
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—— | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
For the Circle of the Old Ways, is anyone else having trouble activating the Shillelagh shield? I click on the drop down box and the option isn't there. Am I missing something or is everyone else experiencing the same issue?
That's a new thing in the 2024 rules. The 2014 version didn't allow a Wild Shaped druid to speak unless they were in a form that could naturally speak.
Have they always had the “They remain the ability to speak” that seems so odd I miss having to struggle to understand what the Druid was trying to communicate lol
There's a long-standing bug with this where the text from those doesn't show up on this page if you don't own the Player's Handbook. They do still show up in the character builder and in the actual Basic Rules book.
The gist of the two options is that "Potent Spellcasting" adds your Wisdom modifier to the damage dealt by any Druid cantrip, while "Primal Strike" increases the damage of a weapon or beast form attack by 1d8 once per turn.
You probably want to take Primal Strike if you're Circle of the Moon, but Potent Spellcasting is probably a much better choice for anyone else.
This page only shows content that you actually own or have access to. If you don't own the 2024 Player's Handbook, you'll only see the one subclass that's included in the free Basic Rules product. You'd need to purchase the Player's Handbook (or have access to it through content sharing) to see content from it.
If you're looking for the older Druid subclasses from the 2014 rules, there's a separate page for the 2014 Druid class here.
I don't understand, isn't there supposed to be different circles from which you can choose ? Only the circle of land remain. Is it because of the 2024 rules ?
What does Elemental Fury actually do? It says “choose one of the options below” but doesn’t give any options, it just goes straight to improved elemental fury
You can find that in Xanathar's Guide to Everything, specifically here.
That subclass hasn't been updated for the 2024 rules, so it's not listed on this page. It is listed on the class page for the 2014 Druid, if you have access to the book it comes from.
where can i find content on the shepherd druid
So Wood Wose for the Circle of the Old Ways only gets interesting around lvl 6. At lvl 3 your better of with an armor or casting Oak Skin. Going Magician or Warden is a toss up as neither helps this skill. If you go warden you have better armour and magician nets you an extra cantrip. Wood Wose + shield at lvl 3 gives you 17 ac and a 1d8 + wisdom modifier through Shillelagh. The same as a Half Plate without a shield. Half Plate + shield gives you 19 ac. (Dex 14, Wis 17 at char creation) At lvl 3 this is good but this drops of the moment you start to find/earn better items. Yes your melee damage is better at higher lvls and the disadvantage is nice. But you are using wildshape uses to fuel this. You condemn yourself to a melee role without being able to sustain that role.
Fluff wise the class is superb and I love it but in a group you're going to become a liability fast. You need to build for one role, but you can't sustain that role in the mid to higher lvls.
Or am I missing something on the technical side?
Stars Druids can still use the normal Druid Wild Shape ability. The Starry Form thing is an additional ability, not a replacement.
Question about Circle of the Stars: Can those druids shapeshift into regular creatures or are they stuck in Starry Form?
None of the options are great, I think, but the Tropical option is probably the best. Its spell list is closest to the list that the Underdark option from the 2014 version of Circle of the Land had.
Keep in mind that, with the 2024 version, you can now change your active "Land" whenever you take a long rest, so choosing the "right" one isn't as big a deal as it used to be.
Question about Circle of the Land. Flavour wise what would an Underdark Druid have?.
i know its in as i can use it but its just not showing up here
Where's the Circle of Wicker from Crocked Moon? I see Old Ways here, but no Wicker
savedc:wis is the correct way to calculate that, but it's possible the item isn't set up correctly. If it's an official item, I'd suggest posting about it on the Bugs & Support forum, or submitting a support ticket. I don't think anyone from the development team is reading these comments looking for bug reports.
There's a long-standing bug with this where the text from those doesn't show up on this page if you don't own the Player's Handbook. The gist of the two options is that "Warden" provides proficiency with medium armor and all martial weapons, while "Magician" grants an extra Druid cantrip and adds your Wisdom modifier to Arcana and Nature skill checks.
Question:
is the spell DC for Land’s Aid correct calculated int the dnd beyond app?
i have a magic item that gives +2 spell DC but in the decription in Land’s Aid there is still das "basic" DC number.
the mouseover shows: savedc:wis
which is the DC base 8 + YOUR wis saving throw modifier
where is the error?
Is there some text missing in the level 1 Primal Order section? It doesn't seem to have the magician/warden options.