowledge and guardians of the natural world. They draw power from specific environments such as forests, deserts, and tundras.
      • feats
          • name Bonus Cantrip
          • type passive
          • description You learn one additional druid cantrip of your choice.
          • requirement
            • type level
            • value 2
          • name Natural Recovery
          • type class action
          • description Once per `long rest`, regain spell slots of combined level equal to half your druid level (rounded up).
          • requirement
            • type level
            • value 2
          • name Land’s Stride
          • type passive
          • description Moving through nonmagical `difficult terrain` costs you no extra movement, and you have `advantage` against plants that restrain movement.
          • requirement
            • type level
            • value 6
          • name Nature’s Ward
          • type passive
          • description You can’t be `charmed` or `frightened` by elementals and fey, and you are immune to `poison` and `disease`.
          • requirement
            • type level
            • value 10
          • name Nature’s Sanctuary
          • type passive
          • description Beasts and plants that attack you must make a Wisdom save or choose a different target.
          • requirement
            • type level
            • value 14
      • name Circle of the Moon
      • description Druids of the Circle of the Moon are fierce protectors of the wild, mastering the ability to transform into powerful beasts and enhancing their combat capabilities.
      • feats
          • name Combat Wild Shape
          • type class action
          • description You can use Wild Shape as a `bonus action` and can expend spell slots to regain hit points while transformed.
          • requirement
            • type level
            • value 2
          • name Circle Forms
          • type passive
          • description You can transform into creatures of a higher `challenge rating` than other druids.
          • requirement
            • type level
            • value 2
          • name Primal Strike
          • type passive
          • description Your attacks in beast form count as magical for overcoming resistance and immunity to nonmagical attacks.
          • requirement
            • type level
            • value 6
          • name Elemental Wild Shape
          • type class action
          • description You can expend two uses of Wild Shape to transform into an elemental.
          • requirement
            • type level
            • value 10
          • name Thousand Forms
          • type passive
          • description You can cast **Alter Self** at will.
          • requirement
            • type level
            • value 14