Druid

PHB (2024)

Druid

Core Druid Traits
Primary Ability Wisdom
Hit Point Die 1d8 per Druid level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies Simple weapons
Tool Proficiencies Herbalism Kit
Armor Training Light armor and Shields
Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP

Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.

Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.

Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.

Becoming a Druid...
As a Level 1 Character:
  • Gain all the traits in the Core Druid Traits table.
  • Gain the Druid’s level 1 features, which are listed in the Druid Features table.

As a Multiclass Character:
  • Gain the following traits from the Core Druid Traits table: Hit Point Die and training with Light armor and Shields.
  • Gain the Druid’s level 1 features, which are listed in the Druid Features table.

Class Features

——Spell Slots per Spell Level——

LevelProficiency BonusClass FeaturesWild ShapeCantripsPrepared Spells123456789
1+2Spellcasting, Druidic, Primal Order242
2+2Wild Shape, Wild Companion2253
3+2Druid Subclass22642
4+2Ability Score Improvement23743
5+3Wild Resurgence239432
6+3Subclass feature3310433
7+3Elemental Fury33114331
8+3Ability Score Improvement33124332
9+4331443331
10+4Subclass feature341543332
11+43416433321
12+4Ability Score Improvement3416433321
13+534174333211
14+5Subclass feature34174333211
15+5Improved Elemental Fury341843332111
16+5Ability Score Improvement341843332111
17+64419433321111
18+6Beast Spells4420433331111
19+6Epic Boon4421433332111
20+6Archdruid4422433332211

Level 1: Spellcasting

You have learned to cast spells through studying the mystical forces of nature. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class’s description.

Cantrips

You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.

Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.

When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.

Spell Slots

The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Druid feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus

You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Level 1: Druidic

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

Level 1: Primal Order

You have dedicated yourself to one of the following sacred roles of your choice.

Magician

You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Warden

Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

Level 2: Wild Shape

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Number of Uses

You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

Known Forms

You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.

Beast Shapes
Druid LevelKnown FormsMax CRFly Speed
241/4No
461/2No
881Yes

Rules While Shape-Shifted

While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Temporary Hit Points

When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

Game Statistics

Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.

No Spellcasting

You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.

Objects

Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. 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 the form. Equipment that merges with the form has no effect while you’re in that form.

Level 2: Wild Companion

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.

When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Level 3: Druid Subclass

You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.

Level 5: Wild Resurgence

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.

Level 7: Elemental Fury

The might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting

Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike

Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Level 15: Improved Elemental Fury

The option you chose for Elemental Fury grows more powerful, as detailed below.

Potent Spellcasting

When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.

Primal Strike

The extra damage of your Primal Strike increases to 2d8.

Level 18: Beast Spells

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Level 20: Archdruid

The vitality of nature constantly blooms within you, granting you the following benefits.

Evergreen Wild Shape

Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.

Nature Magician

You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can’t do so again until you finish a Long Rest.

Longevity

The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.

Spells

This section presents the Druid spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

Spells in red are homebrew spells exclusive to this setting, clicking on the link will lead you to the statblock.

Cantrips (Level 0 Druid Spells)

SpellSchoolSpecial
DruidcraftTransmutation
ElementalismTransmutation
Eye Burn TransmutationM
GuidanceDivinationC
MendingTransmutation
MessageTransmutation
Mysterious Presence IllusionC
Poison SprayNecromancy
Produce FlameConjuration
ResistanceAbjurationC
ShillelaghTransmutation
Spare the DyingNecromancy
Starry WispEvocation
Thorn WhipTransmutation
ThunderclapEvocation

Level 1 Druid Spells

SpellSchoolSpecial
Animal FriendshipEnchantment
Ancestral Communion DivinationC
Charm PersonEnchantment
Create or Destroy WaterTransmutation
Cure WoundsAbjuration
Detect MagicDivinationC, R
Detect Poison and DiseaseDivinationC, R
EntangleConjurationC
Faerie FireEvocationC
Fog CloudConjurationC
GoodberryConjuration
Healing WordAbjuration
Ice KnifeConjuration
JumpTransmutation
LongstriderTransmutation
Protection from Evil and GoodAbjurationC, M
Purify Food and DrinkTransmutationR
Speak with AnimalsDivinationR
ThunderwaveEvocation

