This page is dedicated to all the statblocks of all the druid forms.
Medium Humanoid
Armor Class : 12 + PB (natural armor)
Speed : 25 ft.
| STR : 16 (+3) | DEX : 12 (+1) | CON : 16 (+3) | INT : X | WIS : X | CHA : X |
Saving Throws : CON +2 plus your PB
Challenge : X
Humanoid Aspect : Your form is relatively unchanged: you can speak, manipulate objects, cast spells, and continue using your normal equipment.
Harmony : Whenever you use a druid spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your Wisdom modifier.
Slam : Melee Weapon Attack; your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeoning damage.
Allies within 30 feet of you regain the maximum number of hit points possible from any healing done to them.
Medium Beast
Armor Class : 14 + PB (natural armor)
Speed : 30 ft.
| STR : 16 (+3) | DEX : 12 (+1) | CON : 16 (+3) | INT : X | WIS : X | CHA : X |
Saving Throws : STR +2 plus your PB, CON +2 plus your PB
Skills : Athletics +2 plus PB, Intimidation +2 plus PB
Damage Resistance :Â bludgeoning, piercing, and slashing from non-magical weapons
Senses : Darkvision 60 ft.
Challenge : X
Keen Hearing and Smell : You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Ironhide : When you shapeshift into a beast of the claw, you gain temporary hit points equal to your druid level + your Wisdom modifier. These temporary hit points vanish when you leave this form.
Maul : Melee Weapon Attack; your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB slashing damage.
Whenever you take bludgeoning, piercing, or slashing damage, reduce the damage taken by your Wisdom modifier (minimum 1). If the damage was done from a melee attack, the attacker takes unresistable slashing damage equal to your Wisdom modifier (minimum 1).
Medium Beast
Armor Class : 12 + PB
Speed : 40 ft.
| STR : 12 (+1) | DEX : 16 (+3) | CON : 16 (+3) | INT : X | WIS : X | CHA : X |
Saving Throws : DEX +2 plus your PB
Skills : Acrobatics +2 plus PB, Stealth +2 plus PB
Senses : Darkvision 60 ft.
Challenge : X
Keen Hearing and Smell : You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Prowl : You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena, and have advantage on Dexterity (Stealth) rolls in such circumstances.
Ravage : Once per turn, you can deal an extra 1d6 damage when you hit a target with a Shred attack and have advantage on the attack roll, or when another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The extra damage increases by 1d6 when your proficiency bonus increases.
Shred : Melee Weapon Attack; your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.
Once on your turn when you miss with a weapon attack, you can make another weapon attack as part of the same action. In addition, your melee weapon attacks score a critical hit on a roll of 19 or 20.
Medium Humanoid
Armor Class : 12 + PB (Natural Armor)
Speed : 30 ft.
| STR : 16 (+3) | DEX : 12 (+1) | CON : 16 (+3) | INT : X | WIS : X | CHA : X |
Saving Throws : CON +2 plus your PB
Challenge : X
Humanoid Aspect : Your form is relatively unchanged: you can speak, manipulate objects, cast spells, and continue using your normal equipment.
Presence of Spores : You can still use your Presence of Spores and Spreading Spores class features, even while within this form. Also, when you cast a druid spell that does radiant damage, you may choose to have it deal necrotic damage instead.
Slam : Melee Weapon Attack; your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB necrotic damage.
Whenever you use your Presence of Spores class feature, you may choose to deal the highest possible damage with them. Also, if the target is resistant to necrotic damage, they lose that resistance for 1 minute. If they have immunity, for the next minute, that immunity is treated as resistance.
Medium Humanoid
Armor Class : 12 + PB (natural armor)
Speed : 30 ft.
| STR : 16 (+3) | DEX : 12 (+1) | CON : 16 (+3) | INT : X | WIS : X | CHA : X |
Saving Throws : CON +2 plus your PB
Senses : Darkvision 60 ft.
Challenge : X
Humanoid Aspect : Your form is relatively unchanged: you can speak, manipulate objects, cast spells, and continue using your normal equipment.
Astral Influence : You can add your Wisdom modifier to one damage roll of any druid spell you cast.
Moon Talons : Melee Weapon Attack; your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB force damage.
The area within 30 feet of you becomes dim light. Enemies in this area have disadvantage on saving throws against your druid spells. Allies gain 10 temporary hit points when they begin their turn in this area or enter it for the first time on their turn.
Small Beast
Armor Class : 12 + PB
Speed : 5 ft., fly 60 ft.
| STR : 12 (+1) | DEX : 16 (+3) | CON : 16 (+3) | INT : X | WIS : X | CHA : X |
Saving Throws : DEX +2 plus your PB
Skills : Acrobatics +2 plus PB, Athletics +2 plus PB
Senses : Darkvision 120 ft.
Challenge : X
Keen Sight : You have advantage on Wisdom (Perception) checks that rely on sight.
Flyby : You don't provoke opportunity attacks when you fly out of an enemy's reach.
Talons : Melee Weapon Attack; your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + PB slashing damage.
Your flying speed is doubled and cannot be reduced. In addition, you have advantage on Dexterity checks and saving throws, and attack rolls made against you have disadvantage.
Medium Beast
Armor Class : 12 + PB (Natural Armor)
Speed : 0 ft., swim 40 ft.
| STR : 16 (+3) | DEX : 12 (+1) | CON : 16 (+3) | INT : X | WIS : X | CHA : X |
Saving Throws : STR +2 plus your PB, CON +2 plus your PB
Skills : Acrobatics +2 plus PB, Athletics +2 plus PB
Senses : Blindsight 60 ft.
Challenge : X
Keen Hearing : You have advantage on Wisdom (Perception) checks that rely on hearing.
Water Breathing : You can breathe only underwater.
Bite : Melee Weapon Attack; your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB piercing damage.
Your swim speed is doubled and cannot be reduced. In addition, your melee weapon attacks deal an additional 2d8 damage.