Druid
Druid
Source: 2D, Player's Handbook, Tasha's Cauldron of Everything
The Druid
Level | Proficiency Bonus | Features | Primal Surges | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Druidic, Spellcasting | — | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Primal Surges, Wild Shape, Wild Companion | 2 | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Druid Circle | 2 | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 2 | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Druid Circle feature | 2 | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 2 | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 3 | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Druid Circle feature | 3 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Druid Circle feature | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Primal Torrent, Timeless Body | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Greater Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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
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
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
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
Proficiencies Gained: Light and medium armor, light and medium shields
Equipment
You start with the following equipment:
- (a) a wooden round shield or (b) any simple weapon
- (a) a scimitar or (b) any simple melee weapon
- Leather armor, an explorer's pack, and a druidic focus
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 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 |
---|---|---|---|---|---|
Cantrip | Control Flames | Transmutation | |||
Cantrip | Create Bonfire | concentration | Conjuration | ||
Cantrip | Druidcraft | Transmutation | |||
Cantrip | Frostbite | Evocation | |||
Cantrip | Guidance | Divination | |||
Cantrip | Gust | Transmutation | |||
Cantrip | Infestation | Conjuration | |||
Cantrip | Magic Stone | Transmutation | |||
Cantrip | Mending | Transmutation | |||
Cantrip | Mold Earth | Transmutation | |||
Cantrip | Primal Savagery | Transmutation | |||
Cantrip | Produce Flame | Conjuration | |||
Cantrip | Resistance | Abjuration | |||
Cantrip | Rock Cannon | Transmutation | |||
Cantrip | Shape Water | Transmutation | |||
Cantrip | Shillelagh | Transmutation | |||
Cantrip | Stone Slam | Transmutation | |||
Cantrip | Thorn Whip | Transmutation | |||
Cantrip | Thunderclap | Evocation | |||
1st | Absorb Elements | Abjuration | |||
1st | Animal Friendship | Enchantment | |||
1st | Beast Bond | concentration | Divination | ||
1st | Charm Person | Enchantment | |||
1st | Create or Destroy Water | Transmutation | |||
1st | Cure Wounds | Evocation | |||
1st | Detect Magic | ritual | concentration | Divination | |
1st | Detect Poison and Disease | ritual | concentration | Divination | |
1st | Earth Tremor | Evocation | |||
1st | Earthen Barrier | Transmutation | |||
1st | Entangle | concentration | Conjuration | ||
1st | Faerie Fire | concentration | Evocation | ||
1st | Feral Frenzy | concentration | Conjuration | ||
1st | Fog Cloud | concentration | Conjuration | ||
1st | Goodberry | Transmutation | |||
1st | Healing Word | Evocation | |||
1st | Ice Knife | Conjuration | |||
1st | Jump | Transmutation | |||
1st | Longstrider | Transmutation | |||
1st | Noxious Fumes | Conjuration | |||
1st | Protection from Evil and Good | concentration | Abjuration | ||
