Druid

Druid

Source: 2D, Player's Handbook, Tasha's Cauldron of Everything
The Druid
LevelProficiency BonusFeaturesPrimal SurgesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22
2nd+2Primal Surges, Wild Shape, Wild Companion223
3rd+2Druid Circle2242
4th+2Ability Score Improvement2343
5th+323432
6th+3Druid Circle feature23433
7th+3234331
8th+3Ability Score Improvement334332
9th+43343331
10th+4Druid Circle feature3443332
11th+434433321
12th+4Ability Score Improvement34433321
13th+5344333211
14th+5Druid Circle feature344333211
15th+53443332111
16th+5Ability Score Improvement3443332111
17th+634433321111
18th+6Primal Torrent, Timeless Body44433331111
19th+6Greater Ability Score Improvement44433332111
20th+6Archdruid44433332211

Class Features

Hit Points

Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 18
Hit Points Gained at Each Druid Level After 1st: 8

Proficiencies

Armor: Light and medium armor, light and medium shields
Weapons: Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
Tools: Herbalism kit
Saving Throws: Choose two from Strength, Intelligence, and Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Multiclassing

Ability Score Minimum: Wisdom 1
Proficiencies Gained: Light and medium armor, light and medium shields

Equipment

You start with the following equipment:
Alternatively, you can forgo the equipment here and buy 2d4 × 10 gp worth of equipment.

