Guardians of nature who seek to preserve balance and protect life, Druids have unmatched versatility on the field of battle. This is in part because druidism is much more than a fighting discipline - it’s a way of life steeped in traditions so ancient that even the origin of their kind is preserved largely in mythology passed on through millennia.
Druids harness nature’s raw energy for an incredible breadth of offensive and defensive abilities, as well as to restore life to the wounded. Through communion with nature and the demigod Cenarius, Lord of the Forest, Druids are supernaturally endowed with the gift of shapeshifting, allowing them to take the form of all manner of nature’s creature and access powers as distinct as they are diverse.
As a Druid, you gain the following:
Hit Dice : 1d8 per Druid level
Hit Points at 1st Level : 8 + your Constitution modifier
Hit Points at Higher Level : 1d8 (or 5) + your Constitution modifier per Druid level after 1st
Armor : Light Armor
Weapons : Simple Weapons
Tools : Herbalism Kit
Saving Throws : Intelligence, Wisdom
Skills : Choose 2; Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
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.
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
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.
The Druid table shows how many spell slots you have to cast your druid 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.
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.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a druidic focus as a spellcasting focus for your druid spells.
You can use your action to magically assume the shape of one of several mighty beast spirits. You can use this feature twice. You regain expended uses when you finish a short or long rest.
You can initially assume the form of a Spirit of the Claw and Spirit of the Fang. At 4th level you can assume the form of a Spirit of the Waves, and at 8th level you can assume the form of a Spirit of the Talon. Your druid specialization may allow you to shapeshift into additional forms. The statblocks of these forms are seen on their own page here.
You can stay in a spirit form for a number of hours equal to half your druid level (minimum of one hour). 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:
Your game statistics are replaced by the statistics of the spirit form, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the spirit. If the spirit has the same proficiency as you and the bonus in its stat block is higher than yours, use the spirit's bonus instead of yours.
When you transform, your current and maximum hit points do not change, and any damage taken while in a spirit form carries over to your normal form.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your spirit form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the spirit's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Your growing affinity with nature has changed you. You have learned secret techniques called wild gifts, blessings of nature that empower, change, or draw on your shapeshifting abilities in different ways. A level prerequisite refers to your level in this class.
At 2nd level, you gain two wild gifts of your choice. Your gift options are detailed under Wild Gifts at the bottom of the page. When you gain certain druid levels, you gain additional gifts of your choice, as shown in the Gifts Known column of the Druid table.
Additionally, when you gain a level in this class, you can choose one of the gifts you know and replace it with another gift that you could learn at that level.
At 3rd level, you choose to identify with an ancient and powerful druidic tradition. Choose one of the following:
Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Each specialization has a list of spells - its specialization spells - that you gain at the druid levels noted in the specialization description. Once you gain a specialization spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a specialization spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
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.
Also at 18th level, you are beloved by nature's children. Any beast, fey, or plant that targets you with an attack or a harmful spell must first make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This feature doesn't protect you from area effects, such as the explosion of a fireball.
If you make an attack or cast a harmful spell that affects an enemy beast, fey, or plant, that creature is immune to this feature until you finish a long rest.
At 20th level, you are briefly able to channel the mighty power of the Ancients. You can use your bonus action to cast Guardian of Nature, which does not require your concentration to maintain. In addition, while using Spirit Shape, the form's innate weapon attacks are considered both Strength and Dexterity-based for the purposes of Guardian of Nature (their stats remain unchanged) and you gain the additional Incarnation benefit listed in the form's stat block.
Once you use this feature, you can't use it again until you finish a long rest.
This section will list off all the spells the Druid can utilize, as well as link off to the various spells on the list.
If a wild gift has prerequisites, you must meet them to learn it. You can learn the gift at the same time that you meet its prerequisites. A level prerequisite refers to your druid level.
Prerequisite : 9th level
Your spirit forms are acclimated to extreme environments. When you use your Spirit Shape feature to adopt a spirit form, you can choose one of the following benefits, which lasts until you transform again:
Arctic adaptation : You have resistance to cold damage and are acclimated to extremely cold weather.
Desert Adaptation : You have resistance to fire damage and are acclimated to extremely hot weather.
