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 |
|---|
| Level | Proficiency Bonus | Features | Primordial Power | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Primordial Power | 2 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | Druid Circle | 2 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 2 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | Primordial Power improvement | 2 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Druid Circle feature | 2 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | 2 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
| 8th | +3 | Ability Score Improvement | 2 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | Primordial Power improvement | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Druid Circle feature | 3 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
| 12th | +4 | Ability Score Improvement | 3 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | Primordial Power improvement | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | Druid Circle feature | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
| 16th | +5 | Ability Score Improvement | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | Primordial Power improvement | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | 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. Practitioners of primal magic tend to refer to spells as 'wyrds", for they remind the world of the very epic that once was the norm.
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.
Repaired Spells
You are also capable of preparing a number of spells equal to either your Wisdom Modifier + Druid level.
To be able to prepare spells, you need a spellbook, an 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 organisations 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 in 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, 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 own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents 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 own 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 own 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 until the end of your next long rest. Then 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.
Memorised Spells
You can also choose to commit it to memory for long-term use instead. Where the memorised spell will count as a prepared spell that you won't forget at the end of a long rest. Allowing you to keep casting magic without relying on a spell book.
Memorising Ritual.To memorise a new spell, you need to spend 6 + 2 times spell level in hours partaking in a ritual/study session to learn and memorise the spell, or exchange a spell that you memorised with a new spell. The spell you are memorising can be from a creature that has it memorised or prepared, or scripture containing information on the spell, such as a scroll or spell book.
Forgeting. If you want to forget the spell, to free up space to prepare spells, then all you have to do is finish a long rest to forget one Memorised Spell. Or a short rest with the use of alcohol.
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 draws their power from the Environment that surrounds them. How well the local surroundings thrive or how close you are to an active ley line determines how potent their spell casting becomes. While desolation, upturned earth, and sterility cause it to wane. Druids can still cast their magic anywhere, but if there is something that they can reliably draw from will empower it to greater heights.
A primal caster may also draw from the very elements, such as water, earth, fire, and air. Although potent and usually readily accessible, the elements tend to be very temperamental. If you pull from the elements, you roll a specified 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 (Sparse) | +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, rolling hills, or a bonfire |
| 12-15 (Vibrant) | +4(d8) | Forest with varied wildlife. | Strong Wind, Flowing Rapids, Torrential rain, Large hills, or a flaming Pyre |
| 16-18 (Abuntat) | +5(d10) | Heart of spanning forests or dense ecosystems. | Strong Gale, Flood, Heavy rain, Large Mountain or a Forest fire |
| 19-20 (Imence) | +6(d12) | Untouched land or warded by old circles. | Tornado, Massive 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 can draw power from the ancient primordial energies of the world to perform powerful magick. You have 2 Charges of Primordial Power, 3 at 9th level and 4 at 18th level (Ranger levels count 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 can activate a core feature of the druid. When you reach the 2nd, you choose one of the three options that reflects the connection you have with nature. You are unable to choose another unless your character consults a powerful 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 in person during the adventure, where you can request the DM for its statblock.
| Beast Shapes | |||
|---|---|---|---|
| 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 creature's HP or your druid level, whichever is higher. If your temp hp disappears, you have to hold concentration in order to stay in the form. If you were concentrating on a spell before transforming, you must choose to concentrate on either your wildshape or your spell. Choosing to concentrate on the spell breaks 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 summon it.
The same rules of the spell apply, except familiar is a Fey and it appears within an unoccupied space of your choice that you can see within 5 feet of you. You use the stat block of the beast that you transform the companion into. Some spirits take the form of common, ordinary beasts, while some have an unordinary fur pattern, feather shape, or other unusual features. But not to an extent where it strays too far from the beast the form is based on.
Of unusual size. When you gain certain Druid levels, the maximum possible size for your companion increases, as shown in the companion table. When choosing to add a new form, you need to encounter the beast in person during the adventure, where you can request the DM for its stat block.
Comand in Combat. The companion shares your initiative count, but it takes its turn immediately after yours. It obeys your commands to the best of its abilities. You can use your reaction to command your familiar to take what action it should take.
