Druid

Because of copyright issues, this page will mostly list where to find the necessary information on the official *D&D 5e Player's Handbook* (and other published works) by Wizards of the Coast.

However, certain sections, such as those made available for Free Use within Basic Rules, System Requirements Document (SRD), and Xanathar's Lost Notes to Everything Else, will be listed here for ease of access.

## Druid Characteristics

Please see pages 64-65in the *D&D 5e Player's Handbook.*

## Class Features

### Druid Basics

#### Hit Points

**Hit Dice:** 1d8 per druid level

**Hit Points at 1st Level:** 8 + your Constitution modifier

**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st

#### Proficiencies

**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, throwing knives

**Tools:** Herbalism kit

**Saving Throws:** Intelligence, Wisdom

**Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (1) a wooden shield or (2) any simple weapon
* (1) a scimitar or (2) any simple melee weapon
* Leather armor, an explorer's pack, and a druidic focus

### Druidic

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 can spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

### Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See the Druid Spell List page for spells available to druids.

#### Cantrips

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.

#### Casting Spells

The following table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.

For example, a 3rd level druid can cast *Cure Wounds* using either a 1st or 2nd-level spell slot.

You can cast any spell from the Druid Spell List as long as you have the required spell slot to cast it. You must have a druidic focus or a some part of a sacred plant or wood to cast any cleric spell.

#### Spellcasting Ability

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

#### Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

#### Spellcasting Focus

You can use a druidic focus (made from sacred plants and wood, as described below) as a spellcasting focus for your druid spells.

##### Sacred Plants and Wood

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.

Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.

Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.

### Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes
 4th
 8th

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). 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 beast, 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 creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them
* When you transform, 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't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast 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 creature'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

### Druid Circle

At 2nd level, you choose to identify with a circle of druids: the Circle of Dreams, the Circle of the Land, the Circle of the Moon, the Circle of Seasons, the Circle of the Shepherd, the Circle of the Spirits, and the Circle of Spores, all of which are detailed at the bottom of this page. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternately, you can learn a Feat instead of increasing your ability scores.

### Timeless Body

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.

### Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components unless you wear your druid spellcasting focus on your beast body.

### Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

## Druid Circle

Though their organization is invisible to most outsiders. druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.

At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.

### Circle of Dreams

Please see pages 22-23 in *Xanathar's Guide to Everything.*

### Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. Asa member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

**Circle of the Land Features**
 3rd
 6th
 10th
 14th

#### Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

#### Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

#### Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells. You only get to choose the land once, and it must be related to your background somehow.

If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

#### Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical 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.

#### Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

#### Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

### Circle of the Moon

Please see page 60 in the *D&D 5e Player's Handbook* EXCEPT for the Elemental Wild Shape subclass feature.

#### Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an **Air Elemental**, an **Earth Elemental**, a **Fire Elemental**, or a **Water Elemental**.

At 15th level, your proficiency with elemental magic allows you to instead transform into an **Air Elemental Myrmidon**, a **Earth Elemental Myrmidon**, a **Fire Elemental Myrmidon**, or a **Water Elemental Myrmidon**.

At 20th level, your mastery over elemental magic allows you to instead transform into an **Air Elemental Goliath**, an **Earth Elemental Goliath**, a **Fire Elemental Goliath**, or a **Water Elemental Goliath**.

### Circle of Seasons

Druids of the Circle of Seasons learn early in their trials that all things are transient. All things that live must die, and those things that don't live are worn away by the wind and rain.

As a druid of the seasons, you embody nature’s invisible hand. Whether through famine or pestilence, flood or fire, you revere the world’s natural cycle of destruction and rebirth. Your connection to the natural cycles of life and death allows you to burn nature’s enemies and renew her allies.

**Circle of Season Features**
 6th
 10th
 14th

#### Bonus Cantrip

Starting at 2nd level, you learn one additional druid cantrip of your choice.

#### Shroud of Seasons

Starting at 2nd level, you can embrace friend or foe under nature’s shroud.

As an action, you can expend one use of your Wild Shape and choose one creature you can see within 60 feet of you that has at least 1 hit point. That creature must make a Constitution saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following options, which takes effect at the start of the creature’s next turn and lasts for up to 1 minute while you concentrate it. As a bonus action, you cause nature to focus directly on the creature to much greater effect.

* ***Deep Winter’s Freeze.*** Frost covers the target’s skin. Its movement speed is reduced by 10 feet. Using your bonus action, it takes cold damage equal to 1d4 + your Wisdom modifier.

* ***Fade Rot.*** A creature is afflicted with pestilence and disease, causing it to suffer one level of exhaustion, and regains only half the normal healing from spells and effects. Using your bonus action, it takes necrotic damage equal to your Wisdom modifier (minimum of 1 damage).
* ***Harvestide.*** The season of harvest reaps the bounty and readies the land for renewal. A creature under the shroud can use its bonus action on its turn to be showered in radiant energy, and regains hit points equal to 1d4 + your Wisdom modifier.