Jungle Adaptation : You have advantage on saving throws against poison and disease, and you have resistance against poison damage.
You gain proficiency in the Athletics and Intimidation skills. If you're already proficient in one of these skills, including while in Spirit of the Claw form, your proficiency bonus is doubled for any check you make with it.
You gain proficiency in the Acrobatics and Stealth skills. If you're already proficient in one of these skills, including while in Spirit of the Fang form, your proficiency bonus is doubled for any check you make with it.
When you deal force damage to a creature using a druid spell or feature, you ignore resistance to force damage unless the creature also has resistance or immunity to radiant damage, and you treat vulnerability to radiant damage as vulnerability to both damage types.
Prerequisite : 9th level
You can cast druid cantrips while using your Spirit Shape feature, ignoring their components.
Prerequisite : 5th level
Moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical 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.
You can see normally in darkness, both magical and non-magical, to a distance of 120 feet. You also have advantage on ability checks and saving throws made against illusions.
Prerequisite : 5th level
You have advantage on Dexterity checks and saving throws to avoid being knocked prone.
You can also cast the Feather Fall spell at will. You ignore this spell's components, and can cast it even while using your Spirit Shape feature.
Prerequisite : 13th level
You can cast Speak with Plants at will, ignoring its components. You can cast this spell even while using your Spirit Shape feature. Additionally, whenever you make a Charisma check when interacting with plants or plant creatures, your proficiency bonus is doubled if it applies to the check.
Prerequisite : 9th level
You can cast Barkskin on yourself at will, without requiring concentration or expending a spell slot. When you do so, your minimum AC is increased to 16 + half your proficiency bonus.
Prerequisite : 5th level
You can use your action to grant your allies a portion of your own lethal cunning. For the next hour, each creature you choose within 30 feet of you (including yourself) gains the benefits of the Spirit of the Fang's Prowl trait.
After you use this feature, you must finish a short or long rest to use it again.
Prerequisite : 17th level
You can use Spirit Shape to transform into any beast of CR 2 or lower. Doing so follows the normal rules for Spirit Shape, except that you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can Spirit Shape on your turn as a bonus action, rather than as an action.
When you deal acid damage to a creature using a druid spell or feature, you ignore resistance to acid damage unless the creature also has resistance or immunity to force damage, and you treat vulnerability to force damage as vulnerability to both damage types.
Prerequisite : 13th level
You can cast Charm Monster at will - targeting a beast, fey, or plant - without expending a spell slot or material components. You must finish a long rest before you can use this gift on the same creature again.
Prerequisite : 5th level
As a bonus action, you can bolster the resolve of your allies with a mighty roar. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Wisdom modifier (minimum of one). Each creature gains temporary hit points equal to your druid level + your Wisdom modifier.
After you use this feature, you must finish a short or long rest to use it again.
Prerequisite : 5th level
As a bonus action, you can stir your allies to action with a mighty roar. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Wisdom modifier (minimum of one). Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
After you use this feature, you must finish a short or long rest to use it again.
Prerequisite : 13th level
You can cast the Alter Self spell at will. You ignore this spell's components, and can cast it even while using your Spirit Shape feature.
Prerequisite : 9th level
When you use your Spirit Shape feature, you can choose to increase or decrease the size of your spirit form by one category - from Medium to Large, for example, or from Medium to Small.
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as meditating and keeping watch. If you choose to sleep as part of a long rest, you regain all your spent Hit Dice at the end of the long rest.
Prerequisite : 5th level
As a bonus action on your turn, you can teleport up to your speed to an unoccupied space you can see.
After you use this feature, you must finish a short or long rest to use it again.
You gain the ability to summon a nature spirit that assumes an animal form. You can use your action to cast the Find Familiar spell, without material components. Once you use this gift, you can't use it again until you finish a long rest, unless you expend a use of Spirit Shape slot to use it again.
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 (minimum of one hour).
You can cast Speak with Animals at will, ignoring its components. You can cast this spell even while using your Spirit Shape feature, in which case you can also communicate with any creature that you share a common language with.
Prerequisite : 17th level
You can use your bonus action to give yourself a flying speed equal to your current walking speed, until the end of your next turn.