Druid
Druids are the protectors of the wild places of the world. Those from the forest of Kildair will claim they alone train the true druids of there world, but many sub groups have emerged wherever the world is more primal than ordered. Druids write nothing down, believing that is weakens the mind. Instead, they recite long oral histories, spells, epic poems, and lost arts in the melodic song of the druidic language. Venerators of the dwellers of the Sylvan plane more than the new gods or the fallen ones. For this reason their magic and attitudes are more chaotic than that of the clerics.
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 — Giant eagle
You can stay in a beast shape for a number o f hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use o f this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all o f your skill and saving throw proficiencies, in addition to gaining those o f the creature. 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.
• When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number o f hit points you had before you transformed. However, if you revert as a result o f dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities o f your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part o f a spell, such as call lightning, that you’ve already cast.
• You retain the benefit o f any features from your class, race, or other source and can use them if the new form is physically capable o f doing so. However, you can’t use any o f your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is w orn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece o f equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t w ear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Creating a Druid
When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depthsStarting Equipment
• (a) a w ooden 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 o f a forest. Perhaps your character had a dramatic encounter with the spirits o f nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part o f your character’s destiny. Have you always been an adventurer as part o f your druidic calling, or did you first spend time as a caretaker o f a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes o f finding a new h ome or purpose.S p e l l c a s t i n g
Drawing on the divine essence o f nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules o f spellcasting and chapter 11 for the druid spell list.C a n t r i p s
At 1st level, you know two cantrips o f your choice from the druid spell list. You learn additional druid cantrips o f your choice at higher levels, as shown in the Cantrips Known column o f the Druid table.P r e p a r in g a n d C a s t in g S p e l l s
The Druid table shows how many spell slots you have to cast your spells o f 1st level and higher. To cast one of these druid spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list o f druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number o f druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be o f a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a W isdom o f 16, your list o f prepared spells can include six spells o f 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list o f prepared spells. You can also change your list o f prepared spells when you finish a long rest. Preparing a new list o f druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.S p e l l c a s t in g A b i l i t y
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 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifierR i t u a l C a s t in g
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.Sp e l l c a s t in g Fo c u s
You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells.Class Features
W i l d S h a p e
Starting at 2nd level, you can use your action to magically assume the shape o f a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating o f 1/4 or lower that doesn’t have a flying or swimming speed.Be a s t S h a p e s
Level Max. CR Limitations Example2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 — Giant eagle
Druid Beast Shapes
You can stay in a beast shape for a number o f hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use o f this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all o f your skill and saving throw proficiencies, in addition to gaining those o f the creature. 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.
• When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number o f hit points you had before you transformed. However, if you revert as a result o f dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities o f your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part o f a spell, such as call lightning, that you’ve already cast.
• You retain the benefit o f any features from your class, race, or other source and can use them if the new form is physically capable o f doing so. However, you can’t use any o f your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is w orn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece o f equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t w ear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
D r u i d C i r c l e
At 2nd level, you choose to identify with a circle o f druids: the Circle o f the Land or the Circle o f the Moon, both detailed at the end o f the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.A b i l i t y S c o r e I m p r o v e m e n t
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 o f your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.T im e l e s s B o d y
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.B e a s t S p e l l s
Beginning at 18th level, you can cast many o f your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components o f a druid spell while in a beast shape, but you aren’t able to provide material components.A r c h d r u i d
At 20th level, you can use your W ild Shape an unlimited number o f times. Additionally, you can ignore the verbal and somatic components o f your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.Druid Circles
C i r c l e o f t h e L a n d
The Circle o f the Land is made up o f mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles o f trees or standing stones to whisper primal secrets in Druidic. The circle’s w isest members preside as the chief priests o f communities that hold to the Old Faith and serve as advisors to the rulers o f those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.B o n u s C a n t r i p
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.N a t u r a l R e c o v e r y
Starting at 2nd level, you can regain some o f your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest For example, when you are a 4th-level druid, you can recover up to two levels w orth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.C ir c l e Sp e l l s
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list o f spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.C o a s t
Druid Level Circle Spells 3rd mirror image, misty step 5th water breathing, water walk 7th control water, freedom o f movement 9th conjure elemental, scryingD e s e r t
Druid Level Circle Spells 3rd blur, silence 5th create fo o d and water, protection from energy 7th blight, hallucinatory terrain 9th insect plague, wall o f stoneF o r e s t
Druid Level Circle Spells 3rd barkskin, spider climb 5th call lightning, plant growth 7th divination, freedom o f movement 9th commune with nature, tree strideG r a s s l a n d
Druid Level Circle Spells 3rd invisibility, pass without trace 5th daylight, haste 7th divination, freedom o f movement 9th dream, insect plagueM o u n t a i n
Druid Level Circle Spells 3rd spider climb, spike growth 5th lightning bolt, meld into stone 7th stone shape, stoneskin 9th passwall, wall o f stoneS w a m p
Druid Level Circle Spells 3rd darkness, M e lf ’s acid arrow 5th water walk, stinking cloud 7th freedom o f movement, locate creature 9th insect plague, scryingU n d e r d a r k
Druid Level Circle Spells 3rd spider climb, web 5th gaseous form, stinking cloud 7th greater invisibility, stone shape 9th cloudkill, insect plagueL a n d ’s St r id e
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.N a t u r e ’s W a r d
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.N a t u r e ’s Sa n c t u a r y
When you reach 14th level, creatures o f the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware o f this effect before it makes its attack against you.C i r c l e o f t h e M o o n
Druids o f the Circle o f the Moon are fierce guardians o f the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts o f the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid o f this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.C o m b a t W i l d S h a p e
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level o f the spell slot expended.C ir c l e Fo r m s
The rites o f your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your W ild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column o f the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.Pr im a l St r ik e
Starting at 6th level, your attacks in beast form count as magical for the purpose o f overcoming resistance and immunity to nonmagical attacks and damage.E l e m e n t a l W il d S h a p e
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.T h o u s a n d Fo r m s
By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.Class Features
Hit Dice:
1d8Hit Points at 1st Level:
8+ConHit Points after 1st:
1d8+ConArmour Proficiencies:
Light armor, medium armor, shields (druids will not wear armor or use shields made o f metal)Weapon Proficiencies:
Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spearsTools:
Herbalism kitSaving Throws:
Intelligence, WisdomSkills:
Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and SurvivalDruid Spell List
Druid Progression Grid
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