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.
Source: Player's Handbook
You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.
Druid Class Table
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 |
| 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 |
| 2 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | 2 | 4 | 2 | - | - | - | - | - | - | - | |
4th | +2 |
| 3 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | 3 | 4 | 3 | 2 | - | - | - | - | - | - | |
6th | +3 |
| 3 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8th | +3 |
| 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
10th | +4 |
| 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
12th | +4 |
| 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
14th | +5 |
| 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
16th | +5 |
| 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 |
| 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 |
| 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 |
| 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Hitpoints
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: Druids are proficient with Light Armor, Medium Armor, and Shields. However, a druid will not wear armor or use shields made of metal.
Weapons: Druids are proficient with club , dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, and spear
Tools: Druids are proficient with herbalism kits.
Skills: Choose two skills from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.
Saving Throws: Intelligence, Wisdom
Equipment
- (a) a scimitar or (b) any simple melee weapon
- (a) a shield or (b) any simple melee weapon
- Leather armor, an explorer's pack, and a druidic focus
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
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.
Spellcasting Ability: Wisdom
Spell Save DC: 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier: your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your Druid spells.
Spell List
The Druid class can cast spells from the Druid Spells Spell-list.View Spell List ->
Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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.
Preparing Spells
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of 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 Wisdom of 16, your list of prepared spells can include six spells of 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 of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Class Features
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.
Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of 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 according to the Beast Shapes Table. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). 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 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 of your skill and saving throw proficiencies, in addition to gaining those of 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 of hit points you had before you transformed. However, if you revert as a result of 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 of 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 of a spell, such as Call Lightning, that you've already cast.
- You retain the benefit of any features from your class, species, 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.
- 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 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 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 Shapes
Level | Max CR | Limitations | Example |
---|---|---|---|
2nd | 1/4 | No flying or swimming speed | Wolf |
4th | 1/2 | No flying speed | Crocodile |
8th | 1 | Giant Eagle |
Wild Companion
At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
Subclass: Druidic Circle
At 2nd 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.
Subclass | Description |
---|---|
Circle of the Shepherd | Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. |
Circle of Wildfire | Druids of the Circle of Wildfire bond with a primal spirit that harbors both destructive and creative power, creating controlled flames that burn away one thing but give life to another. |
Circle of Dreams | Druids of the Circle of Dreams hail from regions that have strong ties to the Feywild, seeking to fill the world with dreamy wonder |
Circle of the Land | The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites. |
Circle of Spores | Druids of the Circle of Spores find beauty in decay, using fungi to transform lifeless material into abundant, albeit somewhat strange, life. |
Circle of the Moon | Druids of the Circle of the Moon are fierce guardians of the wilds, shape-shifting into powerful beasts to protect their lands. |
Circle of Stars | The Circle of Stars allows druids to draw on the power of starlight, using the constellations to guide their magic. |
Cantrip Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.
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.
Timeless Body
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.
Beast Spells
Beginning at 18th 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.
Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of 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.
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