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Druid

Hermits, shamans, and wild people. Druids learn magic from nature, spirits, and elemental forces. They are often strongly aligned with nature or animals.

The druid is a powerful spellcaster using their powers to shape the environment around them. Unlike the baseline 5e druid, our druid has powerful environmental control effects, and animal shapeshifting is an optional class feature. Most existing 5e subclasses will all work mechanically with this form of the druid class. Click here for a summary of changes.


Level 1 Druids

When you create a level 1 druid, follow these steps to add the following to your character:

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Ability Scores

You can take one of these recommended ability score arrays, or you can roll or assign them yourself. You can switch any two ability scores, but you do not add any further bonuses (they're already included).

Strength: 8   Dexterity: 14   Constitution: 16   Intelligence: 10   Wisdom: 16   Charisma: 10 

Strength: 9   Dexterity: 14   Constitution: 14   Intelligence: 14  Wisdom: 16   Charisma: 8

Feat

You gain a level 1 feat of your choice. You can choose from the feats available to all classes or choose a level 1 class-specific feat, if there is one available.​

 

Hit Points

At First Level: 8 + Constitution Modifier

At Higher Levels: 1d8 (or 5) + Constitution Modifier

Hit Dice: 1d8 per druid level

 

Proficiencies

Armor: Light Armor, Medium Armor

Weapons: Simple Weapons, Scimitars, Shortswords

Tools: two, which can be Crafting Tools or Navigator's Tools

Saving Throws: Intelligence, Wisdom

Skill Proficiencies: two of: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Stealth, and Survival

Languages: Druidic

Items

Multiclass Characters

Instead of leveling up in your original class, you can take a druid level when you level up. When you do, you gain only a portion of what first level druids gain.

Class Features

Class features here are sorted by level. When you reach a level as indicated by the icons on the left, you gain all feature or feature improvements listed between the red lines. For example, at first level Druids gain the Druidic Spellcasting ability.

Druid Spellcasting

As a druid, you draw your power from spirits and the magic that sustains the natural cycles of the world. Most druids commune with some spirits, whether they be nature spirits, fey, elementals, or even the spirits of the dead. In either case, druids command power that few understand, and are granted access to secret magical techniques that are very difficult to teach in the traditional sense.​You use wisdom as your spellcasting ability for druid spells, since your magic requires an intuitive connection to natural or ambient magic, and your mind is often immersed in power that cannot precisely be put to words.​​

Druids are prepared spellcasters. The Druid Progression Table shows how many spell slots you have, as well as how many cantrips and spells you have prepared. You can search the list of druid spells here or see full spell descriptions here.​​​​​

Druidic Focuses

You can use a druidic focus or component pouch as a spellcasting focus.


Druid Circle

Choose a Druid Circle. This represents the traditions you followed to learn how to wield primal magic. Some druids are members of secret societies that call themselves druid circles, and some druids learn their magic from a single mentor or even magical creatures.

Your Druid Circle gives you extra spells at this level and extra features at levels 36, 10, and 14, also listed below.

 

Druid circles published elsewhere are compatible with this version of the druid class, with the exception of circles that directly interact with shapeshifting, which may not be compatible.

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Wild Shape

Bonus Action - 2/Short Rest

You gain the ability to twist your environment to your will. When you use Wild Shape, you use one of your wild shape options. When you gain this feature, you pick two of the following wild shape options. When you finish a long rest, you can exchange one of your Wild Shape options for another of the same level. All of these effects count as magical, but they are not spells. All Wild Shape abilities end immediately if you use Wild Shape again or if you become incapacitated. You can also end any Wild Shape effect as a bonus action on your turn. Click here for frequently asked questions.

Wild Shape options

Cragged Path

You create a path through hazards or along non-traversable surfaces in an area.

Bonus Action - 40 ft. Cube (100 ft.) - 24 Hours - Magical

Your chosen area can be as large as 40 ft. across on a side, either flat on the ground or vertical.

  • Any difficult terrain caused by the ground within the area is no longer difficult terrain.

  • If you select a vertical surface, you create a series of ledges you can stand on which can be climbed without equipment (though still requiring a climbing speed to avoid moving at half speed). 

  • When this ability ends, the terrain reverts to normal.

Herd's Momentum

Bonus Action - 10 Creatures (60 ft) - 1 Minute - Magical

  • Targets have their walking speed increased by 15 ft.

Howling Storm

You create strong winds in an area.

Bonus Action - 30 ft. Radius (100 ft.) - 10 Minutes - Magical 

  • You control the winds to impose disadvantage on all ranged attacks that move through the storm.

  • If you're outside, you also create stormy clouds above the target, which count as stormy weather for the purpose of other spells.

Ice Flow

You create a slippery surface of ice, either on the ground or on the surface of water.

Bonus Action - 40 ft. Cube (60 ft.) - 10 Minutes - Magical

  • If a creature moves at least 5 ft. across the ice they must succeed on a dexterity saving throw or fall prone.

  • When this ability ends, the ice rapidly melts unless the ambient temperature is below freezing.

Lesser Shifting

Bonus Action - Self - 8 Hours - Magical

You can magically assume the shape of a chosen beast. Choose two CR 0 beasts that don't have a flying speed. You can transform only into these creatures. You can swap which beast forms you know when you level up or finish a long rest.​

 

While you are transformed, the following rules apply:

  • You retain your normal hit points and your mind, including your Intelligence, Wisdom, and Charisma scores. You retain the benefit of any features from your class, ancestry, 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 or keen smell, unless your new form also has that sense.

