Druid
Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.
Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists' activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.
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. Instead, they see themselves as extensions of nature's indomitable will.
Power of Nature
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.
Preserve the Balance
For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
Druids are also 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.
Creating a Druid
When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character's destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
Quick Build
You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.
Class Features
As a druid, you gain the following class features
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, 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
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
- (a) a scimitar or (b) any simple melee weapon
- Leather armor, an explorer's pack, and a druidic focus
The Druid
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Druidic, Spellcasting | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Wild Companion, Wild Shape, Druid Circle | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | - | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Wild Shape improvement, ASI/Feat, Prof. Versatility | 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 | ASI/Feat, Prof. Versatility | 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 | ASI/Feat, Prof. Versatility | 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 | ASI/Feat, Prof. Versatility | 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 | ASI/Feat, Prof. Versatility | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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 Wisdom (Perception) check but can't decipher it without magic.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the druid spell list.
Cantrips
At 1st level, you know the Druidcraft cantrip (this cantrip does not count against your cantrips known) and two other 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.
Cantrip Versatility
Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your 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.
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 (found in chapter 5) as a spellcasting focus for your druid spells.
Wild Companion
You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
Sacred Plants and Woods
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.
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.
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:
- 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 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. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- 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.
- 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 shape and size. 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.
Druid Circle
At 2nd level, you choose to identify with a circle of druids:
- Circle of Calamity
- Circle of Dreams
- Circle of the Land
- Circle of the Moon
- Circle of the Shepherd
- Circle of Spores
- The Unbroken Circle
All are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Ability Score Improvement / Feat
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 chose to take a Feat from one of the options found here.
Proficiency Versatility
Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class).
This change represents one of your skills atrophying as you focus on a different skill
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 use your Wild Shape an unlimited number of times.
Druid Circle
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.
Circle of Calamity
To an outsider, the Circle of Calamity seems like a paradox - druids who simultaneously revere nature and emulate that which destroys it. However, these druids see themselves as agents of balance, upholding the natural order of the world. Sometimes druids of this circle may even resort to drastic, destructive measures in order to restore civilized lands to their natural, wild state.
Circle of Calamity Features
Druid Level | Feature |
---|---|
2nd | Calamitous Attunement, Harbinger of Devastation |
6th | Arbiter of Balance |
10th | Catastrophic Resilience |
14th | Avatar of the Cataclysm |
Calamitous Attunement
Starting at 2nd level, the cataclysmic power of a natural disaster courses through your veins. Choose a type of calamity from the table below. You can change your calamity choice whenever you gain a level in this class.
Calamity | Feature |
---|---|
Blizzard | Cold |
Earthquake | Bludgeoning |
Thunderstorm | Lightning or Thunder |
Wildfire | Fire |
When you are attacked by or take damage from a creature you can see within 30 feet of you, you can use your reaction to unleash a magical burst of devastating energy at that creature. The target must succeed on a Dexterity saving throw against your spell save DC or take damage equal to your Wisdom modifier of the type associated with your calamity.
Harbinger of Devastation
At 2nd level, you learn to harness a surge of your druidic magic, temporarily adopting some physical features that resemble aspects of your chosen calamity. As an action, you can expend one use of your Wild Shape to gain the following benefits for 1 minute or until you use your Wild Shape feature again.
Blizzard. Whenever a creature takes cold damage from your Calamitous Attunement feature, their movement speed is reduced by 5 ft. This movement speed reduction increases when you reach certain Druid levels, increasing to 10 ft. reduction at 5th level, 15 ft. reduction at 10th level, and 20 ft. reduction at 15th level.
Earthquake. If you are wearing no armor or light armor that is not made of metal, you gain a +1 bonus to AC. This bonus increases when you reach certain Druid levels, increasing to +2 at 9th level, and +3 at 17th level.
In addition, when you are hit by an attack that deals non-magical bludgeoning, piercing, or slashing damage, you can use your reaction to halve the attacks damage against you.
