You must have a WIS score of 13 or higher in order to multiclass in or out of this class.
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, but see themselves as extensions of nature's indomitable will.
| Levels | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Spells Known |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | WIS + druid level | ||||||||
| 2 | 3 | |||||||||
| 3 | 4 | 2 | ||||||||
| 4 | 4 | 3 | ||||||||
| 5 | 4 | 3 | 2 | |||||||
| 6 | 4 | 3 | 3 | |||||||
| 7 | 4 | 3 | 3 | 1 | ||||||
| 8 | 4 | 3 | 3 | 2 | ||||||
| 9 | 4 | 3 | 3 | 3 | 1 | |||||
| 10 | 4 | 3 | 3 | 3 | 2 | |||||
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | ||||
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | ||||
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
| 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Drawing on the divine essence of nature itself, you can cast spells to shape the essence to your will.
Cantrips. You know 2 cantrips of your choice from the druid spell list.
Preparing and Casting Spells. You may prepare a number of druid spells equal to your WIS + your druid level, minimum of 1 spell. The spells must be of a level for which you have spell slots. You may change any number of spells in your spell list during a long rest, requiring 1 minute of meditation per spell level for each spell you change.
Ritual Casting. You may cast any druid spell you have prepared as a ritual if that spell has the ritual tag.
Spellcasting Focus. You may use a druidic focus as a spellcasting focus for your druid spells.
Spellcasting Ability. Your spellcasting ability is WIS.
Spell Save DC. 8 + proficiency + WIS
Spell attack modifier. proficiency + WIS
You can speak 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. Other spot the message's presence with a successful DC 15 Perception (WIS) check, but can't decipher it without using magic.
Choose a subclass:
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.
Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.
Favoring the heart of the darkest forests, druids of the Circle of the Old Ways commune with ancient, forgotten entities that lurk within, calling forth truly primeval power to serve as defenders of the oldest and wildest of places.
They harness the power of the Elderwood trees, which are home to the souls of long-dead feyfolk and share their primordial wisdom and might when called upon.
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey.
Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
Cunning in their ancient art, druids of the Circle of Wicker fashion twig dolls and effigies, binding their magic into these crude forms. These creations often resemble animals, rune shapes, natural symbols, or people. Protective tokens and promises of retribution against trespassers are these druids' stock in trade. You can weave the magic of the land through your wicker creations as boons to your friends and banes to your foes.
You may use your action to magically assume the shape of a beast that you have seen before. You may use this feature 2 times per short rest. Your druid level determines the beasts you can transform into. At 2nd level, you may transform into a beast with a CR up to 1/4, provided it has no flying or swimming speed. While you are transformed, the following rules apply:
You may stay in the chosen beast shape for a number of hours equal to half your druid level, rounded down. After that period, you revert to your normal form, unless you expend another use of this feature. You may revert to your normal form earlier by using your bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hitpoints, or die.
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality and INT, WIS and CHA scores. You also retain all your skill and saving throw proficiencies, in addition to gaining those of the chosen 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 cannot use them.
When you transform, you assume the chosen beast's hitpoints and hit dice. When you revert to your normal form, you return to the number of hitpoints you had before you transformed. However, if you revert as a result of dropping to 0 hitpoints, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hitpoints, you are not knocked unconscious.
You cannot cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of the chosen beast. Transforming doesn't break your concentration on a spell you've already cast, or prevent you from taking actions that are part of a spell you've already cast.
You retain the benefit of any traits from your class, race or other source and can use them if the new form is physically capable of doing so. However, you cannot use any of your special senses, such as darkvision, unless your new form also has that sense.
You may 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's 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 cannot 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.
You gain the ability to summon a spirit that assumes an animal form. As an action, you may expend a use of your wild shape trait to cast the find familiar spell, without material components. Instead of the spell's usual effects, the familiar is a fey, and disappears after a number of hours equal to half your druid level, rounded down.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You learn an additional cantrip, for a total of 3.
When you use your wild shape trait, you may now transform into a beast with a CR up to 1/2, provided it has no flying speed. It may have a swimming speed.
You gain a feature depending on your druid circle.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
When you use your wild shape trait, may now transform into a beast with a CR up to 1. It may have a flying, and a swimming speed.
You gain a feature depending on your druid circle.
You learn an additional cantrip, for a total of 4.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You gain a feature depending on your druid circle.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
For every 10 years that pass, your body ages 1 year instead.
You may cast many of your druid spells in any shape you assume during the transformation of your wild shape trait. You can perform the somatic and verbal components of a druid spell while in beast form, but you aren't able to provide material components.
You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.
You may now use your wild shape trait an unlimited number of times. Additionally, you may ignore verbal and somatic components of all your druid spells, as well as any material components that lack a cost and aren't consumed by the spell. You gain this benefit in both your normal shape and your beast shape from your wild shape trait.