Level 2 Druid Spells

SpellSchoolSpecial
AidAbjuration
Animal MessengerEnchantmentR
AuguryDivinationR, M
BarkskinTransmutation
Beast SenseDivinationC, R
Continual FlameEvocationM
DarkvisionTransmutation
Enhance AbilityTransmutationC
Enlarge/ReduceTransmutationC
Find TrapsDivination
Flame BladeEvocationC
Flaming SphereEvocationC
Gust of WindEvocationC
Heat MetalTransmutationC
Hold PersonEnchantmentC
Lesser RestorationAbjuration
Locate Animals or PlantsDivinationR
Locate ObjectDivinationC
MoonbeamEvocationC
Pass without TraceAbjurationC
Protection from PoisonAbjuration
Spike GrowthTransmutationC
Summer Winds Evocation
Summon BeastConjurationC, M

Level 3 Druid Spells

SpellSchoolSpecial
Aura of VitalityAbjurationC
Call LightningConjurationC
Conjure AnimalsConjurationC
Creeping Rot Necromancy
Crooked Ward AbjurationC, M
Culling Sickle NecromancyC
DaylightEvocation
Dispel MagicAbjuration
Elemental WeaponTransmutationC
Feign DeathNecromancyR
Harvest Moonglow EvocationM
Meld into StoneTransmutationR
Plant GrowthTransmutation
Protection from EnergyAbjurationC
RevivifyNecromancyM
Scarlet Dawn Evocation
Sleet StormConjurationC
Speak with PlantsTransmutation
Summon FeyConjurationC, M
Water BreathingTransmutationR
Water WalkTransmutationR
Wind WallEvocationC

Level 4 Druid Spells

SpellSchoolSpecial
BlightNecromancy
Buried Alive TransmutationM
Call of the Wild EnchantmentM
Charm MonsterEnchantment
ConfusionEnchantmentC
Conjure Minor ElementalsConjurationC
Conjure Woodland BeingsConjurationC
Consuming Pyre EvocationC
Control WaterTransmutationC
DivinationDivinationR, M
Dominate BeastEnchantmentC
Fire ShieldEvocation
Fount of MoonlightEvocationC
Freedom of MovementAbjuration
Giant InsectConjurationC
Grasping VineConjurationC
Hallucinatory TerrainIllusion
Ice StormEvocation
Locate CreatureDivinationC
PolymorphTransmutationC
Stone ShapeTransmutation
StoneskinTransmutationC, M
Summon ElementalConjurationC, M
Wall of FireEvocationC

Level 5 Druid Spells

SpellSchoolSpecial
Field of Reaping NecromancyC, M
Wall of StoneEvocationC
Tree StrideConjurationC
ScryingDivinationC, M
ReincarnateNecromancyM
Planar BindingAbjurationM
Mass Cure WoundsAbjuration
Insect PlagueConjurationC
Greater RestorationAbjurationM
GeasEnchantment
ContagionNecromancy
Conjure ElementalConjurationC
Cone of ColdEvocation
Commune with NatureDivinationR
AwakenTransmutationM
Antilife ShellAbjurationC

Level 6 Druid Spells

SpellSchoolSpecial
Conjure FeyConjurationC
Find the PathDivinationC, M
Flesh to StoneTransmutationC
HealAbjuration
Heroes’ FeastConjurationM
Move EarthTransmutationC
SunbeamEvocationC
Transport via PlantsConjuration
Wall of ThornsConjurationC
Wind WalkTransmutation

Level 7 Druid Spells

SpellSchoolSpecial
Fire StormEvocation
Mirage ArcaneIllusion
Plane ShiftConjurationM
RegenerateTransmutation
Reverse GravityTransmutationC
SymbolAbjurationM

Level 8 Druid Spells

SpellSchoolSpecial
Animal ShapesTransmutation
Antipathy/SympathyEnchantment
BefuddlementEnchantment
Control WeatherTransmutationC
EarthquakeTransmutationC
Incendiary CloudConjurationC
SunburstEvocation
TsunamiConjurationC

Level 9 Druid Spells

SpellSchoolSpecial
ForesightDivination
ShapechangeTransmutationC, M
Storm of VengeanceConjurationC
True ResurrectionNecromancyM

Subclasses