Druidic

1st-level Druid feature
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

1st-level Druid feature
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, shown in the Druid Spells table below. 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 spell 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 score + your druid level (minimum of one spell). The spells must be of a level for which you have druid 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 change your list of prepared spells when you finish a long rest.
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 druid spell refers to your spellcasting ability. In addition, you use your Wisdom score 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 score
Spell attack modifier = your proficiency bonus + your Wisdom score
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.
Druid Spells
Level ▼ Name Ritual Concentration School Tags
CantripControl FlamesTransmutation
CantripCreate BonfireconcentrationConjuration
CantripDruidcraftTransmutation
CantripFrostbiteEvocation
CantripGuidanceDivination
CantripGustTransmutation
CantripInfestationConjuration
CantripMagic StoneTransmutation
CantripMendingTransmutation
CantripMold EarthTransmutation
CantripPrimal SavageryTransmutation
CantripProduce FlameConjuration
CantripResistanceAbjuration
CantripRock CannonTransmutation
CantripShape WaterTransmutation
CantripShillelaghTransmutation
CantripStone SlamTransmutation
CantripThorn WhipTransmutation
CantripThunderclapEvocation
1stAbsorb ElementsAbjuration
1stAnimal FriendshipEnchantment
1stBeast BondconcentrationDivination
1stCharm PersonEnchantment
1stCreate or Destroy WaterTransmutation
1stCure WoundsEvocation
1stDetect MagicritualconcentrationDivination
1stDetect Poison and DiseaseritualconcentrationDivination
1stEarth TremorEvocation
1stEarthen BarrierTransmutation
1stEntangleconcentrationConjuration
1stFaerie FireconcentrationEvocation
1stFeral FrenzyconcentrationConjuration
1stFog CloudconcentrationConjuration
1stGoodberryTransmutation
1stHealing WordEvocation
1stIce KnifeConjuration
1stJumpTransmutation
1stLongstriderTransmutation
1stNoxious FumesConjuration
1stProtection from Evil and GoodconcentrationAbjuration
1stPurify Food and DrinkritualTransmutation
1stSand BlastConjuration
1stSeismic SenseTransmutation
1stSpeak with AnimalsritualDivination
1stStone PillarTransmutation
1stThunderwaveEvocation
2ndAnimal MessengerritualEnchantment
2ndAuguryritualDivination
2ndBarkskinconcentrationTransmutation
2ndBeast SenseritualconcentrationDivination
2ndClay ArmorconcentrationTransmutation
2ndContinual FlameEvocation
2ndDarkvisionTransmutation
2ndDust DevilconcentrationConjuration
2ndEarthbindconcentrationTransmutation
2ndEnhance AbilityconcentrationTransmutation
2ndEnlarge/ReduceconcentrationTransmutation
2ndEntombconcentrationTransmutation
2ndFar SenseDivination
2ndFiery WhipconcentrationEvocation
2ndFind TrapsDivination
2ndFlaming SphereconcentrationConjuration
2ndGround ShiftTransmutation
2ndGust of WindconcentrationEvocation
2ndHealing SpiritconcentrationConjuration
2ndHeat MetalconcentrationTransmutation
2ndHold PersonconcentrationEnchantment
2ndLesser RestorationAbjuration
2ndMoonbeamconcentrationEvocation
2ndPass without TraceconcentrationAbjuration
2ndProtection from PoisonAbjuration
2ndSkywriteritualconcentrationTransmutation
2ndSpike GrowthconcentrationTransmutation
2ndSummon BeastconcentrationConjuration
2ndWall of DirtconcentrationTransmutation
2ndWarding WindconcentrationEvocation
3rdAura of VitalityconcentrationEvocation
3rdCall LightningconcentrationConjuration
3rdDaylightEvocation
3rdDispel MagicAbjuration
3rdEarth GlideconcentrationTransmutation
3rdElemental WeaponconcentrationTransmutation
3rdErupting EarthTransmutation
3rdFeign DeathritualNecromancy
3rdFlame ArrowsconcentrationTransmutation
3rdMeld into StoneritualTransmutation
3rdPlant GrowthTransmutation
3rdProtection from EnergyconcentrationAbjuration
3rdQuicksandconcentrationTransmutation
3rdRevivifyNecromancy
3rdSleet StormconcentrationConjuration
3rdSpeak with PlantsTransmutation
3rdSummon FeyconcentrationConjuration
3rdTidal WaveConjuration
3rdWall of WaterconcentrationEvocation
3rdWater BreathingritualTransmutation
3rdWater WalkritualTransmutation
3rdWind WallconcentrationEvocation
4thBlightNecromancy
4thCharm MonsterEnchantment
4thConfusionconcentrationEnchantment
4thControl WaterconcentrationTransmutation
4thDivinationritualDivination
4thDominate BeastconcentrationEnchantment
4thElemental BaneconcentrationTransmutation
4thFire ShieldEvocation
4thFreedom of MovementAbjuration
4thGiant InsectconcentrationTransmutation
4thGrasping VineconcentrationConjuration
4thGuardian of NatureconcentrationTransmutation
4thHallucinatory TerrainIllusion
4thIce StormEvocation
4thLocateconcentrationDivination
4thPolymorphconcentrationTransmutation
4thStone ShapeTransmutation
4thStoneskinconcentrationAbjuration
4thSummon ElementalconcentrationConjuration
4thWall of FireconcentrationEvocation
4thWatery SphereconcentrationConjuration
5thAntilife ShellconcentrationAbjuration
5thAwakenTransmutation
5thCommune with NatureritualDivination
5thCone of ColdEvocation
5thContagionNecromancy
5thControl WindsconcentrationTransmutation
5thCrushing CorridorTransmutation
5thGeasEnchantmentcurse
5thGreater RestorationAbjuration
5thInsect PlagueconcentrationConjuration
5thMaelstromconcentrationEvocation
5thMass Cure WoundsEvocation
5thPlanar BindingAbjuration
5thReincarnateTransmutation
5thSummon DragonconcentrationConjuration
5thTransmute RockTransmutation
5thTree StrideconcentrationConjuration
5thWall of StoneconcentrationEvocation
5thWrath of NatureconcentrationEvocation
6thBones of the EarthTransmutation
6thDruid GroveAbjuration
6thFind the PathconcentrationDivination
6thHealEvocation
6thHeroes' FeastConjuration
6thInvestiture of FlameconcentrationTransmutation
6thInvestiture of IceconcentrationTransmutation
6thInvestiture of StoneconcentrationTransmutation
6thInvestiture of WindconcentrationTransmutation
6thPetrifyconcentrationTransmutation
6thPrimordial WardconcentrationAbjuration
6thSunbeamconcentrationEvocation
6thTerraformconcentrationTransmutation
6thTransport via PlantsConjuration
6thWall of ThornsconcentrationConjuration
6thWind WalkTransmutation
7thDraconic TransformationconcentrationTransmutation
7thFire StormEvocation
7thMirage ArcaneIllusion
7thPlane ShiftConjuration
7thPyroclastic BlastTransmutation
7thRegenerateTransmutation
7thReverse GravityconcentrationTransmutation
7thSymbolAbjuration
7thWhirlwindconcentrationEvocation
8thAnimal ShapesconcentrationTransmutation
8thAntipathy/SympathyEnchantment
8thControl WeatherconcentrationTransmutation
8thEarthquakeconcentrationEvocation
8thFeeblemindEnchantment
8thIncendiary CloudconcentrationConjuration
8thSunburstEvocation
8thTsunamiconcentrationConjuration
9thForesightDivination
9thShapechangeconcentrationTransmutation
9thStorm of VengeanceconcentrationConjuration
9thTrue ResurrectionNecromancy

