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The 5e Druid Class

Reshaped

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.

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Navigation

Progression Chart

Hit Points

Proficiencies

Items

Class Features by Level*

1: Druid Spellcasting

1: Druid Circle

2: Natural Recovery

2: Wild Shape

3: Druid Circle Feature

4: Ability Score Improvement

4: Feat

5: Advanced Wild Shape

6: Druid Circle Feature

9: Greater Wild Shape

10: Druid Circle Feature

14: Druid Circle Feature

18: Timeless Body

19: Superior Ability

20: Archdruid

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*For abilities that appear at multiple levels, only the first case is listed. eg. Ability Score Improvement is only listed at level 4.

Spell Slots

Progression Chart

Recommended Ability Scores

When you make a level 1 character, you can take these recommended ability scores rather than 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 

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

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Hit Points

At First Level: 8 + Constitution Modifier

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

Hit Dice: 1d8 per druid level

 

 

When you create a level 1 druid, you gain the following:

 

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

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

Languages: Druidic

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Items

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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.

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Hit Points
Proficiencies
Items
Class Features
Ability Scores
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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.

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Spell Slots

The Druid Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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. For example, if you know the 1st level spell Entangle and have a 1st-level and a 2nd-level spell slot available, you can cast Entangle using either slot.

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Cantrips

Cantrips are the simplest and weakest of spells, and can be casted without expending Spell Slots. You know two cantrips of your choice from the druid spell list. You learn more cantrips at higher levels, as shown in the Druid Table.

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Spells Prepared of 1st Level and Higher

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. The spells prepared column of the Druid Table shows how many spells you can prepare at a given druid level. Each of these spells must be of a level for which you have spell slots. For example, when you reach 5th level in this class, you can prepare two more spells of 1st, 2nd, or 3rd level. 

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Switching Spells

You can change your list of prepared spells when you finish a long rest, allowing you to switch any druid spell you have prepared. Preparing a new list of druid spells requires communing with the local spirits.

 

Spellcasting Ability

Wisdom is your spellcasting ability for your 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.

 

You use your Wisdom score whenever a druid 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​​

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Spellcasting Focus

You can use a druidic focus or component pouch for casting your spells. To do so, you need a free hand to hold your focus or access your components. Your arcane focus or component pouch replaces the need for you to have specific material components to cast spells, unless that material component costs 1 gold or more, in which case you must use the specific component instead.

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Druid Spellcasting

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 3, 6, 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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Druid Circle 1

Shifter: Extra Spells Prepared

When you reach certain levels as a druid, you gain the ability to cast higher level spells. When you do, you prepare these additional spells. They do not count against the number of druid spells you have prepared. 

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Circle of the Shifter

Druids belonging to the circle of the shifter use their magical power to transform their bodies into animals, borrowing their many strengths while retaining their minds and magical abilities.

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Other Circle: Extra Spells Prepared

Choose this option if you'd like to use a Druid Circle that comes from a source that isn't Elkan 5e. At this level, you gain access to the first of your Druid Circle's extra spells. It's possible that your circle might not have spells listed for 1st level druids. In this case, we recommend you work with your GM to choose two appropriate 1st level spells.

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Wild Shape
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Natural Recovery

You have learned to regain some of your magical energy through rest.

During a Short Rest - Self - 1/Long Rest

You have learned to regain some of your magical energy through rest. 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.

For example, if you're a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

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Wild Shape

You gain the ability to twist your environment to your will. You can use Wild Shape as a bonus action, causing one effect when you do. You can use this feature twice, regaining all uses at the end of a short or long rest. 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. Click here for frequently asked questions.

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  • Cragged Path: You create a path through hazards or along non-traversable surfaces in an area within 100 ft. 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). This change lasts 24 hours, at which point the terrain reverts to normal.

  • Herd's Momentum: For 1 minute, you and up to 9 allies of your choice within 60 ft. move more quickly. Their walking speed increases by 10 ft.

  • Howling Storm: For 1 minute, you create strong winds in a 40 ft. radius sphere centered on a point within 100 ft. of you. If you're outside, you also create stormy clouds above the target, which count as stormy weather for the purpose of other spells. You control the winds to impose disadvantage on all ranged attacks made by creatures within the storm. The storm dissipates after 1 minute.

  • Ice Flow: You create a slippery surface of ice, either on the ground or on the surface of water, in a square on the ground of 40 ft. by 40 ft. One corner of the cube must be within 60 ft. of you. If a creature moves at least 5 ft. across the ice they must succeed on a dexterity saving throw or fall prone. After 1 minute, the ice rapidly melts unless the ambient temperature is below freezing.

  • Lurking Fog: For 1 minute, fog expands outwards in a 100 ft. radius from you. 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 30 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.

  • Lesser ShiftingYou 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 can stay in a 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 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.

  • Shifting Sands: For 1 minute, the environment begins shifting to allow you and your allies to quickly move through the ground from place to place. At the end of each of your turns, select an allied creature within 60 ft. or yourself. The chosen creature rapidly moves up to 30 ft. without provoking attacks of opportunity, travelling through the ground to an unoccupied destination.

  • Twisted Terrain: You twist the ground in a 40 ft. radius centered on a point within 100 ft. of you. Stones turn, plants erupt, and water rises (as applicable) to create nonmagical difficult terrain in the radius. The terrain reverts to normal after 24 hours.

  • Underworld Eyes: For 1 minute, you and up to 5 allies of your choice within 60 ft. can see without your eyes. You and your chosen allies gain blindsight of 60 ft. for the duration.

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Natural Recovery
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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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Druid Circle 3

Shifter: Wild Shapeshifting

You can use a use of your Wild Shape ability and a bonus action feature to magically assume the shape of a chosen beast or elemental. Choose two beasts or elementals that are not Elite or Legendary with a CR equal to 1/3 of your druid level (round down) or lower. You can swap which beast or elemental forms you know when you level up or finish a long rest.

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You can use any forms you learned from Lesser Shifting with this feature, meaning you can cast spells in those forms and benefit from later Shifter features while in those forms. Your Lesser Shifting forms are still limited to CR 0 and no flying speed.

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While you are transformed, the following rules apply:

  • You retain your normal hit points, the ability to speak and cast spells, 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. You can use material components to spells that have merged with you, but otherwise, equipment that merges with the form has no effect until you leave the form.

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You can stay in a beast or elemental 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 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.

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Other Circle: Level 3 Feature

At this level, your Druid Circle grants you one or more new features. If using a circle not from Elkan 5e, your cicle's feature is likely listed at 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.

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Feat

At this level and every level you gain an ability score improvement, you also gain a feat of your choice. You are eligible for general feats and druid feats by default.

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Ability Score Improvement
Feat
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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.

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  • Breath of the Sea: For 1 minute, you and up to 5 allies of your choice within 60 ft. have a swimming speed equal to their walking speeds and can breathe underwater.

  • Crawler's Claws: For 1 minute, you and up to 5 allies of your choice within 60 ft. have a climbing and crawling speed equal to your walking speeds. You use a crawling speed while prone.

  • Springing Step: For 1 minute, you and up to 5 allies of your choice within 60 ft. can jump 20 ft. in any direction as a standing jump and suffer no damage from falling (nor can you cause falling damage to a creature or object by landing on them).

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Advanced Wild Shape
Druid 6
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Druid Circle Feature

Your chosen Druid Circle grants you a new feature.

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Shifter: Magic Fang

All attacks you make using a beast or elemental form's attacks are counted as magical weapons and deal magical damage.

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Shifter: Twisting Shape

When you are transformed into a beast or elemental form with your Wild Shapeshifting feature, you can use a bonus action to change to one of your other beast or elemental forms without expending a use of Wild Shape.

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Other Circle: Level 6 Feature

At this level, your Druid Circle grants you one or more new features.

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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

You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of  20.

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Feat

You gain a feat of your choice.

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Greater Wild Shape
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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.

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  • Drifting Tides: For 1 minute, you conjure a moving tide of water in a 10 ft. tall square of 40 ft. by 40 ft. One corner of the cube must be within 60 ft. of you. 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. Every creature inside the tide must succeed on a strength saving throw or be moved up to 20 ft. towards that side of the cube.

  • Rising Mud: For 1 minute, you cause a deluge of sticky mud to form in a 40 ft. radius around a point within 60 ft. of you. The mud counts as difficult terrain. When you use this ability and at the start of your turns, all creatures within the mud must succeed on a strength saving throw or be grappled by the mud until the end of your next turn. 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.

  • Soaring Winds: For 1 minute, you or a creature of your choice within 60 ft. has a fly speed of 60 ft.

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Druid 10
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Druid Circle Feature

Your chosen Druid Circle grants you a new feature.

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Shifter: Durable Form

When you use Wild Shapeshifting, you gain temporary hit points equal to 5 + your druid level. You lose these temporary hit points if you change back to your normal form or finish a short or long rest. 

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Other Circle: Level 10 Feature

At this level, your Druid Circle grants you one or more new features.

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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

You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of  20.

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Feat

You gain a feat of your choice.

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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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Druid 14
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Druid Circle Feature

Your chosen Druid Circle grants you a new feature.

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Shifter: Supernatural Form

When you use Wild Shapeshifting, you can additionally use one of your Wild Shape or Advanced Wild Shape options that only target your allies, targeting only yourself, but lasting 8 hours or until you next finish a short rest. You cannot use a Greater Wilder Shape option with this feature. For example, you could use Herd's Momentum or Springing Step, targeting only yourself, when you transform into a brown bear. This does not require an additional use of Wild Shape.

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Other Circle: Level 14 Feature

At this level, your Druid Circle grants you one or more new features.

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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

You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of  20.

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Feat

You gain a feat of your choice.

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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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Timeless Body
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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.

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Superior Ability
Archduid
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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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