Druid 5

Level Proficiency Bonus Features Wild Shape Uses Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Feat, Spellcasting, Druidic, Primal Order 2 2
2nd +2 Feat, Wild Shape, Druidic Circle 2 2 3
3rd +2 Wild Companion 2 2 4 2
4th +2 Feat, Wild Shape Improvement 2 3 4 3
5th +3 2 3 4 3 2
6th +3 Feat, Druidic Circle Feature 3 3 4 3 3
7th +3 3 3 4 3 3 1
8th +3 Feat, Wild Shape Improvement 3 3 4 3 3 2
9th +4 3 3 4 3 3 3 1
10th +4 Feat, Druidic Circle Feature 3 4 4 3 3 3 2
11th +4 3 4 4 3 3 3 2 1
12th +4 Feat 3 4 4 3 3 3 2 1
13th +5 3 4 4 3 3 3 2 1 1
14th +5 Feat, Druidic Circle Feature 3 4 4 3 3 3 2 1 1
15th +5 3 4 4 3 3 3 2 1 1 1
16th +5 Feat 3 4 4 3 3 3 2 1 1 1
17th +6 4 4 4 3 3 3 2 1 1 1 1
18th +6 Beast Spells 4 4 4 3 3 3 3 1 1 1 1
19th +6 Feat 4 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid, Feat 4 4 4 3 3 3 3 2 2 1 1
 

Class Features

All of the following are class features of the Druid.

Druidic

1st-Level Druid Feature   You know Druidic, the secret language of the druids. While Druidic has a spoken tongue, it is extremely rudimentary and not suited to normal conversation. However, through the use of different types of wood, forest plants, leaves, and other parts of nature, you can use this language 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 Intelligence (Investigation) check but can't decipher it without magic.   While learning this ancient tongue, you also unlock the magic of communicating with animals; as such, you always have the Speak with Animals spell prepared. This spell does not count against the number of spells you can have prepared.

Feat

1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 19th, 20th-Level Druid Feature   You gain one feat of your choice.

Primal Order

1st-Level Druid Feature   You have dedicated yourself to one of the following sacred roles of your choice.

Nature Speaker

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

Nature Guardian

Trained for battle, you gain proficiency with Martial weapons and training with Medium armor. As normal, Druids cannot make use of non-metal armor or weapons, with the exception of their golden or silver sickle used for ceremonial purposes.

Spellcasting

1st-Level Druid Feature   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 the Druid table.

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 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 Charm Person, 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 as a spellcasting focus for your druid spells.

Wild Shape

2nd-Level Druid Feature   The power of nature allows you to assume the form of an animal. As an action, you magically assume an Animal form that you have learned for this feature. You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, become Incapacitated, 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 Uses column of the Druid Features table.   Known Forms. You know four Animal forms for this feature, chosen from among Animal stat blocks that have a maximum CR of 1/4 and that lack a Fly speed. Whenever you gain a Druid level, 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 CR for those forms increases, as shown in the Animal Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly speed.   When choosing known forms, work with your DM to determine what forms your Druid has seen and worked with enough to adopt the form of.
Animal Shapes
Druid LevelKnown FormsMax CRFly Speed
241/4No
461/2No
881Yes
  While you are transformed, the following rules apply:
  • Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; personality; alignment; 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.
  • When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid Level.
  • 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.
  • 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.

Druidic Circle

2nd-Level Druid Feature   You choose to identify with a circle of druids. You choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Druidic Circles
Druidic Circle Description
Circle of Dreams The circle of dreams draws upon fey influence to twist the natural world into serving your purposes.
Circle of the Land The circle of the land is the truest form druidism can take, drawing upon and giving to the land in equal measure.
Circle of the Moon The circle of the moon is made up of druids focused primarily on using their wild shape to do combat against the unnatural.
Circle of the Shepherd The circle of the shepherd encompasses those who take care of the smallest and largest of animals, and in return are taken care of by them.
Circle of Spores The circle of spores uses that which defies true categorization, using the spores of fungi to protect, harm, and even heal.
Circle of Stars The circle of stars draws upon that which lies far above to do battle.
Circle of Wildfire The druids of the circle of wildfire see a necessity to destroy old nature as to allow new nature to grow strong.

 

Wild Companion

3rd-Level Druid Feature   You can summon a nature spirit that assumes an animal form to aid you. As an action, you can expend a spell slot and 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.

Beast Spells

18th-Level Druid Feature   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 an animal shape, and you are treated as though holding a druidic focus. You are not able to provide material components with a cost specified or that are consumed.

Archdruid

20th-Level Druid Feature   The vitality of nature constantly blooms within you, granting you the following benefits.   Evergreen Wild Shape. Whenever you roll initiative at the start of combat 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.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

This is a stub

This article will be expanded upon in the future

This is a
Good Article
Table of Contents

 

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, Small Shields, Large Shields; Druids will not wear armor made from metal
Weapons
Simple weapons; Druids will not wield weapons made from metal
Tools
Herbalism Kit
Saving Throws
Intelligence, Wisdom
Skills
Choose two of the following: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival

Starting Equipment

As a Druid, you can choose to start with 3d6x10gp to purchase starting gear or with the following equipment:
  • (a) a wooden Large shield or (b) any simple weapon
  • (a) a stone spear, (b) any simple weapon, or (c) a stone scimitar (if proficient)
  • Leather armor, an explorer's pack, and a druidic focus

Druid Power Reservoir

Your Druid Power Reservoir is equal to your Wisdom modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals your Wisdom modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Druid quickly by using these suggestions: First, make Wisdom your highest ability score, followed by Charisma and Constitution. Second, choose the Hermit background.

Multiclassing and the Druid

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Druid class:
Ability Score Minimum
As a multiclass character, you must have at minimum a 13 in Wisdom to take a Druid level or take a level in another class if you are already a Druid.
Proficiencies Gained
If Druid is not your initial class, you gain the following proficiencies when you take your first level as a Druid: Herbalism Kit.
Spell Slots
Add your levels in the Druid class to the appropriate levels from other classes to determine available divine spell slots. Divine spell slots can be used to cast spells from any divine spellcasting class, such as the cleric, druid, invoker or seeker, but cannot be used to cast spells from arcane spellcasting classes, such as the wizard, warlock, sorcerer, or bard. Some subclasses change the source of magic for a class.

Comments

Please Login in order to comment!