Druid
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 but see themselves as extensions of nature's indomitable will.
You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.
The Druid | Spell Slots per Spell Level |
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Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Primordial Power(2) | 2 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | Druid Circle | 2 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 3 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | Primordial Power improvement | 3 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | Primordial Power(3), Primordial Power improvement | 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 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | Primordial Power improvement | 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 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | Primordial Power improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Primordial Power(4) | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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:
(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
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 primal essence of nature and the elements through the ley lines that permeate the mortal plane, you can cast spells to shape that essence to your will. The magic you utilize is of the Primal type. You can memorize and prepare spells from any school. Practitioners of primal magic tend to refer to spells as 'wyrds", for they evoke the primal destiny and natural law.
Cantrips
At 1st level, you know two cantrips of your choice from the primal spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Spell Slots
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.
Memorised Spells
You are capable of memorizing a number of spells equal to your Nature Skill Modifier (to a minimum of 0). The spells memorized can be of any level between 0 and 9.
To memorize a new spell, you need to spend 6 + 2 times spell level in hours partaking in a ritual/study session to learn and memorize the spell or exchange a spell that you memorized with a new spell. And the spell you are memorizing to must be from a creature that also memorized it, or scripture containing information on the spell, such as a scroll or spell book.
Repaired Spells
You are also capable of preparing a number of spells equal to either your Wisdom Modifier or your Druid level, which ever is higher.
To be able to prepare spells, you need a spellbook, a object that serves the function of a spellbook, and the ability to read and write in one language. This will serve as your repertoire of magic, through 1 hour of reading with your spellbook you can change out one of your spells with another written in your book.
Spellbook RulesYour spellbook
The spells that you add to your spellbook reflect the magic research you conduct on your own, insight into the power you draw from, and how it can be used. To expand this knowledge you must seek out locations, people, and powerful entities to learn from. Seeking out organizations dedicated to magic is a safe bet to find new spells. You could also discover a spell recorded on a scroll, the mural on the wall in a temple, or a dusty tome from the corner of an old library.
Copying a Spell into the Book. When you find a new spell, you can add it to your spellbook if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, and then deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your spellbook or your memory into another book. If you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your notation and already know how to cast the spell. You need to spend only 1 hour and 10 gp for each level of the copied spell. This also includes spells from your memory.
If you lose your spellbook. You are unable to prepare your spells, the spells you have prepared will be castable for the duration of 3 days. At the end of that time, any prepared spell will no longer be prepared for you, on account that their intricate castings slipped out of your mind.
If you want to make copies of your notes, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many practitioners of the magic arts keep a backup spellbook in a safe place.
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 + Environment bonus + your Wisdom modifier
Spell attack modifier = Environment bonus + your Wisdom modifier
Environment bonus
Every Druid draw their power from the Environment that surrounds them, how well the local surroundings thrives determines how potent their spell casting becomes. An Environment with nature that is bountiful and won't limit their primal magic, while desolation and sterility causes it to drain. When a druid cast magic, they draw from the living plants and beasts, or the very elements.
A primal caster may also draw from the very elements, such as water, earth, fire, and air. Although, while potent and usually readaly accessible the elemnts tend to be very temperamental. If you pull from the elements, you roll a specifed die and add the result instead of a flat bonus. Additionally, you only add the bonus to spells that are thematic to the element.
For example, you can't add the environmental bonus that is pulled from a forest fire when casting Ice Storm. You can still cast the spell but its DC is only going to be 8 + your wisdom bonus.
d20 | Environment Bonus | Nature | Elements |
---|---|---|---|
1-6 (Sparce) | +2(d4) | Empty Plain or Heart of Civilization. | Clam wind, trickling water, flat earth, or candle flame |
7-11 (Lively) | +3(d6) | Open Planes or Edge of Civilization. | Light breeze, Flowing river, rain, roling hills, or a bonfire |
12-15 (Vibrant) | +4(d8) | Forest with varied wildlife. | Strong Wind, Flowing Rapids, Torrential rain, Large hills, or a flaming Pyer |
16-18 (Abuntat) | +5(d10) | Heart of spaning forests or dense ecosystem. | Strong Gale, Flood, Heavy rain, Large Mountin or a Forest fire |
19-20 (Imence) | +6(d12) | Untouched land or warded by old circles. | Tornado, Masive Flood, Violent rain, Earthquake or a Fire Storm |
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. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Primordial Power
Starting at 2nd level, you are able to draw power from the ancient primordial energies of the world to perfom powerfull magick. You have 2 Charges of Primordial Power, 3 at 9th level and 4 at 18th level (Ranger levels counts as well). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
With a Primordial Charge, you are able to activate the a core feature of the druid. When you reach 2nd, you chose one of the three options that reflects the conection you have with nature. You are unable to chose another unles your character consult a powerfull arch druid.