  • Your other game statistics are replaced by the statistics of the beast, including but not limited to the new form's Strength, Dexterity, Consitution, Armor Class, and movement speeds.

  • You retain all of your skill and saving throw proficiencies, in addition to gaining those of the chosen 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.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. 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.

  • You cannot cast spells in these forms unless you have the Wild Shapeshifting feature as a Circle of the Shifter druid.​

 

You stay in beast shape for up to 8 hours or until you finish a short or long rest. You then revert to your normal form unless you expend another use of this feature. You can end this ability earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

Lurking Fog

Fog appears around you.

Bonus Action - 50 ft. Radius (30 ft.) - 1 Minute - Magical

  • This fog lightly obscures all creatures in the radius.

  • At the end of each of your turns when this fog is active, you can heavily obscure a 15 ft. radius centered on a point within the fog, which lasts until the end of your next turn, when you can use this ability again.

Shifting Sands

The environment begins shifting to allow you and your allies to quickly move through the ground from place to place.

Bonus Action - 60 ft. Radius - 1 Minute - Magical

At the end of each of your turns, select an allied creature within 60 ft. of yourself.

  • The chosen creature rapidly moves up to 30 ft. without provoking Attacks of Opportunity, travelling through the ground to an unoccupied destination you can see that is also within 60 ft. of you.

Twisted Terrain

You twist the ground before you.

Bonus Action - 20 ft. Radius (100 ft.) - 24 Hours - Magical

  • Stones turn, plants erupt, and water rises (as applicable) to create difficult terrain in the radius.

  • When this ability ends, the terrain rapidly reverts to normal.

Underworld Eyes

You grant creatures, most often including yourself, the ability to see without your eyes.

Bonus Action - 6 Creatures (60 ft.) - 10 Minutes - Magical

  • Targets gain blindsight of 60 ft. for the duration.


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Circle Feature

Your chosen Druid Circle grants you a new feature. If using a circle not from Elkan 5e, your ability for this level may be listed under level 2.

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th 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.

Feat

At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

Advanced Wild Shape

You gain the ability to draw upon the power of a group of animals. When you gain this feature, you pick one of the following wild shape options. When you finish a long rest, you can exchange one of your Wild Shape options for another of the same level. All of these effects count as magical, but they are not spells.

Breath of the Sea

Bonus Action - 6 Creatures (60 ft.) - 1 Hour - Magical

  • Targets have a swimming speed equal to their walking speed.

  • Targets can breathe underwater.

Crawler's Claws

Bonus Action - 6 Creatures (60 ft.) - 1 Hour - Magical

  • Targets have a climbing and crawling speed equal to their walking speed. You use a crawling speed while prone.​


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Circle Feature

Your chosen Druid Circle grants you a new feature.

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You gain no new class features at this level. As always, see the Druid Table to see new spell slots and spells known. 


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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th 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.

Feat

At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

Greater Wild Shape

You gain the ability to draw upon the power of the land, sea, or air. When you gain this feature, you pick one of the following wild shape options. When you finish a long rest, you can exchange one of your Wild Shape options for another of the same level. All of these effects count as magical, but they are not spells.

Drifting Tides

Bonus Action - 40 ft. Across, 10 ft. High Cube (60 ft.) - 1 Minute - Magical

You conjure a moving tide of water. The affected area counts as difficult terrain. When you use this ability and at the start of your turns, choose a side of the cube.

Strength Save

  • Failure: Target is moved up to 20 ft. towards the chosen side of the tides.

  • Success: No effect.

Rising Mud

Bonus Action - 30 ft. Radius (60 ft.) - 1 Minute - Magical

You cause a deluge of sticky mud to form around a point. The mud counts as difficult terrain. When you use this ability and at the start of your turns, creatures in the mud are affected by the mud.

Strength Save

  • Failure: Target is grappled by the mud. Target rolls again at end of their turns, ending effect on success. If they fail two saving throws against this effect in a row, they are restrained until they successfully save against the effect or the effect ends.

  • Success: No effect.

Soaring Winds

The wind picks up your target, carrying them where they want to go.

Bonus Action - 1 Creature (60 ft.) - 10 Minutes - Magical

  • Target gains a fly speed of 60 ft.


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Circle Feature

Your chosen Druid Circle grants you a new feature.

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You gain no new class features at this level. As always, see the Druid Table to see new spell slots and spells known. 

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th 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.

Feat

At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

You gain no new class features at this level. As always, see the Druid Table to see new spell slots and spells known. 

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Circle Feature

Your chosen Druid Circle grants you a new feature.

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You gain no new class features at this level. As always, see the Druid Table to see new spell slots and spells known. 

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th 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.

Feat

At this level and every level you gain an ability score improvement, you also gain a feat of your choice.

You gain no new class features at this level. As always, see the Druid Table to see new spell slots and spells known. 

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Timeless Body

The primal magic you wield sustains you and protects your body from wasting effects.

  • You are immune to disease and poison, including poison damage and the poisoned condition.

  • For every 10 years that pass, your body only ages one year.

  • You can't be aged magically.

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Superior Ability

You increase one ability score of your choice by 2, to a maximum of 22.

Archdruid

When you roll initiative, you can use any of your Wild Shape abilities for free. If you are surprised, you instead use Wild Shape for free without an action cost at the beginning of your turn.

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