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Druid

The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear—all these and more are at the druid’s command. The druid however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid’s sacred grove, and to those who feel her wrath, the distinction is overly fine.

Druid

Like clerics, the druids of Faerûn receive their spells from a particular patron deity, always a deity of nature or animals. However, druids do not necessarily see a clear division between nature and the divine forces that run through nature. While many people think only of forests when they think of druids, druids care also for the mountains, deserts, lakes, and even the swamps of Faerûn.

Nature deities include Chauntea, Eldath, Gwaeron Windstrom, Lurue, Malar, Mielikki, Nobanion, Shiallia, Silvanus, Talos, Ubtao, Ulutiu, Umberlee, Anhur, Isis, Osiris, Sebek, Set, Thard Harr, Aerdrie Faenya, Angharradh, Deep Sashelas, Rillifane Rallathil, Baervan Wildwanderer, Segojan Earthcaller, and Sheela Peryroyl.

Mielikki, who is famous for the number of druid/rangers who worship her, has more lenient spiritual oaths than most deities that druids worship in the Realms. Druids of Mielikki can use any of the standard armor or weapons that rangers normally use (all simple and martial weapons, all light and medium armor, and all shields) without violating their spiritual oaths.

Preferred Character Regions: Lands where druids hold sway include Aglarond, the Chondalwood, Chult, the Great Dale, the High Forest, the Moonshaes, the North, the Vast, the Vilhon Reach, and the Western Heartlands. Moon elves, sun elves, wild elves, wood elves, ghostwise halflings, and lightfoot halflings commonly produce adventuring druids, too.

hit dice: 1d8
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
armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
weapon proficiencies: Simple weapons
tools: Herbalism Kit
saving throws: Intelligence and Wisdom
skills: Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
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



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.

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.

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.

class features:

Level 1: Animal Companion

As an action, you can choose a beast that you can see within 30 feet of you. It must be able to see and hear you. Make a Wisdom (Animal Handling) check, contested by the target’s Wisdom (Insight) check. You obtain a magical success if the target is a beast with a challenge rating of 1/8 or lower. A beast automatically wins the contest if its Intelligence score is 4 or higher. If you win the contest, the beast becomes a permanent companion and obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

You start with one of the following animals as a companion: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel.

If you releases your companion from service, you may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

Level 1: Nature Sense

You gain proficiency in Intelligence (Nature) and Wisdom (Survival) checks.

Level 1: Deity

Choose one Forgotten Realms deity with the Nature Domain.

Nature

1st level Cleric, Paladin, Druid, or 4th level Ranger

Level 1 (Level 4 Ranger): Acolyte of Nature

You also proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Level 2 (Level 5 Ranger): Charm Animals and Plants

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Level 6: Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Level 8: Divine Strike

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 10th level, the extra damage increases to 2d8.

Level 9: Master of Nature

You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.


 


Cleric levelDruid levelRanger levelSpells
1st1st4thanimal friendship, speak with animals
3rd3rd5thbarkskin, spike growth
5th5th6thplant growth, wind wall
7th7th7thdominate beast, grasping vine
9th9th9thinsect plague, tree stride

Level 1: Wild Empathy

You gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and creatures, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favour for you, at the DM's discretion, such as delivering a letter, or a verbal message to someone who can also speak with beasts.

Level 2: Woodland Stride

Any sort of non-magic undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) no longer counts as difficult terrain. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.

Level 3: Trackless Step

You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Level 4: Resist Nature’s Lure

You have protection against creatures that are, Fey. The protection grants several benefits. Fey creatures have Disadvantage on attack rolls against you. You also can’t be possessed by or gain the Charmed or Frightened conditions from Fey.

Level 5: Wild shape (1/day)

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form familiar to you. 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 once per day. 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. Choose one of the following stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You determine the kind of animal you transform into.

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 6: Wild shape (2/day)

You can use Wild Shape twice per day

Level 7: Wild shape (3/day)

You can use Wild Shape three times per day

Level 8: Wild shape (Large)

When you Wild shape, your size is now now Large.

Level 9: Venom immunity

You gain immunity to the Poison condition.

Level 10: Wild shape (4/day)

You can use Wild Shape four times per day

subclass options:

Level

Proficiency BonusDruid Class FeaturesCantripsPrepared Spells12345Alternative Animal Companions

1

+2Animal Companion, Nature Sense, Wild Empathy341-----

2

+2Woodland stride452-----

3

+2Trackless step4621----

4

+2Resist nature’s lure5732---Ape, Bear, Bison, Boar, Cheetah, Crocodile, Dire badger, Dire bat, Dire weasel, Leopard, Monitor lizard, Shark, Constrictor snake, Large viper snake, Wolverine

5

+3Wild shape (1/day)59321---

6

+3Wild shape (2/day)510332---

7

+3Wild shape (3/day)6114321-Brown bear, Giant Crocodile, Deinonychus, Dire ape, Dire boar, Dire wolf, Dire wolverine, Elasmosaurus, Lion, Rhinoceros, Huge viper snake, Tiger

8

+3Wild shape (Large)6124332--

9

+4Venom immunity61444321-

10

+4Wild shape (4/day)61544322Dire shark, Dire Tiger, Giant Squid, Triceratops, Tyrannosaurus

Druid Circles

In places where the veneration of wild nature (particularly forests) is threatened, druids abide, working to purge living things of disease, to protect their breeding and feeding, and to slow or halt woodcutting, burning, and the growth of roads. Druids often meet or dwell in clearings, and from that custom has come the name and habit of working together in circles.

