Druid

Classic fifth-edition (2014) SRD 5.1 rules. The complete rules for this entry are reproduced below for use at the table.

  • Hit Die: d8
  • Saving Throws: INT, WIS
  • Proficiencies: Light Armor, Medium Armor, Shields, Clubs, Daggers, Javelins, Maces, Quarterstaffs, Sickles, Spears, Darts, Slings, Scimitars, Herbalism Kit, Saving Throw: INT, Saving Throw: WIS
  • Skill choices: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Starting Equipment

  • 1 × Leather Armor
  • 1 × Explorer's Pack
  • Choose: (a) a wooden shield or (b) any simple weapon
  • Choose: (a) a scimitar or (b) any simple melee weapon
  • Choose: druidic focus

Class Progression

Level Proficiency Bonus Features Wild Shape Max Cr Wild Shape Swim Wild Shape Fly
1 +2 Spellcasting: Druid, Druidic 0 No No
2 +2 Wild Shape (CR 1/4 or below, no flying or swim speed), Druid Circle 0.25 No No
3 +2 None 0.25 No No
4 +2 Wild Shape (CR 1/2 or below, no flying speed), Ability Score Improvement 0.5 Yes No
5 +3 None 0.5 Yes No
6 +3 Druid Circle feature 0.5 Yes No
7 +3 None 1 Yes No
8 +3 Wild Shape (CR 1 or below), Ability Score Improvement 1 Yes Yes
9 +4 None 1 Yes Yes
10 +4 Druid Circle feature 1 Yes Yes
11 +4 None 1 Yes Yes
12 +4 Ability Score Improvement 1 Yes Yes
13 +5 None 1 Yes Yes
14 +5 Druid Circle feature 1 Yes Yes
15 +5 None 1 Yes Yes
16 +5 Ability Score Improvement 1 Yes Yes
17 +6 None 1 Yes Yes
18 +6 Timeless Body, Beast Spells 1 Yes Yes
19 +6 Ability Score Improvement 1 Yes Yes
20 +6 Archdruid 1 Yes Yes

Spellcasting Progression

Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 2 0 0 0 0 0 0 0 0
2 2 3 0 0 0 0 0 0 0 0
3 2 4 2 0 0 0 0 0 0 0
4 3 4 3 0 0 0 0 0 0 0
5 3 4 3 2 0 0 0 0 0 0
6 3 4 3 3 0 0 0 0 0 0
7 3 4 3 3 1 0 0 0 0 0
8 3 4 3 3 2 0 0 0 0 0
9 3 4 3 3 3 1 0 0 0 0
10 4 4 3 3 3 2 0 0 0 0
11 4 4 3 3 3 2 1 0 0 0
12 4 4 3 3 3 2 1 0 0 0
13 4 4 3 3 3 2 1 1 0 0
14 4 4 3 3 3 2 1 1 0 0
15 4 4 3 3 3 2 1 1 1 0
16 4 4 3 3 3 2 1 1 1 0
17 4 4 3 3 3 2 1 1 1 1
18 4 4 3 3 3 3 1 1 1 1
19 4 4 3 3 3 3 2 1 1 1
20 4 4 3 3 3 3 2 2 1 1

Spellcasting

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 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 chapter 5, "Equipment") as a spellcasting focus for your druid spells.

Class Features

Spellcasting: Druid

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

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.

Wild Shape (CR 1/4 or below, no flying or swim speed)

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.

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 GM 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, such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

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.

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.

Subclasses

  • Dreams — Circle of Dreams (XGE)
  • Land — Circle of the Land (PHB)
  • Moon — Circle of the Moon (PHB)
  • Shepherd — Circle of the Shepherd (XGE)
  • Spores — Circle of Spores (TCE)
  • Stars — Circle of Stars (TCE)
  • Wildfire — Circle of Wildfire (TCE)

Epic Levels 21-40

The following epic progression is fully summarized here for play on Tazzurath. All epic rules in this section use the purple epic-text style.

The character editor presents levels 1-40 as one Druid class. When synchronized to Avrae, levels above 20 are automatically stored under EDruid while retaining the same subclass.

Level Proficiency Bonus Features
21st +7 Extra Attack, Second Cast, Wild Shape Alteration
22nd +7 --
23rd +7 --
24th +7 Ability Score Improvement
25th +8 Cantrip Improvement
26th +8 --
27th +8 --
28th +8 Ability Score Improvement
29th +9 --
30th +9 Cantrip Improvement
31st +9 Extra Attack, One with Nature
32nd +9 Ability Score Improvement
33rd +10 --
34th +10 --
35th +10 Cantrip Improvement
36th +10 Ability Score Improvement
37th +11 --
38th +11 --
39th +11 --
40th +12 Natures Wrath, Cantrip Improvement

Epic spell progression

Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
21st 5 4 3 3 3 3 2 2 1 1 -
22nd 5 4 3 3 3 3 2 2 1 1 -
23rd 5 4 3 3 3 3 2 2 1 1 -
24th 5 4 3 3 3 3 2 2 1 1 -
25th 6 5 4 3 3 3 3 2 2 1 -
26th 6 5 4 3 3 3 3 2 2 1 -
27th 6 5 4 4 3 3 3 2 2 1 -
28th 6 5 4 4 3 3 3 2 2 1 -
29th 6 6 5 4 4 3 3 2 2 1 -
30th 7 6 5 4 4 3 3 2 2 1 -
31st 7 6 5 5 4 4 3 3 2 1 -
32nd 7 6 5 5 4 4 3 3 2 1 -
33rd 7 7 6 5 5 4 4 3 3 2 -
34th 7 7 6 5 5 4 4 3 3 2 1
35th 8 7 6 6 5 5 4 3 3 2 1
36th 8 7 6 6 5 5 4 3 3 2 1
37th 8 8 7 6 6 5 5 4 3 2 1
38th 8 8 7 6 6 5 5 4 3 2 1
39th 8 8 7 7 6 6 5 4 3 2 1
40th 8 8 7 7 6 6 5 4 3 2 1

Epic feature rules

Extra Attack

Attack twice at level 21 whenever you take the Attack action, increasing to three attacks at level 31.

Second Cast

After casting a leveled spell, cast a cantrip or another spell as part of the same action: 1st level at 21, 2nd at 25, 3rd at 29, 4th at 32, and 5th at 37.

Wild Shape Alteration

Wild Shape's maximum CR is one quarter of your druid level. At epic levels it may use dragon, plant, monstrosity, fey, and elemental forms. After an expanded-type form ends, wait 10 minutes before using another expanded type; during that time you may still become a beast whose CR is no higher than half your proficiency bonus.

Ability Score Improvement

Gain 3 ability-score points. No score can exceed the character's total level. Instead, take a feat and increase one ability score by 1.

Cantrip Improvement

Cantrip damage gains one additional die or attack at levels 25, 30, 35, and 40, for four additional dice or attacks at level 40.

One with Nature

At level 31, Speak with Animals and Speak with Plants are always active, and choose one 1st-level druid spell to cast at will.

Nature's Kindness

At level 40, beasts, fey, dragons, elementals, and monstrosities within one mile begin friendly toward you and your allies unless attacked. You and those creatures understand one another, allowing negotiation for information, travel, or safe passage.

Epic progression credited to Adalwolf's Epic Level Handbook: Players.

SRD 5.1 · CC BY 4.0
Open source

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.