Leveling Guide: Druid Level 1-5

LevelProficiency BonusFeaturesCantrips Known1st2nd3rd
1st+2Druidic, Spellcasting22--
2nd+2Wild Shape, Druid Circle23--
3rd+2--242-
4th+2New Feat, Wild Shape Improvement343-
5th+3--3432

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 LevelArctic SpellsCoast SpellsDesert SpellsForest Spells
    3rdHold Person, Spike Growthmirror image, misty stepblur, silencebarkskin, spider climb
    5thSleet Storm, Slowwater breathing, water walkcreate food and water, protection from energycall lightning, plant growth
    7thFreedom of Movement, Ice Stormcontrol water, freedom of movementblight, hallucinatory terraindivination, freedom of movement
    9thcommune with nature, cone of coldconjure elemental, scryinginsect plague, wall of stonecommune with nature, tree stride
    Druid LevelGrassland SpellsMountain SpellsSwamp Spells
    3rdinvisibility, pass without tracespider climb, spike growthdarkness, melf's acid arrow
    5thdaylight, hastelightning bolt, meld into stonewater walk, stinking cloud
    7thdivination, freedom of movementstone shape, stoneskinfreedom of movement, locate creature
    9thdream, insect plaguepasswall, wall of stoneinsect 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 LevelArctic SpellsCoast SpellsDesert SpellsForest Spells
    3rdHold Person, Spike Growthmirror image, misty stepblur, silencebarkskin, spider climb
    5thSleet Storm, Slowwater breathing, water walkcreate food and water, protection from energycall lightning, plant growth
    7thFreedom of Movement, Ice Stormcontrol water, freedom of movementblight, hallucinatory terraindivination, freedom of movement
    9thcommune with nature, cone of coldconjure elemental, scryinginsect plague, wall of stonecommune with nature, tree stride
    Druid LevelGrassland SpellsMountain SpellsSwamp Spells
    3rdinvisibility, pass without tracespider climb, spike growthdarkness, melf's acid arrow
    5thdaylight, hastelightning bolt, meld into stonewater walk, stinking cloud
    7thdivination, freedom of movementstone shape, stoneskinfreedom of movement, locate creature
    9thdream, insect plaguepasswall, wall of stoneinsect plague, scrying


    Druid Spell List

    Cantrips

    • Druidcraft
    • Guidance
    • Mending
    • Poison Spray
    • Produce FLame
    • Resistance
    • Shillelagh
    • Thorn Whip

    1st Level

    • Animal Friendship
    • Charm Person
    • Create or Destroy Water
    • Cure Wounds
    • Detect Magic
    • Detect Poison and Disease
    • Entangle
    • Faerie Fire
    • Fog Cloud
    • Goodberry
    • Healing Word
    • Jump
    • Longstrider
    • Purify Food and Drink
    • Speak with Animals
    • Thunderwave

    2nd Level

    • Animal Messenger
    • Barkskin
    • Beast Sense
    • Darkvision
    • Enhance Ability
    • Find Traps
    • Flame Blade
    • Flamng Sphere
    • Gust of Wind
    • Heat Metal
    • Hold Person
    • Lesser Restoration
    • Locate Animals or Plants
    • Locate Object
    • Moonbeam
    • Pass without Trace
    • Protection from Poison
    • Spike Growth

    3rd Level

    • Call Lightning
    • Conjure Animals
    • Daylight
    • Dispel Magic
    • Feign Death
    • Meld into Stone
    • Plant Growth
    • Protection from Energy
    • Sleet Storm
    • Speak with Plants
    • Water Breathing
    • Water Walk
    • Wind Wall

    4th Level

    • Blight
    • Confusion
    • Conjure Minor Elementals
    • Conjure Woodland Beings
    • Control Water
    • Dominate Beast
    • Freedom of Movement
    • Giant Insect
    • Grasping Vine
    • Hallucinatory Terrain
    • Ice Storm
    • Locate Creature
    • Polymroph
    • Stone Shape
    • Stoneskin
    • Wall of Fire

    5th Level

    • Antilife Shell
    • Awaken
    • Commune with Nature
    • Conjure Elemental
    • Contagion
    • Geas
    • Greater Restoration
    • Insect Plague
    • Mass Cure Wounds
    • Planar Binding
    • Reincarnate
    • Scrying
    • Tree Stride
    • Wall of Stone

    6th Level

    • Conjure Fey
    • Find the Path
    • Heal
    • Heroes' Feast
    • Move Earth
    • Sunbeam
    • Transport via Plants
    • Wall of Thorns
    • Wind Walk

    7th Level

    • Fire STorm
    • Mirage Arcane
    • Plane Shift
    • Regenerate
    • Reverse Gravity

    8th Level

    • Animal Shapes
    • Antipathy/Sympathy
    • Control Weather
    • Earthquake
    • Feeblemind
    • Sunburst
    • Tsunami

    9th Level

    • Foresight
    • Shapechange
    • Storm of Vengeance
    • True Resurrection

    Druid Leveling Chart

    LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
    1st+2Druidic, Spellcasting22--------
    2nd+2Wild Shape, Druid Circle23--------
    3rd+2--242-------
    4th+2New Feat, Wild Shape Improvement343-------
    5th+3--3432------
    6th+3Druid Circle Feature3433------
    7th+3--34331-----
    8th+3New Feat, Wild Shape Improvement34332-----
    9th+4--343331----
    10th+4Druid Circle Feature443332----
    11th+4--4433321---
    12th+4New Feat4433321---
    13th+5--44333211--
    14th+5Druid Circle Feature44333211--
    15th+5--443332111-
    16th+5New Feat443332111-
    17th+6--4433321111
    18th+6Timeless Body, Beast Spells4433331111
    19th+6New Feat4433332111
    20th+6Archdruid4433332211

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