Druid

Class: Druid

Circle of the Land

You channel the natural arcana flowing through the earth and creatures atop it to cast powerful druidic magic.

Level progression

The table shows both the class and the subclass features.

LevelFeaturesSubclassResourcesSpell 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, Survival
Choose 2 cantrips
6 optionsGuidance, Poison Spray, Produce Flame, Resistance, Shillelagh, Thorn Whip
12
2
Subclass Choice
Wild ShapeMagically assume the shape of a beast.
Wild Shape: BadgerAssume the shape of a giant badger that can Burrow into the ground. The badger has a starting health of 13 hit points that increases every two druid levels.
Wild Shape: SpiderAssume the shape of a giant spider that can Enweb enemies. The giant spider has a starting health of 20 hit points that increases every two druid levels.
Wild Shape: WolfAssume the shape of a dire wolf that can Incite allies and Distract enemies. The dire wolf has a starting health of 18 hit points that increases every two druid levels.
Wild Shape: CatTake the shape of a cat that can avoid attention and Meow to distract enemies. It has 2 hit points.
Natural RecoveryReplenish expended spell slots while out of combat.
Choose 1 cantrip
6 optionsGuidance, Poison Spray, Produce Flame, Resistance, Shillelagh, Thorn Whip
Natural Recovery Charge1Wild Shape Charge213
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.
Choose 1 feature
8 optionsArctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Underdark
Natural Recovery Charge2Wild Shape Charge21422
4
Choose 1 cantrip
6 optionsGuidance, Poison Spray, Produce Flame, Resistance, Shillelagh, Thorn Whip
Wild Shape: Deep RothéAssume the shape of a deep rothé that casts Dancing Lights and Charges its enemies. The deep rothé has a starting health of 23 hit points that increases every two druid levels.
Natural Recovery Charge2Wild Shape Charge21423
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.
Choose 1 feature
8 optionsArctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Underdark
Natural Recovery Charge3Wild Shape Charge2142332
6
Land's Stride: Difficult TerrainYou have become an expert at moving through the wilderness. Difficult Terrain no longer slows you down.
Land's Stride: PlantsYou have become an expert at moving through the wilderness. Plant-based surfaces with thorns, spines, or similar hazards no longer harm you.
Land's Stride: AdvantageYou have become an expert at moving through the wilderness. You have Advantage on Saving Throws against plants that are magically created to impede your movement.
Wild Shape: PantherTake the shape of a panther that can Prowl around invisibly.
Wild Shape: OwlbearTake the shape of an owlbear that can Rupture the ground and become Enraged.
Natural Recovery Charge3Wild Shape Charge2142333
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.
Choose 1 feature
8 optionsArctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Underdark
Natural Recovery Charge4Wild Shape Charge214233341
814233342
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.
Choose 1 feature
8 optionsArctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Underdark
Natural Recovery Charge5Wild Shape Charge21423334351
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
Nature's WardYou can't be Charmed or Frightened by elementals and fey. Disease and poison also no longer affect you.
Wild Shape: DilophosaurusTake the shape of a dilophosaurus whose Corrosive Spit can dissolve a target's Armour Class.
Natural Recovery Charge5Wild Shape Charge21423334352
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.
Natural Recovery Charge6Wild Shape Charge2142333435261
12142333435261