barbarian image
barbarian image

druid

Role
Spellcaster, Shapeshifter
Primary Ability Score
Wisdom

Druids are the guardians of nature, drawing power from the earth and the spirits of the wild. They are versatile spellcasters, capable of supporting their allies, controlling the battlefield, and shapeshifting into different forms. The choice of Druidic Circle significantly influences a Druid's abilities, whether they focus on the power of the land or the primal forces of the moon.

Hit Points

Hit Dice

Hit Points
at 1st Level

1d8 per druid level

8 + your Constitution modifier

Proficiencies

Weapons
Clubs
Daggers
Darts
Javelins
Maces
Quarterstaffs
Scimitars
Sickles
Slings
Spears
Armors
Light Armor
Medium Armor
Shields
(Druids will not wear armor
or use shields made of metal)
Tools
Herbalism Kit
Saving
Throws
Intelligence
Wisdom
Skills
Choose two
Arcana
Animal Handling
Insight
Medicine
Nature
Perception
Religion
Survival

Choose a Skill

Description

Ability Score

Equipments

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
druidic focus
1 Leather Armor &
1 Explorer's Pack
LevelProficiency
Bonus
FeaturesCantrips
Known
Spell Slots Per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st+2
Spellcasting: Druid,
Druidic
2200000000
2nd+2
Wild Shape (CR 1/4 or below, no flying or swim speed),
Druid Circle
2300000000
3rd+2
---
2420000000
4th+2
Wild Shape (CR 1/2 or below, no flying speed),
Ability Score Improvement
3430000000
5th+3
---
3432000000
6th+3
Druid Circle Feature
3433000000
7th+3
---
3433100000
8th+3
Wild Shape (CR 1 or below),
Ability Score Improvement
3433200000
9th+4
---
3433310000
10th+4
Druid Circle Feature
4433320000
11st+4
---
4433321000
12nd+4
Ability Score Improvement
4433321000
13rd+5
---
4433321100
14th+5
Druid Circle Feature
4433321100
15th+5
---
4433321110
16th+5
Ability Score Improvement
4433321110
17th+6
---
4433321111
18th+6
Timeless Body,
Beast Spells
4433331111
19th+6
Ability Score Improvement
4433332111
20th+6
Archdruid
4433332211

Spellcasting

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 WisdomDrawing 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 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 (see chapter 5, "Equipment") as a spellcasting focus for your druid spells.

Class Features

features images

Druidic

Spellcasting: Druid

Bonus Cantrip

Circle of the Land

Circle of the Land: Arctic

Circle of the Land: Coast

Circle of the Land: Desert

Circle of the Land: Forest

Circle of the Land: Grassland

Circle of the Land: Mountain

Circle of the Land: Swamp

Druid Circle

Natural Recovery

Wild Shape (CR 1/4 or below, no flying or swim speed)

Circle Spells

Ability Score Improvement

Wild Shape (CR 1/2 or below, no flying speed)

Circle Spells

Land's Stride

Circle Spells

Ability Score Improvement

Wild Shape (CR 1 or below)

Circle Spells

Nature's Ward

Ability Score Improvement

Nature's Sanctuary

Ability Score Improvement

Beast Spells

Timeless Body

Ability Score Improvement

Archdruid

Subclasse : Land

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.
Bonus CantripNatural Recovery
Level 2
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
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.
Land's Stride
Level 6
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
Level 10
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
Level 14
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.
subclasse images

Spell List

Lvl 0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Lvl 7
Lvl 8
Lvl 9