1st | Purify Food and Drink | ritual | Transmutation | ||
1st | Sand Blast | Conjuration | |||
1st | Seismic Sense | Transmutation | |||
1st | Speak with Animals | ritual | Divination | ||
1st | Stone Pillar | Transmutation | |||
1st | Thunderwave | Evocation | |||
2nd | Animal Messenger | ritual | Enchantment | ||
2nd | Augury | ritual | Divination | ||
2nd | Barkskin | concentration | Transmutation | ||
2nd | Beast Sense | ritual | concentration | Divination | |
2nd | Clay Armor | concentration | Transmutation | ||
2nd | Continual Flame | Evocation | |||
2nd | Darkvision | Transmutation | |||
2nd | Dust Devil | concentration | Conjuration | ||
2nd | Earthbind | concentration | Transmutation | ||
2nd | Earthen Hammer | concentration | Transmutation | ||
2nd | Enhance Ability | concentration | Transmutation | ||
2nd | Enlarge/Reduce | concentration | Transmutation | ||
2nd | Entomb | concentration | Transmutation | ||
2nd | Far Sense | Divination | |||
2nd | Fiery Whip | concentration | Evocation | ||
2nd | Flaming Sphere | concentration | Conjuration | ||
2nd | Ground Shift | Transmutation | |||
2nd | Gust of Wind | concentration | Evocation | ||
2nd | Healing Spirit | concentration | Conjuration | ||
2nd | Heat Metal | concentration | Transmutation | ||
2nd | Hold Person | concentration | Enchantment | ||
2nd | Icicle Spear | concentration | Transmutation | ||
2nd | Lesser Restoration | Abjuration | |||
2nd | Moonbeam | concentration | Evocation | ||
2nd | Pass without Trace | concentration | Abjuration | ||
2nd | Protection from Poison | Abjuration | |||
2nd | Skywrite | ritual | concentration | Transmutation | |
2nd | Spike Growth | concentration | Transmutation | ||
2nd | Wall of Dirt | concentration | Transmutation | ||
2nd | Warding Wind | concentration | Evocation | ||
2nd | Tempest Blade | concentration | Transmutation | ||
3rd | Aura of Vitality | concentration | Evocation | ||
3rd | Call Lightning | concentration | Conjuration | ||
3rd | Daylight | Evocation | |||
3rd | Dispel Magic | Abjuration | |||
3rd | Earth Glide | concentration | Transmutation | ||
3rd | Elemental Weapon | concentration | Transmutation | ||
3rd | Erupting Earth | Transmutation | |||
3rd | Feign Death | ritual | Necromancy | ||
3rd | Flame Arrows | concentration | Transmutation | ||
3rd | Meld into Stone | ritual | Transmutation | ||
3rd | Plant Growth | Transmutation | |||
3rd | Protection from Energy | concentration | Abjuration | ||
3rd | Quicksand | concentration | Transmutation | ||
3rd | Revivify | Necromancy | |||
3rd | Sleet Storm | concentration | Conjuration | ||
3rd | Speak with Plants | Transmutation | |||
3rd | Tidal Wave | Conjuration | |||
3rd | Wall of Water | concentration | Evocation | ||
3rd | Water Breathing | ritual | Transmutation | ||
3rd | Water Walk | ritual | Transmutation | ||
3rd | Wind Wall | concentration | Evocation | ||
4th | Blight | Necromancy | |||
4th | Charm Monster | Enchantment | |||
4th | Confusion | concentration | Enchantment | ||
4th | Control Water | concentration | Transmutation | ||
4th | Divination | ritual | Divination | ||
4th | Dominate Beast | concentration | Enchantment | ||
4th | Elemental Bane | concentration | Transmutation | ||
4th | Fire Shield | Evocation | |||
4th | Freedom of Movement | Abjuration | |||
4th | Giant Insect | concentration | Transmutation | ||
4th | Grasping Vine | concentration | Conjuration | ||
4th | Guardian of Nature | concentration | Transmutation | ||
4th | Hallucinatory Terrain | Illusion | |||
4th | Ice Storm | Evocation | |||
4th | Locate | concentration | Divination | ||
4th | Polymorph | concentration | Transmutation | ||
4th | Stone Shape | Transmutation | |||
4th | Stoneskin | concentration | Abjuration | ||
4th | Wall of Fire | concentration | Evocation | ||
4th | Watery Sphere | concentration | Conjuration | ||
5th | Antilife Shell | concentration | Abjuration | ||
5th | Awaken | Transmutation | |||
5th | Commune with Nature | ritual | Divination | ||
5th | Cone of Cold | Evocation | |||
5th | Contagion | Necromancy | |||
5th | Control Winds | concentration | Transmutation | ||
5th | Crushing Corridor | Transmutation | |||
5th | Geas | Enchantment | curse | ||
5th | Greater Restoration | Abjuration | |||
5th | Insect Plague | concentration | Conjuration | ||
5th | Maelstrom | concentration | Evocation | ||
5th | Mass Cure Wounds | Evocation | |||
5th | Planar Binding | Abjuration | |||
5th | Reincarnate | Transmutation | |||
5th | Transmute Rock | Transmutation | |||
5th | Tree Stride | concentration | Conjuration | ||
5th | Wall of Stone | concentration | Evocation | ||
5th | Wrath of Nature | concentration | Evocation | ||
6th | Bones of the Earth | Transmutation | |||
6th | Druid Grove | Abjuration | |||
6th | Find the Path | concentration | Divination | ||
6th | Heal | Evocation | |||
6th | Heroes' Feast | Conjuration | |||
6th | Investiture of Flame | concentration | Transmutation | ||
6th | Investiture of Ice | concentration | Transmutation | ||
6th | Investiture of Stone | concentration | Transmutation | ||
6th | Investiture of Wind | concentration | Transmutation | ||
6th | Petrify | concentration | Transmutation | ||
6th | Primordial Ward | concentration | Abjuration | ||
6th | Sunbeam | concentration | Evocation | ||
6th | Terraform | concentration | Transmutation | ||
6th | Transport via Plants | Conjuration | |||
6th | Wall of Thorns | concentration | Conjuration | ||
6th | Wind Walk | Transmutation | |||
7th | Draconic Transformation | concentration | Transmutation | ||
7th | Fire Storm | Evocation | |||
7th | Mirage Arcane | Illusion | |||
7th | Plane Shift | Conjuration | |||
7th | Pyroclastic Blast | Transmutation | |||
7th | Regenerate | Transmutation | |||
7th | Reverse Gravity | concentration | Transmutation | ||
7th | Symbol | Abjuration | |||
7th | Whirlwind | concentration | Evocation | ||
8th | Animal Shapes | concentration | Transmutation | ||
8th | Antipathy/Sympathy | Enchantment | |||
8th | Control Weather | concentration | Transmutation | ||
8th | Earthquake | concentration | Evocation | ||
8th | Feeblemind | Enchantment | |||
8th | Godbolt | Evocation | |||
8th | Incendiary Cloud | concentration | Conjuration | ||
8th | Sunburst | Evocation | |||
8th | Tsunami | concentration | Conjuration | ||
9th | Foresight | Divination | |||
9th | Shapechange | concentration | Transmutation | ||
9th | Storm of Vengeance | concentration | Conjuration | ||
9th | True Resurrection | Necromancy |
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:
- You retain your Intelligence, Wisdom, and Charisma scores.
- You retain all of your skill and saving throw proficiencies, in addition to gaining those of the new form.
- You retain your proficiency bonus. Use your spell attack modifier and spell save DC in place of the creature's attack modifiers and save DCs.
