
Druid Class Details
Primary Ability | Wisdom |
---|---|
Hit Point Die | D8 per Druid level |
Saving Throw Proficiencies | Intelligence and Wisdom |
Skill Proficiencies | Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival |
Weapon Proficiencies | Simple weapons |
Tool Proficiencies | Herbalism Kit |
Armor Training | Light armor and Shields |
Starting Equipment | Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP |
Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
- Gain all the traits in the Core Druid Traits table.
- Gain the Druid’s level 1 features, which are listed in the Druid Features table.
As a Multiclass Character
- Gain the following traits from the Core Druid Traits table: Hit Point Die and training with Light armor and Shields.
- Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
——Spell Slots per Spell Level—— | ||||||||||||||
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Level | Proficiency Bonus | Class 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 | +2 | Wild Shape, Wild Companion | 2 | 2 | 5 | 3 | — | — | — | — | — | — | — | — |
3 | +2 | Druid Subclass | 2 | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4 | +2 | Ability Score Improvement | 2 | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5 | +3 | Wild Resurgence | 2 | 3 | 9 | 4 | 3 | 2 | — | — | — | — | — | — |
6 | +3 | Subclass feature | 3 | 3 | 10 | 4 | 3 | 3 | — | — | — | — | — | — |
7 | +3 | Elemental Fury | 3 | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8 | +3 | Ability Score Improvement | 3 | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9 | +4 | — | 3 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10 | +4 | Subclass feature | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11 | +4 | — | 3 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12 | +4 | Ability Score Improvement | 3 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13 | +5 | — | 3 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14 | +5 | Subclass feature | 3 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15 | +5 | Improved Elemental Fury | 3 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16 | +5 | Ability Score Improvement | 3 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17 | +6 | — | 4 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Beast Spells | 4 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Epic Boon | 4 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Archdruid | 4 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Druid Class Features
As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.
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.
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.
When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.
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. A subclass is a specialization that grants you 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 or 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 Druid 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.
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 Subclasses
A Druid subclass is a specialization that grants you features at certain Druid levels, as specified in the subclass. Druids form loose associations, which they call circles.
Circle of the Land
Celebrate Connection to the Natural World
The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of their communities.
Level 3: Circle of the Land Spells
Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Level 3: Land’s Aid
As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.
The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).
Level 6: Natural Recovery
You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.
In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you’re a level 6 Druid, you can recover up to three levels’ worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.
Level 10: Nature’s Ward
You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature’s Ward table.
Land Type | Resistance |
---|---|
Arid | Fire |
Polar | Cold |
Temperate | Lightning |
Tropical | Poison |
Level 14: Nature’s Sanctuary
As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there.
As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.
I have the 2024 handbook on dnd beyond, but i cant choose circle of the moon druid for some reason. It's not an option
But, you also have to know that the new subclasses druid starts at level 3
Yeah, really annoying
I had to dig up my PHB to determine which levels the subclass features come online
If u wild shape do u have to see the animal
Largely because that's a class feature already and its a high level one. It likely has to do with experience for a druid learning to do both at once with ease.
It does really come down to balance, and being able to wildshape and cast spells would be ridiculously overpowered at low levels.
When they announced this originally in that teaser, this is exactly how they had it. I think it’s worthless personally, my DM and I discussed it and agreed all subclasses would receive 3x temp HP except for moon which gets 5x temp HP. It may be a little bit too much for moon but I’m playing as a tank while wild shaped so it works out.
Feedback: the contents of improved elemental fury show up twice.
Did they change wild shape again? I could have sworn non moon Druids got 2 there lvl in temp hp and Moon Druids got 3 times their lvl. Now it read regular Druids just get their lvl in temp hp that’s nothing what am I going to do with 2 temp hp.
I Have a question, and I know the answer is likely because it would be too overpowered but I would like a lore reason, if I can still speak and retain all class abilities... why can't I cast spells while wildshaped?
They are, and it is poor design. You have to scroll up to the features list to see when a subclass feature comes in. How hard would it have been to do it like 2014 with (6th level) written next to the ability>
RAI, would Improved Elemental Fury, Potent Spellcasting at level 15 apply to Produce Flame? Seems like it should increase the distance from 60 feet to 360 feet, but technically the range of Produce Flame is listed as Self.
Emanations effects go outward from their source in straight lines. I'm pretty sure that makes it not affect targets that are separated from you by a barrier. Of course the ability already says you need to see a prospective target, so I guess it only matters if they're on the other side of a window or something else transparent.
It would also matter if you're trying to be stealthy. A 20-foot wide circle constantly full of sea spray is much harder to hide than just a guy.
Where do i put my wild shape in 2024 sheet because on the sheet there is non room for it only for 2014 wild shape ?
It must be an oversight. Only players from previous versions would know what goes where. New players would be lost
I feel like i must be missing something with Sea Druid, but i dont think theres a reason for Wrath of the Sea to be an emanation??
Like it doesn't act as difficult terrain, half cover, or provide some benefit to allies, and the damage dealing could easily be "Choose a creature within 5/10ft of you, it must make X save or take Y damage and be pushed 15 feet away." Rather it feels like the ability was gonna be like thunderclap but then they made the damage output nutty and realised "Oh shit this is way too strong, make it single target" and forgot to remove the emanation bit.
For attack rolls I was thinking about that too. it would be nice if you could get like a pseudo Shillelagh on attack rolls when shape shifted. I know it's not official content, but perhaps something like Hide of the Feral Guardian from the Critical Roll content would be beneficial, where it gives bonuses to shape shifting forms
I kind of think moon is still needs some help. I'd of preferred round to the nearest whole number so they can cap at CR 7 at 20,(or at least add in 5 or 6 CR 6 beasts so its not just mammoth) not that anyone would see it but it would have been a nice boost. No giant ape druids, how sad.
The proficiency bonus of the druid seems to only apply to skills, not attack rolls. So their to hit will suffer, like if you take hulking crab +7 to hit at 15th level is pretty rough and that is pretty best case for them. Sure the damage is high but that does not help you if you are always missing. And while some beasts have higher to hits for their level that is usually tied to just having one attack. At level 9 which for many will be their peak CR wild shape you have the giant scorpion and its to hit is only +4, at 9 your proficiency bonus is +4 and your companions are not going to have a 10 in their main stat, and the might have something like magic weapons to push it further. You also have the anklyosaurus with a +7 which is only a little less accurate than your companions but again only 1 attack.
Maybe the beasts in the new MM will change this up enough that it works, but for a shifting based sub class they are going to need a lot more beats imo with their known form system. It kind of sucks if you just have 1 combat form as at your current CR their is only 1 beast at that level or only 1 decent one.
YES, and it needs fixed as it's greatly helpful.
Mixed feelings on Circle of the Moon changes. Some amazing changes such as:
The downsides however make it seem like the pacing of this class will be difficult from levels 1-4, 11-13, and 17+: