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D ruid

H olding high a gnarled staff w reathed with holly, an elf


su m m on s the fury o f the storm and calls d ow n explosive
bolts o f lightning to sm ite the torch-carryin g orc s w ho
threaten her forest.
C rou ch in g out o f sight on a high tree branch in the
form o f a leopard, a hum an p eers out o f the ju n gle at the
strange construction o f a tem ple o f Evil Elem ental Air,
keepin g a clo se eye on the cultists’ activities.
Sw in g in g a blade form ed o f pure fire, a h alf-elf
ch arges into a m a ss o f skeletal soldiers, sundering
the unnatural m agic that gives the foul creatu res the
m ock in g sem bla n ce o f life.
W h eth er calling on the elem ental forces o f nature or
em ulating the creatu res o f the anim al w orld, druids are
an em bodim ent o f nature’s resilience, cunning, and fury.
They claim n o m astery over nature. Instead, they see
them selves as exten sion s o f nature’s indom itable will.

Pow er of N ature
D ruids revere nature above all, gaining their spells and
other m agical p ow ers either from the force o f nature
itself or from a nature deity. M any druids pursue a
m ystic spirituality o f transcendent union with nature
rather than devotion to a divine entity, w hile others
serve g od s o f w ild nature, anim als, or elem ental forces.
Th e ancient druidic traditions are som etim es called
the Old Faith, in contrast to the w orship o f g od s in
tem ples and shrines.
D ruid sp ells are oriented tow ard nature and an im als—
the p ow er o f tooth and claw, o f sun and m oon , o f fire
and storm . D ruids also gain the ability to take on anim al
form s, and som e druids m ake a particular study o f this
practice, even to the point w h ere they prefer anim al
form to their natural form .

P reserve th e Ba la n c e
F or druids, nature exists in a preca riou s balance. The
four elem ents that m ake up a w orld —air, earth, fire,
T he D r u id

— Spell Slots per Spell Level—


Proficiency Cantrips
Level Bonus Features 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, 3 4 3 — — — — — — —
Ability Score Improvement
5th +3 — 3 4 3 2 — — — — — —
6th +3 Druid Circle feature 3 4 3 3 — — — — — —
7th +3 — 3 4 3 3 1 — — — — —
8th +3 Wild Shape improvement, 3 4 3 3 2 — — — — —
Ability Score Improvement
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 2 1 — —

