Druid

Level
Prof. Bonus
Class Features
Wild Shape
Cantrips
Spell Points
Max Spell Level
1st
+2
Druidic, Primal Order, Spellcasting
-
3
2
1st
2nd
+2
Wild Companion, Wild Shape
2
3
3
1st
3rd
+2
Druid Circle
2
3
8
2nd
4th
+2
Two Feats
2
4
10
2nd
5th
+3
Wild Resurgence
2
4
16
3rd
6th
+3
Circle Feature
3
4
19
3rd
7th
+3
Elemental Fury
3
4
23
4th
8th
+3
Feat
3
4
27
4th
9th
+4
Improved Primal Order
3
4
32
5th
10th
+4
Circle Feature
3
5
37
5th
11th
+4
-
3
5
43
6th
12th
+4
Feat
3
5
43
6th
13th
+5
Improved Elemental Fury
3
5
50
7th
14th
+5
Circle Feature
3
5
50
7th
15th
+5
Beast Spells
3
5
58
8th
16th
+5
Feat
3
5
58
8th
17th
+6
-
3
5
67
9th
18th
+6
Archdruid
4
5
72
9th
19th
+6
Feat
4
5
78
9th
20th
+6
Epic Boon
4
5
85
9th

Class Features

As a Druid, you gain the following class features when you reach the specified levels in this class. These features are listed on the Druid table.

Hit Points

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

Proficiencies

Saving Throws: Intelligence, Wisdom
Skills (Choose 2): Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
Weapons: Simple Weapons
Tools: Herbalism Kit

Armour Training

Light Armour, Shields

1st Level: Druidic

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of speaking to 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.

1st Level: Primal Order

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

Mystic. Delving deeper into your primal magical abilities, you know one extra cantrip from the Primal Spell list. In addition, you regain one expended use of your Wild Shape whenever you finish a Short Rest.

Shaman. Through observation of the primal forces at work in the natural world, you gain Proficiency in two of the following Skills of your choice: Animal Handling, Arcana, Medicine, Nature, and Persuasion. Whenever you make an Ability Check using either Skill, you gain a bonus to the check equal to your Wisdom Modifier (minimum of +1).

Warden. Trained for battle, you gain Martial Weapon Proficiency and Medium Armour Training.

1st Level: Spellcasting

You have learned to cast spells through studying the mystical forces of nature.

Cantrips. You know three cantrips of your choice from the Primal spell list. Whenever you gain a Druid level, you can replace one of your cantrips with another Primal cantrip of your choice. When you reach 4th and 10th level in this class, you learn another Primal cantrip of your choice, as shown in the Cantrips column of the Druid table.

Spell Points. The Druid table shows how many Spell Points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of points equal to the spell’s level or higher. You regain all expended Spell Points when you finish a Long Rest.

Known Spells of 1st+ Level. You know all 1st-level spells from the Primal spell list. The Max Spell Level column of the Druid table shows when you gain access to higher level spells.

For example, as a 3rd-level Druid, you can cast spells of 1st or 2nd level from the Primal spell list.

Spellcasting Ability. Wisdom is your spellcasting ability for the spells you cast with your Druid features, since your magic draws upon your devotion and attunement to nature.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for the spells you cast with your Druid features.

2nd Level: 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 point 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 a Fey, and it disappears when you finish a Long Rest.

2nd Level: Wild Shape

The power of nature infuses you, allowing you to assume the form of an animal. As a Bonus Action, you transform 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 (round down) or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Known Forms. You start knowing three 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. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

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

Beast Shapes

Druid Level
Known Forms
Max CR
Fly Speed
2nd
3
1/4
No
4th
4
1/2
No
8th
5
1
Yes

Number of Uses. You can use Wild Shape twice. 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 table.

Rules While Transformed. While in a form, you retain your personality and memories, and the following rules apply:

Game Statistics. Your game statistics are replaced by the statistics of the Beast, but you retain your alignment, personality, Intelligence, Wisdom, and Charisma scores, class features, and feats. 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 in its stat block is higher than yours, use the creature's bonus instead of yours. 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 excess damage carries over to your normal form.

No Spellcasting. You can’t cast spells, but transforming doesn’t break your Concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell, such as Call Lightning, that 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 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, 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 it. Equipment that merges with the form has no effect until you leave the form.

3rd Level: Druid Circle

You choose to identify with a circle of druids.

Your druid circle is a specialization that grants you special abilities at certain Druid levels. For the rest of your career, you gain each of your circle's features that are of your Druid level and lower. This class's description tells you the levels when your circle provides features.

Circle of the Land
Circle of the Moon
Circle of the Sea

4th Level: Two Feats

You gain the Ability Score Improvement feat and another feat of your choice for which you qualify.

5th Level: Wild Resurgence

You can give yourself one expended use of Wild Shape by expending a spell point (no action required). You can do so only once per turn.

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

6th Level: Circle Feature

You gain a feature from your druid circle.

7th Level: Elemental Fury

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

Potent Spellcasting. You add your Wisdom modifier to the damage you deal with any Primal 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 (your choice) damage.

8th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

9th Level: Improved Primal Order

Your sacred duties have expanded, allowing you to choose a second option from the Primal Order feature.

10th Level: Circle Feature

You gain a feature from your druid circle.

12th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

13th Level: Improved Elemental Fury

The option you chose for Elemental Fury grows more powerful:

Potent Spellcasting. When you cast a Primal cantrip with a range of 10 feet or greater, the spell's range increases to 300 feet.

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

14th Level: Circle Feature

You gain a feature from your druid circle.

15th Level: 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.

16th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

18th Level: Archdruid

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

Evergreen Wild Shape. Whenever you roll Initiative, you regain one expended use of Wild Shape.

Nature Magician. You can convert uses of Wild Shape into spell points (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a number of spell points, with each use contributing 2 spell points. You must then finish a Long Rest before you can do so again. For example, if you convert two uses of Wild Shape, you produce 4 spell points.

Longevity. The primal magic that you wield causes you to age more slowly. For every 2 years that pass, your body ages only 1 year.

19th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

20th Level: Epic Boon

You gain the following benefits:

  Ability Score Increase. Choose your Intelligence or Wisdom score. That score increases by 2, and its maximum is now 30.
Epic Boon. You gain the Epic Boon of the Elements or another Epic Boon of your choice.

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