- You retain your creature type, although you register as the type of the new form to anything that detects a creature's type.
- You retain your feats. As usual, you don't benefit from a feat if you don't meet its prerequisites.
- You retain your druid level, druid class features, and spell slots. You must expend a primal surge each time you cast a spell in beast form, however.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. 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.
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 |
---|---|---|---|---|---|---|---|
2nd | Rat | Tiny | 2 | 12 | 20 ft. | — | — |
2nd | Cat | Tiny | 3 | 12 | 40 ft. | — | — |
2nd | Weasel | Tiny | 3 | 13 | 30 ft. | — | — |
2nd | Toad | Tiny | 4 | 11 | 15 ft. | 15 ft. | — |
2nd | Frog | Minuscule | 2 | 12 | 10 ft. | 10 ft. | — |
2nd | Newt | Minuscule | 4 | 10 | 5 ft. | 5 ft. | — |
2nd | Chicken | Tiny | 3 | 11 | 10 ft. | — | 20 ft. |
2nd | Hare | Tiny | 3 | 13 | 40 ft. | — | — |
2nd | Fox | Small | 4 | 11 | 30 ft. | — | — |
2nd | Hound | Medium | 6 | 10 | 40 ft. | — | — |
2nd | Cow | Large | 21 | 10 | 40 ft. | — | — |
2nd | Deer | Medium | 5 | 14 | 50 ft. | — | — |
2nd | Pig | Medium | 14 | 9 | 30 ft. | — | — |
2nd | Sheep | Medium | 6 | 11 | 30 ft. | — | — |
2nd | Goat | Medium | 6 | 13 | 30 ft. | — | — |
2nd | Camel | Large | 16 | 11 | 45 ft. | — | — |
2nd | Llama | Medium | 6 | 12 | 40 ft. | — | — |
2nd | Donkey | Medium | 12 | 11 | 35 ft. | — | — |
2nd | Pony | Medium | 12 | 11 | 40 ft. | — | — |
2nd | Scorpion | Minuscule | 2 | 13 | 10 ft. | — | — |
2nd | Worm | Minuscule | 1 | 4 | — | — | — |
2nd | Gecko | Minuscule | 2 | 12 | 10 ft. | — | — |
2nd | Lizard | Tiny | 6 | 11 | 20 ft. | 10 ft. | — |
2nd | Chameleon | Tiny | 3 | 11 | 10 ft. | — | — |
2nd | Turtle | Tiny | 3 | 16 | 10 ft. | 10 ft. | — |
2nd | Sea Turtle | Medium | 14 | 15 | 5 ft. | 30 ft. | — |
2nd | Clam | Minuscule | 2 | 18 | — | 5 ft. | — |
2nd | Minnow | Minuscule | 2 | 11 | — | 20 ft. | — |
2nd | Bass | Tiny | 3 | 10 | — | 30 ft. | — |
2nd | Eel | Tiny | 3 | 12 | — | 30 ft. | — |
2nd | Jellyfish | Small | 4 | 5 | — | 5 ft. | — |
4th | Panther | Medium | 15 | 13 | 50 ft. | — | — |
4th | Skunk | Small | 5 | 10 | 30 ft. | — | — |
4th | Porcupine | Small | 8 | 15 | 25 ft. | — | — |
4th | Pangolin | Small | 10 | 18 | 20 ft. | — | — |
4th | Goliath Toad | Medium | 27 | 10 | 25 ft. | 25 ft. | — |
4th | Bear | Medium | 21 | 11 | 40 ft. | — | — |
4th | Axebeak | Large | 21 | 11 | 40 ft. | — | — |
4th | Hyena | Medium | 12 | 11 | 40 ft. | — | — |
4th | Wolf | Medium | 12 | 11 | 40 ft. | — | — |
4th | Bull | Large | 21 | 10 | 40 ft. | — | — |
4th | Elk | Large | 14 | 13 | 50 ft. | — | — |
4th | Badger | Tiny | 4 | 12 | 20 ft. | — | — |
4th | Snake | Tiny | 3 | 12 | — | — | — |
4th | King Boar | Large | 24 | 10 | 30 ft. | — | — |
4th | Mountain Goat | Large | 16 | 13 | 40 ft. | — | — |
4th | Horse | Large | 14 | 11 | 50 ft. | — | — |
4th | Tree Ape | Small | 10 | 12 | 25 ft. | — | — |
4th | Firefly | Minuscule | 1 | 11 | 5 ft. | — | 20 ft. |
4th | Spitbeetle | Minuscule | 3 | 12 | 5 ft. | — | 10 ft. |
4th | Web Spider | Minuscule | 1 | 13 | 10 ft. | — | — |
4th | Slinger Spider | Minuscule | 1 | 13 | 10 ft. | — | — |
4th | Centipede | Minuscule | 3 | 13 | 25 ft. | — | — |
4th | Roach | Minuscule | 3 | 11 | 10 ft. | — | 15 ft. |
4th | Monitor Lizard | Small | 10 | 12 | 30 ft. | 15 ft. | — |
