When creating a druid it’s important to ask what first connected them to nature. Were they raised within a druidic circle, taught nature’s lessons by animals or fey, or did they spurn the civilized world? Who was it that taught them the mystical arts? Is there some aspect of nature they’ve become intertwined with or feel they need to protect, or are they merely learning to be a druid to maintain a tradition? What part of being a druid do they like the most, or are most comfortable with?
In addition, ask why your druid has decided to become an adventurer. Is this a pilgrimage of sorts to a sacred location? Are they on a mission? What challenges do they expect to encounter? How different is the environment they are in in comparison to where they grew up? What aspects of adventuring shock them that they will have to learn to adjust to?
Table: Druid
Level |
Proficiency Bonus |
Features |
Wild Shapes Known |
Secrets Known |
---|---|---|---|---|
1st |
+2 |
Druidic Training, Secrets of Nature, Spellcasting |
— |
2 |
2nd |
+2 |
Druid Archetype, Nature’s Bond, Wild Shape |
3 |
2 |
3rd |
+2 |
Natural Demeanor |
3 |
2 |
4th |
+2 |
Ability Score Increase, Wild Shape Improvement |
4 |
2 |
5th |
+3 |
4 |
3 |
|
6th |
+3 |
Druid Archetype Feature |
5 |
3 |
7th |
+3 |
Druidic Lore |
5 |
3 |
8th |
+3 |
Ability Score Increase, Wild Shape Improvement |
6 |
3 |
9th |
+4 |
Ferocity or Serenity |
6 |
4 |
10th |
+4 |
Druid Archetype Feature |
7 |
4 |
11th |
+4 |
Improved Natural Bond |
7 |
4 |
12th |
+4 |
Ability Score Increase, Wild Shape Improvement |
8 |
4 |
13th |
+5 |
8 |
5 |
|
14th |
+5 |
Druid Archetype Feature |
9 |
5 |
15th |
+5 |
Harmonize or Tyrannize |
9 |
5 |
16th |
+5 |
Ability Score Increase, Wild Shape Improvement |
10 |
5 |
17th |
+6 |
10 |
6 |
|
18th |
+6 |
Greater Natural Bond |
11 |
6 |
19th |
+6 |
Ability Score Increase |
11 |
6 |
20th |
+6 |
Archdruid, Wild Shape Improvement |
12 |
6 |
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 (you are never proficient with metal armors or shields)
Weapons: Blowguns, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, scythes, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Strength, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Perception, Religion, and Survival
You begin the game with 115 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
During your druidic training and exploration of nature you pick up several methods of surviving in the wilderness. At 1st level you gain two secrets of nature of your choice, detailed at the end of the class description. The Secrets Known column of the Druid table shows when you learn more secrets of nature.
A full list of the Secrets of Nature with descriptions can be found here.
All druids are taught to commune with nature, to become a conduit for natural power, and to maintain the secrets of their druid circle. Also at 1st level, you gain proficiency with Nature, and you learn the druidcraft cantrip (this does not count against your total cantrips known).
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 power of nature itself, you can cast spells to shape nature’s essence to your will. See Chapter 11: Spellcasting for the general rules of spellcasting and the Spells Listing for the druid spell list.
Level |
Cantrips Known |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
---|---|---|---|---|---|---|---|---|---|---|
1st |
2 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
2 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
2 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
4th |
3 |
4 |
3 |
— |
— |
— |
— |
— |
— |
— |
5th |
3 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
6th |
3 |
4 |
3 |
3 |
— |
— |
— |
— |
— |
— |
7th |
3 |
4 |
3 |
3 |
1 |
— |
— |
— |
— |
— |
8th |
3 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
9th |
3 |
4 |
3 |
3 |
3 |
1 |
— |
— |
— |
— |
10th |
4 |
4 |
3 |
3 |
3 |
2 |
— |
— |
— |
— |
11th |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
12th |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
13th |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
14th |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
15th |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
16th |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
17th |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18th |
4 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19th |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20th |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
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. 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.
Casting spells doesn’t remove them from your list of prepared spells.
You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.
Wisdom is your spellcasting ability for your druid spells. 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 nature focus as a spellcasting focus for your druid spells.
At 2nd level, you choose a circle of druids to identify with. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
At 2nd level, you know 3 wild shapes of your choice for creatures of CR 1/2 or less that have the beast or plant type. You learn additional and more powerful wild shapes of your choice at higher levels, as shown in the Wild Shapes Known column of the Druid table.
Whenever you gain a level in this class, you can replace one of the wild shapes you know with a new one.
As an action you can magically assume one of your known wild shapes. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Whenever you use your Wild Shape feature to transform into a creature, you gain a number of temporary hit points equal to 1d4 × the creature’s CR (minimum 1d4).
You can stay in a wild 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:
Table: Wild Shapes
Level | Max CR | Armor Class | Example |
2nd | 1/2 | 12 | Ape |
4th | 1 | 13 | Giant Eagle |
8th | 2 | 14 | Awakened Tree |
12th | 3 | 15 | Giant Scorpion |
16th | 4 | 16 | Elephant |
20th | 5 | 17 | Triceratops |
Also at 2nd level, nature provides you with the ability to summon its minor spirits. As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
The familiar you summon is a fey instead of a beast, and it disappears after a number of hours equal to half your druid level.