Wild Shape
You can use your bonus action to magically assume the shape of a beast that you have seen before.
Known Forms. You know a number of forms for this feature equal to 2 + half your Druid level (round up), chosen form among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
When you gain certain Druid levels, the maximum Challenge Rating for your forms increases, as shown in the Beast Shapes table. When choosing to add a new form, you need to encounter the beast it person during the adventure, were you can request the DM for its statblock.
Beast Shapes | |||
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Druid Level | Max. CR | Limitations | Example |
2nd | 1/4 | No flying or swimming speed | Wolf |
5th | 1/2 | No flying speed | Crocodile |
9th | 1 | Giant eagle | |
13th | 2 | Rhinoceros |
You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, fall unconscious, drop to 0 hit points, or die. You can also leave the form early as a Bonus Action.
While you are transformed, the following rules apply:
Rules While Transformed. While in a form, you retain your personality, memories, and the following rules apply:- Game Statistics. Your character statistics are replaced by the statistics of the Beast, but you retain your Hit Points; Hit Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats.
- Skills and Saves.You retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining those of the creature.
- Features and Senses. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- Proficiency. 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.
- Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to half the creatures HP or your druid level, with ever is higher. If your temp hp disapear you have to hold consentration in order to stay in the form. If you were consentrating on a spell before transforming, you much chose to consentrate on either your wildshape or your spell. Chosing to consentrate on the spell greaks you out of your wild shape.
- No Spellcasting. You can’t cast spells, but transforming doesn’t break your Concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell, such as the Call Lightning spell, that 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 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 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 it. Equipment that merges with the form has no effect until you leave the form.
Beast Spells
Beginning at 17th 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.
Spirit Companion
You can summon a spirit of nature that assumes an animal form to aid you. You learn the find familiar spell and you can expend one use of your primordial charge to cast the spell without expending a spell slot, material components, and with a casting time of an action. If your companion dies, you have to perform a 1 hour ritual before you can sumon it.
The same rules of the spell aplies, except familiar is a Fey and it apears within an unoccupied space of your choice that you can see within 5 feet of you. You can chose to use either the 'Other worldly familiar' stat block or the statblock of the beast that you transform the companion into. You determine the spirit's appearance. Some spirits take the form of a comon ordinary beasts, while some have unordinary fur patern, feather shape or other unusual features. But not to an exten where it stave to far from the beast the form is baste of.
Of unusual size. When you gain certain Druid levels, the maximum posible size for your companion increases, as shown in the companion table. When choosing to add a new form, you need to encounter the beast it person during the adventure, were you can request the DM for its statblock.
Comand in Combat. The companion shares your initiative count, but it takes its turn immediately after yours. It obeys your comands to the best of its ablilites. You are able to use your reaction to comand your familiar what action it should take.
Damage die. You can use the damage die provided by the table in place of the creatures damage die for it's attacks. If it has a diferent attack, such as a stinger or bite use the die in perentasies.
Druid Level | Max size | Damage Die | Extra Features |
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2nd | Land: Small Sea: Tiny Air: Tiny |
1d4 (1d6) | Greater Familiar
Your anmal spirit comapnion may look like a oridnary beast, but that is far from the case. It's very esance is linked with yours, allowing to grow with you in endurance and ability.
|
5th |
Land: Medium Sea: Small Air: Small |
1d6 (1d8) | Multiattack
The companion is able to makes two attacks that involves the use of its limb. Or it can can use of it's attacks to use a special attack like a bite, tail or horn attack in place of one of its limb attack. If the statblock of the beast allready have the Multi attack feature, then that superseasds this one. |
9th | Land: Large Sea: Medium Air: Medium |
1d8 (1d10) | Speach
The spirit companion knows all language that you know and is capable of speaking and reading them. Additionally, if your spirit companion has an Intelligence of 7 or less, its Intelligence becomes 8. |
13th | Land: Large Sea: Large Air: Large |
1d10 (1d12) | Magic Sync
You can make any spell you cast that targets you also target your spirit companion. |
Linked Vitality
Beginning at 17th level, you and your spiti companions hitpoints are interlinked. Should you or your companion HP fall to 0 it dosen't disappear, it lingers for as long as you are still concious. Any damage taken caries over to you while the companions HP is 0. Addionaly, if you take damage you can chose to have it be taken out of your companions HP instead of yours. You determin the amount.
Healing. When either you or your compaion has missing HP restored, you can chose to split the amount restored bewen you or chose withc one of you get healed.