4th | Snapping Turtle | Small | 10 | 16 | 10 ft. | 10 ft. | — |
4th | Tortoise | Medium | 18 | 18 | 10 ft. | — | — |
4th | Barracuda | Small | 8 | 11 | — | 40 ft. | — |
4th | Seal | Medium | 10 | 12 | 10 ft. | 40 ft. | — |
4th | Manatee | Large | 36 | 10 | — | 20 ft. | — |
4th | Reef Clam | Medium | 18 | 23 | — | — | — |
4th | Flying Fish | Tiny | 2 | 12 | — | 30 ft. | — |
4th | Catfish | Small | 8 | 10 | — | 30 ft. | — |
4th | Piranha | Tiny | 4 | 12 | — | 30 ft. | — |
4th | Anglerfish | Small | 8 | 11 | — | 20 ft. | — |
4th | Hagfish | Tiny | 6 | 14 | — | 20 ft. | — |
4th | Crab | Tiny | 3 | 15 | 10 ft. | 10 ft. | — |
4th | Hermit Crab | Minuscule | 1 | 16 | 5 ft. | — | — |
4th | Periwinkle | Minuscule | 2 | 14 | 5 ft. | — | — |
4th | Sea Worm | Small | 4 | 13 | — | 5 ft. | — |
6th | Hobrat | Small | 6 | 12 | 25 ft. | 25 ft. | — |
6th | Cheetah | Medium | 15 | 14 | 70 ft. | — | — |
6th | Lion | Large | 28 | 12 | 50 ft. | — | — |
6th | Spikerib Newt | Medium | 27 | 10 | 20 ft. | 30 ft. | — |
6th | Cave Bear | Large | 36 | 12 | 40 ft. | — | — |
6th | Hawk | Tiny | 4 | 12 | 5 ft. | — | 60 ft. |
6th | Owl | Tiny | 3 | 12 | 5 ft. | — | 60 ft. |
6th | Raven | Tiny | 3 | 12 | 5 ft. | — | 50 ft. |
6th | Parrot | Tiny | 3 | 12 | 5 ft. | — | 60 ft. |
6th | Bison | Large | 36 | 14 | 40 ft. | — | — |
6th | Rhinoceros | Large | 60 | 18 | 40 ft. | — | — |
6th | Pygmy Elephant | Medium | 21 | 12 | 40 ft. | — | — |
6th | Hippopotamus | Large | 40 | 9 | 35 ft. | 35 ft. | — |
6th | Crocodile | Large | 21 | 15 | 30 ft. | 40 ft. | — |
6th | Stone Snail | Small | 5 | 18 | 5 ft. | — | — |
6th | Viper | Tiny | 3 | 13 | — | — | — |
6th | Python | Medium | 21 | 11 | — | 30 ft. | — |
6th | Akararyx | Small | 8 | 14 | 30 ft. | — | — |
6th | Monkey | Tiny | 3 | 13 | 30 ft. | — | — |
6th | Bush Ape | Medium | 21 | 13 | 30 ft. | — | — |
6th | Fly | Minuscule | 1 | 13 | 5 ft. | — | 30 ft. |
6th | Butterfly | Minuscule | 1 | 10 | 5 ft. | — | 20 ft. |
6th | Tarantula | Tiny | 2 | 14 | 15 ft. | — | — |
6th | Dragonfly | Minuscule | 2 | 14 | 0 ft. | — | 40 ft. |
6th | Dolphin | Large | 21 | 12 | — | 50 ft. | — |
6th | Narwhal | Large | 24 | 11 | — | 30 ft. | — |
6th | Sea Lion | Medium | 10 | 14 | 20 ft. | 50 ft. | — |
6th | Walrus | Large | 32 | 11 | 10 ft. | 30 ft. | — |
6th | Nautilus | Tiny | 3 | 18 | — | 10 ft. | — |
6th | Shieldfish | Medium | 24 | 18 | — | 20 ft. | — |
6th | Swordfish | Medium | 15 | 12 | — | 40 ft. | — |
6th | Lightning Eel | Small | 6 | 13 | — | 30 ft. | — |
6th | Rock Crab | Small | 15 | 18 | 10 ft. | — | — |
8th | Sabre Cat | Large | 48 | 15 | 50 ft. | — | — |
8th | Hedgehog | Tiny | 3 | 14 | 20 ft. | — | — |
8th | Armadillo | Tiny | 4 | 17 | 20 ft. | — | — |
8th | Eagle | Small | 10 | 12 | 10 ft. | — | 50 ft. |
8th | Falcon | Tiny | 3 | 13 | 5 ft. | — | 80 ft. |
8th | Bat | Tiny | 2 | 12 | 5 ft. | — | 30 ft. |
8th | Dire Wolf | Large | 32 | 14 | 50 ft. | — | — |
8th | Tundra Bison | Large | 54 | 16 | 40 ft. | — | — |
8th | Giant Elk | Huge | 45 | 14 | 50 ft. | — | — |
8th | Murder Wasp | Minuscule | 2 | 14 | 5 ft. | — | 30 ft. |
8th | Assassin Spider | Minuscule | 3 | 14 | 20 ft. | — | — |
8th | Blade Spider | Medium | 18 | 17 | 30 ft. | — | — |
8th | Hairy Maneater | Large | 54 | 18 | 35 ft. | — | — |
8th | False Dragon | Large | 48 | 12 | 30 ft. | — | — |
8th | Ironback Tortoise | Large | 45 | 20 | 5 ft. | — | — |
