Druid ★

A Nature Priest of Primal Power

Revised by Gabe Grimoire
Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.   Revering nature above all, individual Druids gain their magic from nature, a nature deity (one from the Green Pantheon), or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.   Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.    
Core Druid Traits
Primary Ability Wisdom
Hit Point Die D8 per Druid level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight, Martial, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies Simple weapons
Tool Proficiencies Herbalism Kit
Armor Training Light armor and Shields
Starting Equipment Choose A or B:
(A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP
(B) 50 GP
 

Becoming a Druid...

As a Level 1 Character

  • Gain all the traits in the Core Druid Traits table.
 

As a Multiclass Character

  • Speak with your GM beforehand.
  • Prerequisite: Wisdom 13
  • Gain the following traits from the Core Druid Traits table:
    • Hit Point Die
    • Training with Light armor and Shields
 



Druid Mentors
It's not unusual for would-be Druids to seek out (or be sought out by) instructors or elders who teach them the basics of their magical arts. Most Druids who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a student's attitudes and beliefs.   If your character received training from someone else, who or what was that individual, and what was the nature of your relationship?
Mentors Examples Table
d6
Mentors
1 Your mentor was a wise treant who taught you to think in terms of years and decades rather than days or months.
2 You were tutored by a dryad who watched over a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world.
3 Your tutor always interacted with you in the form of a falcon. You never saw the tutor's humanoid form.
4 You were one of several youngsters who were mentored by an old druid, until one of your fellow pupils betrayed your group and killed your master.
5 Your mentor has appeared to you only in visi-
ons. You've yet to meet this person, and you're not sure such a person exists in mortal form.
6 Your mentor was a werebear who taught you to treat all living things with equal regard.
 

Druid

Level Prof. Bonus
Class Features
Wild Shapes Known Forms Cantrips Known Prepared Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2
Anathema, Spellcasting, Druidic, Primal Order
2 4 2
2 +2
Wild Shape, Wild Companion
2 3 2 5 3
3 +2
Druid Subclass
2 3 2 6 4 2
4 +2
Feat
2 4 3 7 4 3
5 +3
Wild Resurgence
2 4 3 9 4 3 2
6 +3
Subclass Feature
3 4 3 10 4 3 3
7 +3
Elemental Fury
3 4 3 11 4 3 3 1
8 +3
Feat
3 6 3 12 4 3 3 2
9 +4
3 6 3 14 4 3 3 3 1
10 +4
Subclass Feature
3 6 4 15 4 3 3 3 2
11 +4
3 6 4 16 4 3 3 3 2 1
12 +4
Feat
3 8 4 16 4 3 3 3 2 1
13 +5
3 8 4 17 4 3 3 3 2 1 1
14 +5
Subclass Feature
3 8 4 17 4 3 3 3 2 1 1
15 +5
Improved Elemental Fury
3 8 4 18 4 3 3 3 2 1 1 1
16 +5
Feat
3 10 4 18 4 3 3 3 2 1 1 1
17 +6
4 10 4 19 4 3 3 3 2 1 1 1 1
18 +6
Beast Spells
4 10 4 20 4 3 3 3 3 1 1 1 1
19 +6
Epic Boon
4 10 4 21 4 3 3 3 3 2 2 1 1
20 +6
Archdruid
4 10 4 22 4 3 3 3 3 2 2 1 1
   

Anathema

Level 1 Druid feature   As stewards of the natural order, Druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the Druid class, including your Spellcasting and Druid Circle features. These abilities can be regained only if you demonstrate your repentance by participating in an atonement Ceremony (as per the spell). The following acts are anathema to all Druids:
  • Despoiling natural places.
  • Teaching the Druidic language to non-Druids.
Each Druid Subclass also has additional anathema acts, detailed in the subclass’ description.    

Spellcasting

Level 1 Druid feature   You have learned to cast spells through studying the mystical forces of nature. See the PHB rules on spellcasting, and see here for the Druid Spell List. The information below details how you use those rules with Druid spells.  

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 table.  

Spell Slots

The Druid Features table shows how many Spell Slots you have to cast your level 1+ spells. You regain all expended uses 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 Druid spells. 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 Druid spells until the number of spells on your list matches the number in the Druid Features table. The chosen spells must be of a level for which you have Spell Slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of level 1 or 2 in any combination.   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, but those spells otherwise count as Druid spells for you.  

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.

Rules Reminder
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Spell attack modifier = your Proficiency Bonus + your Wisdom modifier
 

Spellcasting Focus

You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.
   

Druidic

Level 1 Druid feature   You know Druidic, the secret language of Druids, which is comprised of much humming and various, realistic animal sounds. 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

Level 1 Druid feature   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. This bonus equals your Wisdom modifier (minimum bonus of +1).
  • Warden. Trained for battle, you gain Proficiency with Martial weapons and Training with Medium armor.
 
 

Wild Shape

Level 2 Druid feature   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 (see "Known Forms" below). 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 Incapacited 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 certain Druid levels, as shown in the Wild Shape column of the Druid Features table.   Known Forms. You know four Beast forms for this feature, chosen from among the list of Wild Shape Forms that you meet the prerequisites for. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.   When you reach certain Druid levels, your number of known forms increases, as shown in the Known Forms column of the Druid table.   Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
  • Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
  • Game Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your Creature Type; Hit Points; Hit 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, in addition to gaining the Proficiencies of the creature. If a Skill or Saving Throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.
  • No Spellcasting. You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.
  • Objects. Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether its practical for the new form to wear a piece of equipment based on the creature's size and shape. 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 the form. Equipment that merges with the form has no effect while you're in that form.
   

Wild Companion

Level 2 Druid feature   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 use of Wild Shape to cast the Find Familiar spell without Material components.   When you cast the spell in this way, the familiar is an Elemental or Fey (your choice), rather than a Beast, and it disappears when you finish a Long Rest.  
 

Druid Subclass

Level 3 Druid feature   You gain a Druid subclass of your choice from the list available at the bottom of this class’ 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’ features that are of your Druid level or lower.  
 

Feat

Level 4 Druid feature   You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  
 

Wild Resurgence

Level 5 Druid feature   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.  
 

Elemental Fury

Level 7 Druid feature   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).
 
 

Feat

Level 8 Druid feature   You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  
 

Feat

Level 12 Druid feature   You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  
 

Improved Elemental Fury

Level 15 Druid feature   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.
 
 

Feat

Level 16 Druid feature   You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  
 

Beast Spells

Level 18 Druid feature   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.  
 

Epic Boon

Level 19 Druid feature   You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.  
 

Archdruid

Level 20 Druid feature   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 cause you to age more slowly. For every ten years that pass, your body ages only one year.

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