At 3rd level your connection to the natural world comes forth and becomes omnipresent. Choose one of the following:
Beasts understand anything you verbally communicate in Druidic, and you can comprehend them in return. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum beasts can give you information about nearby locations and monsters, including whatever they have perceived within the past day. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favor for you. In addition, you gain an expertise die on Animal Handling checks.
You’ve learned the intricacies of nature through firsthand experience rather than academic study.
You gain an expertise die on Nature checks. In addition, you may always choose to use Wisdom when making Nature checks.
Druidic rituals attune you to the leylines that course through the Material Plane. While you are on the Material Plane, you always know the following information:
Your circle taught the old magic at the root of all things, granting you eldritch insights beyond mundane arcane studies.
You gain proficiency with Arcana, or if you already have proficiency you instead gain an expertise die on Arcana checks. In addition, you may always choose to use Wisdom when making Arcana checks.
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.
At 6th level you gain another archetype feature.
At 7th level, your knowledge of the natural world grows. Choose one of the following:
You’re adept at covertly performing druidic magic without attracting attention. When you cast a druid spell you may choose to do so utilizing silent and subtle Druidic motions and signs in place of both the spell’s seen and vocalized components, gestures that creatures which can speak Druidic are aware of. Once you cast a druid spell in this way, you cannot do so again until you finish a short or long rest.
You are a veteran of nature’s chemical warfare. You automatically know if any flora or fauna is poisonous or venomous. In addition, you gain advantage on checks made to determine if a foodstuff is poisonous and saving throws against poison.
You’ve learned to tap into the fundamental truth that connects all things, at least briefly.
You may cast the spell legend lore without expending a spell slot and without material components. Once you cast the spell in this way, you cannot do so again for the next 24 hours.
With 10 minutes work you can scavenge valuable cuts from the corpse of a beast, dragon, monstrosity, or plant that has a CR of 1 or higher and has died within the last hour. If sold to a collector, naturalist, or other druid, this notable component is worth an amount of gold equal to 5 × the creature’s CR.
At 9th level you choose to embrace either the wild savagery of nature or the control you need to protect it. Choose one of the following:
You gain a +2 bonus on attack rolls you make while in a Wild Shape. In addition, whenever you use Wild Shape to transform into a creature, you gain a number of temporary hit points equal to 1d8 × the creature’s CR (minimum 1d8) instead of 1d4 × CR.
You have advantage on concentration checks made to maintain spells. In addition, as a bonus action you may sacrifice a use of Wild Shape to recover an expended spell slot of 3rd-level or lower, or two uses of your Wild Shape feature to recover an expended spell slot of 6th-level or lower.
At 10th level you gain another archetype feature.
At 11th level your bond has grown and you are able to summon forth far greater nature spirits. As an action, you can expend a use of Wild Shape to cast the conjure animals spell.
At 14th level you gain another archetype feature.
At 15th level you choose to harmonize with nature or to harness it. Choose one of the following:
During a short rest you may choose to meditate and harmonize with your surroundings. If you do, at the end of your rest you attune to the area in a 5-mile radius around you. You magically know what types of creatures are present in your attuned area, their approximate numbers, and if there are any magics disturbing the natural order in your attuned area. While in your attuned area, you have advantage on Nature, Perception, and Survival checks, and blindsight out to a range of 30 feet. Once attuned to an area, you remain attuned for the next 24 hours. You can only attune to one area at a time.
You draw upon nature’s power to become a prime example of one of its children. Whenever you assume a wild shape you may choose to assume the apex form of that wild shape. An apex form is one size category larger than the creature’s normal size category (maximum Gargantuan) and any attack made by an apex form wild shape deals an extra 1d8 damage. In addition, while in an apex form wild shape you gain an expertise die on Strength, Dexterity, and Constitution checks and saving throws .
At 18th level your bond expands to encompass the Dreaming and you are able to summon any woodland beings. As an action, you can expend a use of Wild Shape to cast the conjure woodland beings spell as if you cast it using a 6th-level spell slot.
At 20th level, you become an extension of nature. Your Wild Shape has no duration. In addition, when you cast a druid spell you do not need seen or vocalized components, or any material components that have no cost or aren’t consumed by the casting. You gain this benefit in both your normal shape and while using Wild Shape.
You also learn to tap into the intricate ebb and flow of life around you and how to divert it as you see fit. You may cast the spells power word kill and true resurrection without expending a spell slot and without any material components. Once you cast either spell in this way, you cannot do so again until you finish a long rest.
Finally, you can turn nature in its rawest elements into deadly weapons no matter your form. Once each turn, you can use a bonus action to choose a target point within 30 feet and one of the following element options. If the element you choose is not present at or near the target point, any damage dealt by this feature is halved, you have disadvantage on your spell attack, and creatures have advantage on any saving throws made to resist it.