Classes

Druid

Can Cast Spells: Yes

Drawing power from the primal forces of nature, druids are the guardians of the wild places and ancient ways. These mystics commune with the elements, take on bestial forms, and channel the raw energy of life itself. Whether tending to sacred groves, wandering through trackless wilderness, or protecting the delicate balance between civilization and nature, druids embody the resilience and eternal cycles of the natural world.

As a druid, you possess an intimate connection to nature's power, expressed through your choice of druidic circle. You might be a shapeshifting protector who takes on animal forms to defend the wilds, a keeper of ancient wisdom who calls forth nature's wrath, or a sage who communes with the spirits of the land. Your magic reflects the untamed forces of the natural world -- commanding plants and beasts, summoning storms, and drawing upon the very essence of the wilderness itself.

Hit Points

Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + 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 S

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

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.

Cantrips
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.

Preparing and 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 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 as a spellcasting focus for your druid spells.

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
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:

Druid Circle

At 2nd level, you choose to identify with a circle of druids. Select one druid subclass. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

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.

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.

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 Table

  --- 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

 

Druid Subclasses

Name Description
Circle of Dreams Druids of the Circle of Dreams seek to fill the world with dreamy wonder.
Circle of Spores Druids of the Circle of Spores find beauty in decay.
Circle of Stars The Circle of Stars allows druids to draw on the power of starlight.
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.
Circle of the Moon Druids of the Circle of the Moon are fierce guardians of the wilds.
Circle of the Shepherd Druids of the Circle of the Shepherd commune with the spirits of nature and call to those spirits for aid.
Circle of Wildfire Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth.

 

Druid Spell List


CANTRIPS

Name School Casting Time Duration Range Comp.
Control Flames Transmutation 1 action Instantaneous or 1 hour (see below) 60 feet S
Create Bonfire Conjuration 1 action Concentration, up to 1 minute 60 feet V, S
Druidcraft Transmutation 1 action Instantaneous 30 feet V, S
Frostbite Evocation 1 action Instantaneous 60 feet V, S
Guidance Divination 1 action Concentration, up to 1 minute Touch V, S
Gust Transmutation 1 action Instantaneous 30 feet V, S
Infestation Conjuration 1 action Instantaneous 30 feet V, S, M
Magic Stone Transmutation 1 bonus action 1 minute Touch V, S
Mending Transmutation 1 minute Instantaneous Touch V, S, M
Mold Earth Transmutation 1 action Instantaneous or 1 hour (see below) 30 feet S
Poison Spray Conjuration 1 action Instantaneous 10 feet V, S
Primal Savagery Transmutation 1 action Instantaneous Self S
Produce Flame Conjuration 1 action 10 minutes Self V, S
Resistance Abjuration 1 action Concentration, up to 1 minute Touch V, S, M
Shape Water Transmutation 1 action Instantaneous or 1 hour (see below) 30 feet S
Shillelagh Transmutation 1 bonus action 1 minute Touch V, S, M
Thorn Whip Transmutation 1 action Instantaneous 30 feet V, S, M
Thunderclap Evocation 1 action Instantaneous 5 feet S

1ST-LEVEL SPELLS

Name School Casting Time Duration Range Comp.
Absorb Elements Abjuration 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage 1 round Self S
Animal Friendship Enchantment 1 action 24 hours 30 feet V, S, M
Beast Bond Divination 1 action Concentration, up to 10 minutes Touch V, S, M
Charm Person Enchantment 1 action 1 hour 30 feet V, S
Create or Destroy Water Transmutation 1 action Instantaneous 30 feet V, S, M
Cure Wounds Evocation 1 action Instantaneous Touch V, S
Detect Magic Divination 1 action Concentration, up to 10 minutes Self V, S
Detect Poison and Disease Divination 1 action Concentration, up to 10 minutes Self V, S, M
Earth Tremor Evocation 1 action Instantaneous 10 feet V, S
Entangle Conjuration 1 action Concentration, up to 1 minute 90 feet V, S
Faerie Fire Evocation 1 action Concentration, up to 1 minute 60 feet V
Fog Cloud Conjuration 1 action Concentration, up to 1 hour 120 feet V, S
Goodberry Transmutation 1 action Instantaneous Touch V, S, M
Healing Word Evocation 1 bonus action Instantaneous 60 feet V
Ice Knife Conjuration 1 action Instantaneous 60 feet S, M
Jump Transmutation 1 action 1 minute Touch V, S, M
Longstrider Transmutation 1 action 1 hour Touch V, S, M
Purify Food and Drink Transmutation 1 action Instantaneous 10 feet V, S
Snare Abjuration 1 minute 8 hours Touch S, M
Speak with Animals Divination 1 action 10 minutes Self V, S
Thunderwave Evocation 1 action Instantaneous Self (15-foot cube) V, S

2ND-LEVEL SPELLS

Name School Casting Time Duration Range Comp.
Animal Messenger Enchantment 1 action 24 hours 30 feet V, S, M

Player's Handbook. Wizards of the Coast, 2014.