12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —

13th +5 — 4 4 3 3 3 2 1 1 — —

14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 — —

15th +5 — 4 4 3 3 3 2 1 1 1 —

16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —

17th +6 — 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

and w ater—must rem ain in equilibrium . If on e elem ent as a sign that b e co m in g a druid
w ere to gain p ow er over the others, the w orld cou ld be w as part o f your character’s destiny.
destroyed, draw n into on e o f the elem ental planes and Have you always been an adventurer
broken apart into its com p on en t elem ents. Thus, druids as part o f your druidic calling, or did you
o p p o s e cults o f Elem ental Evil and others w h o prom ote first sp en d tim e as a caretaker o f a sacred
one elem ent to the exclusion o f others. grove or sprin g? Perhaps your h om eland w as
D ruids are also con cern ed with the delicate ecologica l befou led by evil, and you took up an adventuring life in
balance that sustains plant and anim al life, and the need h op es o f finding a new h om e or pu rpose.
for civilized folk to live in harm ony with nature, not in
opposition to it. D ruids a ccept that w h ich is cru el in Q u ic k B u il d
nature, and they hate that w h ich is unnatural, including You can m ake a druid quickly by follow in g these
aberrations (such as b eh olders and m ind flayers) su ggestion s. First, W isd om should be your highest
and undead (such as zom b ies and vam pires). D ruids ability score, follow ed by Constitution. S econ d , c h o o s e
som etim es lead raids against such creatures, especially the herm it background.
w hen the m on sters en croach on the druids’ territory.
D ruids are often found guarding sacred sites or C lass Featu r es
w atching over region s o f u nspoiled nature. But w hen a
A s a druid, you gain the follow in g class features.
significant danger arises, threatening nature’s balance
or the lands they protect, druids take on a m ore active H it P o in t s
role in com ba tin g the threat, as adventurers. Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution m odifier
C r e a t in g a D ru id Hit Points at Higher Levels: 1d8 (or 5) + your
W h en m aking a druid, con sid er w hy your character has Constitution m odifier per druid level after 1st
such a clo se bon d with nature. Perhaps your character
lives in a society w h ere the Old Faith still thrives, or w as P r o f ic ie n c ie s
raised by a druid after being abandoned in the depths A rm or: Light armor, m edium armor, shields (druids w ill
o f a forest. Perhaps your character had a dram atic not w ear arm or or u se shields m ade o f m etal)
en cou nter with the spirits o f nature, com in g face to W eapons: Clubs, daggers, darts, javelins, m aces,
face with a giant eagle or dire w o lf and surviving the quarterstaffs, scim itars, sickles, slings, sp ears
experience. M aybe your character w a s born during an Tools: H erbalism kit
epic storm or a volca n ic eruption, w hich w as interpreted Saving Throws: Intelligence, W isd om
Skills: C h oose tw o from A rcan a, A nim al one spell). The sp ells must be o f a level for w hich you
Handling, Insight, M edicine, Nature, P erception, have spell slots.
Religion, and Survival F or exam ple, if you are a 3rd-level druid, you have four
1st-level and tw o 2nd-level spell slots. W ith a W isd om
E q u ip m ent o f 16, your list o f prepared sp ells can include six spells
You start w ith the follow in g equipm ent, in addition to o f 1st or 2nd level, in any com bination. If you prepare
the equipm ent granted by your background: the 1st-level spell cure wounds, you ca n cast it using
• (a) a w o o d e n shield or (b) any sim ple w eapon a 1st-level or 2nd-level slot. Casting the spell d o e s n ’t
• (a) a scim itar or (b) any sim ple m elee w eap on rem ove it from your list o f prepared spells.
• Leather armor, an ex plorer’s pack, and a druidic focu s You can also change your list o f prepared sp ells w hen
you finish a long rest. P reparin g a n ew list o f druid
D r u id ic sp ells requ ires tim e spent in prayer and m editation: at
least 1 m inute p er spell level for each spell on your list.
You k n ow D ruidic, the secret language o f druids. You
can sp ea k the language and u se it to leave hidden Sp e l l c a s t in g A b il it y
m essa ges. You and others w h o k n ow this language W isd om is your spellcastin g ability for y ou r druid
autom atically sp ot such a m essage. O thers spot the spells, sin ce your m a gic draw s u pon your devotion and
m essa g e’s p resen ce w ith a su ccessfu l D C 15 W isd om attunem ent to nature. You use your W isd om w henever
(P erception ) ch eck but ca n ’t deciph er it w ithout m agic. a spell refers to your sp ellcastin g ability. In addition,
you use your W isd om m odifier w hen setting the saving
Sp e l l c a s t in g th row D C for a druid spell you cast and w hen m akin g an
D raw ing on the divine e ss e n ce o f nature itself, you attack roll w ith one.
can cast spells to sh ape that e ss e n ce to your w ill. S ee
Spell save DC = 8 + your proficiency bonus +
chapter 10 for the general rules o f sp ellcastin g and
your Wisdom modifier
chapter 11 for the druid sp ell list.
Spell attack modifier = your proficiency bonus +
C a n t r ip s your Wisdom modifier
At 1st level, you k n ow tw o cantrips o f you r ch oice from
the druid spell list. You learn additional druid cantrips R it u a l C a s t in g
o f your ch oice at higher levels, as sh ow n in the Cantrips
You ca n cast a druid spell as a ritual if that spell has the
K n ow n colu m n o f the D ruid table.
ritual tag and you have the spell prepared.

