Druid

Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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

Armor Proficiencies: Light, Medium, and Shields armor

Weapon Proficiencies: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, and spear weapons

Tool Proficiencies: herbalism kit

Saving Throw Proficiencies: Intelligence and Wisdom

Skill Proficiencies: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Starting Equipment: You start with the following equipment, in addition to the equipment granted by your background:

Druids and Equipment. Druids will not wear armor or use shields made of metal.

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 worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2
2nd +2 Wild Shape, Druid Circle 2 3
3rd +2 2 4 2
4th +2 Wild Shape improvement, Ability Score Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Druid Circle feature 3 4 3 3
7th +3 3 4 3 3 2
8th +3 Wild Shape improvement, Ability Score Improvement 3 4 3 3 3
9th +4 3 4 3 3 3 1
10th +4 Druid Circle feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 3 1
12th +4 Ability Score Improvement 4 4 3 3 3 3 2
13th +5 4 4 3 3 3 3 2 1
14th +5 Druid Circle feature 4 4 3 3 3 3 2 1
15th +5 4 4 3 3 3 3 2 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 3 2 1 1
17th +6 4 4 3 3 3 3 2 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 3 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 3 2 1 1
20th +6 Archdruid 4 4 3 3 3 3 3 2 2 1

Class Features

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.

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.

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 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 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.

Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 Giant eagle

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:

Druid Circle

At 2nd level, you choose to identify with a circle of druids. 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.

