As a druid, you gain the following class
Features.
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
You are proficient with the following
items, in addition to any
Proficiencies provided by your race or
BACKGROUND.
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 kitSaving Throws: Intelligence, WisdomSkills: Choose two from
Arcana,
Animal Handling,
Insight,
Medicine,
Nature,
Perception,
Religion, and
SurvivalYou start with the following
items, plus anything provided 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
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.
Drawing on the divine essence of
Nature itself, you can cast
Spells to shape that essence to your will.
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 SpellsThe
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 ar 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 AbilityWisdom 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.
Ritual CastingYou can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting FocusYou can use a
Druidic focus (see "Equipment") as a
Spellcasting focus for your druid
Spells.
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 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.
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.
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.
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.
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.
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.
When you choose this circle at
2nd Level, you learn one additional druid cantrip of your choice.
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.
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, or
swamp—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.
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.
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.
Sacred Plants and Wood
A druid holds certain
Plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such
Plants as part of a
Spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.
Similarly, a druid uses such woods to make other
Objects, such as
Weapons and
Shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with
Strength. These woods make excellent hafts or whole
Weapons, such as clubs or quarterstaffs, as well as
Shields. Alder is associated with air, and it might be used for
Thrown Weapons, such as darts or javelins.
Druids from
Regions that lack the
Plants described here have chosen other
Plants to take on similar uses. For instance, a druid of a
Desert region might value the yucca tree and cactus
Plants.
Druids and the Gods
Some druids venerate the forces of
Nature themselves, but most druids are devoted to one of the many
Nature deities worshiped in the multiverse (the lists of gods in
Pantheons include many such deities). The
Worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.