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Druid

Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, weather, and the four elements, Druids can heal, transform themselves, and wield elemental destruction.   Revering nature above all, individual Druids gain their magic from a nature deity, from nature itself, or both, and they typically unite with other Druids in performing rites to mark the passage of the seasons and other natural cycles. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.   Druids master Primal magic, which is oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some Druids focus on this practice, even to the point where they feel more natural in an animal form.   For Druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, Druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.   Druids are also concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature, not in opposition to it. Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, Druids take a more active role as adventurers who combat the threat.
hit dice: 1d8
hit points at 1st level: 8 + your CON modifier
hit points at higher levels: 1d8 (or 5) + your CON modifier
armor proficiencies: Light Armor, Shields
weapon proficiencies: Simple Weapons
tools: Herbalism Kit
saving throws: Intelligence, Wisdom
skills: Choose 2 from: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
starting equipment:
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 50 GP on equipment of your choice.

  • Druidic Focus (Quarterstaff)

  • Explorer’s Pack

  • Herbalism Kit

  • Leather Armor

  • Shield

  • Sickle

  • 9 GP


spellcasting:

LEVEL 1: SPELLCASTING

You have learned to cast spells through studying the mystical forces of nature. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Druid.   Cantrips. You know two cantrips of your choice from the Primal spell list. Rather than choosing, you may start with Druidcraft and Produce Flame.
Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Primal spell list. When you reach 4th and 10th level in this class, you learn another cantrip of your choice from the Primal spell list, as shown in the Cantrips column of the Druid table.   Spell Slots. The Druid 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.   Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose four 1st-level spells from the Primal spell list. Rather than choosing, you may start with Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave.
The number of spells on your list also increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid table. Whenever that number increases, choose additional spells from the Primal spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level Druid, your list of prepared spells can include six spells of 1st or 2nd level, in any combination.
If another Druid feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.   Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there with other Primal spells for which you have spell slots. Preparing a new list requires time spent in meditation: at least 1 minute per spell level for each spell you add to the list.   Spellcasting Ability. Wisdom is your Spellcasting Ability for your Druid spells.   Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for the spells youprepare for this class.
class features:
As a Druid, you gain the following class features when you reach the specified levels in this class. These features are listed on the Druid table.    

LEVEL 1: DRUIDIC

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of speaking to animals; you always have the Speak with Animals spell prepared.
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.    

LEVEL 1: PRIMAL ORDER

You have dedicated yourself to one of the following sacred roles of your choice:   Magician. You know one extra cantrip from the Primal spell list (see your Spellcasting feature for information on preparing spells). In addition, your mystical connection to nature gives you a bonus to your Intelligence (Nature) checks. The bonus equals your Wisdom modifier (minimum of +1).
Warden. Trained for battle, you gain Martial Weapon proficiency and Medium Armor training.  

LEVEL 2: WILD COMPANION

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without material components.
When you cast the spell in this way, the familiar is a Fey, and it disappears when you finish a Long Rest.  

LEVEL 2: WILD SHAPE

The power of nature infuses you, allowing you to assume the form of an animal. As a Bonus Action, you transform into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level (round down) or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.   Known Forms. You know a number of forms for this feature equal to 2 plus half your Druid level (round up), chosen from among Beast stat blocks in the Player’s Handbook that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Rather than choosing, you may start with the Riding Horse, Spider, and Wolf. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
When you gain certain Druid levels, the maximum Challenge Rating for your forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
When choosing a new form, you may look in the Monster Manual or elsewhere for eligible Beasts if the DM permits you to do so.   BEAST SHAPES
Druid Level - Known Forms - Max CR - Fly Speed
2nd - 3 -1/4 - No
4th - 4 - 1/2 - No
8th - 5 - 1 - Yes   Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid table.   Rules While Transformed. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:   Game Statistics. Your game statistics are replaced by the statistics of the Beast, but you retain your Hit Points; Hit Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, 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.
No Spellcasting. You can’t cast spells, but transforming doesn’t break your Concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell, such as Call Lightning, that you’ve already cast.
Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
Objects. Your ability to handle objects is determined by the form’s limbs, rather than your own. In addition, 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 size and shape. 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.

LEVEL 3: DRUID SUBCLASS

You gain a Druid subclass of your choice: Circle of the Land, Circle of the Moon, Circle of the Sea, or Circle of the Stars. The Circle of the Moon subclass is detailed after this class’s description.
A subclass is a specialization that grants you special abilities at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level and lower.  

LEVEL 4: ABILITY SCORE IMPROVEMENT

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
As shown on the Druid table, you gain this feature again at levels 8, 12, 16, and 19.  

LEVEL 5: WILD RESURGENCE

If you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required). You can do so only once per turn.
In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, and you can’t do so again until you finish a Long Rest.  

LEVEL 7: ELEMENTAL FURY

The might of the elements flows through you. You gain one of the following options of your choice:   Potent Spellcasting. You add your Wisdom modifier to the damage you deal with any Druid cantrip. Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).  

LEVEL 9: COMMUNE WITH NATURE

You are an expression of nature itself and can commune with the natural world all around you; you always have the Commune with Nature spell prepared.  

LEVEL 15: IMPROVED ELEMENTAL FURY

The option you chose for Elemental Fury grows more powerful:   Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet. Primal Strike. The extra damage of your Primal Strike increases to 2d8.
subclass options:
A Druid subclass is a specialization that grants you special abilities at certain Druid levels, as specified in the subclass.
Druids form loose associations, which they call circles, to facilitate their gatherings and preserve their traditions. This section presents the Circle of the Moon subclass.  

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.  

