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.
Multiclassing
To qualify for multiclassing into the druid class, you must meet these prerequisites: Wisdom 13 or higher.
When you multiclass into the druid class, you gain the following proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, and Nature.
Druid Progression
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Spellcasting | 2 | 2 | — | — | — | — | — | — | — | — |
| 2 | +2 | Wild Shape, Druid Circle | 2 | 3 | — | — | — | — | — | — | — | — |
| 3 | +2 | Circle Feature | 2 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | +2 | Ability Score Improvement, Wild Shape improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | +3 | Circle Feature | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | +3 | Circle Feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | +3 | Circle Feature | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | +3 | Ability Score Improvement, Wild Shape improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | +4 | Circle Feature | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | +4 | Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | +4 | Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | +5 | Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | +5 | Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | +5 | Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | +6 | Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +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 (a) any simple weapon
- (a) a scimitar or (a) 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 it and use it to leave hidden messages. You and others who know this language automatically spot such messages. Other creatures can spot the message with a successful DC 15 Wisdom (Perception) check, but only if they understand the language in which it is written.
You can speak, read, and write Druidic. Druidic is a glossolalic (sounds like nonsense to anyone else) and has its own alphabet. Druidic uses a substitution cipher with 25 symbols, each corresponding to a letter of the Common alphabet and one reserved symbol for druidic words that have no Common equivalent.
Spellcasting
Drawing on the divine essence of nature, 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 the Druid table.
Preparing and Casting Spells
The Druid 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. To do so, choose a number of druid spells from your druid spell list 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. Casting the spells doesn't remove them from the list, unless noted in the spell's description. If you prepare the 1st-level spell healing word, you can cast it using a 1st-level or 2nd-level slot. Casting it doesn't remove it from the list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in 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. The power of your spells comes from your devotion to nature. You use your Wisdom whenever a druid 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 chapter 5) as a spellcasting focus for your druid spells.
Wild Shape
At 2nd level, you gain the ability to use Wild Shape, a powerful druidic ability to transform into a beast.
Wild Shape Rules
Your ability to take on the form of beasts increases as you gain druid levels. As an action, you magically transform, taking on the form of a beast. You can use this action twice between each short or long rest.
To use Wild Shape, you must meet these requirements:
- You must have a beast's stat block available (from the Monster Manual or other official source).
- The beast must be of a challenge rating that meets the limitation of your druid level (see Beast Shapes table).
- The beast must not have a flying speed unless you are 8th level or higher.
- The beast must not have a swimming speed unless you are 5th level or higher.
Transforming: 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 saving throw proficiencies, and those of the beast. If the beast has the same proficiency bonus as you, it also uses your proficiency bonus. You otherwise are proficient in any listed saving throw. In addition, you take on the beast's hit points, Hit Dice, strength, and other physical attributes. You keep your hit points. You keep your mental ability scores and their modifiers. Your ability to speak and take actions in forms that don't normally speak or take actions is at the DM's discretion.
Reverting: You automatically revert if you drop to 0 hit points, if you die, or if you use a bonus action to revert. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. Once you have reverted, you can't use Wild Shape again until you finish a short or long rest.
| You Can Use Wild Shape To… | Challenge Rating | Flying Speed | Swimming Speed |
|---|---|---|---|
| Starting at 2nd level | 1/4 | No | No |
| Starting at 4th level | 1/2 | No | Yes |
| Starting at 8th level | 1 | Yes | Yes |
Druid 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.
| Circle | Source |
|---|---|
| Circle of Dreams | XGtE |
| Circle of the Land | PHB |
| Circle of the Moon | PHB |
| Circle of the Shepherd | XGtE |
| Circle of Spores | GGtR / TCoE |
| Circle of Stars | TCoE |
| Circle of Wildfire | TCoE |
| Circle of the Primeval | UA |
Wild Companion (Optional)
If you have the Wild Shape feature, you can summon a spirit that assumes an animal form: as an action, you expend a use of your Wild Shape to cast the find familiar spell, without a material component. The spirit doesn't obey verbal or thought commands, but it always obeys the Hide action. The spirit uses the statistics of the beast form that you choose, which defaults to a cat.
The spirit is considered a celestial, fey, or fiend (your choice) instead of a beast. It disappears if it drops to 0 hit points, if you dismiss it as an action, or if you die.
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.
Cantrip Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one druid cantrip you know with another cantrip from the druid spell list. This replacement represents you spending time reflecting on your magical training, and possibly also retraining the original cantrip.
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 form, but you aren't able to provide material components.
Archdruid
At 20th level, you can use Wild Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your druid spells while in a beast form, and you can also ignore material components (unless those items are consumed by the spell). The spells you cast this way can't be dispelled, and you aren't affected by antimagic.