
Druid Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.
Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
Preserve the Balance
For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for people to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
Creating a Druid
When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
QUICK BUILD
You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.
The Druid Table
Level |
Proficiency |
Features |
Cantrips |
—Spell Slots per Spell Level— |
||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
||||
1st |
+2 |
2 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
+2 |
2 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3rd |
+2 |
— |
2 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
4th |
+2 |
3 |
4 |
3 |
— |
— |
— |
— |
— |
— |
— |
|
5th |
+3 |
— |
3 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
6th |
+3 |
3 |
4 |
3 |
3 |
— |
— |
— |
— |
— |
— |
|
7th |
+3 |
— |
3 |
4 |
3 |
3 |
1 |
— |
— |
— |
— |
— |
8th |
+3 |
3 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
|
9th |
+4 |
— |
3 |
4 |
3 |
3 |
3 |
1 |
— |
— |
— |
— |
10th |
+4 |
4 |
4 |
3 |
3 |
3 |
2 |
— |
— |
— |
— |
|
11th |
+4 |
— |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
12th |
+4 |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
|
13th |
+5 |
— |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
14th |
+5 |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
|
15th |
+5 |
— |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
16th |
+5 |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
|
17th |
+6 |
— |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18th |
+6 |
4 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
|
19th |
+6 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
|
20th |
+6 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
Class Features
As a druid, you gain the following class features.
Hit Points
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a wooden 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
Druidic
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 Wisdom (Perception) check but can’t decipher it without magic.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. 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 druid spells of 1st level and higher. To cast one of these druid spells, you must expend a 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 modifier + your druid level (minimum of one spell). The spells must be of a level for which you have 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 also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
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 spell refers to your spellcasting ability. In addition, you use your Wisdom modifier 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 modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
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 (see the Adventuring Gear section) as a spellcasting focus for your druid spells.
Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Beast Shapes
Level |
Max CR |
Limitations |
Example |
---|---|---|---|
2nd |
1/4 |
No flying or swimming speed |
|
4th |
1/2 |
No flying speed |
|
8th |
1 |
— |
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
- When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- 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.
Druid Circle
At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Wild Shape Improvement
At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Wild Shape Improvement
At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Timeless Body
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.
Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
Druid Circles
Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.
At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.
Circle of the Land Legacy This doesn't reflect the latest rules and lore. Learn More
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. 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 communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you 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 (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Arctic
Druid Level | Spells |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
Coast
Druid Level | Spells |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
Desert
Druid Level | Spells |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
Forest
Druid Level | Spells |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
Grassland
Druid Level | Spells |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
Mountain
Druid Level | Spells |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
Swamp
Druid Level | Spells |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
Underdark
Druid Level | Spells |
---|---|
3rd |
|
5th |
|
7th |
|
9th |
Land’s Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Nature’s Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature’s Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
It's fly speed was always 30 ft, it's walking speed was what was increased (which honesty means nothing when it can hover). And I believe they're referring to the change in the circle spells and the removal of the firebolt cantrip.
How did they "destroy" Wildfire?
I only see some tweaks, like the damage when you cann the spirit was reduced, but it got more flying speed, the teleport range was halfed but now it can use it every turn, which in my eyes is a big plus, and you can controle who activates your healing flame...
Ok, Capstone changed, but honesty, since this druid looks more like a caster to me anyway, id say you would rarely get much out of the boom the UA version made, and I actually prefere a real healing effect over temp HP.
What exactly was destroyed?
I am a little disapointed that Circle of the Stars lost its UA Capstone feature for... well, this...
Just resistance against physical damage and only during your wild shape doesnt feel like a capstone, other classes get stuff like that at level 6 or 10 and its permanent for them...
But on the other side, Wildfire Spirit can now teleport every round and that makes me happy^^
Yes. So long as you maintain concentration, you could essentially just think of alter self as editing the cat stat block when you wildshape into it.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
So your cat would technically gain a new attack option via the spell that follows those parameters and any other attack options already present in your cat's stat block they can make using the same natural weapon would also gain a benefit. Say in a hypothetical this version of a cat has an entry called "rake" a bonus action attack using its claws that normally does a 1d2 damage. Your cat would rake with an additional +1 bonus to hit and damage and do 1d6 bypassing magical damage resistance while under the effects of Alter self; again so long as you maintain concentration.
In DnD beyond the druid class is actually annotated differently than it appears in the PHB or the SRD. The "Improved Wild Shape" entries under class features are not tabulated under the "Wild Shape" Feature, they have their own entry. They also make no reference to correlating to, and/or altering the "Wild Shape" feature in their entry. RaR the DnD Beyond Druid base class Gets 2 uses of Wild shape limited to 1/4cr (no fly/swim) at 2nd level, AND 2 uses of "Improved wild shape" limited to cr 1/2 (no Fly) at level 4, AND 2 uses of "Improved Wild Shape" #2 which is limited to CR 1 and has no restrictions at 8th; yes for a total of 6 uses of features that allow them to wild shape by three(two?) different names.
RAR the DnD Beyond 8th level Circle of the Moon Druid would have 2 uses of "wild shape" with no swim/fly limitations of CR = to his Druid level/3 (2), AND 2 uses of "Improved Wild Shape" limited to cr 1/2 (no fly), AND 2 uses of "Improved Wild Shape" #2 which is limited to CR 1 and has no restrictions. (The latter two "Improved Wild Shape" features would be unaffected by the Circle of the Moon subclass features since they don't directly mention altering those two class features by name. Uses of the "Improved Wild Shape" class feature wouldn't also be able to be used to turn into an elemental since they have been marked explicitly as distinct features.)
See where I'm coming from? It's nitpicky but it's something that could cause problems/confusion. This is something that should be fixed so it is correctly in agreement with the core rules.
where's the circle of the moon now?
Wow, they really destroyed Wildfire druid, I was most hyped about that subclass too.
I have the UA version of wildfire. I chose it before and it didn't automatically update for my character.
Mine still has the UA version right now so nothing has changed.
Cheese Burger
Does anyone have the UA version archived somewhere? I'm not sure I'm on board with these changes...
If you're using the UA version of wildfire on your Character sheet are they gonna force update it or can I just keep using the UA version because I do not like the updates they did to the subclass.
Wildfire Druid was fine in UA form. Getting rid of firebolt and fireball removes the main synergy with the spirit. If they were looking to nerf the class I would say they should remove some of the versatility from the build. Maybe remove wildshape form changes and allow you to only use the spirit or cut a couple utility spells. Still have the heal and burn synergy but lose some scouting and other utility ability.
Really, Really not pleased with the replacing of fireball with revivify it seems like a really hard nerf to a subclass based around getting cool fire spells it doesn't usually have
Regarding the revised Circle spell list for the Wildfire Druid: I liked that while it was in UA testing, each level had one fire spell and one healing spell (except "Locate Animals and Plants" always felt weird — would "Healing Spirit" fit better?) but new list has two 2nd level fire spells and two 3rd level non-fire/damage spells.
I'd consider replacing "Revify" with "Call Lightning". Even though it doesn't deal fire damage, you can't tell me that a Wildfire Druid obtaining "Plant Growth" and "Call Lightning" when they hit fifth level wouldn't embody that natural dichotomy of destruction and renewal that are natural wildfires. It'd be a great pairing.
In both UA and finished product, the Wildfire circle spells have included either "Revify" and "Raise Dead" to make the druid a "better raiser of the dead", but the druid's existing "Reincarnate" was flavourful enough and feels right for a wildfire -- have your wildfire druid's casting of Reincarnate burn the deceased body away, and from those ashes bloom a new body, just like new growth from a wildfire. Embrace that!
The downside, I know, is that many players would rather not have their characters be reincarnated and "break a build", so Revify or Raise Dead was here to make the Wildfire Druid a practical raiser-of-the-dead, but oh, at such a cost in flavour!
I didn't notice the unlimited teleport update. Thanks for pointing that out RedSirus! 👍
Way less excited to play this since you kinda nerfed the class removing FIRE. ABILITIES. Like you literally have a fire spell for each spell level except 3, and why get rid of fire bolt? Starting to question some of the balancers at WotC
Agree with firebolt, I really like having that as a cantrip
I agree that the loss of Fire Bolt is huge... I was counting on getting that fire cantrip at 2nd level. 😭 (I'd house ruled it with my DM to get Produce Flame instead so my human could see better, and since it "felt better").
The lack of explosion on "Blazing Revival" is also a bit disappointing. The amount of hit points it restores is fine, and I love that it requires that you sacrifice your wildfire spirit to keep yourself alive, but I'd also have loved a little fire damage coming out of it too.
"Cauterizing flames" is nice and streamlined. I like the changes to that one. Lots of spirit fires over the battlefield, a better-timed use of your reaction, and a much more clearly defined trigger of "enters the space" instead of "touches the flames".
But Moca, take a closer look at Fiery Teleportation: even though its range and area have been decreased... there's no limit on the number of times you can use it between rests, so it can be used very regularly as a mini-area-of-effect + battlefield realignment power. I think that's why they shrank it, because it's now gone up to unlimited use.
CIRLE OF WILDFIRE DRUID:
I can see taking away Fireball for revivify so you can rez team members going into tier 2 but why nerf the wild fire spirit so much? From 2d10 -> 2d6 on the summon and the fiery teleportation from 30ft to 15ft. Also the 1d6 explosion (which doesn't scale) from the teleport is 5ft instead of 10ft now.
Also I can see nerfing the subclass capstone "blazing revival" from 5 times your druid level to half your hp but they took away the damage all together??? Now it just a glorified half orc racial with health
I can deal with all of that, but WHY TAKE AWAY FIREBOLT? That just feels like kicking the class while it's down.
It's a WILDFIRE not a bondfire.