Restoration. If you or your companion is affected by a negative condition like poisoned, charmed or blinded. As long as either of you are afected by a spell of feature that removes the effect, it can be removed. For example, if you are poisoned and you companion is next to a Paladin. The Paladin can use its lay on ahdn feature on your companion to remove the poisoned condition on you.
Channel Primal
You gain the ability to harness the very force of nature to either enhance your spells or grant you new powers. As a bonus action, you can expend a use of your Primal charge to imbue the very forces of nature into your body.
You know a number of primordial states equal to your proficensy bonus -1.
Channel Primal: Call of Beasts
As an action, your voice cause all beasts to be compeled to come to your aid. Each Beast that can see or hear you within 30 feet of you is charmed by you for 1 minute. The effect don't take hold if the beast's Intelligence score is 4 or higher.
While the beasts are Charmed by you, they will follow any comand you issue to them. On the beasts turn you are able to use a reaction to tell them what action to take and where to move, wich the beasts do their best to obey. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
Channel Primal: Plant Coat
As a bonus action, flora grows over your form and creates a verdant garden of plant. You gain a number of temporary hitpoints equal to 5 + your druid level. These temporary hitpoints last for 1 hour. While you have your temporary hitpoints you gain a extra effects, depending on what type of plant that grows around you.
- Healing Moss. Upon entering this state, a coat of rejunevating moss grows over your body. Whenever you use a spell or feature to restore hitpoints, add your proficensy modifer to the amount healed. It has to roll dice to heal.
- Razor Thorns. Thorny vines grow around your body. Any creature who grapples or shoves you with a limb or body takes 1d6 points of piercing damage. And you are able to use the Thorn Whip cantrip with your bonus action.
- Leaf Cloak. .
Channel Primal: Storm Call
The turbulance of the storms course through your veins. Chose one damage type from the following, fire, lightning, thunder or cold. For 10 minuits you gain the following benefit for that damage type.
- You have resistance of the chosen damage type.
- Add your proficensy bonus to any damaging spell if its damage type is the same.
- When you hit a creature with a melee attack, the attack deals an extra 1d6 damage matching the type.
Channel Primal: Instinctual Focus
With an action, you draws the very energies of the wild within you, enhancing your body with greater vitality. For 10 minutes you gain the following benefits:
- Advantage on consitution saves.
- Able to take the jump, dash or disingage action using your bonus action.
- +10 feet to your walking speed.
- Colours of the Wind. Air envelops you, granting you greater mobility. You
- Primal Resevoir. You can expend one use of primal charge to gain a spell slot that is of a level equal to your proficensy bonus. The level of the slot is reduced by 1 each time you use this feature, where it resets when you finish a Long Rest.
- Primal Range. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 120 feet.
- Emisary of Nature. You cast the spell Guardian of Nature. The effect of the spell lasts for a 10 minuits and requiers no consentration.
You can stay in this state for a 10 minutes. 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 are incapasitated.
Season of Nature
Beginning at 17th level, you empowerd by the very seasons. Depending on witch season the world is curently in, you are able to cast from a set list of spels related to the curent seasson of the world. These spels don't count against the number of spells you allready know.
- Spring. 1st level: Fog Cloud 2nd level: Enhance Ability 3rd level: Plant Growth. 4th level: Grasping Vine 5th level: Control Winds
- Summer. 1st level: Faerie Fire, 2nd level: Heat Metal, 3rd level: Daylight, 4th level: Wall of Fire, 5th level: Wrath of Nature
- Autumn. 1st level: Hail of Thorns, 2nd level: Gust of Wind, 3rd level: Feign Death, 4th level: Hallucinatory Terrain, 5th level: Antilife Shell
- Winter. 1st level: Ice Knife, 2nd level: Gust of Wind, 3rd level: Sleet Storm, 4th level: Ice Storm, 5th level: Cone of Cold
Druid Circle
At 3rd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Circle | Source |
---|---|
Dreams | Xanathar's Guide to Everything |
Land | Player's Handbook |
Moon | Player's Handbook |
Shepherd | Xanathar's Guide to Everything |
Spores | Guildmaster's Guide to Ravnica Tasha's Cauldron of Everything |
Stars | Tasha's Cauldron of Everything |
Wildfire | Tasha's Cauldron of Everything |
Circle of Twilight | Unearthed Arcana 23 - Druid |
Grafting | RPathos |
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.
Archdruid
At 20th level, You are perfectly atuned to the energies of the world with the vitality of nature constantly blooming within you, granting you the following benefits:
- Evergreen Wild Shape. Whenever you roll Initiative and have no Primal Charges left, you regain one expended use of it.
- Longevity. The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
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. You must then finish a Long Rest before you can do so again. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot.
You have honed your body and mind to new heights. Your Wisdom scores increase by 4. Your maximum for the scores is increased by 4.
-