P r e p a r in g and C a s t in g Spells
Sp e l l c a s t in g Fo c u s
T h e D ruid table sh ow s h ow m any spell slots you have
You can u se a druidic focu s (found in chapter 5) as a
to cast your sp ells o f 1st level and higher. To cast on e o f
sp ellcastin g focu s for your druid spells.
th ese druid spells, you m ust expend a slot o f the sp ell’s
level or higher. You regain all expen ded spell slots w hen W il d S h a p e
you finish a lon g rest.
You prepare the list o f druid spells that are available Starting at 2nd level, you can use your action to
for you to cast, ch o o s in g from the druid spell list. W h en m agically assu m e the shape o f a beast that you have
you d o so, c h o o s e a num ber o f druid spells equal to seen before. Y ou can u se this feature tw ice. You regain
your W isd om m odifier + your druid level (m inim um o f expen ded u ses w hen you finish a short or long rest.
Your druid level determ ines the bea sts you can
transform into, as sh ow n in the B east Sh apes table. At
Sacred Plants and Wo o d
2nd level, for exam ple, you can transform into any beast
A druid holds certain plants to be sacred, particularly alder,
that has a challen ge rating o f 1/4 or low er that d oesn ’t
ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan,
have a flying or sw im m in g speed.
willow, and yew. Druids often use such plants as part of a
spellcasting focus, incorporating lengths o f oak or yew or
sprigs o f mistletoe. Beast S h apes
Similarly, a druid uses such woods to make other objects, Level Max. CR Limitations Example
such as weapons and shields. Yew is associated with death
2nd 1/4 No flying or swimming speed Wolf
and rebirth, so weapon handles for scimitars or sickles might
be fashioned from it. Ash is associated with life and oak 4th 1/2 No flying speed Crocodile
with strength. These woods make excellent hafts or whole 8th 1 — Giant eagle
weapons, such as clubs or quarterstaffs, as well as shields.
Alder is associated with air, and it might be used for thrown You can stay in a beast sh ape for a num ber o f hours
weapons, such as darts or javelins. equal to h alf your druid level (rounded down). You then
Druids from regions that lack the plants described here revert to your n orm al form u n less you expend another
have chosen other plants to take on similar uses. For use o f this feature. You can revert to your norm al
instance, a druid o f a desert region might value the yucca form earlier by using a bon u s action on your turn. You
tree and cactus plants. autom atically revert if you fall u n con sciou s, drop to
0 hit points, or die.
W h ile you are transform ed, the follow in g rules apply:
• Your gam e statistics are replaced by the statistics o f T im e l e ss B o d y
the beast, but you retain your alignm ent, personality,
Starting at 18th level, the prim al m agic that you w ield
and Intelligence, W isd om , and C harism a sco re s. You
also retain all o f your skill and saving th row proficien- cau ses you to age m ore slowly. F or every 10 y ears that
pass, your b od y ages only 1 year.
cies, in addition to gaining th ose o f the creature. If
the creature has the sam e proficiency as you and the
B ea st Spells
bon u s in its stat b lo ck is higher than yours, u se the
creatu re’s bon u s instead o f yours. If the creature has B egin ning at 18th level, you can cast m any o f your druid
any legendary or lair actions, you can't u se them. sp ells in any shape you assu m e usin g W ild Shape. You
• W h en you transform , you assu m e the b ea st’s hit can p erform the som atic and verbal com pon en ts o f a
points and Hit D ice. W h en you revert to your n orm al druid spell w hile in a beast shape, but you aren’t able to
form , you return to the num ber o f hit p oin ts you had provide m aterial com pon en ts.
before you transform ed. H owever, if you revert as a
result o f droppin g to 0 hit points, any e x ce s s dam age A r c h d r u id
carries over to your n orm al form . F or exam ple, if you At 20th level, you can u se your W ild S h a p e an unlim ited
take 10 dam age in anim al form and have only 1 hit num ber o f tim es.
point left, you revert and take 9 dam age. A s lon g as
the ex cess dam age d oesn ’t reduce your n orm al form
to 0 hit points, you aren’t k n ock ed u n con sciou s.
• You can ’t cast spells, and your ability to sp eak or
take any action that requ ires hands is lim ited to the
capabilities o f your beast form . Tran sform in g d oesn ’t
break your concentration on a spell you ’ve already
cast, however, or prevent you from taking actions that
are part o f a spell, such as call lightning, that you ’ve
already cast.
• You retain the benefit o f any features from your class,
race, or other sou rce and can use them if the n ew
form is physically capable o f doin g so. H ow ever, you
c a n ’t use any o f your sp ecia l sen ses, such as darkvi-
sion, u n less your n ew form also has that sense.
• You c h o o s e w hether your equipm ent falls to the
ground in your space, m erges into your n ew form , or
is w orn by it. W orn equipm ent fu nction s as norm al,
but the DM d ecid es w hether it is practical for the new
form to w ear a piece o f equipm ent, ba sed on the crea -
ture’s sh ape and size. Your equipm ent d oesn ’t change
size or shape to m atch the new
form , and any equipm ent that
the n ew form ca n ’t w ear
m ust either fall to the
grou nd or m erge w ith it.
Equipm ent that m erges
w ith the form has no
effect until you leave
the form .

D r u id C ir c l e
At 2nd level, you c h o o s e to
identify w ith a circle o f druids:
the Circle o f the Land or the Circle o f the M oon, both
detailed at the end o f the class description. Your ch oice
grants you features at 2nd level and again at 6th, 10th,
and 14th level.