Primal Surges

2nd-level Druid feature
Representing nature's investiture in you, you have two primal surges, which power some of your druid features. You regain one primal surge at the end of each short rest, and all of them at the end of a long rest. The maximum number of primal surges you have increases as you gain levels in this class, as shown in the Primal Surges column of the Druid table.

Wild Shape

2nd-level Druid feature
You can adopt the shape of a beast as a minor Magic action, expending a spell slot and entering a beast form you know on the Beast Forms table below. The level of the expended spell slot must be at least half the beast form's druid level.
Beast Form. While in beast form, you are magically transformed with the following additional rules:
Duration. You can stay in beast form for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another spell slot of sufficient level to reactivate this feature. The beast form ends early if the transformation ends, such as by dropping to 0 hit points, or if you use a minor action to end it.
Forms Known. When you gain this feature, you learn three 2nd-level forms from the Beast Forms table.
Learning New Forms. Each time you gain a level in this class, you learn two additional forms of your druid level or lower. You may also be able to learn the forms of beasts you encounter in the wild. If a creature appears in the Beast Forms table at a level less than or equal to your druid level, and you spend at least 1 hour peacefully interacting with it, you can learn its form.
Beast Forms
Druid Level ▼ Name Size HP AC Walk Swim Fly
2ndRatTiny21220 ft.
2ndCatTiny31240 ft.
2ndWeaselTiny31330 ft.
2ndToadTiny41115 ft.15 ft.
2ndFrogMinuscule21210 ft.10 ft.
2ndNewtMinuscule4105 ft.5 ft.
2ndChickenTiny31110 ft.20 ft.
2ndHareTiny31340 ft.
2ndFoxSmall41130 ft.
2ndHoundMedium61040 ft.
2ndCowLarge211040 ft.
2ndDeerMedium51450 ft.
2ndPigMedium14930 ft.
2ndSheepMedium61130 ft.
2ndGoatMedium61330 ft.
2ndCamelLarge161145 ft.
2ndLlamaMedium61240 ft.
2ndDonkeyMedium121135 ft.
2ndPonyMedium121140 ft.
2ndScorpionMinuscule21310 ft.
2ndWormMinuscule14
2ndGeckoMinuscule21210 ft.
2ndLizardTiny61120 ft.10 ft.
2ndChameleonTiny31110 ft.
2ndTurtleTiny31610 ft.10 ft.
2ndSea TurtleMedium14155 ft.30 ft.
2ndClamMinuscule2185 ft.
2ndMinnowMinuscule21120 ft.
2ndBassTiny31030 ft.
2ndEelTiny31230 ft.
2ndJellyfishSmall455 ft.
4thPantherMedium151350 ft.
4thSkunkSmall51030 ft.
4thPorcupineSmall81525 ft.
4thPangolinSmall101820 ft.
4thGoliath ToadMedium271025 ft.25 ft.
4thBearMedium211140 ft.
4thAxebeakLarge211140 ft.
4thHyenaMedium121140 ft.
4thWolfMedium121140 ft.
4thBullLarge211040 ft.
4thElkLarge141350 ft.
4thBadgerTiny41220 ft.
4thSnakeTiny312
4thKing BoarLarge241030 ft.
4thMountain GoatLarge161340 ft.
4thHorseLarge141150 ft.
4thTree ApeSmall101225 ft.
4thFireflyMinuscule1115 ft.20 ft.
4thSpitbeetleMinuscule3125 ft.10 ft.
4thWeb SpiderMinuscule11310 ft.
4thSlinger SpiderMinuscule11310 ft.
4thCentipedeMinuscule31325 ft.
4thRoachMinuscule31110 ft.15 ft.
4thMonitor LizardSmall101230 ft.15 ft.
4thSnapping TurtleSmall101610 ft.10 ft.
4thTortoiseMedium181810 ft.
4thBarracudaSmall81140 ft.
4thSealMedium101210 ft.40 ft.
4thManateeLarge361020 ft.
4thReef ClamMedium1823
4thFlying FishTiny21230 ft.
4thCatfishSmall81030 ft.
