Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd |
---|
1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - |
2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | - | - |
3rd | +2 | -- | 2 | 4 | 2 | - |
4th | +2 | New Feat, Wild Shape Improvement | 3 | 4 | 3 | - |
5th | +3 | -- | 3 | 4 | 3 | 2 |
1st Level
1st Level Druid
Initial HP = 8 + Constitution (CON) Modifier
Armor Proficiency: Light Armor, Medium Armor, Shields (Druids will not wear armor or use shields made of metal)
Weapon Proficiency: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tool Proficiency: Herbalism Kit
One (1) 1d8 Hit Die
+2 Proficiency Bonus
Proficiency Bonus added to INT and WIS saving throws
Choice of Proficiency Bonus to Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival (Choose two)
Three (2) Cantrips from the Druid spell list
Two (2) 1st level spell slots/access to 1st level Druid spells
Spell Preparation. Only prepared spells can be used until the caster swaps them out with other spells after a long rest. Spells Prepared = Druid Lvl + WIS Mod
Spellcasting Ability (WIS)
Druidic
2nd Level
2nd Level Druid
Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
One (1) additional 1d8 Hit Die
One (1) additional 1st level spell slot
Wild Shape
Druid Circle
3rd Level
3rd Level Druid
Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
One (1) additional 1d8 Hit Die
One (1) additional 1st level spell slot
Two (2) new 2nd level spell slots/access to 2nd level Druid spells
4th Level
4th Level Druid
Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
One (1) additional 1d8 Hit Die
One (1) additional Cantrip from the Druid spell list
One (1) additional 2nd level spell slot
Wild Shape Improvement
New Feat
5th Level
5th Level Druid
Max HP increase. Add 1d8 + CON Modifier to the current total Max HP
One (1) additional 1d8 Hit Die
Two (2) new 3rd level spell slots/access to 3rd level Druid spells
Proficiency Bonus is increased by 1
1st Level
Spellcasting
Cantrips
You know two cantrips from the Druid Spell List.
Prepared Spells
You can prepare your Wisdom Modifier + Druid Level (1) 1st level spells from the Druid Spell List.
Spell Slots
You can cast two 1st level spells from your prepared spells between long rests.
Spellcasting Ability
Wisdom is your casting ability for druid spells. Your magic comes from your devotion and attunement to nature. When a spell refers to your spellcasting ability, you use Wisdom. In addition, you use your Wisdom to determine the save DC of any druid spell which requires one, 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 may cast any druid spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.
Spellcasting Focus
You may use a druidic focus as a spellcasting focus for your spells. Druidic foci include mistletoe, totem carvings, yew wands, or oaken staves.
Druidic
You know Druidic, the secret language of druids. You can speak it and use it to leave hidden messages.
2nd Level
Spellcasting
Spells Prepared
You can prepare one additinal 1st level spell from the Druids Spell list, between long rests (Wisdom Modifier + Druid Level).
Spell Slots
You can cast three 1st Level spells you have prepared between long rests.
Wild Shape
You can use your action to magically assume the form of a beast you have seen before. You can use this feature twice between short or long rests. You can change into a 1/4 CR beast that has no flying or swimming Speed, for example a Wolf. You can stay in this form for 1 hour. You then revert to your normal form unless you expend another use of this feature. YOu may revert back to your normal form earlier by using a bonus action, and automatically convert if you fall unconscious, drop to 0 hit points, or die.
Additional Wild shape Rules
- Your game statistic are replaced by the beast's, except as follows: you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of the creature. If you both have the same proficiency, use the beast's bonus if it is higher. You cannot use any legendary or lair action of the creature.
- When you transform, you assume the beast's hit point and HD. When you revert to your normal form, you return to the number of hit points you had when you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your natural form. For example, if you have 1 hit point left in animal form and take 10 damage, you revert and your natural form takes 9 damage. As long as your normal form still has more then 0 hit points, you remain conscious.
- You can't cast spells, and your ability to speak or take any action that require hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration for any spells you have already cast, however, or prevent you from taking any actions that are part of a spell you have already cast.
- You retain the benefit of any feature gained from your class, race, or other source, and can use them if your beast form is physically capable of doing so. However, you can't use special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground, 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. Your equipment doesn't change size or shape to match your new form. Merged equipment has no effect until you leave the form.
Druid Circle
You choose the circle from which you draw your connection to the world at this level.
Circle of Land
Bonus Cantrip
You can learn one additional Druid Cantrip of your Choice.
Natural Recovery
During a short rest, you choose a expended spell slot to recover. You can't use this feature again until you finish a long rest.
Circle of Leaves
Gaia's Protection
Once between long rests you may, as an action, cause the vegetable matter in a 15 ft radius around a point you can see within 60 ft to swell with vegetable growth. Any creatures in this area must make a wisdom saving throw to notice the growing vvegetation before it ensares them; on a failure, the targets are grappled and renstrained.