A b il it y S co r e Im pr o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability s c o r e o f
your ch oice by 2, or you can in crease tw o ability scores
o f your ch oice by 1. A s norm al, you ca n ’t in crease an
ability s c o r e above 20 using this feature.
Additionally, you can ignore the verbal and som atic A r c t ic
com p on en ts o f your druid spells, as w ell as any material
Druid Level Circle Spells
com pon en ts that lack a cost and aren’t con su m ed by a
3rd hold person, spike grow th
spell. You gain this benefit in both your norm al shape
5th sleet storm , slow
and your beast shape from W ild Shape.
7th fre e do m o f m ovem ent, ice storm
9th co m m u n e with nature, cone o f cold
D r u i d C ir c l e s
Though their organization is invisible to m ost outsiders, C o a st
druids are part o f a society that spans the land, ignoring
Druid Level Circle Spells
political borders. All druids are nom inally m em bers
3rd m irror image, m isty step
o f this druidic society, though som e individuals are so
isolated that they have never seen any high-ranking 5th w ater breathing, water walk

m em bers o f the society or participated in druidic 7th control water, fre e d o m o f m ovem ent

gatherings. D ruids recog n ize each other as brothers and 9th conjure elemental, scrying
sisters. Like creatures o f the w ilderness, however, druids
som etim es com pete with or even prey on each other. D esert

At a local scale, druids are organized into circles that Druid Level Circle Spells
share certain perspectives on nature, balance, and the 3rd blur, silence
w ay o f the druid. 5th create fo o d a n d water, protection fro m energy
7th blight, hallucinatory terrain
C ircle of t h e L a n d
9th insect plague, wall o f stone
The Circle o f the Land is m ade up o f m ystics and sages
w h o safeguard ancient kn ow led ge and rites through Fo r est
a vast oral tradition. T h ese druids m eet w ithin sacred
Druid Level Circle Spells
circles o f trees or standing ston es to w h isper prim al
3rd barkskin, spider clim b
secrets in D ruidic. T h e circle’s w isest m em bers preside
5th call lightning, plant grow th
as the ch ief priests o f com m u n ities that hold to the Old
7th divination, freedom o f m ovem ent
Faith and serve as advisors to the rulers o f th ose folk.
A s a m em ber o f this circle, your m agic is influenced 9th c o m m u n e with nature, tree stride

by the land w here you w ere initiated into the circle’s


G r a ssl a n d
m ysterious rites.
Druid Level Circle Spells
Bonus C a n t r ip
3rd invisibility, pass without trace
W h en you c h o o s e this circle at 2nd level, you learn one 5th daylight, haste
additional druid cantrip o f your choice.
7th divination, fre e do m o f m ovem ent

Natural R ecovery
9th dream, insect plague

Starting at 2nd level, you can regain som e o f your


M o u n t a in
m agical en ergy by sitting in m editation and com m u n in g
w ith nature. D uring a short rest, you c h o o s e expended Druid Level Circle Spells
spell slots to recover. The spell slots can have a 3rd spider climb, spike grow th
com b in ed level that is equal to or less than h alf your 5th lightning bolt, m eld into stone
druid level (rounded up), and n one o f the slots can be 7th stone shape, stoneskin
6 th level or higher. You can ’t use this feature again until 9th passwall, wall o f stone
you finish a long rest
For exam ple, w hen you are a 4th-level druid, you can S w a m p
recover up to tw o levels w orth o f spell slots. You can
Druid Level Circle Spells
recover either a 2nd-level slot or tw o 1st-level slots.
3rd darkness, M e lf ’s acid arrow
C ir c l e Spe lls 5th w ater walk, stinking cloud
Your m ystical con n ection to the land in fu ses you with 7th freedom o f m ovem ent, locate creature
the ability to cast certain spells. At 3rd, 5th, 7th, and 9th insect plague, scrying
9th level you gain a c c e s s to circle spells con n ected
to the land w here you b e ca m e a druid. C h oose that U n d er d a r k
land—arctic, coast, desert, forest, grassland, mountain,
Druid Level Circle Spells
sw am p, or U nderdark—and consult the associated
list o f spells. 3rd spider climb, web

O nce you gain a c c e s s to a circle spell, you always have 5th gaseous form , stinking cloud
it prepared, and it d o e s n ’t coun t against the num ber o f 7th greater invisibility, stone shape
spells you can prepare each day. If you gain a c c e s s to a 9th cloudkill, insect plague
spell that d oesn ’t appear on the druid spell list, the spell
is n onetheless a druid spell for you.
La n d ’s St r i d e P r im al St r i k e
Starting at 6th level, m ovin g through n onm agical Starting at 6th level, your attacks in beast form count as
difficult terrain co sts you no extra m ovem ent. You can m agical for the p u rp ose o f ov ercom in g resistan ce and
also pa ss through n onm agical plants w ithout being im m unity to n onm agical attacks and dam age.
slow ed by them and w ithout taking dam age from them if
they have thorns, spines, or a sim ilar hazard. Elem ental W il d Sh ape
In addition, you have advantage on saving throws against At 10th level, you can expend tw o u ses o f W ild Sh ape
plants that are magically created or manipulated to im pede at the sam e tim e to transform into an air elem ental, an
m ovem ent, such th ose created by the entangle spell. earth elem ental, a fire elem ental, or a water elem ental.