Damage die. You can use the damage die provided by the table in place of the creature's damage die for its attacks. If it has a different attack, such as a stinger or bite, use the die in parentheses.
| Druid Level | Max size | Damage Die | Extra Features |
|---|---|---|---|
| 2nd | Land: Small Sea: Tiny Air: Tiny |
1d4 (1d6) | Greater Familiar
Your animal spirit companion may look like an ordinary beast, but that is far from the case. Its very essence is linked with yours, allowing it to grow with you in endurance and ability. Hit points. Ireagradles of the shape it takes, its hit points maximum is equal to either its constitution score or half your total hitpoints maximum, whichever is higher. Ability Score bonus. Apply +1 to its Strength, Dexterity, and Constitution score for the companion. |
| 5th |
Land: Medium Sea: Small Air: Small |
1d6 (1d8) | Multiattack
The companion can make two attacks that involve the use of its limb. Or it can use its attacks to use a special attack like a bite, tail ,or horn attack in place of one of its limb attacks. If the statblock of the beast already has the Multi-attack feature, then that superscedes this one. Ability Score bonus. Apply +2 to its Strength, Dexterity, and Constitution score for the companion. |
| 9th | Land: Large Sea: Medium Air: Medium |
1d8 (1d10) | Speach
The spirit companion knows all languages 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. Ability Score bonus. Apply +3 to its Strength, Dexterity, and Constitution score for the companion. |
| 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. Ability Score bonus. Apply +4 to its Strength, Dexterity, and Constitution scores for the companion. |
Linked Vitality
Beginning at 17th level, you and your spirit companions' hit points are interlinked. Should you or your companion HP fall to 0, it doesn't disappear. It lingers for as long as you are still conscious. Any damage taken carries over to you while the companion's HP is 0. Additionally, if you take damage, you can choose to have it be taken out of your companion's HP instead of yours. You determine the amount.
Healing. When either you or your companion has missing HP restored, you can choose to split the amount restored between you or choose which one of you gets healed.
Restoration. If you or your companion is affected by a negative condition like poisoned, charmed, or blinded. As long as either of you is affected by a spell of a feature that removes the effect, it can be removed. For example, if you are poisoned and your companion is next to a Paladin. The Paladin can use its Lay on Hands 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 half your proficiency bonus.
Channel Primal: Call of Beasts
As an action, your voice causes all beasts to be compelled 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 doesn't take hold if the beast's Intelligence score is 4 or higher.
While the beasts are charmed by you, they will follow any command you issue to them. On the beast's turn, you are able to use a reaction to tell them what action to take and where to move, which 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 plants. 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 an extra effect, depending on what type of plant that grows around you.
- Healing Moss. Upon entering this state, a coat of rejuvenating moss grows over your body. Whenever you use a spell or feature to restore hit points through rolling dice, add your Wisdom modifier to the amount healed.
- 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 can use the Thorn Whip cantrip with your bonus action.
- Leaf Cloak. While you wear this cloak of leaves that match the color of the terrain, Wisdom (Perception) checks made to perceive you have Disadvantage.
Channel Primal: Storm Call
The turbulence of the storms courses through your veins. Choose one damage type from the following: fire, lightning, thunder, or cold. For 10 minutes, you gain the following benefit for that damage type.
- You have resistance to the chosen damage type.
- Add your wisdom modifier 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: Feral Savagery
With an action, you draw the very energies of the wild within you, enhancing your body with greater vitality. The effect lasts until the end of your next turn, ending early if you choose to or have the Incapacitated condition.
- Advantage on strength, dexterity, and constitution saving throws.
- Able to take the dash, or disengage using your bonus action.
- You add your wisdom modifier to your AC.
- Your teeth or fingernails are sharpened, giving you a nunarmed attack that deals 2d8 points of damage. You can choose between Slashing, Bludgeoning, or Piercing on activation.
- Make an attack roll against an enemy.
- Force an enemy to make a saving throw.
- Take a Bonus Action to extend your Feral Savagery.
Channel Primal: Colours of the Wind
You hear the winds whisper your name, the very air envelops you and grants you great mobility, as long as you hold concentration on listening to the whistling in your ear.
- If you were to fall, your descent slows by 60 feet per round.
- You gain a +15 to your speed.
- You can cast the spell Message as a Bonus action.
Emisary of Nature
Beginning at 17th level, you are always under the effects of the Speak with Animals and Speak with Plants spells. You also learn all the elemental languages and Sylvian.
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. Some of the circles are inherently tied to your Primordial Power. Where you can't be a part of that circle unels you have the matching Power.
| Circle | Source | Primordial Power |
|---|---|---|
| Dreams | Xanathar's Guide to Everything | Any |
| Land | Player's Handbook | Any |
| Moon | Player's Handbook | Wild Shape |
| Shepherd | Xanathar's Guide to Everything | Spirit Companion |
| Spores | Guildmaster's Guide to Ravnica Tasha's Cauldron of Everything |
Channel Primal |
| Stars | Tasha's Cauldron of Everything | Channel Primal |
| Wildfire | Tasha's Cauldron of Everything | Spirit Companion |
| Circle of Twilight | Unearthed Arcana 23 - Druid | Any |
| Grafting | RPathos | Wild Shape |
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 attuned 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 Primordial Power into a spell slot (no action required). Choose a number of unexpended uses of Primordial Power 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.
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.
You learn the spell Commune with Nature, but you gain knowledge of the land within 30 miles of you.