Thunderstorm. Whenever a creature takes lightning damage from your Calamitous Attunement feature, you can cause the electrical energy to arc to one other creature of your choice within 20 feet of the original target. That creature must also make a Dexterity saving throw against your spell save DC or take the same amount of damage. You can target additional creatures when you reach certain Druid levels, targeting two additional creatures at 9th level, and three additional creatures at 17th level.
Whenever a Large or smaller creature takes thunder damage from your Calamitous Attunement feature, you can simultaneously push the creature up to 5 feet in any direction of your choice. The distance you can push the target increases when you reach certain Druid levels, increasing to 10 ft. at 9th level, and 15 ft. at 17th level.
Wildfire. When a creature succeeds on its saving throw against your Calamitous Attunement feature, it takes half damage instead of no damage. In addition, the damage dealt by your Calamitous Attunement feature increases by 3. This extra damage increases when you reach certain Druid levels, increasing to 5 at 5th level, 7 at 10th level, and 10 at 15th level.
Arbiter of Balance
By 6th level, you have trained yourself to overcome hindrances related to your calamity with ease.
Blizzard. You can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement. In addition, you always have the Sleet Storm spell prepared and can cast it once using this feature without expending a spell slot. Once you cast it in this way, you can't do so again until you finish a long rest.
Earthquake. You can move across difficult terrain made of earth or stone without expending extra movement. In addition, you always have the Meld into Stone spell prepared and can cast it once using this feature without expending a spell slot. When cast in this way, you gain tremorsense out to a range of 60 feet until the spell ends. Once you cast it in this way, you can't do so again until you finish a long rest.
Thunderstorm. You have advantage on saving throws made against effects that would push or pull you. In addition, you always have the Warding Wind spell prepared and can cast it once using this feature without expending a spell slot. Once you cast it in this way, you can't do so again until you finish a long rest.
Wildfire. Whenever you are subjected to an effect that deals fire damage and allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. In addition, you know the Continual Flame spell. You always have this spell prepared, and casting it requires no material components.
Catastrophic Resilience
Starting at 10th level, your attunement to your calamity protects you from similar types of harm. You gain resistance to the damage type associated with your calamity. If you are attuned to the Thunderstorm, you may choose to gain resistance to either lightning or thunder damage, and you may change your resistance choice whenever you finish a long rest.
Avatar of the Calamity
Beginning at 14th level, while your Harbinger of Devastation feature is active, you also gain the effects of Investiture of Ice, Investiture of Stone, Investiture of Wind, or Investiture of Flame, respectively.
Additionally, you can change your Calamitous Attunement whenever you finish a long rest.
Circle of Dreams
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Circle of Dreams Features
Druid Level | Feature |
---|---|
2nd | Balm of the Summer Court |
6th | Hearth of Moonlight and Shadow |
10th | Hidden Paths |
14th | Walker in Dreams |
Balm of the Summer Court
At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain all expended dice when you finish a long rest.
Hearth of Moonlight and Shadow
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gleaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot—radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Walker in Dreams
At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.
This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.
Once you use this feature, you can't use it again until you finish a long rest.
Circle of the Land
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
Circle of the Land Features
Druid Level | Feature |
---|---|
2nd | Bonus Cantrip, Natural Recovery |
3rd | Circle Spells |
6th | Land's Stride |
10th | Nature's Ward |
14th | Nature's Sanctuary |
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Land's Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.