On each of your turns when a creature is grappled, you may use your bonus action to attempt to move any creature caught in the vegetation by up to 15 ft in a single direction. The creature can make a Dexterity save to resist this movement.
Circle of the Moon
Combat Wild Shape
You can now use Wild shape as a bonus action, and transform into a beast with CR as high as 1. Additionally, while in your Wide Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points.
3rd Level
Spellcasting
Spells Prepared
You can prepare one additinal 1st level spell from the Druids Spell list, between long rests (Wisdom Modifier + Druid Level), two of which can be 2nd level spells.
Spell Slots
You can cast four 1st Level spells, and two 2nd level spells between long rests that you prepared.
Druidic Circles
Circle of Land
Circle Spells
Choose Artic, Coast, Desert, Forest, Grassland, Mountain, Swamp. Consult the list of spells below corrisponding to your level, and the land type you choose. You gain access to these spells you always have it prepared, and it doesn't count against the number of spells you can prepare each day. All spells gained are considered Druid spells for you.
Druid Level | Arctic Spells | Coast Spells | Desert Spells | Forest Spells |
3rd | Hold Person, Spike Growth | mirror image, misty step | blur, silence | barkskin, spider climb |
5th | Sleet Storm, Slow | water breathing, water walk | create food and water, protection from energy | call lightning, plant growth |
7th | Freedom of Movement, Ice Storm | control water, freedom of movement | blight, hallucinatory terrain | divination, freedom of movement |
9th | commune with nature, cone of cold | conjure elemental, scrying | insect plague, wall of stone | commune with nature, tree stride |
Druid Level | Grassland Spells | Mountain Spells | Swamp Spells |
3rd | invisibility, pass without trace | spider climb, spike growth | darkness, melf's acid arrow |
5th | daylight, haste | lightning bolt, meld into stone | water walk, stinking cloud |
7th | divination, freedom of movement | stone shape, stoneskin | freedom of movement, locate creature |
9th | dream, insect plague | passwall, wall of stone | insect plague, scrying |
Circle of Leaves
Circle Spells
You gain Barkskin, and is considered always prepared.
4th Level
Spellcasting
Cantrips
You know Three cantrips from the Druid Spell List.
Spells Prepared
You can prepare one additinal 1st level spell from the Druids Spell list, between long rests (Wisdom Modifier + Druid Level), three of which can be 2nd level spells.
Spell Slots
You can cast four 1st Level spells, and three 2nd level spells between long rests that you prepared.
Wild Shape
You can now transform into a 1/2 or lower Beast that has no flying Speed, like a Crocodile.
New Feat
Select a feature you meet the prerequisite for from the list
Linked Here.
5th Level
Spellcasting
Cantrips
You know Three cantrips from the Druid Spell List.
Spells Prepared
You can prepare one additinal 1st level spell from the Druids Spell list, between long rests (Wisdom Modifier + Druid Level), three of which can be 2nd level spells, and two of which can be 3rd level spells.
Spell Slots
You can cast four 1st Level spells, three 2nd level spells, and two 3rd level spells between long rests that you prepared.
Circle of Land
Circle Spells
Consult the list of spells below corrisponding to your level, and the land type you selected. You gain access to these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. All spells gained are considered Druid spells for you.
Druid Level | Arctic Spells | Coast Spells | Desert Spells | Forest Spells |
3rd | Hold Person, Spike Growth | mirror image, misty step | blur, silence | barkskin, spider climb |
5th | Sleet Storm, Slow | water breathing, water walk | create food and water, protection from energy | call lightning, plant growth |
7th | Freedom of Movement, Ice Storm | control water, freedom of movement | blight, hallucinatory terrain | divination, freedom of movement |
9th | commune with nature, cone of cold | conjure elemental, scrying | insect plague, wall of stone | commune with nature, tree stride |
Druid Level | Grassland Spells | Mountain Spells | Swamp Spells |
3rd | invisibility, pass without trace | spider climb, spike growth | darkness, melf's acid arrow |
5th | daylight, haste | lightning bolt, meld into stone | water walk, stinking cloud |
7th | divination, freedom of movement | stone shape, stoneskin | freedom of movement, locate creature |
9th | dream, insect plague | passwall, wall of stone | insect plague, scrying |
Druid Spell List
Druid Leveling Chart
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | -- | 2 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | New Feat, Wild Shape Improvement | 3 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | -- | 3 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Druid Circle Feature | 3 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | -- | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | New Feat, Wild Shape Improvement | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | -- | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Druid Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | -- | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | New Feat | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | -- | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Druid Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | -- | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | New Feat | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | -- | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | New Feat | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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