4thPiranhaTiny41230 ft.
4thAnglerfishSmall81120 ft.
4thHagfishTiny61420 ft.
4thCrabTiny31510 ft.10 ft.
4thHermit CrabMinuscule1165 ft.
4thPeriwinkleMinuscule2145 ft.
4thSea WormSmall4135 ft.
6thHobratSmall61225 ft.25 ft.
6thCheetahMedium151470 ft.
6thLionLarge281250 ft.
6thSpikerib NewtMedium271020 ft.30 ft.
6thCave BearLarge361240 ft.
6thHawkTiny4125 ft.60 ft.
6thOwlTiny3125 ft.60 ft.
6thRavenTiny3125 ft.50 ft.
6thParrotTiny3125 ft.60 ft.
6thBisonLarge361440 ft.
6thRhinocerosLarge601840 ft.
6thPygmy ElephantMedium211240 ft.
6thHippopotamusLarge40935 ft.35 ft.
6thCrocodileLarge211530 ft.40 ft.
6thStone SnailSmall5185 ft.
6thViperTiny313
6thPythonMedium211130 ft.
6thAkararyxSmall81430 ft.
6thMonkeyTiny31330 ft.
6thBush ApeMedium211330 ft.
6thFlyMinuscule1135 ft.30 ft.
6thButterflyMinuscule1105 ft.20 ft.
6thTarantulaTiny21415 ft.
6thDragonflyMinuscule2140 ft.40 ft.
6thDolphinLarge211250 ft.
6thNarwhalLarge241130 ft.
6thSea LionMedium101420 ft.50 ft.
6thWalrusLarge321110 ft.30 ft.
6thNautilusTiny31810 ft.
6thShieldfishMedium241820 ft.
6thSwordfishMedium151240 ft.
6thLightning EelSmall61330 ft.
6thRock CrabSmall151810 ft.
8thSabre CatLarge481550 ft.
8thHedgehogTiny31420 ft.
8thArmadilloTiny41720 ft.
8thEagleSmall101210 ft.50 ft.
8thFalconTiny3135 ft.80 ft.
8thBatTiny2125 ft.30 ft.
8thDire WolfLarge321450 ft.
8thTundra BisonLarge541640 ft.
8thGiant ElkHuge451450 ft.
8thMurder WaspMinuscule2145 ft.30 ft.
8thAssassin SpiderMinuscule31420 ft.
8thBlade SpiderMedium181730 ft.
8thHairy ManeaterLarge541835 ft.
8thFalse DragonLarge481230 ft.
8thIronback TortoiseLarge45205 ft.
8thSharkMedium181130 ft.
8thOctopusSmall4165 ft.20 ft.
8thDevil JellyfishTiny1865 ft.
10thDart FrogMinuscule21310 ft.10 ft.
10thUmber BearHuge661440 ft.
10thGreat EagleLarge351220 ft.60 ft.
10thStorm FalconMedium15155 ft.90 ft.
10thElephantHuge1001240 ft.
10thDesert CobraMedium2817
10thCrimson ScorpionMinuscule31510 ft.
10thWhite SharkHuge801640 ft.
10thRinged OctopusTiny3175 ft.15 ft.
10thRazor SquidMedium61240 ft.
12thSea CrocodileHuge721720 ft.50 ft.
12thCaligoboaGargantuan1501430 ft.
12thOrcaHuge901040 ft.
12thGiant OctopusLarge421610 ft.30 ft.
14thSteppe RhinocerosHuge1042340 ft.
14thAbyssal SquidGargantuan1501540 ft.
16thRocGargantuan2561130 ft.80 ft.
16thGreat WhaleGargantuan360740 ft.
16thRam WhaleGargantuan342730 ft.
16thDeep WhaleGargantuan288940 ft.

Wild Companion

2nd-level Druid feature
You can use a standard action and expend a primal surge to call a beast from the wild. You choose what beast to summon, but it must be Tiny or smaller, native to the area, and appear on the Beast Forms table at your druid level or lower. The beast arrives in an unoccupied space within 30 feet of you at the start of your next turn. If there is no path the beast could have taken to join you, it magically appears. It has the Companion trait in addition to its usual traits.
The beast knows the local terrain and can guide you from anywhere within 3 miles of where it was summoned to any major landmark in the same area.
The beast leaves after a number of hours equal to half your druid level, magically disappearing if necessary. You can use a minor action to dismiss it early. You can't have more than one wild companion at a time; if you summon a second one, the first one leaves.

