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.

Level3: 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.

Spell List

Cantrips

File Cast Range School

Spells

File Level Cast Range School
Druidcraft 0 Action 30 feet transmutation
Elementalism 0 Action 30 feet transmutation
Mending 0 1 minute Touch transmutation
Message 0 Action 120 feet transmutation
Poison Spray 0 Action 30 feet necromancy
Produce Flame 0 Bonus Self conjuration
Thunderclap 0 Action Self evocation
Animal Friendship 1 Action 30 feet enchantment
Charm Person 1 Action 30 feet enchantment
Create or Destroy Water 1 Action 30 feet transmutation
Cure Wounds 1 Action Touch abjuration
Entangle 1 Action 90 feet conjuration
Faerie Fire 1 Action 60 feet evocation
Fog Cloud 1 Action 120 feet conjuration
Goodberry 1 Action Self conjuration
Guiding Bolt 1 Action 120 feet evocation
Healing Word 1 Bonus 60 feet abjuration
Ice Knife 1 Action 60 feet conjuration
Jump 1 Bonus Touch transmutation
Longstrider 1 Action Touch transmutation
Purify Food and Drink 1 Action 10 feet transmutation
Speak with Animals 1 Action Self divination
Thunderwave 1 Action Self evocation
Aid 2 Action 30 feet abjuration
Animal Messenger 2 Action 30 feet enchantment
Augury 2 1 Minute Self divination
Barkskin 2 Bonus Touch transmutation
Beast Sense 2 Action Touch divination
Continual Flame 2 Action Touch evocation
Darkvision 2 Action Touch transmutation
Enhance Ability 2 Action Touch transmutation
Enlarge-Reduce 2 Action 30 feet transmutation
Find Traps 2 Action 120 feet divination
Flame Blade 2 Bonus Self evocation
Flaming Sphere 2 Action 60 feet conjuration
Gust of Wind 2 Action Self evocation
Heat Metal 2 Action 60 feet transmutation
Hold Person 2 Action 60 feet enchantment
Lesser Restoration 2 Bonus Touch abjuration
Locate Animals or Plants 2 Action Self divination
Locate Object 2 Action Self divination
Moonbeam 2 Action 120 feet evocation
Pass without Trace 2 Action Self abjuration
Protection from Poison 2 Action Touch abjuration
Spike Growth 2 Action 150 feet transmutation
Summon Beast 2 Action 90 feet conjuration
Aura of Vitality 3 Action Self abjuration
Call Lightning 3 Action 120 feet conjuration
Conjure Animals 3 Action 60 feet conjuration
Daylight 3 Action 60 feet evocation
Dispel Magic 3 Action 120 feet abjuration
Elemental Weapon 3 Action Touch transmutation
Feign Death 3 Action Touch necromancy
Meld into Stone 3 Action Touch transmutation
Plant Growth 3 Action 150 feet transmutation
Protection from Energy 3 Action Touch abjuration
Revivify 3 Action Touch necromancy
Sleet Storm 3 Action 150 feet conjuration
Speak with Plants 3 Action Self transmutation
Summon Fey 3 Action 90 feet conjuration
Water Breathing 3 Action 30 feet transmutation
Water Walk 3 Action 30 feet transmutation
Wind Wall 3 Action 120 feet evocation
Blight 4 Action 30 feet necromancy
Charm Monster 4 Action 30 feet enchantment
Confusion 4 Action 90 feet enchantment
Conjure Minor Elementals 4 1 Minute Self conjuration
Conjure Woodland Beings 4 Action Self conjuration
Control Water 4 Action 300 feet transmutation
Divination 4 Action Self divination
Dominate Beast 4 Action 60 feet enchantment
Fire Shield 4 Action Self evocation
Fount of Moonlight 4 Action Self evocation
Freedom of Movement 4 Action Touch abjuration
Giant Insect 4 Action 60 feet conjuration
Grasping Vine 4 Bonus 60 feet conjuration
Hallucinatory Terrain 4 10 Minutes 300 feet illusion
Ice Storm 4 Action 300 feet evocation
Locate Creature 4 Action Self divination
Polymorph 4 Action 60 feet transmutation
Stone Shape 4 Action Touch transmutation
Stoneskin 4 Action Touch transmutation
Summon Elemental 4 Action 90 feet conjuration
Wall of Fire 4 Action 120 feet evocation
Antilife Shell 5 Action Self abjuration
Awaken 5 8 Hours Touch transmutation
Commune with Nature 5 1 Minute Self divination
Cone of Cold 5 Action Self evocation
Conjure Elemental 5 Action 60 feet conjuration
Contagion 5 Action Touch necromancy
Geas 5 1 Minute 60 feet enchantment
Greater Restoration 5 Action Touch abjuration
Insect Plague 5 Action 300 feet conjuration
Mass Cure Wounds 5 Action 60 feet abjuration
Planar Binding 5 1 Hour 60 feet abjuration
Reincarnate 5 1 Hour Touch necromancy
Scrying 5 10 Minutes Self divination
Tree Stride 5 Action Self conjuration
Wall of Stone 5 Action 120 feet evocation
Conjure Fey 6 Action 60 feet conjuration
Find the Path 6 1 Minute Self divination
Flesh to Stone 6 Action 60 feet transmutation
Heal 6 Action 60 feet abjuration
Heroes' Feast 6 10 Minutes Self conjuration
Move Earth 6 Action 120 feet transmutation
Sunbeam 6 Action Self evocation
Transport via Plants 6 Action 10 feet conjuration
Wall of Thorns 6 Action 120 feet conjuration
Wind Walk 6 1 Minute 30 feet transmutation
Fire Storm 7 Action 150 feet evocation
Mirage Arcane 7 10 Minutes Sight illusion
Plane Shift 7 Action Touch conjuration
Regenerate 7 1 Minute Touch transmutation
Reverse Gravity 7 Action 100 feet transmutation
Symbol 7 1 Minute Touch abjuration
Animal Shapes 8 Action 30 feet transmutation
Antipathy-Sympathy 8 1 hour 60 feet enchantment
Befuddlement 8 Action 150 feet enchantment
Control Weather 8 10 Minutes Self transmutation
Earthquake 8 Action 500 feet transmutation
Incendiary Cloud 8 Action 150 feet conjuration
Sunburst 8 Action 150 feet evocation
Tsunami 8 1 minute 1 mile conjuration
Foresight 9 1 minute Touch divination
Shapechange 9 Action Self transmutation
Storm of Vengeance 9 Action 1 mile conjuration
True Resurrection 9 1 Hour Touch necromancy
Guidance 0 Action Touch divination
Resistance 0 Action Touch abjuration
Shillelagh 0 Bonus Self transmutation
Spare the Dying 0 Action 15 feet necromancy
Starry Wisp 0 Action 60 feet evocation
Thorn Whip 0 Action 30 feet transmutation