N a t u r e ’s W a r d T h o u sa n d Form s
W h en you reach 10th level, you c a n ’t be ch arm ed or By 14th level, you have learned to use m agic to alter
frightened by elem entals or fey, and you are im m u ne to your physical form in m ore subtle ways. You can cast the
p oison and disease. alter self spell at will.

N a t u r e ’s Sa n c t u a r y D ruids a n d th e G ods
W h en you reach 14th level, creatures o f the natural Some druids venerate the forces o f nature themselves, but
w orld sen se your con n ection to nature and b e c o m e most druids are devoted to one o f the many nature deities
hesitant to attack you. W h en a beast or plant creature worshiped in the multiverse (the lists o f gods in appendix
attacks you, that creature m ust m ake a W isd om saving B include many such deities). The worship o f these deities
th row against your druid spell save D C. On a failed save, is often considered a more ancient tradition than the faiths
the creature m ust c h o o s e a different target, or the attack o f clerics and urbanized peoples. In fact, in the world of
autom atically m isses. O n a su ccessfu l save, the creature Greyhawk, the druidic faith is called the Old Faith, and it
is im m une to this effect for 24 hours. claims many adherents among farmers, foresters, fishers,
and others who live closely with nature. This tradition
T h e creature is aw are o f this effect before it m akes its
includes the worship o f Nature as a primal force beyond
attack against you.
personification, but also encompasses the worship o f Beory,
the Oerth Mother, as well as devotees o f Obad-Hai, Ehlonna,
C ir c l e o f t h e M o o n and Ulaa.
D ruids o f the Circle o f the M oon are fierce guardians In the worlds of Greyhawk and the Forgotten Realms,
o f the w ilds. Th eir order gathers under the full m oon to druidic circles are not usually connected to the faith o f a
single nature deity. Any given circle in the Forgotten Realms,
share n ew s and trade w arnings. They haunt the deepest
for example, might include druids who revere Silvanus,
parts o f the w ildern ess, w here they might go for w eek s
Mielikki, Eldath, Chauntea, or even the harsh Gods o f Fury:
on end before crossin g paths w ith another hum anoid
Talos, Malar, Auril, and Umberlee. These nature gods are
creature, let alone another druid. often called the First Circle, the first among the druids, and
C hangeable as the m oon , a druid o f this circle might most druids count them all (even the violent ones) as worthy
prow l as a great cat on e night, soa r over the treetops o f veneration.
as an eagle the next day, and crash through the The druids o f Eberron hold animistic beliefs completely
undergrow th in bea r form to drive off a trespassing unconnected to the Sovereign Host, the Dark Six, or any of
m onster. The w ild is in the druid's blood. the other religions of the world. They believe that every living
thing and every natural phenomenon— sun, moon, wind,
C om bat W il d Sh ape fire, and the world itself—has a spirit. Their spells, then, are
W h en you c h o o s e this circle at 2nd level, you gain the a means to communicate with and command these spirits.
Different druidic sects, though, hold different philosophies
ability to u se W ild Sh ape on your turn as a bon u s action,
about the proper relationship of these spirits to each other
rather than as an action.
and to the forces o f civilization. The Ashbound, for example,
Additionally, w hile you are transform ed by W ild
believe that arcane magic is an abomination against nature,
Shape, you ca n u se a bon u s action to expend one the Children o f Winter venerate the forces o f death, and the
spell slot to regain 1d8 hit points per level o f the spell Gatekeepers preserve ancient traditions meant to protect the
slot expended. world from the incursion o f aberrations.

C ir c l e Form s
T h e rites o f y ou r circle grant you the ability to transform
into m ore dangerou s anim al form s. Starting at 2nd
level, you can u se your W ild Sh ape to transform into a
beast with a challen ge rating as high as 1 (you ignore
the M ax. C R colum n o f the B east S h apes table, but must
abide by the other lim itations there).
Starting at 6th level, you can transform into a beast
w ith a challen ge rating as high as your druid level
divided by 3, rounded dow n.

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