Druid Circle

3rd-level Druid feature
You choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Circle of the Land
Source: 2D
You take it upon yourself to defend the land and the beasts that reside in it. As a member of this circle, you draw power from the land around you.

Bonus Cantrip

3rd-level Circle of the Land feature
You learn one additional druid cantrip of your choice.

Regional Spells

3rd-level Circle of the Land feature
Your mystical connection to the land infuses you with the ability to cast certain spells. When you are not within the walls of a settlement, you gain access to a set of spells associated with the surrounding biome plus the spells associated with all biomes, as shown in the Regional Spells table. These spells are called your regional spells. At 3rd, 5th, 7th, and 9th level, more spells are added to each set of regional spells.
Your regional spells are always prepared, and they don't count against the number of spells you can prepare each day. If one of your regional spells doesn't appear on the druid spell list, it is nonetheless a druid spell for you. You can never have more than one set of regional spells at a time; your regional spells change depending on the biome you are currently in.
You can cast one of your regional spells at its lowest level without expending a spell slot. You can't do so again until you finish a long rest.
Regional Spells
Biome3rd-Level Druid (1st-Level Spells)3rd-Level Druid (2nd-Level Spells)5th-Level Druid (3rd-Level Spells)7th-Level Druid (4th-Level Spells)9th-Level Druid (5th-Level Spells)
Arcticarmor of icebinding icesleet stormice stormcone of cold
Coast/Waterthunderwavemirror imagewater breathingcontrol waterscrying
Desertsilent imageflaming spherewall of sandhallucinatory terrainlegend lore
Forestgoodberrybarkskinaura of vitalityguardian of naturetree stride
Grasslandlongstriderpass without tracedaylightaura of lifeinsect plague
Jungleentangleprotection from poisonplant growthgiant insectreincarnate
Mountainstone pillarearthbinderupting earthdivinationhallow
Skyfeather fallgust of windflystorm spherecontrol winds
Swampfaerie firephantasmal forcewater walkcompulsioncloudkill
Undergroundseismic senseentombearth glidecrystal burstwall of stone
Allspeak with animalsanimal messengerspeak with plantsfreedom of movementcommune with nature

Land's Stride

6th-level Circle of the Land feature
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being hindered or harmed by them.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Heart of the Land

6th-level Circle of the Land feature
You foster a piece of nature in your heart that can be called upon when needed. You no longer lose access to your regional spells within the walls of a settlement.

Nature's Sanctuary

10th-level Circle of the Land feature
When you cast one of your regional spells, you can choose a number of creatures up to your Wisdom score (minimum of one creature). A chosen creature automatically succeeds on any saving throws against the spell and ignores difficult terrain created by it.

Planar Spells

10th-level Circle of the Land feature (optional)
You can attune to the energy of other planes of existence. While not on the Material Plane, you gain access to the set of spells associated with your current plane, as shown in the Planar Spells table. Being within the walls of a settlement does not prevent you from accessing regional spells from a plane of existence. Otherwise, they are normal sets of regional spells.
Some or all of these planes may not exist in your world, and there may be other planes not listed below. In all cases, your DM decides which set of regional spells applies to a given plane. For example, in the Forgotten Realms, the fifth layer of the Nine Hells is frozen over; therefore, your DM might rule that its associated set of regional spells is the Arctic set.
Planar Spells
Plane2nd-Level Druid3rd-Level Druid5th-Level Druid7th-Level Druid9th-Level Druid
Astral Seablesslesser restorationremove cursedivinationflame strike
Elemental Chaosabsorb elementsscorching blasterupting earthstorm spheremaelstrom
Ethereal Planemagic missilesee invisibilitydispel magicdimension doorwall of force
Feywildfaerie firemisty stepblinkphantasmal killermodify memory
Hell/Abyssbanescorching raystinking cloudwall of fireimmolation
Shadowfellfalse lifesilencefearcloak of shadownegative energy flood

