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Druid

Holding high a gnarled staff wreathed with holly, a Bosmer summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orc hunters who threaten her forest.   Crouching out of sight on a high tree branch in the form of a leopard, a Khajiit peers out of the jungle at the strange construction of a shire to Molag Bal, keeping a close eye on the cultists’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.   Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
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
armor proficiencies: Light armour, shields
weapon proficiencies: 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
starting equipment:
You start with the following equipment, in addition to
the equipment granted by your background:
• (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
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 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 Close 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 minute 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 spells from the Druid column of the Ritual Spell List, so long as you have the spell prepared.   Spellcasting Focus You can use a druidic focus as a spellcasting focus for your druid spells.  
class features:
Druidic You know Druidic, the secret language of druids (understood by spriggans). 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.   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.   Beast Shapes
Level Max CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 - 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: • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. 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. • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as Lightning Storm, that you’ve already cast. • You retain the benefit of any features from your class, birthsign, or other source and can use them if the new form is physically capable of doing so, racial special features however, do not carry over. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.   Druid Circle At 2nd level, you choose to identify with a circle of druids: the Circle of Kyne or the Circle of Hircine, 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. As normal, 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 any of your druid spells in any shape you assume using Wild Shape.   Archdruid At 20th level, you can use your Wild Shape an additional two times before a short or long rest.
subclass options:
Circle of Kyne: As a member of this circle, your magic is derived from a divine connection to the goddess Kyne, known as Kynareth to the Imperials. You have a mystical connection to animals and spriggans and are less likely to be attacked by them, you will find it easier to form kinship with them as a member of this circle.   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 Your divine connection to Kyne 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, swamp, or cavern—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.   Arctic
Druid Level Circle Spells
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Blizzard
Coast
Druid Level Circle Spells
3rd Mirror Image, Misty Step
5th Water Breathing, Sea Stride
7th Control Water, Freedom of Movement
9th Maelstrom, Scrying
Desert
Druid Level Circle Spells
3rd Blur, Silence
5th Create Food and Water, Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone
Forest
Druid Level Circle Spells
3rd Oakflesh, Spider Climb
5th Lightning Storm, Plant Growth
7th Vision of the Tenth Eye, Freedom of Movement
9th Commune with Nature, Tree Stride
Grassland
Druid Level Circle Spells
3rd Invisibility, Pass Without Trace
5th Daylight, Haste
7th Vision of the Tenth Eye, Freedom of Movement
9th Commune with Nature, Tree Stride
Mountain
Druid Level Circle Spells
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Shape Stone, Stoneflesh
9th Passwall, Wall of Stone
Swamp
Druid Level Circle Spells
3rd Darkness, Acid Arrow
5th Sea Stride, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying
Cavern
Druid Level Circle Spells
3rd Spider Climb, Web
5th Gaseous Form, Stinking Cloud
7th Greater Invisibility, Shape Stone
9th Cloudkill, Insect Plague
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 are automatically recognised as a friendly creature by spriggans, they are far less likely to attack you and even likely to come to your aid. You are also 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 spriggan 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.
Circle of Hircine: As a member of this circle, your magic is derived from a mystical connection to the Daedric Prince of the Hunt, Hircine. Your connection to nature is of a different nature to the Circle of Kyne, but argueably equally as important. Your wild shapes will be strengthened by your mystic connection, becoming more lyncanthopic in nature.   Combat Wild Shape When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.   Circle Forms The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.   Primal Strike Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Hircine's Gift At 10th level, you can expend two uses of Wild Shape at the same time to transform into a Were-beast for the duration. This tranformation does not count against your number of transformations if you have taken the Barbarian Path of the Werewolf, though any werewolf bonuses from that subclass will still apply. This specific transformations duration is still governed by the rules of Wildshape if you have taken both classes (you will not need to rage to use and maintain this tranformation).   Beast Forms By 14th level, your connection to Hircine can alter your physical form in more subtle ways. You can cast the alter Alter Self at will without costing a spell slot. However any changes in appearance when using the spell in this way must be beastial.
LevelProficency BonusFeaturesCantrips KnownSpell Slots per Spell Level - 1st2nd3rd4th5th6th7th8th9th
1st+2Drudic, Spellcasting22--------
2nd+2Wild Shape, Circle of Kyne/Circle of Hircine23--------
3rd+2-242-------
4th+2Wild Shape Imporvement, Ability Score Improvement343-------
5th+3-3432------
6th+3Circle of Kyne Feature/Circle of Hircine Feature3433------
7th+3-34331-----
8th+3Wild Shape Improvement, Ability Score Improvement34332-----
9th+4-343331----
10th+4Circle of Kyne Feature/Circle of Hircine Feature443332----
11th+4-4433321---
12th+4Ability Score Improvement4433321---
13th+5-44333211--
14th+5Circle of Kyne Feature/Circle of Hircine Feature44333211--
15th+5-443332111-
16th+5Ability Score Improvement443332111-
17th+6-4433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement4433332111
20th+6Archdruid4433332211

Created by

ShireLord.

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