Nature's Ward
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature's Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Arctic
Druid Level | Circle Spells |
---|---|
3rd | Hold Person, Spike Growth |
5th | Sleet Storm, Slow |
7th | Freedom of Movement, Ice Storm |
9th | Commune with Nature, Cone of Cold |
City
Druid Level | Circle Spells |
---|---|
3rd | Find Traps, Knock |
5th | Heat Metal, Sending |
7th | Confusion, Fabricate |
9th | Geas, Passwall |
Coast
Druid Level | Circle Spells |
---|---|
3rd | Mirror Image, Misty Step |
5th | Water Breathing, Water Walk |
7th | Control Water, Freedom of Movement |
9th | Conjure Elemental, Scrying |
Desert
Druid Level | Circle Spells |
---|---|
3rd | Blur, Silence |
5th | Create Food and Water, Protection from Energy |
7th | Blight, Hallucinatory Terrain |
9th | Insect Plague, Wall of Stone |
Forest
Druid Level | Circle Spells |
---|---|
3rd | Barkskin, Spider Climb |
5th | Call Lightning, Plant Growth |
7th | Divination, Freedom of Movement |
9th | Commune with Nature, Tree Stride |
Grassland
Druid Level | Circle Spells |
---|---|
3rd | Invisibility, Pass Without Trace |
5th | Daylight, Haste |
7th | Divination, Freedom of Movement |
9th | Dream, Insect Plague |
Graveyard
Druid Level | Circle Spells |
---|---|
3rd | False Life, Sleep |
5th | Feign Death, Vampiric Touch |
7th | Bestow Curse, Elemental Bane |
9th | Antilife Shell, Phantasmal Killer |
Jungle
Druid Level | Circle Spells |
---|---|
3rd | Fog Cloud, Expeditious Retreat |
5th | Haste, Plant Growth |
7th | Freedom of Movement, Grasping Vine |
9th | Hold Monster, Tree Stride |
Mountain
Druid Level | Circle Spells |
---|---|
3rd | Spider Climb, Spike Growth |
5th | Lightning Bolt, Meld into Stone |
7th | Stone Shape, Stoneskin |
9th | Passwall, Wall of Stone |
Ruins
Druid Level | Circle Spells |
---|---|
3rd | Faerie Fire, See Invisibility |
5th | Moonbeam, Speak with Dead |
7th | Spirit Guardians, Polymorph |
9th | Legend Lore, Planar Binding |
Storm Plain
Druid Level | Circle Spells |
---|---|
3rd | Thunderwave, Warding Wind |
5th | Lightning Bolt, Wind Wall |
7th | Call Lightning, Storm Sphere |
9th | Control Winds, Maelstrom |
Swamp
Druid Level | Circle Spells |
---|---|
3rd | Darkness, Melf's Acid Arrow |
5th | Water Walk, Stinking Cloud |
7th | Freedom of Movement, Locate Creature |
9th | Insect Plague, Scrying |
Underdark
Druid Level | Circle Spells |
---|---|
3rd | Spider Climb, Web |
5th | Gaseous Form, Stinking Cloud |
7th | Greater Invisibility, Stone Shape |
9th | Cloudkill, Insect Plague |
Volcano
Druid Level | Circle Spells |
---|---|
3rd | Scorching Ray, Flaming Sphere |
5th | Fireball, Flame Arrows |
7th | Fire Shield, Wall of Fire |
9th | Conjure Elemental, Immolation |
Withered Land
Druid Level | Circle Spells |
---|---|
3rd | Gentle Repose, Ray of Enfeeblement |
5th | Feign Death, Speak with Dead |
7th | Giant Insect, Blight |
9th | Insect Plague, Destructive Wave |
Circle of the Moon
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Elemental Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
Thousand Forms
By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
Circle of the Shepherd
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
Circle of Shepherd Features
Druid Level | Feature |
---|---|
2nd | Speech of the Woods, Spirit Totem |
6th | Mighty Summoner |
10th | Guardian Spirit |
14th | Faithful Summons |
Speech of the Woods
At 2nd level, you gain the ability to converse with beasts and many fey.
You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Spirit Totem
Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it. represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest. The effect of the spirit's aura depends on the type of spirit you summon from the options below.
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition. if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
Mighty Summons
Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:
- The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
- The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Guardian Spirit
Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
Faithful Summons
Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
Once you use this feature, you can't use it again until you finish a long rest.
Circle of Spores
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.
These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.
Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
Circle of Spores Features
Druid Level | Feature |
---|---|
2nd | Circle Spells, Halo of Spores, Symbiotic Entity |
6th | Fungal Infestation |
10th | Spreading Spores |
14th | Fungal Body |
Circle Spells
Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Spores Spells
Druid Level | Circle Spells |
---|---|
3rd | Blindness/Deafness, Gentle Repose |
5th | Animate Dead, Gaseous Form |
7th | Blight, Confusion |
9th | Cloudkill, Contagion |
Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level , and 1d10 at 14th level.
Symbiotic Entity
At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
- When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
- Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.
These benefits last for 10 minutes. until you lose all these temporary hit points, or until you use your Wild Shape again.
Fungal Infestation
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Spreading Spores
At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away. where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.
Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
While the cube of spores persists, you can't use your Halo of Spores reaction.
Fungal Body
At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
The Unbroken Circle
The Unbroken Circle is an order of druids who have abandoned the patient teachings of their predecessors, deciding instead to take up arms in defense of the wilderness. These combative druids form militias and harness the fury of nature itself to forcefully remove any encroaching evil that threatens their sacred lands.
While the chaotic bend of nature is found within these druids, their bodies and impulses are tamed through training and discipline. Originally from the unforgiving festerwood, this circle's teachings are as rigorous as the forest, blending a mixture of offense and defense to stand up to all of the world's challenges.
The Unbroken Circle Features
Druid Level | Feature |
---|---|
2nd | Forest Weapons, Wild Recovery |
6th | Improved Shillelagh |
10th | Forest Armor |
14th | Force of Nature, Improved Shillelagh |
Forest Weapons
When you choose this circle at 2nd level, you gain proficiency with martial weapons. In addition, you learn the Shillelagh cantrip. If you already know this cantrip, you learn a different druid cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
In addition, when you cast Shillelagh, you can use it to imbue any melee weapon you're holding with nature's power.
Wild Recovery
At 2nd level, you gain the ability to instinctively draw on the natural energies that course through your veins. As a bonus action, you can expend a use of your Wild Shape to regain a number of hit points equal to twice your druid level.
Improved Shillelagh
When you're wielding a weapon under the effects of Shillelagh, you gain a +1 bonus to attack and damage rolls made with that weapon. At 14th level, this bonus increases to +2. You don't gain this benefit if the weapon you're holding already has a bonus equal to or greater than that granted by this feature.
In addition, while you're wielding a weapon under the effects of Shillelagh, you can attack twice, instead of once, whenever you take the Attack action on your turn using that weapon.
Forest Armor
At 10th level, your connection to nature helps to shield you from harm. At the start of each of your turns, you gain a number of temporary hit points equal to your Wisdom modifier.
Force of Nature
By 14th level, you've become a powerful champion of the forest. Whenever you hit a creature with a weapon under the effects of Shillelagh, that creature takes an extra 1d8 damage of the weapon's type.
Druid Spell List
Cantrips (0 Level)
- Acid Splash
- Blessed Weapon
- Control Flames
- Create Bonfire
- Druidcraft
- Frostbite
- Guidance
- Gust
- Infestation
- Magic Stone
- Mending
- Mold Earth
- Poison Spray
- Primal Savagery
- Produce Flame
- Resistance
- Shape Water
- Shillelagh
- Thorn Whip
- Thunderclap
1st Level
- Absorb Elements
- Age
- Animal Friendship
- Arctic Breath
- Bad Blood
- Beast Bond
- Bone Read
- Ceremony
- Charm Person
- Crashing Wave
- Create or Destroy Water
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Earth Tremor
- Entangle
- Faerie Fire
- Fog Cloud
- Goodberry
- Healing Word
- Ice Knife
- Jump
- Longstrider
- Permafrost
- Protection from Evil and Good
- Purify Food and Drink
- Snare
- Speak with Animals
- Starsee
- Stone of Fist
- Thunderwave
- Thunder Punch
- Water Blast
2nd Level
- Alter Self
- Animal Messenger
- Augury
- Barkskin
- Beast Sense
- Chilling Scythe
- Cold Snap
- Continual Flame
- Crackle
- Dancing Wave
- Darkvision
- Dust Devil
- Earthbind
- Emit Force
- Enhance Ability
- Enlarge/Reduce
- Find Traps
- Flame Blade
- Flaming Sphere
- Gust of Wind
- Healing Spirit
- Heat Metal
- Hold Person
- Hush
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Moonbeam
- Pass Without Trace
- Poison Dart
- Protection from Poison
- Skywrite
- Spike Growth
- Star Dust
- Warding Wind
3rd Level
- Acid Breath
- Call Lightning
- Conjure Animals
- Daylight
- Dispel Magic
- Electrocute
- Elemental Weapon
- Erode
- Erupting Earth
- Feign Death
- Flame Arrows
- Flame Tether
- Flash Freeze
- Meld Into Stone
- Plant Growth
- Protection from Energy
- Revivify
- Sleet Storm
- Soothing Sunlight
- Speak with Plants
- Spider Bite
- Sunlight Blade
- Thunder Pulse
- Thunder Step
- Tidal Wave
- Tranquil Walk of Peace
- Wall of Sand
- Wall of Water
- Water Breathing
- Water Cannon
- Water Walk
- Wind Wall
4th Level
- Blight
- Call Treant Spirit
- Charm Monster
- Confusion
- Conjure Minor Elementals
- Conjure Woodland Beings
- Control Water
- Divination
- Dominate Beast
- Echoing Lance
- Elemental Bane
- Fire Shield
- Freedom of Movement
- Geyser
- Giant Insect
- Grasping Vine
- Guardian of Nature
- Hallucinatory Terrain
- Ice Spikes
- Ice Storm
- Insect Swarm
- Jumping Jolt
- Locate Creature
- Orbital Stones
- Poison Fog
- Polymorph
- Shooting Star
- Stinging Swarm
- Stone Shape
- Stoneskin
- Transfigure
- Wall of Fire
- Watery Sphere
5th Level
- Antilife Shell
- Awaken
- Commune with Nature
- Cone of Cold
- Conjure Elemental
- Contagion
- Control Winds
- Dawn
- Field of Stars
- Fissure
- Geas
- Greater Restoration
- Immolation
- Insect Plague
- Maelstrom
- Mass Cure Wounds
- Planar Binding
- Pressure Cutter
- Reincarnate
- Scrying
- Skyburst
- Sonic Shriek
- Transmute Rock
- Tree Stride
- Wall of Stone
- Wrath of Nature
6th Level
- Acid Fog
- Bones of the Earth
- Conjure Fey
- Deconstruction
- Druid Grove
- Find the Path
- Flesh to Stone
- Heal
- Heroes’ Feast
- Investiture of Death
- Investiture of Flame
- Investiture of Ice
- Investiture of Life
- Investiture of Stone
- Investiture of Wind
- Karei's Healing Circle
- Move Earth
- Primordial Ward
- Sunbeam
- Transport via Plants
- Wall of Thorns
- Wind Walk
7th Level
- Fire Storm
- Mirage Arcane
- Plane Shift
- Regenerate
- Resurrection
- Reverse Gravity
- Whirlwind
8th Level
- Animal Shapes
- Antipathy/Sympathy
- Control Weather
- Earthquake
- Feeblemind
- Incendiary Cloud
- Sunburst
- Tsunami
9th Level
- Foresight
- Mass Polymorph
- Power Word Heal
- Shapechange
- Storm of Vengeance
- True Polymorph
- True Resurrection
Homebrew Changes
Spellcasting
- Added Druidcraft as a free cantrip.
- Added Cantrip Versatility
Spell List
- See the table above; bolded items are spells that do not appear on this class's Player's Handbook Spell list, italicized items are homebrew spells.
Druid Circle
- Added Circle of the Calamity
- Added The Unbroken Circle
Druid Circle of the Land
-
Added the following circles:
- City
- Graveyard
- Jungle
- Ruins
- Storm Plain
- Volcano
- Withered Land
Wild Shape
- Added the Wild Companion feature from the Class Features UA
Ability Score Increase / Feat
- Added the Proficiency Versatility from the Class Features UA