
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 doesnt have the circle of moon unless you buy the PHB
In the character Creation, why does the CIRCLE OF THE MOON not show the increase CR rating in WILD SHAPE, also it does not add "Combat Wild Shape" or any of the other MOON attributes as actions to use in you Character Sheet.
Anyone know anything on this?
my family has lost mine and storm king
I love this however it is really limiting when you use a bonus action to control your spirit. Maybe making it a free action and increasing the damage of the flame seed.
Im playing a druid and was just wondering if you guys have any ideas for the best spells for druid?
I personally like Conjure Woodland Beings and doing the good old Pixie Polymorph trick.
Whats your opinion?
Yesssss
yes there is the circle of the moon witch is the one I like the most
I feel like there should be more constellations for the circle of stars druid. Like I know it's still UA and it will probably get changed later, but the fact that there's only 3, and they dont even upgrade for higher levels, like the other druids get with new wild shape's. Or maybe you unlock more at higher levels, like at 4th lvl you get the serpent, and it has something to do with water breathing and swimming, and at 8th level you get like the raven, which has something to do with flight and perception or stealth. Idk, I might just be nitpicking because I really like druid and think it should get more attention.
My brother LOVES his Ranger/Druid character named Varis.
were is the circle of the moon?
I like these revisions for the Stars and Wildfire druid. The Star Flare was something a bit off the wall from the abilities leading up to it, cool ability, just out of the way. I like your empowerment idea.
Same with Wildfire, the Blazing Spirit gives the familiar a little more oompf in terms of versatility/uniqueness. Then, Phoenix Gift is a fair trade-off and keeps with the rebirth theme (cool points from me).
They could have the totem carved into the end of it. Come up with a narrative reason for it, and run it by your DM. To me, the spell focuses are one of the more open parts. It should be something important to your character's story, more than just fitting the archetype.
I have a Firbolg druid whose focus takes the form of a tiny owl companion, who is the living incarnation of a totem spirit. It spends peaceful times perched on my character's head, and danger hiding in the hood of his cloak, or nestled into his fur, when shapeshifted.
Find your flavor, and I doubt anyone will have a good reason to say no.
.
If anyone has played Warhammer, then they will know that a dragonborn or lizardfolk circle of stars druid is so thematic and awesome. Basically a seraphon.
So my wife is playing Circle of the Stars in my first campaign as a DM. But just let me say, that at level 2 to have 3 spell slots, up to 3 guiding bolts (or 2 and an Augery) AND 2 wild shapes is a tad broken and I was not prepared... Because she can just cast her 3 guiding bolts, which are stronger than any level 2 spell she can get, and just keep her daily spell slots to heal. Was this intended?
It's a good thing we are playing SKT, which is why I'm letting it slide, because that Ch 1 blasts your players to level 5 regardless.
What does the first part of fire bond do exactly? I'm confused on the wording.
Star Flare is sort of the fly in the ointment for an otherwise really cool class. Idk, it's all of these cool abilities and choices, learning about fate and then bam, 4d10 radiant damage + blindness?
I'd rather see it be a 1/day ability that focuses on improving your constellations. Something like:
Stellar Alignment
While using your Starry Form class feature, you may additionally empower each constellation with new abilities.
Chalice - Whenever you heal a creature using this class feature, every other creature you choose within 30 feet of you is healed for a number of hitpoints equal to half your Druid class level.
Archer - Whenever you use this class feature, you instead call down 3 arrows from the heavens. Each arrow deals 1d8 + your Wisdom modifier radiant damage, and hits a creature of your choice within 60 feet of you.
Dragon - While under the effects of Stellar Alignment, gain +2 AC and temporary hitpoints equal to your Druid level. In addition, whenever you make a saving throw, you may treat any result of 9 or lower as a 10.
Stellar Alignment lasts for 1 minute, or until you leave your Starry Form, whichever is soonest. Once you use this ability, you cannot use it again until you finish a Long Rest.
Wildfire has three major issues. The first one is scaling; it's VERY frontloaded, and honestly brokenly so. The second is the companion creature; having the core of your class disappear between short rests isn't all that fun, and it means you need to houserule in some changes if you want to make the fire spirit important to the RP. Third is Blazing Endurance, we'll get there though.
We can fix the Wildfire Spirit in one go. Let's shift some things.
