Druid in Galir | World Anvil
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Druid

Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.   Druid spells are oriented toward nature and animals: the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.   Druids are concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind-flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.   Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.  

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  

Proficiencies

Armor: Light armor, medium armor, shields (druids traditionally do not wear armor or use shields made primarily of metal)
Weapons: Simple melee weapons, slings
Tools: Herbalism Kit or Poisoner's 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 (b) any simple weapon
  • Any simple melee weapon
  • Leather armor, an explorer’s pack, and a druidic focus or component pouch

Spellcasting

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 three 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 Spells

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 cure wounds, 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 change your list of prepared spells when you finish a short or long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute for each spell on your list.  

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.   When you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than the highest level spell you are able to cast, and none of the slots can be 6th level or higher. Once you recover spell slots in this way, you must finish a long rest before you are able to do so again.   For example, if you’re a 7th-level druid, you can recover up to four levels worth of spell slots. You can recover either a 4th-level spell slot or two 2nd-level spell slots.   You regain all expended spell slots when you finish a long rest.  

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.  

Class Features

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it 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 Perception check but can’t decipher it without magic.  

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. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Beast Shapes
Druid Level Max CR Limitations Example
2 1/4 No flying or swimming speed Wolf
4 1/2 No flying speed Crocodile
8 1 Giant Eagle
You can stay in a beast shape for a number of hours equal to your druid level. 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 retain your hit points and gain 2 temporary hit points per Druid level. You do not revert to your original form when you lose these temporary hit points. When you revert to your normal form, you lose any temporary hit points you have remaining from this feature.
  • 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 DM 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.   Circle of Dreams
Circle of Spores
Circle of the Land
Circle of the Moon
Circle of the Shepherd
Circle of Wildfire  

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.   Alternatively, you can choose to gain a single feat of your choice.  

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 shape, but you aren’t able to provide material components.  

Archdruid

At 20th level, you can transform into beasts of 1/2 CR and below without consuming a use of Wild Shape.   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.  

Druid Class Table

Level Prof. Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Druidic 3 2 - - - - - - - -
2nd +2 Wild Shape, Druid Circle 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Wild Shape Improvement, Ability Score Improvement 4 4 3 - - - - - - -
5th +3 - 4 4 3 2 - - - - - -
6th +3 Druid Circle Feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Wild Shape Improvement, Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Druid Circle Feature 5 4 3 3 3 2 - - - -
11th +4 - 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Druid Circle Feature 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 5 4 3 3 3 3 2 2 1 1

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