Druid | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiences

Armor: All light, medium, shields (druids don't use armor/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

Overview & Creation

LevelProf. BonusFeaturesCantrips1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting32
2nd+2Wild Shape, Druid Circle33
3rd+2342
4th+2Wild Shape improvement, Ability Score Improvement443
5th+34432
6th+3Druid Circle feature4433
7th+344331
8th+3Wild Shape improvement, Ability Score Improvement44332
9th+4443331
10th+4Druid Circle feature543332
11th+45433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Druid Circle feature54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+65433321111
18th+6Timeless Body, Beast Spells5433331111
19th+6Ability Score Improvement5433332111
20th+6Archdruid5433332211


Class Features

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, as shown in the Beast Shapes table.  
LevelMax CRLimitationsExample
2nd1/4No Flying or Swimming speedWolf
4th1/2No Flying speedCrocodile
8th1NoneGiant 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 is higher than yours, use the creature's bonus. 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 extra 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.
  • 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 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. Your equipment doesn't change 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.
 

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.    

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, 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.


Starting Equipment

  • (a) a wooden 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
  Alternatively, you can ignore the equipment from your class and background, and start with 2d4 x 10 gp.


Spellcasting

Cantrips

You know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.  

Preparing and 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 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.   You can change your list of prepared spells when you finish a long rest.  

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 druidic focus as a spellcasting focus for your druid spells.


Subclass Options

Circle of Dreams

 

Balm of the Summer Court

At 2nd level, 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 one creature 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, at the start of a 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, 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 Dream

At 14th level, 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.  

Circle of the Land

 

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.  

Natural Recovery

Starting at 2nd level, 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.  

Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. 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 LevelCircle Spells
3rdHold Person, Spike Growth
5thSleet Storm, Slow
7thFreedom of Movement, Ice Storm
9thCommune With Nature, Cone of Cold
 

Coast

 
Druid LevelCircle Spells
3rdMirror Image, Misty Step
5thWater Breathing, Water Walk
7thControl Water, Freedom of Movement
9thConjure Elemental, Scrying
 

Desert

 
Druid LevelCircle Spells
3rdBlur, Silence
5thCreate Food and Water, Protection From Energy
7thBlight, Hallucinatory Terrain
9thInsect Plague, Wall of Stone
 

Forest

 
Druid LevelCircle Spells
3rdBarkskin, Spider Climb
5thCall Lightning, Plant Growth
7thDivination, Freedom of Movement
9thCommune With Nature, Tree Stride
 

Grassland

 
Druid LevelCircle Spells
3rdInvisibility, Pass Without Trace
5thDaylight, Haste
7thDivination, Freedom of Movement
9thDream, Insect Plague
 

Mountain

 
Druid LevelCircle Spells
3rdSpider Climb, Spike Growth
5thLightning Bolt, Meld Into Stone
7thStone Shape, Stoneskin
9thPasswall, Wall of Stone
 

Swamp

 
Druid LevelCircle Spells
3rdSpider Climb, Web
5thGaseous Form, Stinking Cloud
7thGreater Invisibility, Stone Shape
9thCloudkill, Insect Plague
 

Shadowfell

 
Druid LevelCircle Spells
3rdDarkness, Melf's Acid Arrow
5thWater Walk, Stinking Cloud
7thFreedom of Movement, Locate Creature
9thInsect Plague, Scrying
 

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 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, 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.  

Circle of the Moon

 

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

Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, 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 can cast the Alter Self spell at will.  

Circle of the Shepard

 

Speech of the Woods

At 2nd level, you learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor.  

Spirit Totem

Starting at 2nd level, as a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.   As a bonus action, you can move the spirit up to 60 feet to a point you can see.   The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.   The effect of the spirit's aura depends on the type of spirit you summon from the options below  
  • Bear Spirit: Each creature of your choice in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
  • Hawk Spirit:When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
  • Unicorn Spirit:You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
 

Mighty Summoner

At 6th level, any beast or fey summoned or created by your spells gains the following benefits:
  • Its hit point maximum increases by 2 per hit die.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
 

Guardian Spirit

Beginning at 10th level, when a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.  

Faithful Summons

Starting at 14th level, if you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).   Once you use this feature, you can't use it again until you finish a long rest.  

Circle of Spores

 

Circle Spells

At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.   Once you gain access to one of these spells, 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.  
Druid LevelCircle Spells
3rdBlindness/Deafness, Gentle Repose
5thAnimate Dead, Gaseous Form
7thBlight, Consfusion
9thCloudkill, Contagion
 

Halo of Spores

Starting at 2nd level, you can launch toxic spores at other creatures. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.  

Symbotic Entity

At 2nd level, when you use your Wild Shape feature, you can awaken your spores, rather than transforming. When you do so, you gain 4 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.  

Fungal Infestation

At 6th level, if a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.   In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.   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.  

Spreading Spores

At 10th level, as a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. While the cube of spores persists, you can't use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.  

Fungal Body

At 14th level, you can't be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn't deal its extra damage to you, unless you are incapacitated.


Created by

Jester-117.

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Class Features

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