First, we make the creature a proper familiar first. It exists permanently as your companion, keeping much of the same stats as on the card. It doesn't have access to Flame Seed, or Fiery Teleportation, and it's hitpoints are equal to your Wisdom + it's Constitution (so a minimum of 2). It also doesn't deal 2d10 damage when you summon it, because that'd be broken. It's currently very broken; it's 4d10 per short rest at level 2.
Instead you get a feature more like the following:
Blazing Spirit
Your Wildfire Spirit grows to be a size small creature, and its current and maximum hitpoints increase by an amount equal to 4 * your Druid Level. When you use Blazing Spirit, all creatures within 10 feet of your Wildfire Spirit (excluding yourself) must make a Dexterity saving throw vs. your Spell DC or take 1d8 + 1/2 your Druid Level fire damage. In addition, your familiar gains an additional ability active only during Blazing Spirit, which you choose when you become a Circle of Wildfire Druid.
Flame Seed - Your familiar make a ranged attack against a single target within 40 feet. +4 to hit, 1d6+2 damage. The damage die increases to 2d6 at level 6, and 3d6 at level 14.
Pepper Breath - Your familiar breathes fire in a 15 foot cone. All creatures in the cone must make a Dexterity saving throw vs. your Spell DC or take 1d4+your Wisdom modifier damage. The damage die increases to 2d4 at level 6, and the range increases to 20 feet at level 14.
Molten Melee - Your familiar makes a melee attack against a creature of your choice within 5 feet of your familiar. This attack is considered a Finesse attack. +2 to hit, 1d8 damage. At level 6 your familiar deals additional damage equal to half your Druid level, and at level 14 your familiar may make two attacks when you command it to use this action.
Using Blazing Spirit expends one use of your Wild Shape, and lasts for 10 minutes. At the end of 10 minutes, your familiar reverts to its current HP or your Wisdom modifier + it's Constitution modifier, whichever is lower.
This takes care of some of the scaling issues, takes out the biggest early level problem with the weird summon bomb build you could make from this, and lets you pick a little more flavor for your familiar. It might still scale too hard, but hey, just cut the level 14 scaling and it's fiiiiine.
The last issue is Blazing Endurance which other people have pointed out. 2d10 + druid level guaranteed damage, instant 5 * level hitpoints, and it's at level 14? It's not quite Long Death Monk level of "I won't die" but it's still a lot. Giving a player an automatic 2 healthbars is quite a bit. So we'll space it out a bit.
Phoenix's Gift
When you are reduced to 0 hitpoints but not outright killed, you are instead encased in a shell of magical flames. While inside, you are at 1 hitpoint but unconscious. You are immune to all damage, cannot take actions, and cannot be targeted by spells or abilities, except for the Wish spell.
The magical shell has a number of hitpoints equal to five times your druid level, and deals 2d10 fire damage to any creature that starts its turn within 10 feet of it. It has an AC of 19 and is immune to psychic, poison, and fire damage. It is resistant to bludgeoning, slashing, and piercing damage. If the shell is broken, you take any excess damage the shell would have taken.
After 1 minute, you regain consciousness, with full health. The magical fire of the Phoenix burns away all normal disease as well as all poisons. The shell explodes, and all creatures within 30 feet of you must make a dexterity save vs. your Spell DC or take 4d10 fire damage and be knocked prone.
You may only benefit from Phoenix's Gift once per day. You do not benefit from Phoenix's Gift if your soul is separated from your body through magical means (such as Soul Cage).
I could probably figure a way to shorten the wording here, but it captures the idea a little better. The minute downtime gives you a penalty for dying, it thematically fits, and there's an element of danger to it. That's 10 rounds where you're out, but the heal is stronger.
It might be too long before the rez hits, but hey it's probably fine.
I think these are fantastic options, particularly the Fire Born one. I might even ask my DM if we could use these in our current campaign. Maybe the Blazing Endurance can still be kept but put at a higher level like 17 or 18.
About the wildfire druid:
would it be possible to have the spirit have a light aura?
would it be possible to heal the spirit with fire magic?
having the spirit around for two hours between short rests sounds like a bad idea considering that it is a core feature. Especially if you cannot heal it.
at later levels can we have more flame seeds. Like magic missile increases by spell slot. At later levels this ability becomes useless.
Thank you!