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Druid

Druid

Be they wise hermits, curious souls, or mysterious presences, druids are the advocates of the wilderness and its untapped powers, willing to accommodate all unless one takes more than is permitted.

Living within the rules they impose upon themselves, they embody and represent an ideology that espouses becoming part of nature instead of civilization. Wielding magic drawn from all that is around them, druids are capable of shaping the environment or themselves to accomplish their goals.

While anyone might come to understand how nature works, only druids can express how nature feels as they are, to an extent, an extension of the wilderness itself.

 

Secretive Magic

Most druids come from orders and families known as circles that define the powers and philosophies that they hold. Circle druids are particularly secretive due to historical anecdotes of exploitation that caused harm to both humanity and nature. For these druids the decades spent under their elders is not just for the sake of mastery, but also to learn the restraint and ethics necessary for one to responsibly wield the powers of nature.

There are druids that do not learn their magic from circles but rather from nature itself, often stumbling upon their gifts by accident or through the instruction of creatures of nature (such as the fey). While they operate much more openly, these hedge druids often lack the language to describe how their magic works. Most ultimately seek out a circle to join while some continue to develop their understanding independently until they take on apprentices to form a new circle of their own. All druids, regardless of origin, are welcome at cyclical congregations where tips on magic and shapeshifting are shared and matters of importance discussed.

An Unlikely Adventurer

With secrecy being so important to druids many would wonder why they’d embark on an adventuring career—to most adventuring is seen as both a way to master their skills and as the ultimate test of character. Some circles even require their members to have a certain number of years adventuring experience before they can officially become druids. There are also occasions when adventuring is used as a cover for a druid to pursue another mission, often related to the restoration of nature to an area or to seek out the root of an issue plaguing a druid circle.

Creating a Druid

When creating a druid it’s important to ask what first connected them to nature. Were they raised within a druidic circle, taught nature’s lessons by animals or fey, or did they spurn the civilized world? Who was it that taught them the mystical arts? Is there some aspect of nature they’ve become intertwined with or feel they need to protect, or are they merely learning to be a druid to maintain a tradition? What part of being a druid do they like the most, or are most comfortable with?

In addition, ask why your druid has decided to become an adventurer. Is this a pilgrimage of sorts to a sacred location? Are they on a mission? What challenges do they expect to encounter? How different is the environment they are in in comparison to where they grew up? What aspects of adventuring shock them that they will have to learn to adjust to? 

Table: Druid


Level

Proficiency
Bonus

Features

Wild
Shapes
Known

Secrets
Known

1st

+2

Druidic Training, Secrets of Nature, Spellcasting

2

2nd

+2

Druid Archetype, Nature’s Bond, Wild Shape

3

2

3rd

+2

Natural Demeanor

3

2

4th

+2

Ability Score Increase, Wild Shape Improvement

4

2

5th

+3

 

4

3

6th

+3

Druid Archetype Feature

5

3

7th

+3

Druidic Lore

5

3

8th

+3

Ability Score Increase, Wild Shape Improvement

6

3

9th

+4

Ferocity or Serenity

6

4

10th

+4

Druid Archetype Feature

7

4

11th

+4

Improved Natural Bond

7

4

12th

+4

Ability Score Increase, Wild Shape Improvement

8

4

13th

+5

 

8

5

14th

+5

Druid Archetype Feature

9

5

15th

+5

Harmonize or Tyrannize

9

5

16th

+5

Ability Score Increase, Wild Shape Improvement

10

5

17th

+6

 

10

6

18th

+6

Greater Natural Bond

11

6

19th

+6

Ability Score Increase

11

6

20th

+6

Archdruid, Wild Shape Improvement

12

6

 


1st LevelCLASS 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 (you are never proficient with metal armors or shields)

Weapons: Blowguns, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, scythes, sickles, slings, spears

Tools: Herbalism kit

Saving Throws: Strength, Wisdom

Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Perception, Religion, and Survival

Equipment

You begin the game with 115 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background. 

  • Hermit’s Set (Cost 107 gold): Quarterstaff, hide, light shield, herbalism kit, priest’s pack, focus tattoo (nature focus), tent (one person), healer’s satchel
  • Forager’s Set (Cost 98 gold): Blowgun with 50 needles, sickle, padded leather, explorer’s pack, healer’s satchel, herbalism kit, ironwood acorn, poisoner’s kit, staff (nature focus)
  • Survivor’s Set (Cost 114 gold): 4 javelins, spear, bone breastplate, medium shield, explorer’s pack, hunting trap, totem (nature focus)

1st LevelSecrets of Nature

During your druidic training and exploration of nature you pick up several methods of surviving in the wilderness. At 1st level you gain two secrets of nature of your choice, detailed at the end of the class description. The Secrets Known column of the Druid table shows when you learn more secrets of nature.


1st LevelDruidic Training

All druids are taught to commune with nature, to become a conduit for natural power, and to maintain the secrets of their druid circle. Also at 1st level, you gain proficiency with Nature, and you learn the druidcraft cantrip (this does not count against your total cantrips known). 

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.


1st LevelSpellcasting

Drawing on the power of nature itself, you can cast spells to shape nature’s essence to your will. See Chapter 11: Spellcasting for the general rules of spellcasting and the Spells Listing for the druid spell list.


Level

Cantrips 
Known

1st 

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

2

2

2nd

2

3

3rd

2

4

2

4th

3

4

3

5th

3

4

3

2

6th

3

4

3

3

7th

3

4

3

3

1

8th

3

4

3

3

2

9th

3

4

3

3

3

1

10th

4

4

3

3

3

2

11th

4

4

3

3

3

2

1

12th

4

4

3

3

3

2

1

13th

4

4

3

3

3

2

1

1

14th

4

4

3

3

3

2

1

1

15th

4

4

3

3

3

2

1

1

1

16th

4

4

3

3

3

2

1

1

1

17th

4

4

3

3

3

2

1

1

1

1

18th

4

4

3

3

3

3

1

1

1

1

19th

4

4

3

3

3

3

2

1

1

1

20th

4

4

3

3

3

3

2

2

1

1

 

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.

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your druid spells. 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 .

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.

Casting spells doesn’t remove them from your list of prepared spells.

You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells. 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 modifier

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 nature focus as a spellcasting focus for your druid spells.


Level 2Druid Archetype

At 2nd level, you choose a circle of druids to identify with. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.


Level 2Wild Shape

At 2nd level, you know 3 wild shapes of your choice for creatures of CR 1/2 or less that have the beast or plant type. You learn additional and more powerful wild shapes of your choice at higher levels, as shown in the Wild Shapes Known column of the Druid table.

Whenever you gain a level in this class, you can replace one of the wild shapes you know with a new one.

As an action you can magically assume one of your known wild shapes. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest .

Whenever you use your Wild Shape feature to transform into a creature, you gain a number of temporary hit points equal to 1d4 × the creature’s CR (minimum 1d4).

You can stay in a wild shape for a number of hours equal to your druid level. 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 creature, except you retain your hit points and Hit Dice, personality, the ability to speak and understand any languages you know, and your 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 a higher bonus to a skill or saving throw , you may use the creature’s bonus instead. 
  • You gain all of the wild shape’s senses, movement speeds, resistances , immunities , vulnerabilities , traits, actions, and attacks. If you take a Multiattack action of a creature, you cannot make any further attacks that turn, even if another feature would normally allow you to do so.
  • While in a wild shape your Armor Class equals 12 + ¼ your druid level (rounded down) as shown on the Wild Shapes table. If your wild shape would have a higher AC, you may use that instead.  
  • While in a wild shape you may only cast spells with a range of Self or Touch. You can perform the verbal and somatic components of such spells while in a wild shape and your wild shape itself acts as your spellcasting focus. Transforming doesn’t break your concentration on a spell you’ve already cast, nor does it prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You still retain the benefit of any features from your class, destiny, or culture and can use them if your wild shape is physically capable of doing so. However, you can’t utilize any features gained from your heritage or heritage gift while in a wild shape.
  • Any equipment you are wearing or wielding merges into your new form. Equipment that merges with your form has no effect until you leave the form.

Table: Wild Shapes

Level

Max CR

Armor Class

Example

2nd

1/2

12

Ape

4th

1

13

Giant Eagle

8th

2

14

Awakened Tree

12th

3

15

Giant Scorpion

16th

4

16

Elephant

20th

5

17

Triceratops

 


Level 2Nature’s Bond

Also at 2nd level, nature provides you with the ability to summon its minor spirits. As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

The familiar you summon is a fey instead of a beast, and it disappears after a number of hours equal to half your druid level.


Level 3Natural Demeanor

At 3rd level your connection to the natural world comes forth and becomes omnipresent. Choose one of the following:

A Way With Animals

Beasts understand anything you verbally communicate in Druidic, and you can comprehend them in return. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum beasts can give you information about nearby locations and monsters, including whatever they have perceived within the past day. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favor for you. In addition, you gain an expertise die on Animal Handling checks.

First-Hand Naturalist

You’ve learned the intricacies of nature through firsthand experience rather than academic study. 

You gain an expertise die on Nature checks. In addition, you may always choose to use Wisdom when making Nature checks. 

Leyline Awareness

Druidic rituals attune you to the leylines that course through the Material Plane. While you are on the Material Plane, you always know the following information:

Which way is north.

The direction of the nearest forest.

The direction of the nearest natural body of water.

The direction of the nearest city or other humanoid community.

The general health of the local ecosystem, and if anything unnatural or magical is upsetting the natural order.

Scholar of Old Ways

Your circle taught the old magic at the root of all things, granting you eldritch insights beyond mundane arcane studies.

You gain proficiency with Arcana, or if you already have proficiency you instead gain an expertise die on Arcana checks. In addition, you may always choose to use Wisdom when making Arcana checks. 


Level 4Ability 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.


6th LevelArchetype Feature

At 6th level you gain another archetype feature.


Level 7Druidic Lore

At 7th level, your knowledge of the natural world grows. Choose one of the following:

Druidic Secrets

You’re adept at covertly performing druidic magic without attracting attention. When you cast a druid spell you may choose to do so utilizing silent and subtle Druidic motions and signs in place of both the spell’s seen and vocalized components, gestures that creatures which can speak Druidic are aware of. Once you cast a druid spell in this way, you cannot do so again until you finish a short or long rest .

Toxin Intuition

You are a veteran of nature’s chemical warfare. You automatically know if any flora or fauna is poisonous or venomous. In addition, you gain advantage on checks made to determine if a foodstuff is poisonous and saving throws against poison.

Truthspeaker

You’ve learned to tap into the fundamental truth that connects all things, at least briefly.

You may cast the spell legend lore without expending a spell slot and without material components. Once you cast the spell in this way, you cannot do so again for the next 24 hours.

Waste Not

With 10 minutes work you can scavenge valuable cuts from the corpse of a beast, dragon, monstrosity, or plant that has a CR of 1 or higher and has died within the last hour. If sold to a collector, naturalist, or other druid, this notable component is worth an amount of gold equal to 5 × the creature’s CR.


9th LevelFerocity or Serenity

At 9th level you choose to embrace either the wild savagery of nature or the control you need to protect it. Choose one of the following:

Embraced Ferocity

You gain a +2 bonus on attack rolls you make while in a Wild Shape. In addition, whenever you use Wild Shape to transform into a creature, you gain a number of temporary hit points equal to 1d8 × the creature’s CR (minimum 1d8) instead of 1d4 × CR.

Embraced Serenity

You have advantage on concentration checks made to maintain spells. In addition, as a bonus action you may sacrifice a use of Wild Shape to recover an expended spell slot of 3rd-level or lower, or two uses of your Wild Shape feature to recover an expended spell slot of 6th-level or lower.


6th LevelArchetype Feature

At 10th level you gain another archetype feature. 


11th LevelImproved Natural Bond

At 11th level your bond has grown and you are able to summon forth far greater nature spirits. As an action, you can expend a use of Wild Shape to cast the conjure animals spell.


14th LevelArchetype Feature

At 14th level you gain another archetype feature.


Level 15Harmonize or Tyrannize

At 15th level you choose to harmonize with nature or to harness it. Choose one of the following: 

Harmonize

During a short rest you may choose to meditate and harmonize with your surroundings. If you do, at the end of your rest you attune to the area in a 5-mile radius around you. You magically know what types of creatures are present in your attuned area, their approximate numbers, and if there are any magics disturbing the natural order in your attuned area. While in your attuned area, you have advantage on Nature, Perception, and Survival checks, and blindsight out to a range of 30 feet. Once attuned to an area, you remain attuned for the next 24 hours. You can only attune to one area at a time.     

Tyrannize

You draw upon nature’s power to become a prime example of one of its children. Whenever you assume a wild shape you may choose to assume the apex form of that wild shape. An apex form is one size category larger than the creature’s normal size category (maximum Gargantuan) and any attack made by an apex form wild shape deals an extra 1d8 damage. In addition, while in an apex form wild shape you gain an expertise die on Strength, Dexterity, and Constitution checks and saving throws .


18th LevelGreater Natural Bond

At 18th level your bond expands to encompass the Dreaming and you are able to summon any woodland beings. As an action, you can expend a use of Wild Shape to cast the conjure woodland beings spell as if you cast it using a 6th-level spell slot.


Level 20Archdruid

At 20th level, you become an extension of nature. Your Wild Shape has no duration. In addition, when you cast a druid spell you do not need seen or vocalized components, or any material components that have no cost or aren’t consumed by the casting. You gain this benefit in both your normal shape and while using Wild Shape.

You also learn to tap into the intricate ebb and flow of life around you and how to divert it as you see fit. You may cast the spells power word kill and true resurrection without expending a spell slot and without any material components. Once you cast either spell in this way, you cannot do so again until you finish a long rest. 

Finally, you can turn nature in its rawest elements into deadly weapons no matter your form. Once each turn, you can use a bonus action to choose a target point within 30 feet and one of the following element options. If the element you choose is not present at or near the target point, any damage dealt by this feature is halved, you have disadvantage on your spell attack, and creatures have advantage on any saving throws made to resist it.

Air. Each creature within 20 feet of that point must make a Strength saving throw . On a failure, a target takes bludgeoning damage equal to 3d8 + your Wisdom modifier and is flung up 20 feet away from the target point in a random direction and knocked prone . If a thrown target strikes an object, such as a wall or floor, the target takes 1d8 bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your spell save DC or it takes the same damage and is knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

In addition, all ranged attacks within 30 feet of the target point have disadvantage until the beginning of your next turn. 

Earth. Clumps of dirt and stone explode outward. Creatures within 10 feet of the target point take 4d8 bludgeoning damage and are knocked prone . A creature that makes a Strength saving throw against your spell save DC takes half damage is not knocked prone.

Fire. Flames roil outward in a burst of inferno. Creatures within 15 feet of the target point take 6d6 fire damage. A creature that makes a Dexterity saving throw against your spell save DC takes half damage.

Ice. You condense and flash freeze the water from a vast area above you into a massive boulder to drop down with immense force. Make a ranged spell attack against a creature at least 30 feet below the target point. On a hit, the creature takes 4d6 bludgeoning damage and 4d6 cold damage.

In addition, the area in a 20-foot radius around the creature becomes difficult terrain for 1 minute.

Water. You create a 20-foot tall, 20-foot wide wave that travels 30 feet in one direction and then crashes down. Any Large or smaller creatures and objects in the wave’s path make a Strength saving throw against your spell save DC. On a failure, a creature takes 4d8 bludgeoning damage and is carried with the wave. Any creature that succeeds on its saving throw takes no damage and is not moved.

Wood. Splinters appear and fling themselves into flesh and armor alike. Creatures within 20 feet of the target point take 4d6 piercing damage. A creature that makes a Dexterity saving throw against your spell save DC takes half damage.


Secrets of Nature

When you gain access to a new secret of nature, choose one of the following.

Aerial Surveyor

You are at home soaring at dizzying heights and peering towards the horizon. You can familiarize yourself with a 5-mile radius area around you by spending a minute studying your surroundings while flying or at great heights. Once you familiarize yourself with an area in this way, you gain an expertise die on any Perception or Survival checks you make while outdoors in that area for the next 24 hours, and you cannot familiarize yourself with another area until you finish a long rest

Aquatic Delver

You are at home in the depths, able to control your breathing and attune to the subtle movements of the water. You gain a swimming speed equal to your Speed and you add your Wisdom modifier to the number of minutes you can hold your breath before suffocating. In addition, while fully submerged in water you gain blindsight out to a range of 10 feet. 

Cavern Skulker

You’ve grown accustomed to the echoing solitude of vast caverns. You always know the actual direction of any sound you hear regardless of any echoes. In addition, while you are in complete darkness and not deafened you gain blindsight out to a range of 15 feet.

Desert Dweller

Few choose to willingly live where the sun relentlessly burns overhead but you find tranquility amongst the sands. You are naturally acclimatized to hot weather and extremely high temperatures. In addition, while in a desert or similar arid environment you can spend 1 hour scouring the area for food and digging for water to generate 1 Supply. Once you use this feature, you cannot do so again until you finish a long rest

Eldritch Survivor

You’ve grown to know the lands twisted by the fey, distorted by magical pollution, or places otherwise warped in unnatural ways. You may make Survival checks in place of Arcana checks regarding magical environments, foodstuffs, and creatures, and gain an expertise die on any checks made this way.

Herbal Apothecary 

Forests and jungles are filled with natural medicines ripe for the picking. You gain an expertise die on checks made using an herbalism kit and checks made to locate herbal ingredients. In addition, whenever you obtain a medicinal or rare herb using an herbalism kit, you gain twice as many medicinals or rare herbs.

Marshland Guide

Bogs and swamps are unpleasant to most but are filled with natural beauty to you. Moving through swamps, bogs, or muddy difficult terrain costs you no extra movement and you cannot become naturally lost while traveling through marshlands. In addition, you ignore the effects of roughing it imposed by resting in wet or swampy environments. 

Master Forager

No matter the brush you always know how to harvest nature’s bounty. You have advantage on checks made to locate or harvest edible flora in the wild and gain twice as many Supply as normal when doing so.

Mountain Climber

You gain a climbing speed equal to your Speed. You gain an expertise die on any Athletics checks made while climbing and you are also acclimated to high altitudes, including elevations above 20,000 feet. In addition, you ignore the effects of roughing it imposed by resting in rocky or uneven terrain.

Tundra Explorer

You embrace the cold of snowbound tundra. You are naturally acclimatized to cold weather and extremely low temperatures, you ignore the disadvantage to Perception checks imposed by blizzards, and you automatically succeed on concentration checks imposed by blizzards. In addition, you ignore the effects of roughing it imposed by resting without warmth in environments of extreme cold.