Druid

Druid Leveling Table

LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22
2nd+2Wild Shape, Druid Circle23
3rd+2242
4th+2Wild Shape Improvement, Ability Score Improvement, Cantrip Versatility343
5th+33432
6th+3Druid Circle feature3433
7th+334331
8th+3Wild Shape Improvement, Ability Score Improvement34332
9th+4343331
10th+4Druid Circle feature443332
11th+44433321
12th+4Ability Score Improvement4433321
13th+544333211
14th+5Druid Circle feature44333211
15th+5443332111
16th+5Ability Score Improvement443332111
17th+64433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement4433332111
20th+6Archdruid4433332211

Basic Features

Hit Points

Proficiencies

Equipment

Alternatively, you can ignore the equipment given by your class and background, and start with 2d4 x 10 gp.

Druidic

1st level

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

1st level

Wild Shape

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.

LevelMax CRLimitationsExample
2nd1/4No flying or swimming speedWolf
4th1/2No flying speedCrocodile
8th1Giant 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:

You also gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Druid Circle

2nd, 6th, 10th, and 14th level

You choose to identify with a circle of druids. Your choice grants you features depending on your level.

Balm of the Summer Court

2nd level

You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain the expended dice when you finish a long rest.

Hearth of Moonlight and Shadow

6th level

At the start of a rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

10th level

As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Walker in Dreams

14th level

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest.

Bonus Cantrip

2nd level

You learn one additional druid cantrip of your choice.

Natural Recovery

2nd level

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.

Circle Spells

3rd, 5th, 7th, and 9th level

You gain access to circle spells connected to the land where you became a druid. 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 LevelCircle Spells
3rdHold Person, Spike Growth
5thSleet Storm, Slow
7thFreedom of Movement, Ice Storm
9thCommune with Nature, Cone of Cold

Coast

Druid LevelCircle Spells
3rdMirror Image, Misty Step
5thWater Breathing, Water Walk
7thControl Water, Freedom of Movement
9thConjure Elemental, Scrying

Desert

Druid LevelCircle Spells
3rdBlur, Silence
5thCreate Food and Water, Protection from Energy
7thBlight, Hallucinatory Terrain
9thInsect Plague, Wall of Stone

Forest

Druid LevelCircle Spells
3rdBarkskin, Spider Climb
5thCall Lightning, Plant Growth
7thDivination, Freedom of Movement
9thCommune with Nature, Tree Stride

Grassland

Druid LevelCircle Spells
3rdInvisibility, Pass without Trace
5thDaylight, Haste
7thDivination, Freedom of Movement
9thDream, Insect Plague

Mountain

Druid LevelCircle Spells
3rdSpider Climb, Spike Growth
5thLightning Bolt, Meld into Stone
7thStone Shape, Stoneskin
9thPasswall, Wall of Stone

Swamp

Druid LevelCircle Spells
3rdDarkness, Melf's Acid Arrow
5thWater Walk, Stinking Cloud
7thFreedom of Movement, Locate Creature
9thInsect Plague, Scrying

Underdark

Druid LevelCircle Spells
3rdSpider Climb, Web
5thGaseous Form, Stinking Cloud
7thGreater Invisibility, Stone Shape
9thCloudkill, Insect Plague

Land's Stride

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

10th level

You can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature's Sanctuary

14th level

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.

Combat Wild Shape

2nd level

You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms

2nd level

You can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Primal Strike

6th level

Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wild Shape

10th level

You can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Thousand Forms

14th level

You can cast the Alter Self spell at will.

Speech of the Woods

2nd level

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor.

Spirit Totem

2nd level

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.

As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.

The effect of the spirit's aura depends on the type of spirit you summon from the options below.

  • Bear Spirit: Each creature of your choice in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
  • Hawk Spirit: When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
  • Unicorn Spirit: You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Summoner

6th level

Any beast or fey summoned or created by your spells gains the following benefits:

  • Its hit point maximum increases by 2 per Hit Die.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit

10th level

When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Faithful Summons

14th level

If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can't use it again until you finish a long rest.

Star Map

2nd level

You’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

While holding this map, you have these benefits:

  • You know the guidance cantrip.
  • You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.
  • You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

d6Map Form
1 A scroll covered with depictions of constellations
2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised marks
4 A collection of maps bound in an ebony cover
5 A crystal that projects starry patterns when placed before a light
6 Tempered glass disks that align to depict constellations

Starry Form

2nd level

You gain the ability to harness constellations’ power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you’re incapacitated.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

  • Archer. A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
  • Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
  • Dragon. A constellation of a wise, ancientdragon appears on you. When you make an Intelligence or a Wisdom check or aConstitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Cosmic Omen

6th level

You learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6:

  • Weal (even).Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
  • Woe (odd).Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Twinkling Constellations

10th level

The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Full of Stars

14th level

While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

Circle Spells

2nd, 3rd, 5th, 7th, and 9th level

You learn the Chill Touch cantrip. You gain access to additional spells listed for those level in the Circle of Spores Spells table.

Once you gain access to one of these spells, 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.

Druid LevelCircle Spells
2ndChill Touch
3rdBlindness/Deafness, Gentle Repose
5thAnimate Dead, Gaseous Form
7thBlight, Confusion
9thCloudkill, Contagion

Halo of Spores

2nd level

You can launch toxic spores at other creatures. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity

2nd level

You gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Fungal Infestation

6th level

If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spreading Spores

10th level

You gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can’t use your Halo of Spores reaction.

Fungal Body

14th level

The fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.

Harvest's Scythe

2nd level

You have a pool of energy represented by a number of d10s equal to your druid level.

When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead.

You regain the expended dice when you finish a long rest.

Speech Beyond the Grave

6th level

You can cast Speak with Dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak.

Once you use this feature, you can't use it again until you finish a short or long rest.

Watcher at the Threshold

10th level

You gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on death saving throws.

Paths of the Dead

14th level

You can cast Etherealness. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest.

Circle Spells

2nd, 3rd, 5th, 7th, and 9th level

You have formed a mysticalbond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. You learn the firebolt cantrip.

When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, 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.

Druid LevelCircle Spells
2ndburning hands, cure wounds
3rdflaming sphere, scorching ray
5thplant growth, revivify
7thaura of life, fire shield
9thflame strike, mass cure wounds

Summon Wildfire

2nd level

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Wildfire Spirit
Small elemental

Armor Class 13 (natural armor)
Hit Points 5 + five times your druid level
Speed 30 ft., fly 30 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
14 (+2)
13 (+1)
15 (+2)
11 (+0)

Damage Immunities fire
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus

Actions


Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

Enhanced Bond

6th level

The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

Cauterizing Flames

10th level

You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Blazing Revival

14th level

The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

Once you use this feature, you can’t use it again until you finish a long rest.

Ability Score Improvement

4th, 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.

Cantrip Versatility

4th level

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list.

Timeless Body

18th level

For every 10 years that pass, your body ages only 1 year.

Beast Spells

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

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.