Druid

Level PB Features Wild Shape Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9
1 +2 Spellcasting, Druidic, Primal Order - 2 4 2 - - - - - - - -
2 - Wild Shape, Wild Companion 2 - 5 3 - - - - - - - -
3 - Druid Subclass - - 6 4 2 - - - - - - -
4 - Ability Score Improvement - 3 7 4 3 - - - - - - -
5 +3 Wild Resurgence - - 9 4 3 2 - - - - - -
6 - Subclass feature 3 - 10 4 3 3 - - - - - -
7 - Elemental Fury - - 11 4 3 3 1 - - - - -
8 - Ability Score Improvement - - 12 4 3 3 2 - - - - -
9 +4 - - - 14 4 3 3 3 1 - - - -
10 - Subclass feature - 4 15 4 3 3 3 2 - - - -
11 - - - - 16 4 3 3 3 2 1 - - -
12 - Ability Score Improvement - - 16 4 3 3 3 2 1 - - -
13 +5 - - - 17 4 3 3 3 2 1 1 - -
14 - Subclass feature - - 17 4 3 3 3 2 1 1 - -
15 - Improved Elemental Fury - - 18 4 3 3 3 2 1 1 1 -
16 - Ability Score Improvement - - 18 4 3 3 3 2 1 1 1 -
17 +6 - 4 - 19 4 3 3 3 2 1 1 1 1
18 - Beast Spells - - 20 4 3 3 3 3 1 1 1 1
19 - Epic Boon - - 21 4 3 3 3 3 2 1 1 1
20 - Archdruid - - 22 4 3 3 3 3 2 2 1 1
Infobox

Hit Points
Hit Dice d8
1st Level 8 + Con Mod
Level Up 1d8 (or 5) + Con Mod
Proficiencies
Armor Light, Shields
Weapons Simple
Tools Herbalism Kit
Saving Throws Int, Wis
Skills (Choose 2) Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
Items
Starting Gold 50 GP
Multiclassing
Ability Score Minimum Wis 13
Armor Light, Shields

Level 1: Spellcasting

You have learned to cast spells through studying the mystical forces of nature. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class’s description.

Cantrips. You know two cantrips of your choice from the Druid spell list.

Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.

When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.

Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Druid feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Level 1: Druidic

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

Level 1: Primal Order

You have dedicated yourself to one of the following sacred roles of your choice.

Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

Level 2: Wild Shape

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

Druid Level Known Forms Max CR Fly Speed
2 4 1/4 No
4 6 1/2 No
8 8 1 Yes
Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.

No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.

Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. 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 the form. Equipment that merges with the form has no effect while you’re in that form.

Level 2: Wild Companion

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.

When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Level 3: Druid Subclass

You gain a Druid subclass of your choice:

List 4 results

A subclass is a specialization that grants you special features at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level and lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.

Level 5: Wild Resurgence

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.

Level 7: Elemental Fury

The might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Level 15: Improved Elemental Fury

The option you chose for Elemental Fury grows more powerful, as detailed below.

Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.

Primal Strike. The extra damage of your Primal Strike increases to 2d8.

Level 18: Beast Spells

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Archdruid

The vitality of nature constantly blooms within you, granting you the following benefits.

Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.

Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can’t do so again until you finish a Long Rest.

Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.