8th | Medium | 18 | 11 | — | 30 ft. | — | |
8th | Octopus | Small | 4 | 16 | 5 ft. | 20 ft. | — |
8th | Devil Jellyfish | Tiny | 18 | 6 | — | 5 ft. | — |
10th | Dart Frog | Minuscule | 2 | 13 | 10 ft. | 10 ft. | — |
10th | Umber Bear | Huge | 66 | 14 | 40 ft. | — | — |
10th | Great Eagle | Large | 35 | 12 | 20 ft. | — | 60 ft. |
10th | Storm Falcon | Medium | 15 | 15 | 5 ft. | — | 90 ft. |
10th | Elephant | Huge | 100 | 12 | 40 ft. | — | — |
10th | Desert Cobra | Medium | 28 | 17 | — | — | — |
10th | Crimson Scorpion | Minuscule | 3 | 15 | 10 ft. | — | — |
10th | White Shark | Huge | 80 | 16 | — | 40 ft. | — |
10th | Ringed Octopus | Tiny | 3 | 17 | 5 ft. | 15 ft. | — |
10th | Razor Squid | Medium | 6 | 12 | — | 40 ft. | — |
12th | Sea Crocodile | Huge | 72 | 17 | 20 ft. | 50 ft. | — |
12th | Caligoboa | Gargantuan | 150 | 14 | — | 30 ft. | — |
12th | Orca | Huge | 90 | 10 | — | 40 ft. | — |
12th | Giant Octopus | Large | 42 | 16 | 10 ft. | 30 ft. | — |
14th | Steppe Rhinoceros | Huge | 104 | 23 | 40 ft. | — | — |
14th | Abyssal Squid | Gargantuan | 150 | 15 | — | 40 ft. | — |
16th | Roc | Gargantuan | 256 | 11 | 30 ft. | — | 80 ft. |
16th | Great Whale | Gargantuan | 360 | 7 | — | 40 ft. | — |
16th | Ram Whale | Gargantuan | 342 | 7 | — | 30 ft. | — |
16th | Deep Whale | Gargantuan | 288 | 9 | — | 40 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
Biome | 3rd-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) |
---|---|---|---|---|---|
Arctic | armor of ice | binding ice | sleet storm | ice storm | cone of cold |
Coast/Water | thunderwave | mirror image | water breathing | control water | scrying |
Desert | silent image | flaming sphere | wall of sand | hallucinatory terrain | legend lore |
Forest | goodberry | barkskin | aura of vitality | guardian of nature | tree stride |
Grassland | longstrider | pass without trace | daylight | aura of life | insect plague |
Jungle | entangle | protection from poison | plant growth | giant insect | reincarnate |
Mountain | stone pillar | earthbind | erupting earth | divination | hallow |
Sky | feather fall | gust of wind | fly | storm sphere | control winds |
Swamp | faerie fire | phantasmal force | water walk | compulsion | cloudkill |
Underground | seismic sense | entomb | earth glide | crystal burst | wall of stone |
All | speak with animals | animal messenger | speak with plants | freedom of movement | commune 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
Plane | 2nd-Level Druid | 3rd-Level Druid | 5th-Level Druid | 7th-Level Druid | 9th-Level Druid |
---|---|---|---|---|---|
Astral Sea | bless | lesser restoration | remove curse | divination | flame strike |
Elemental Chaos | absorb elements | scorching blast | erupting earth | storm sphere | maelstrom |
Ethereal Plane | magic missile | see invisibility | dispel magic | dimension door | wall of force |
Feywild | faerie fire | misty step | blink | phantasmal killer | modify memory |
Hell/Abyss | bane | scorching ray | stinking cloud | wall of fire | immolation |
Shadowfell | false life | silence | fear | cloak of shadow | negative 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:
- You ignore the spell's verbal and somatic components, as well as any material components that lack a cost and aren't consumed by the spell.
- The spell's level is increased to 9.
- If the spell requires concentration, you automatically succeed on saving throws to maintain it.