Druids and the Plane of Shadow

Few druids would willingly enter to the Shadowfell, and almost none would channel its magic. It is well known for corrupting those who live there with malice, and the regional spells associated with the plane are a manifestation of its evil. Good-aligned druids, and even most neutral-aligned druids, avoid using these spells lest they invite the Shadowfell's gloom into their hearts.
If you cast a regional spell associated with the Shadowfell, your DM could ask you to make a Wisdom saving throw against the Shadowfell's corruption. The DC equals 10 + the level of the spell, and you have disadvantage on the save if you cast the spell without using a spell slot using your Regional Spells feature. On a failed save, you are cursed. While cursed in this way, you never lose access to the Shadowfell regional spells, and you can't gain access to other regional spell sets.
Additionally, the creatures you can become using Wild Shape or summon using Wild Companion are skeletal and deformed. A skeletal creature has the same statistics as its normal form, but with the following changes:
Type. The creature's type changes from Beast to Undead, and it no longer requires air, food, drink, or sleep. Its alignment also becomes neutral evil.
Immunities. The creature has immunity to poison, the poisoned and diseased conditions, and exhaustion.
Vulnerabilities. The creature is vulnerable to bludgeoning damage.

Land's Wrath

14th-level Circle of the Land feature
As a major action, you can expend a primal surge and cause the land within 100 feet of you to magically animate and defend you, your allies, and itself. The land considers your enemies to be its enemies, as well as any creature that harms it.
The ground, water, and air within range becomes difficult terrain for the land's enemies, and the land's allies benefit from half cover in the same area. Additionally, each round at an initiative count of 20, enemy creatures and structures are attacked. A creature must succeed on a Dexterity saving throw against your druid spell save DC or take 2d6 damage of an appropriate type as the land attacks it with jagged rocks, choking plants, lightning, and other natural phenomena. A structure automatically fails the save and takes double damage.
The land remains animated for a number of hours equal to half your druid level. Once you use this feature, you can't use it again until you finish a long rest, and the land in the area can't be animated in this way again for 1 year.
Circle of the Claw
Source: 2D
You are as comfortable in beast form as your normal form. As a member of this circle, you can switch between forms on a whim.

Versatile Forms

3rd-level Circle of the Claw feature
When you finish a long rest, choose two beast forms of your druid level or lower. You know the forms until you use this feature again.

Instant Transformation

3rd-level Circle of the Claw feature
Entering or exiting a beast form with Wild Shape is a free action for you.

Improved Wild Shape

6th-level Circle of the Claw feature
Your Wild Shape becomes stronger. You gain the following benefits while in a beast form:
  • You gain a +1 bonus to weapon attack and damage rolls.
  • You have advantage on Constitution saving throws you make to maintain concentration.

Shifting Shapes

10th-level Circle of the Claw feature
You can suspend a beast form as a free action. You return to your normal form as normal, except you can later resume the form as a free action. Any of the suspended form's expended resources, such as hit points, remain expended when you resume it. Time continues to pass for the purpose of a suspended form's duration.
You can have up to three beast forms active at a time, including suspended forms and the form you're currently in (if any). You can end a suspended form at any time, no action required.

Primal Form

14th-level Circle of the Claw feature
When you use Wild Shape to enter a beast form, you can expend a primal surge to gain the following benefits while in that form:
  • You can increase the form's size category by 1 (from Medium to Large, for example).
  • The bonus to your weapon attack and damage rolls from Improved Wild Shape increases to +3.
  • At the end of each of your turns, you gain temporary hit points equal to half your druid level.
  • If you are reduced to 0 hit points, the form is automatically suspended as if you had used Suspended Shape. If you resume it, the form starts with 1 hit point.

Ability Score Improvement

4th-level Druid feature
You can increase one ability score of your choice by 1, to a maximum of 5. You can do so again at 8th, 12th, and 16th level.

Relentless Form

7th-level Druid feature
If you would be reduced to 0 hit points while in beast form, you can expend a primal surge to be reduced to 1 hit point instead (no action required).

Primal Torrent

18th-level Druid feature
You regain two Primal Surges at the end of a short rest instead of one.

Timeless Body

18th-level Druid feature
The primal magic that you wield preserves you. You are immune to old age.

Greater Ability Score Improvement

19th-level Druid feature
You can increase one ability score of your choice by 1, to a maximum of 6.

Archdruid

20th-level Druid feature
When you cast a druid spell, you can expend a primal surge to empower it in the following ways: