Druid

Druids in this realm epitomize the inseparable connection between mortals and the natural order. Imbued with the sacred knowledge of the land, they traverse dense forests, scale towering mountains, and dive into the depths of untamed waters. Through their communion with nature, Druids channel the raw essence of the elements to mend wounds, cultivate life, and sway the course of events with the gentle sway of their hand.

As shapers and protectors, Druids serve as nature’s advocates, preserving the sanctity of the wild against the encroachment of civilization. They wield the ancient powers of flora and fauna, capable of awakening the dormant spirits within the land. In the ceaseless dance of growth and decay, Druids are the silent observers, nurturing the delicate equilibrium that sustains life in its myriad forms.

Balance in the Face of Discord
Amidst the currents of chaos and upheaval, Druids emerge as beacons of balance. They hold the wisdom to mend the scars inflicted upon the world and the resilience to withstand the relentless tide of disharmony. In the tapestry of this enchanted reality, Druids stand as guardians, their hearts intertwined with the pulse of the natural world, seeking to preserve the sacred balance that ensures the vitality of life itself.

Spells Slots per Spell Level
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22
2nd+2Wild Shape, Druid Circle, Wild Companion (Optional)23
3rd+2242
4th+2Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional)343
5th+33432
6th+3Druid Circle feature3433
7th+334331
8th+3Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional)34332
9th+4343331
10th+4Druid Circle feature443332
11th+44433321
12th+4Ability Score Improvement, Cantrip Versatility (Optional)4433321
13th+544333211
14th+5Druid Circle feature44333211
15th+5443332111
16th+5Ability Score Improvement, Cantrip Versatility (Optional)443332111
17th+64433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement, Cantrip Versatility (Optional)4433332111
20th+6Archdruid4433332211

Class Features

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.
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

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 Table: The Druid.

Preparing and Casting Spells The above class table shows how many spell slots you have to cast your 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.

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.

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 + 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 druidic focus (see Equipment) as a spellcasting focus for your druid spells.
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, as shown in Table: Beast Shapes. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Table: 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
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, 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.
  • 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 GM 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.
At 2nd level, you choose to identify with a circle of druids. Only the Circle of the Land is available in the Open Game Licensed SRD. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
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.
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.
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.
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.
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.
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.

Druid Circle

These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Source: Xanathar’s Guide to Everything

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain the expended dice when you finish a long rest.

Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle. This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted. Once you use this feature, you can’t use it again until you finish a long rest.
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of 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.
Source: Player’s Handbook

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.

Natural Recovery

Starting at 2nd level, you can regain some of 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 worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

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 of 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.
Arctic
Druid Level Circle Spells
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold
Coast
Druid Level Circle Spells
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying
Desert
Druid Level Circle Spells
3rd Blur, Silence
5th Create Food and Water, Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone
Forest
Druid Level Circle Spells
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune with Nature, Tree Stride
Grassland
Druid Level Circle Spells
3rd Invisibility, Pass Without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague
Mountain
Druid Level Circle Spells
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone
Swamp
Druid Level Circle Spells
3rd Darkness, Melf’s Acid Arrow
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying
Underdark
Druid Level Circle Spells
3rd Spider Climb, Web
5th Gaseous Form, Stinking Cloud
7th Greater Invisibility, Stone Shape
9th Cloudkill, Insect Plague

Land’s Stride

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 as those created by the Entangle spell.

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature’s Sanctuary

When you reach 14th level, creatures of 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 of this effect before it makes its attack against you.
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of 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 of 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.
Source: Players Handbook

Combat Wild Shape

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 of the spell slot expended.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of 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.

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage

Elemental Wild Shape

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.

Thousand Forms

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.
Those who know how, can faintly hear the sound of souls passing between worlds. Innocent creatures and totemic spirits seeking solace: these beings speak to us and we give them a voice, while our body takes on the ghostly appearance of those children of creation whose steps no longer walk the world. The Druids of this circle have learned to perceive the darkest and most dreary face of nature, and consequently to tap into it. They are the descendants of ancient pagan cults, and as such they pass on the spirituality of those ancestors who first studied the esoteric arts that bind mortals and creation in order to shape the primeval energies according to their will.
Source: Nightfell © Angelo Peluso & Mana Project Studio 2021

Necrotic Caress

When you choose this circle at 2nd level, you learn the poison spray cantrip.

Dark Wild Shape

At 2nd level, when using the wild shape feature, you can accept a reduction to your Maximum and Current Hit Points equal to your character level. In doing so, the chosen wild shape will become a dark wild shape. The loss of Maximum Hit Points is recovered after a long rest. A dark wild form gains the following features in addition to (or in place of, where specified) those of the beast you transform into:
  • The type of creature changes from beast to undead
  • You gain resistance to necrotic damage, poison, and cold damage, and also resistance to bludgeoning, slashing, and piercing damage when inflicted by nonmagical weapons.
  • You have vulnerability to radiant damage.
  • You gain darkvision (60 feet).
  • Your Maximum Hit Points increased to 15, unless the chosen beast already has a higher amount; for each of your druid levels above the 2nd, increase said Maximum Hit Points amount by your Wisdom modifier.
  • Each attack of the dark wild shape deals 1d6 additional damage, cold or necrotic, depending on type chosen during transformation; this additional damage increases at 6th level (1d8), 10th level (1d10) and 14th level (1d12).
  • Shadow Stealth: As long as you are in dim light or darkness, you can use Hide as a bonus action.

Unholy Bond

At 6th level, you have advantage on saving throws against effects that cause the frightened condition. You also have access to additional spells related to the netherworld, as shown in the following table:
 
Druid Level Spells
6th speak with dead
9th animate dead
12th circle of death
15th finger of death

Dread Necromorphosis

At 10th level, you can spend two uses of wild shape simultaneously to transform into a dread shambler.

Lord of Bones

At 14th level, your connection to nature’s corruption and knowledge of death allows you to command undead. When an undead creature attacks you, you can use your Reaction to spend a spell slot and attempt to take control of it. If the target’s Challenge Rating is equal to or below the level of the spell slot spent, the creature must make a successful Wisdom saving throw against your spell DC or fall under your control; otherwise, the feature has no effect. Targets with Intelligence 10 or higher have advantage on the saving throw to resist this ability. As long as it stays within 60 feet of you, you can give it simple telepathic commands, of one or two words, which it will obey to the best of its abilities. Some commands, for example, can be: “protect me“, “attack“, “patrol“, “wait here“, “drag this“. In the absence of a specific command or if unable to carry out the assigned task, the Undead will only defend itself (using the Dodge action in combat), remaining within a 60 feet of you, if possible . The creature will stay under your control until it is destroyed, until the next Full Moon rises, or until you use this feature against another undead creature. If the effect ends without the undead creature being destroyed, it remains incapacitated for a round, only to become hostile afterwards.

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: Blowgun, boar spear, cestus, clubs, daggers, darts, harpoon, 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 150 gp spend on equipment. The following equipment is a suggested shopping list:

  • (a) a wooden heater shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, and a druidic focus
  • A herbalism kit

Multiclassing and the Druid

  • Ability Score Minimum: As a multiclass character, you must have a Wisdom score of at least 13 to take a level in this class or to take a level in another class if you are already a druid.
  • Proficiencies. If druid isn’t your initial class, you gain proficiency with light armor, medium armor, shields (druids will not wear armor or use shields made of metal) when you gain your first level as a druid.
  • Spell Slots. Add your levels in the druid class to the appropriate levels from other classes to determine your available spell slots.