Druid Spells

Druid Spells
Spell Level School Casting Time Range Components Saving Throw
mending 0 Transmutation 1 minute Touch V, S, M None
guidance 0 Divination 1 action Touch None
produce flame 0 Conjuration 1 action Self V, S None
resistance 0 Abjuration 1 action Touch V, S, M None
shillelagh 0 Transmutation 1 bonus action Touch V, S, M None
speak with animals 1 Divination 1 action Self V, S None
entangle 1 Conjuration 1 action 90 feet V, S Strength negates
jump 1 Transmutation 1 action Touch V, S, M None
faerie fire 1 Evocation 1 action 60 feet V Dexterity negates
charm person 1 Enchantment 1 action 30 feet V, S Wisdom negates
healing word 1 Evocation 1 bonus action 60 feet V None
longstrider 1 Transmutation 1 action Touch V, S, M None
detect poison and disease 1 Divination 1 action Self V, S, M None
detect magic 1 Divination 1 action Self V, S None
thunderwave 1 Evocation 1 action Self (15-foot cube) V, S Constitution half
purify food and drink 1 Transmutation 1 action 10 feet V, S None
fog cloud 1 Conjuration 1 action 120 feet V, S None
cure wounds 1 Evocation 1 action Touch V, S None
create or destroy water 1 Transmutation 1 action 30 feet V, S, M None
moonbeam 2 Evocation 1 action 120 feet V, S, M Constitution half
darkvision 2 Transmutation 1 action Touch V, S, M None
pass without trace 2 Abjuration 1 action Self V, S, M None
protection from poison 2 Abjuration 1 action Touch V, S None
restoration, lesser 2 Abjuration 1 action Touch V, S None
locate object 2 Divination 1 action Self V, S, M None
locate animals or plants 2 Divination 1 action Self V, S, M None
enhance ability 2 Transmutation 1 action Touch V, S, M None
barkskin 2 Transmutation 1 action Touch V, S, M None
hold person 2 Enchantment 1 action 60 feet V, S, M Wisdom negates
heat metal 2 Transmutation 1 action 60 feet V, S, M None or Constitution negates
spike growth 2 Transmutation 1 action 150 feet V, S, M None
gust of wind 2 Evocation 1 action Self (60-foot line) V, S, M Strength negates
find traps 2 Divination 1 action 120 feet V, S None
animal messenger 2 Enchantment 1 action 30 feet V, S, M None
flaming sphere 2 Conjuration 1 action 60 feet V, S, M Dexterity half
flame blade 2 Evocation 1 bonus action Self V, S, M None
meld into stone 3 Transmutation 1 action Touch V, S None
call lightning 3 Conjuration 1 action 120 feet V, S Dexterity half
wind wall 3 Evocation 1 action 120 feet V, S, M Strength half
water walk 3 Transmutation 1 action 30 feet V, S, M None
water breathing 3 Transmutation 1 action 30 feet V, S, M None
daylight 3 Evocation 1 action 60 feet V, S None
sleet storm 3 Conjuration 1 action 150 feet V, S, M Dexterity negates or Constitution negates
plant growth 3 Transmutation 1 action or 8 hours 150 feet V, S None
dispel magic 3 Abjuration 1 action 120 feet V, S None
conjure animals 3 Conjuration 1 action 60 feet V, S None
speak with plants 3 Transmutation 1 action Self (30-foot radius) V, S None
protection from energy 3 Abjuration 1 action Touch V, S None
wall of fire 4 Evocation 1 action 120 feet V, S, M Dexterity half
ice storm 4 Evocation 1 action 300 feet V, S, M Dexterity half
conjure minor elementals 4 Conjuration 1 minute 90 feet V, S None
conjure woodland beings 4 Conjuration 1 action 60 feet V, S, M None
stone shape 4 Transmutation 1 action Touch V, S, M None
stoneskin 4 Abjuration 1 action Touch V, S, M None
dominate beast 4 Enchantment 1 action 60 feet V, S Wisdom negates
polymorph 4 Transmutation 1 action 60 feet V, S, M Wisdom negates
confusion 4 Enchantment 1 action 90 feet V, S, M Wisdom negates
locate creature 4 Divination 1 action Self V, S, M None
hallucinatory terrain 4 Illusion 10 minutes 300 feet V, S, M Intelligence (Investigation) disbelief
control water 4 Transmutation 1 action 300 feet V, S, M None or special
giant insect 4 Transmutation 1 action 30 feet V, S None
freedom of movement 4 Abjuration 1 action Touch V, S, M None
blight 4 Necromancy 1 action 30 feet V, S Constitution half, or none (object)
geas 5 Enchantment 1 minute 60 feet V Wisdom negates
cure wounds, mass 5 Evocation 1 action 60 feet V, S None
scrying 5 Divination 10 minutes Self V, S, M Wisdom negates
contagion 5 Necromancy 1 action Touch V, S Constitution partial
tree stride 5 Conjuration 1 action Self None
awaken 5 Transmutation 8 hours Touch V, S, M
planar binding 5 Abjuration 1 hour 60 feet V, S, M Charisma negates
restoration, greater 5 Abjuration 1 action Touch V, S, M None
commune with nature 5 Divination 1 minute Self V, S None
wall of stone 5 Evocation 1 action 120 feet V, S, M Dexterity negates
antilife shell 5 Abjuration 1 action Self (10 foot radius) V, S None
reincarnate 5 Transmutation 1 hour Touch V, S, M None
insect plague 5 Conjuration 1 action 300 feet V, S, M Constitution half (recurring)
conjure elemental 5 Conjuration 1 minute 90 feet V, S, M None
wall of thorns 6 Conjuration 1 action 120 feet V, S, M Dexterity half (recurring)
conjure fey 6 Conjuration 1 minute 90 feet V, S None
heroes' feast 6 Conjuration 10 minutes 30 feet V, S , M None
heal 6 Evocation 1 action 60 feet V, S None
sunbeam 6 Evocation 1 action Self (60-foot line) V, S, M Constitution half
move earth 6 Transmutation 1 action 120 feet V, S, M None
find the path 6 Divination 1 minute Self V, S, M None
transport via plants 6 Conjuration 1 action 10 feet V, S None
wind walk 6 Transmutation 1 minute 30 feet V, S, M None
fire storm 7 Evocation 1 action 150 feet V, S Dexterity half
reverse gravity 7 Transmutation 1 action 100 feet V, S, M Dexterity negates
regenerate 7 Transmutation 1 minute Touch V, S, M None
mirage arcane 7 Illusion 10 minutes Sight V, S None
plane shift 7 Conjuration 1 action Touch V, S, M None
sunburst 8 Evocation 1 action 150 feet V, S, M Constitution half, then Constitution negates
control weather 8 Transmutation 10 minutes Self (5-mile radius) V, S, M None
animal shapes 8 Transmutation 1 action 30 feet V, S None
antipathy/sympathy 8 Enchantment 1 hour 60 feet V, S, M Wisdom negates
feeblemind 8 Enchantment 1 action 150 feet V, S, M Intelligence negates
earthquake 8 Evocation 1 action 500 feet V, S, M Constitution negates or Dexterity negates or Dexterity half
resurrection, true 9 Necromancy 1 hour Touch V, S, M None
storm of vengeance 9 Conjuration 1 action Sight Constitution negates, then Dexterity half (recurring)
foresight 9 Divination 1 minute Touch V, S, M None
shapechange 9 Transmutation 1 action Self V, S, M None
Druid-Exclusive Spells
Spell Level School Casting Time Range Components Saving Throw
produce flame 0 Conjuration 1 action Self V, S None
shillelagh 0 Transmutation 1 bonus action Touch V, S, M None
entangle 1 Conjuration 1 action 90 feet V, S Strength negates
moonbeam 2 Evocation 1 action 120 feet V, S, M Constitution half
flame blade 2 Evocation 1 bonus action Self V, S, M None
call lightning 3 Conjuration 1 action 120 feet V, S Dexterity half
giant insect 4 Transmutation 1 action 30 feet V, S None
antilife shell 5 Abjuration 1 action Self (10 foot radius) V, S None
reincarnate 5 Transmutation 1 hour Touch V, S, M None
wall of thorns 6 Conjuration 1 action 120 feet V, S, M Dexterity half (recurring)
transport via plants 6 Conjuration 1 action 10 feet V, S None
animal shapes 8 Transmutation 1 action 30 feet V, S None
storm of vengeance 9 Conjuration 1 action Sight Constitution negates, then Dexterity half (recurring)