Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.
You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.
The Druid | Spell Slots per Spell Level | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +2 | Druidic, Spellcasting | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Wild Shape improvement, Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Wild Shape improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | |
10th | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As a druid, you gain the following Class Features.
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
Armor: Light armor, Medium Armor, Shields (druids will not wear armor or use Shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
You start with the following Equipment, in addition to the equipment granted by your background:
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 Wisdom (Perception) check but can’t decipher it without magic.
Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.
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.
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 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 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.
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
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a Druidic focus as a Spellcasting Focus for your Druid Spells.
A druid holds certain Plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a Spellcasting Focus, incorporating lengths of oak or yew or sprigs of mistletoe.
Similarly, a druid uses such woods to make other Objects, such as Weapons and Shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole Weapons, such as clubs or quarterstaffs, as well as Shields. Alder is associated with air, and it might be used for Thrown Weapons, such as darts or javelins.
Druids from regions that lack the Plants described here have chosen other plants to take on similar uses. For instance, a druid of a Desert region might value the yucca tree and cactus plants.
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 | |||
---|---|---|---|
Level | Max. CR | Limitations | Example |
2nd | 1/4 | No flying or Swimming speed | Wolf |
4th | 1/2 | No flying speed | Crocodile |
8th | 1 | — | Giant Eagle |
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). 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:
At 2nd Level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd Level and again at 6th, 10th, and 14th level.
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.
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.
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.
At 20th level, you can use your Wild Shape an unlimited number of times.
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.
Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally Members of this Druidic society, though some individuals are so isolated that they have never seen any high-ranking Members of the society or participated in Druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of The Wilderness, however, druids sometimes compete with or even prey on each other.
At a local scale, druids are organized into circles that share certain perspectives on Nature, balance, and the way of the druid.