Druid
Druids channel the elemental forces of nature and share a deep kinship with animals. Mastery of Wild Shape allows them to transform into beasts from all over the Realms.
- Hit Dice
- d8
- Primary Ability
- Wisdom
- Saving Throws
- Wisdom, Intelligence
- Armour Proficiency
- Light Armour, Medium Armour, Shields
- Weapon Proficiency
- Clubs, Daggers, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Spears
- Spellcasting Ability
- Wisdom
- Subclass Choice
- Level 2
Strengths
- Wild Shape is both a second pool of hit points and an exploration tool
- Area control spells reshape a fight rather than just damaging it
- The spell list covers both the offensive and the supporting side
Weaknesses
- You cannot cast while shapeshifted, so the two roles never overlap
- Animal form damage falls behind at higher levels
- Most of its strongest spells need concentration, and only one can be held at a time
Subclasses
- Circle of the LandYou channel the natural arcana flowing through the earth and creatures atop it to cast powerful druidic magic.
- Circle of the MoonYour form is mutable as the mercurial moon, letting you shift your form into massive beasts and even primal elementals.
- Circle of the SporesViewing death, necrosis, fungal growth, and sporulation as just another part of life, you can manipulate such spores to augment yourself and harm your foes.
- Circle of the StarsYou are guided by the infinite mysteries of the cosmos. It is through your understanding of the stars that your druidic magic gains its potency.
Level progression
| Level | Features | Spell Slots |
|---|---|---|
| 1 | Ice KnifeThrow a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface. ThunderwaveRelease a wave of thunderous force that pushes away all creatures and objects. Cure WoundsHeal a creature you can touch. Healing WordHeal a creature you can see. Enhance LeapTriple a creature's jumping distance. Speak with AnimalsGain the ability to comprehend and communicate with beasts. Animal FriendshipConvince a beast not to attack you. Charm PersonCharm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. EntangleCreate a vine surface, slowing down creatures, possibly Entangling them. Fog CloudThe cloud Blinds and Heavily Obscures creatures within it. Create or Destroy WaterCall forth rain or destroy a water-based surface. LongstriderIncrease a creature's movement speed by 3 m. Faerie FireAll targets within the light turn visible, and Attack Rolls against them have Advantage. GoodberryConjure four magical berries into your or a companion's inventory. Creatures who eat a berry regain 1d4 hit points. Berries disappear after Long Rest. Choose 2 skills 8 optionsArcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, SurvivalChoose 2 cantrips 6 optionsGuidance, Poison Spray, Produce Flame, Resistance, Shillelagh, Thorn Whip | 12 |
| 2 | Subclass Choice | 13 |
| 3 | BarkskinProtect a creature from attacks: increase its Armour Class up to 16. DarkvisionGrant a creature the ability to see in the dark out to a range of 12 m. Enhance AbilityBestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. Flame BladeConjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3 m radius and dim light in a 6 m radius. Flaming SphereSummon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light. Gust of WindSummon a strong wind that clears all clouds and pushes creatures back 5 m, forcing them Off Balance. Heat MetalCause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack Rolls and Ability Checks. Hold PersonHold a humanoid enemy still. They can't move, act or react. Attacks from within 3 m are always Critical Hits. Lesser RestorationCure a creature from disease, poison, paralysis or blindness. MoonbeamCall down a beam of light that damages any creature that enters the beam or starts its turn in the light. You can use an action to move the beam 18 m. Pass Without TraceCall forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks. Protection from PoisonTouch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. Spike GrowthShape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5 m it moves. | 1422 |
| 4 | Choose 1 cantrip 6 optionsGuidance, Poison Spray, Produce Flame, Resistance, Shillelagh, Thorn Whip | 1423 |
| 5 | Wild StrikeYou can make an additional Attack Roll after making an Unarmed Strike while in an animal Wild Shape. Call LightningLightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot. DaylightEnchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. Feign DeathPut an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect. Plant GrowthMake weeds burst from the ground and smother the area. Creatures moving through the weeds have their movement speed quartered. Protection from EnergyTouch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. Sleet StormCall forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface. | 142332 |
| 6 | — | 142333 |
| 7 | BlightPlants take maximum damage from this spell, and have Disadvantage on the Saving Throw against it. ConfusionConfuse a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. Conjure Minor ElementalConjure a minor elemental to fight alongside you. Conjure Woodland BeingConjure a dryad to fight alongside you. She can use Nature's Step, Entangle enemies, and Summon a wood woad. Dominate BeastMake a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. Freedom of MovementSnap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained. Grasping VineSummon a giant vine capable of dragging creatures toward itself. Ice StormImpel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range. PolymorphTransform a creature into a harmless sheep. StoneskinTurn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. Wall of FireCreate a blazing wall of fire, burning anyone who dares stand too close. | 14233341 |
| 8 | 14233342 | |
| 9 | Conjure ElementalBend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. ContagionPoison a target and possibly afflict them with a disease of your choice. Greater RestorationTouch a creature and negate any Charm, Petrification, Stun, or curse afflicting it. Insect PlagueLocusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. Mass Cure WoundsUnleash a soothing hum of energy that heals you and nearby allies. Planar BindingTarget an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. Wall of StoneRaise a wall of non-magical, solid stone. | 1423334351 |
| 10 | Improved Wild StrikeYou can make 2 additional Attack Rolls after making an Unarmed Strike while in an animal Wild Shape. Choose 1 cantrip 6 optionsGuidance, Poison Spray, Produce Flame, Resistance, Shillelagh, Thorn Whip | 1423334352 |
| 11 | HealHeal a target's wounds and remove Blindness and any diseases. Heroes' FeastYou and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage. SunbeamA beam of brilliant light sears and Blinds all creatures in its path. Wall of ThornsCreate a wall of pliable, twisted thorns surrounded by Entangling vines. Wind WalkTransform yourself and all nearby party members into tiny clouds of mist to avoid attacks. | 142333435261 |
| 12 | 142333435261 |