Druid 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
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.
Wheres Circle of the Moon?
Yes and no, the spirit can hurt friendlies if you want it to, but is not naturally hostile, and when teleporting you make a dex save and succeed or take fire damage (more useful as an attack, until higher levels when it becomes easy to succeed on the dex save).
I suppose I can accept that as what's intended, though I think it's a weak premise whose usefulness falls drastically the higher level the party is, which makes the fact that it isn't gained until level 10 even more disappointing. My level 15 party isn't fighting too many creatures that are both intelligent enough to understand that some fire just restored vitality to me after I touched it, yet also foolish enough to take that gamble themselves, nevermind the fact that the flames most likely just sprung from the fallen body of one of their own ¯\_(ツ)_/¯
OTOH, I am interested in the possibility of restoring a party member that has fallen unconscious (but hasn't failed 3 death saves yet) by springing the flame from them and healing them back to life. Being able to accomplish this as a reaction beats the bonus action Healing Word tactic.
The wildfire spirit looks like the little guy from unraveled to me and no one can change my mind
I think it’s supposed to be you push them in with a shove or thunderwave or something similar, though a creature could see your allies get healed from the flames and then proceed to touch it thinking they will get healed when the flames appear again
if you say "hey that fire will heal you" dumb creatures might walk in it thinking it will be healed, OR you could push a creature in it
In regards to the Flames of Life feature in the Circle of Wildfire, it says:
I can understand that I have informed my allies that this flame which I spring forth from a corpse will heal them if touched. But why would a creature that doesn't assume fire will do anything but burn them (aka hostiles) willingly "touch" said flame? How would anything that I actually want to burn take damage from this? It doesn't say it burns creatures within 5ft. of it. Nothing that isn't completely stupid will walk directly through a flaming corpse's space, unless they are forced to do so. Am I missing something?
So does Wild Shape allow the druid to learn the HP of any creature it could turn in to? Like, spend an increment of time [DM's discretion] and learn that the base HP of some beast is X?
Additionally, this would also kind of work with stuff a druid CAN'T turn in to... Like, "guys, i've never seen one of those before, but it's no joke since i can't take its shape".
Check out the Druid spells page (https://www.dndbeyond.com/spells/class/druid). Conjure Animals may be what you're looking for, at 3rd level. It's a Level 3 spell, so a full Druid could start casting it at Level 5.
It isn't an innate ability from the base druid class. I'm pretty sure circle of the shepard can tho. If you really want to have an animal companion then play beast master ranger. Only problem is that the ranger is kinda notorious for being kinda underpowered
Hi, apologies, I'm new, but I have a question-- at what level can Druids summon beasts/creatures/animals?
The summoning ability explicitly states "all creatures except you". Unless you have a different ability (such as a Sorcerer's Careful Spell metamagic) that allows you to exclude your allies, they will still take damage if they are in range when it appears.
Specifying the creature is "friendly to you and your allies" allows the Wildfire to benefit from spells and abilities that also target or affect "friendly" creatures (such as a Paladin's Auras), unlike other summoned creatures (which are either unaligned or only friendly to you), and that it won't turn against your allies if they act or are perceived as hostile towards it (like most animals).
As written, Fiery Teleportation doesn't damage the targets because they are (presumably) no longer within 10 feet of the square it left after teleporting. If, for some reason, it was to teleport less than 10 feet or in such a way that a target or ally was still within that radius of the Wildfire's original square, "each creature" (including them) would have to make the save. This would also include yourself, though why you would will it to teleport and leave you standing in fire is another thing entirely.
agreed
By saying the wildfire is friendly to your allies assumes that it does not damage your allies. If you see the ability Flames of Life where you can cause damage to enemy OR hp to allies....you decide who the fire burns and who it doesnt.
The dex save for the teleport is only for unwilling creatures and people left behind. Given the description, it says any WILLING creature is teleported. If you are being teleported, as the caster, you wouldn't need to make a dex save for any reason. Think of it like this....the magic is embracing those willing...and when the creature teleports, it let's out wreathes of fire and hitting those in the surrounding area (hence the dex save to avoid the fire left behind).
From my understanding it's a small elemental creature. Even if you did turn it into a horse, I think the size would be incorrect to ride it.
I need some clarification.
"The wildfire spirit is friendly to you and your companions and obeys your commands." Does that mean that the wildfire's fire does not hurt friendlies and only hostile creatures?
Also, when it teleports a willing creature, lets say that it teleports you the caster, does the caster have to make the Dex save? Or because of the earlier statement when summoning "Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw", elude to you being immune to your spirit's damage?
So many wildfire Groots on their way.
you gotta be creative, maybe you can do it by casting conjure animals / conjure fey and then casting planaer binding on the summoned beast, maybe you decide to adopt an lonely kitten on the road, thus gaining animal companion, maybe you get the magic initiate feat and cast find familliar. There is no easy way to get an animal companion, but ask your dm real nicely and they might let you have one, becuase there is no mechanical backing for an animal compaion to the druid.
i mean it was only intended to make it so that you cannot use equipment, so it might be added to your mass? maybe the beast you turn into stores your stuff in its fur or in its tummy, and the bear you turn into is just chonke? who knows, ask the designers
was in a previous edition of the game, in fith edition dungeons and dragons you can only gain an animal companion by becoming an ranger with the beast master subclass, casting planar binding on an beast ýou summoned with an spell, casting some kind of enchantment like geas, animal friendship, or awaken on an animal you find to make it loyal to you or by finding an animal in the wild and becomming friends with it