Druid Spell List

Table 119 results
NameCastRangeSchool
0 13
DruidcraftAction30 feetTransmutation
ElementalismAction30 feetTransmutation
GuidanceActionTouchDivination
Mending1 minTouchTransmutation
MessageAction120 feetTransmutation
Poison SprayAction30 feetNecromancy
Produce FlameBonusSelfConjuration
ResistanceActionTouchAbjuration
ShillelaghBonusSelfTransmutation
Spare the DyingAction15 feetNecromancy
Starry WispAction60 feetEvocation
Thorn WhipAction30 feetTransmutation
ThunderclapActionSelfEvocation
1 16
Animal FriendshipAction30 feetEnchantment
Charm PersonAction30 feetEnchantment
Create or Destroy WaterAction30 feetTransmutation
Cure WoundsActionTouchAbjuration
Detect MagicActionSelfDivination
Detect Poison and DiseaseActionSelfDivination
EntangleAction90 feetConjuration
Faerie FireAction60 feetEvocation
GoodberryActionSelfConjuration
Guiding BoltAction120 feetEvocation
Healing WordBonus60 feetAbjuration
Ice KnifeAction60 feetConjuration
JumpBonusTouchTransmutation
Purify Food and DrinkAction10 feetTransmutation
Speak with AnimalsActionSelfDivination
ThunderwaveActionSelfEvocation
2 20
AidAction30 feetAbjuration
Animal MessengerAction30 feetEnchantment
Augury1 MinuteSelfDivination
BarkskinBonusTouchTransmutation
Beast SenseActionTouchDivination
Continual FlameActionTouchEvocation
DarkvisionActionTouchTransmutation
Enlarge-ReduceAction30 feetTransmutation
Find TrapsAction120 feetDivination
Flame BladeBonusSelfEvocation
Flaming SphereAction60 feetConjuration
Gust of WindActionSelfEvocation
Heat MetalAction60 feetTransmutation
Hold PersonAction60 feetEnchantment
Lesser RestorationBonusTouchAbjuration
Locate Animals or PlantsActionSelfDivination
Locate ObjectActionSelfDivination
MoonbeamAction120 feetEvocation
Spike GrowthAction150 feetTransmutation
Summon BeastAction90 feetConjuration
3 13
Aura of VitalityActionSelfAbjuration
Call LightningAction120 feetConjuration
Conjure AnimalsAction60 feetConjuration
Dispel MagicAction120 feetAbjuration
Elemental WeaponActionTouchTransmutation
Meld into StoneActionTouchTransmutation
Plant GrowthAction150 feetTransmutation
Protection from EnergyActionTouchAbjuration
Sleet StormAction150 feetConjuration
Speak with PlantsActionSelfTransmutation
Summon FeyAction90 feetConjuration
Water BreathingAction30 feetTransmutation
Wind WallAction120 feetEvocation
4 19
BlightAction30 feetNecromancy
Charm MonsterAction30 feetEnchantment
ConfusionAction90 feetEnchantment
Conjure Minor Elementals1 MinuteSelfConjuration
Conjure Woodland BeingsActionSelfConjuration
Control WaterAction300 feetTransmutation
DivinationActionSelfDivination
Dominate BeastAction60 feetEnchantment
Fire ShieldActionSelfEvocation
Fount of MoonlightActionSelfEvocation
Freedom of MovementActionTouchAbjuration
Giant InsectAction60 feetConjuration
Grasping VineBonus60 feetConjuration
Hallucinatory Terrain10 Minutes300 feetIllusion
Ice StormAction300 feetEvocation
PolymorphAction60 feetTransmutation
Stone ShapeActionTouchTransmutation
Summon ElementalAction90 feetConjuration
Wall of FireAction120 feetEvocation
5 13
Awaken8 HoursTouchTransmutation
Commune with Nature1 MinuteSelfDivination
Cone of ColdActionSelfEvocation
Conjure ElementalAction60 feetConjuration
ContagionActionTouchNecromancy
Geas1 Minute60 feetEnchantment
Greater RestorationActionTouchAbjuration
Insect PlagueAction300 feetConjuration
Mass Cure WoundsAction60 feetAbjuration
Planar Binding1 Hour60 feetAbjuration
Scrying10 MinutesSelfDivination
Tree StrideActionSelfConjuration
Wall of StoneAction120 feetEvocation
6 9
Conjure FeyAction60 feetConjuration
Flesh to StoneAction60 feetTransmutation
HealAction60 feetAbjuration
Heroes' Feast10 MinutesSelfConjuration
Move EarthAction120 feetTransmutation
SunbeamActionSelfEvocation
Transport via PlantsAction10 feetConjuration
Wall of ThornsAction120 feetConjuration
Wind Walk1 Minute30 feetTransmutation
7 6
Fire StormAction150 feetEvocation
Mirage Arcane10 MinutesSightIllusion
Plane ShiftActionTouchConjuration
Regenerate1 MinuteTouchTransmutation
Reverse GravityAction100 feetTransmutation
Symbol1 MinuteTouchAbjuration
8 8
Animal ShapesAction30 feetTransmutation
Antipathy-Sympathy1 hour60 feetEnchantment
BefuddlementAction150 feetEnchantment
Control Weather10 MinutesSelfTransmutation
EarthquakeAction500 feetTransmutation
Incendiary CloudAction150 feetConjuration
SunburstAction150 feetEvocation
Tsunami1 minute1 mileConjuration
9 2
Foresight1 minTouchDivination
Storm of VengeanceAction1 mileConjuration