* ***Wildflame.*** As a bonus action, you cause flames to flash across the target dealing 1d6 fire damage, and causes the target to ignite in flames. At the start of each of its turns, or until the shroud ends, the target takes fire damage equal to your Wisdom modifier (minimum of 1) and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as being submerged in water).

#### Ashes of Life

At 6th level, when the target creature of your shroud dies, you can use your reaction to reclaim some of its life force and instantly use it heal yourself or another creature within 60 feet of you a number of hit points equal to your druid level.

#### Child of Change

At 10th level, when you use your Shroud of Seasons feature, the shroud descends as a 10-foot cube on a point within range that you choose instead of a single creature. While you concentrate on the shroud, each creature that starts its turn in the area, or moves there for the first time, must succeed on a Constitution saving throw or be affected by its season.

Additionally, while you concentrate on your shroud, you gain resistance to the damage type of the season in effect.

#### Natural Duality

Starting at 14th level, the size of your swells to 20 feet and power of each seasons effects and damage doubles.

Additionally, while you concentrate on your shroud, you can cast a concentration spell at the same time. The first time you would fail a saving throw to maintain concentration the spell fails, and the shroud remains.

### Circle of the Shepherd

Please see pages 23-24 in *Xanathar's Guide to Everything.*

### Circle of the Spiritlord

Ages ago, nature priests with a greater connection to the spirit realm believed the world itself to be formed from a group of elemental and primordial spirits, each specifically charged to harness one of the major elements of creation. This band of tribal druids developed a set of ritual practices that allowed them to summon these spirits, whose essence now resides in every rock, tree, and breath of air, controlling the ebb and flow of nature not only in their homeland, but in all lands beyond. This order of priests were known as spiritlords.

Spiritlords begin their journey with the rites handed down by those before them, specifically, the ritual to create a special mask from an ironwood tree. This mask allows the spiritlord to play host to the spirit-elementals roaming this world.

As the spiritlord grows in power and gains a heightened level of attunement to the spirit world, their mask transforms along with them, being altered with new carvings, ritual paints, and brands that symbolize the bond between the druid and the spirits they carry within.

**Circle of the Spiritlord Features**
 6th
 10th
 14th

#### Spirit Bond

When you choose this circle at 2nd level, you choose one spirit-element to bond with your mask from the Spirit Bond table below and you learn the cantrip associated with your spirit-element’s fledging conduit, which counts as a druid cantrip for you, and doesn’t count against your number of cantrips known. You can select one additional spirit-element at 6th level and again at 10th level.

Additionally, you can cast the *Find Familiar* spell, which bears features similar to your chosen spirit-element (glowing skin, fiery eyes, a thorny tail, etc.). Once you cast *Find Familiar* using this feature, you can't cast it again until you finish a long rest.

You can only have one mask at a time and once this bond is formed, you can’t change the spirit-element within your mask. If the mask is lost or destroyed, creating a new mask for your spirit-element takes 8 hours of uninterrupted time, which you can accomplish during a long rest.

#### Empowered Conduit

At 6th level, your mask channels the destructive powers of your spirit element. You gain the cantrip in the Empowered Conduit column on the Spirit Bond table.

Further, when your connection with the spirit realm strengthens enough to host an additional spirit-element, you can switch between them with an action. When you do, you gain the benefits of the mask's current bond and your familiar can take on a similar appearance. No matter how many spirits inhabit your mask, you can only ever call on the aid of one at a time.

#### Vigilant Spirits

Starting at 10th level, you add your Wisdom modifier to the damage you deal with any druid cantrip and, each time you switch to a different spirit-element within your mask, you gain resistance to that damage type.

#### Honored Host

At 14th level, you have become a beacon for the spirits who wish to affect the world through you. You gain access to all of the spirit-elements listed on the Spirit Bond table, and can switch between them with a bonus action, and your spells ignore resistance and immunity to that damage type.

### Circle of Spores

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.

These druids believe that life and death are portions of a grand cycle, with one leading to the other and then back again. Death is not the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. However, these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or avoid passing to a final rest, violate the cycle and must be thwarted.

**Circle of Spores Features**
 6th
 10th
 14th

#### Circle Spells

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the *Chill Touch* cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.

If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Spores Spells

#### Halo of Spores

Starting at 2nd level, you can launch toxic spores at other creatures. To do so, you use your reaction on your turn to deal 3 poison damage to one creature you can see within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th.

#### Symbiotic Entity

At 2nd level, you gain the ability to channel magic into the spores that infuse you.

When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes or until you use your Wild Shape again.

#### Fungal Infestation

At 6th level, your spores gain the ability to infest a humanoid corpse and animate it.

If you slay a humanoid with your Halo of Spores damage, the creature rises as a zombie at the end of your turn. It has 1 hit point. In combat, its turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for 1 hour, after which time it collapses and dies.

#### Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. While the cube of spores persists, you can’t use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage. The cube of spores vanishes early if you use this feature again.

#### Fungal Body

At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn’t deal its extra damage to you, though the other effects are still applied.