Druid circles can even be found in Waterdeep and other large cities, meeting in temples, parks, or in cellars if they can find one that has running water or a natural spring-fed pond or pool, or an earthen floor, or both. Some circles very seldom ever gather all in one place, but communicate by magic or by means of one or more members who travel extensively, serving as go-betweens to their fellows.

The concept of the circle refers also to natural cycles, and to the fact that creatures of varying races, ranks, and capabilities can and should work together. Circles have no official ranks beyond Speaker (spokesperson), though members always have an unofficial pecking order based on age, wisdom, and druidic power. Persons may leave a circle if they disagree with its policies, but the circle as a whole decides on its activities. Many circles include rangers, elves of the forest, and even dryads and treants in their ranks. Most include less than a dozen druids.

Hunters, woodcutters, and steaders intending to clear land or expand existing settlements are advised to consult local clergy of Silvanus, Eldath, Mielikki, and similar deities, or rangers, to learn if a circle is active locally. It is better to work with such a circle than to blunder into its path and end up at war with it.

The Moonshae Isles and the Emerald Enclave lands about the mouth of the Vilhon contain the strongest concentrations of druids. In both places, druids act openly, wielding much power of governance as well as influence, and meet in sacred groves. In contrast, druidic power has been largely shattered in the Dales, where the Circle of Shadowdale and the Battledale Seven were both destroyed in recent decades, and the Circle of Yeven fell long ago.

I only know of a few active circles. The Watchers of Sevreld, who meet in Old Mushroom Grove in the High Forest northeast of Secomber, work to prevent logging roads being cut into the forest. The High Dance, druids who dwell in hidden high valleys of the Thunder Peaks and wander that range, aids the sylvan creatures who tend and guard the Dancing Place. The newly founded Ring of Swords works to cleanse and rejuvenate Neverwinter Wood, drive out gnoll, bugbear, and hobgoblin bands sheltering there, and turn away those seeking tombs and ruins in the leafy heart of the forest. The Flamenar (“Hands Against Flame”) works in Amn to recloak its rolling hills in stands of newly planted trees and to drive down the dust storms that have begun to plague the land east of Crimmor and Purskul. And the Starwater Six (named for the tranquil pool where they often meet) are now at work in the northern Forest of Mir, where floods of monsters and strange twisted beasts have been raiding the lands south of the River Ith.

These are but a handful among many, many circles. Some dismiss them with a sneer as “flower lovers,” but I warn such scoffers that few herbs or plant medicines would aid us today were it not for the lore and work of the druid circles of Faerûn.

—Beldrith Tarlelntar, Sage of the Old Ways House of the Leaning Gate, Scornubel

Druid Spell List

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.

Cantrips (Level 0 Druid Spells)
SpellSchoolSpecial
DruidcraftTransmutation
ElementalismTransmutation
GuidanceDivinationC
MendingTransmutation
MessageTransmutation
Poison SprayNecromancy
Produce FlameConjuration
ResistanceAbjurationC
ShillelaghTransmutation
Spare the DyingNecromancy
Starry WispEvocation
Thorn WhipTransmutation
ThunderclapEvocation
Level 1 Druid Spells
SpellSchoolSpecial
Animal FriendshipEnchantment
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
Summon BeastConjurationC, M
Level 3 Druid Spells
SpellSchoolSpecial
Aura of VitalityAbjurationC
Call LightningConjurationC
Conjure AnimalsConjurationC
DaylightEvocation
Dispel MagicAbjuration
Elemental WeaponTransmutationC
Feign DeathNecromancyR
Meld into StoneTransmutationR
Plant GrowthTransmutation
Protection from EnergyAbjurationC
RevivifyNecromancyM
Sleet StormConjurationC
Speak with PlantsTransmutation
Summon FeyConjurationC, M
Water BreathingTransmutationR
Water WalkTransmutationR
Wind WallEvocationC
Level 4 Druid Spells
SpellSchoolSpecial
BlightNecromancy
Charm MonsterEnchantment
ConfusionEnchantmentC
Conjure Minor ElementalsConjurationC
Conjure Woodland BeingsConjurationC
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
Antilife ShellAbjurationC
AwakenTransmutationM
Commune with NatureDivinationR
Cone of ColdEvocation
Conjure ElementalConjurationC
ContagionNecromancy
GeasEnchantment
Greater RestorationAbjurationM
Insect PlagueConjurationC
Mass Cure WoundsAbjuration
Planar BindingAbjurationM
ReincarnateNecromancyM
ScryingDivinationC, M
Tree StrideConjurationC
Wall of StoneEvocationC


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