3RD LEVEL: CIRCLE SPELLS

Your connection to nature infuses you with the ability to cast certain spells. Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells prepared there that are listed for your Druid level and lower.   ARID LAND
Druid Level Circle Spells
3rd | Blur, Burning Hands, Fire Bolt
5th | Fireball
7th | Blight
9th | Wall of Stone   POLAR LAND
Druid Level Circle Spells
3rd | Fog Cloud, Hold Person, Ray of Frost
5th | Sleet Storm
7th | Ice Storm
9th | Cone of Cold   TEMPERATE LAND
Druid Level Circle Spells
3rd | Misty Step, Shocking Grasp, Sleep
5th | Lightning Bolt
7th | Freedom of Movement
9th | Tree Stride   TROPICAL LAND
Druid Level Circle Spells
3rd | Acid Splash, Ray of Sickness, Web
5th | Stinking Cloud
7th | Polymorph
9th | Insect Plague  

3RD LEVEL: LAND’S AID

You can channel the power of the land itself to bolster friends and harm foes. As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius sphere centered on that point. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 Necrotic damage on a failed save, or half as much damage on a successful one.
In addition, one creature of your choice in that area regains 2d6 Hit Points.
When you reach certain Druid levels, the damage and healing increase by 1d6: 10th level (3d6) and 14th level (4d6).  

6TH LEVEL: NATURAL RECOVERY

Tapping into nature, you can conserve and recover your magical power. You can cast one of the spells of 1st-level or higher that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.
In addition, when you finish a Short Rest, you can 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 (round up), and none of the slots can be 6th level or higher. For example, if you’re a 6th-level Druid, you can recover up to three levels worth of spell slots. You can recover a 3rd-level spell slot, a 2nd-level spell slot and a 1st-level spell slot, or three 1st-level spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.  

10TH LEVEL: NATURE’S WARD

Your bond with the land protects you. You are immune to the Poisoned condition, and you have resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature’s Ward table.   NATURE’S WARD
Land Type Damage Resistance
Arid | Fire
Polar | Cold
Temperate | Lightning
Tropical | Poison  

14TH LEVEL: NATURE’S SANCTUARY

Nature can rise up to protect you and your allies. As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot cube on ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition. You and your allies have Half Cover while in that area, and your allies gain the current damage resistance of your Nature’s Ward while there.
As a Bonus Action, you can move the cube up to 60 feet to ground within 120 feet of yourself

CIRCLE OF THE MOON

Druids of the Circle of the Moon draw on the magic of the moon to transform themselves and to guard the wilds. Their order gathers under the full moon to share news and perform rituals. They wander the deepest parts of the wilderness, where they might go for weeks before crossing paths with another person, let alone another Druid.
Changeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid’s blood.  

LEVEL 3: CIRCLE SPELLS

Your connection to this circle ensures that you always have certain spells ready. When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.
In addition, you can cast the spells from this feature while you are in Wild Shape form.   CIRCLE OF THE MOON SPELLS
Druid Level | Prepared Spells
3 | Cure Wounds, Moonbeam, Starry Wisp
5 | Vampiric Touch
7 | Fount of Moonlight
9 | Dawn  

LEVEL 3: CIRCLE FORMS

You have learned ancient techniques that allow you to channel lunar magic when you assume a Wild Shape form, granting you the following benefits:   Challenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).
Armor Class. Your AC equals 13 plus your Wisdom modifier until you leave the form.
Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.
 

LEVEL 6: IMPROVED CIRCLE FORMS

While in a Wild Shape form, you gain the ollowing benefits:   Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or
Radiant damage. You make this choice each time you hit with those attacks. Increased Toughness. You can add your Wisdom modifier to your Constitution saving throws.  

LEVEL 10: MOONLIGHT STEP

You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a spell slot of level 2 or higher for each use you want to restore (no action required).  

LEVEL 14: LUNAR FORM

The power of the moon suffuses you, granting you the following benefits:   Improved Lunar Radiance. Each of your attacks in a Wild Shape form deals an extra 1d10 Radiant damage on a hit.
Shared Moonlight. Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.  

CIRCLE OF THE SEA

Druids of the Circle of the Sea draw on the tempestuous natural forces of the world’s oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance against those who despoil the natural world. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves, and listening to the inscrutable whispers and roars of the winds.  

3RD LEVEL: CIRCLE SPELLS

Your connection to this circle ensures that you always have certain spells ready. When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.   CIRCLE OF THE SEA SPELLS
Druid Level Prepared Spells
3rd | Fog Cloud, Gust of Wind, Ray of Frost, Shatter, Thunderwave
5th | Sleet Storm, Lightning Bolt
7th | Control Water, Ice Storm
9th | Conjure Elemental, Hold Monster  

3RD LEVEL: WRATH OF THE SEA

As a Bonus Action, you can expend a use of your Wild Shape to manifest an aura that takes the form of ocean spray that surrounds you. The aura lasts for 10 minutes. It ends early if you have the Incapacitated condition, dismiss it (no action required), or manifest the aura again.
At the end of each of your turns, you can choose another creature you can see within 10 feet of yourself. The target must succeed on a Constitution saving throw against your Spell Save DC or take Thunder damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).  

6TH LEVEL: AQUATIC AFFINITY

You always have the Water Breathing spell prepared. In addition, you gain a Swim Speed equal to your Speed. If you use Wild Shape to assume a form that lacks a Swim Speed, that form gains your Swim Speed.  

10TH LEVEL: STORMBORN

Your Wrath of the Sea confers two more benefits while active:   Flight. You gain a Fly Speed equal to your Speed.
Resistance. You have resistance to Cold, Lighting, and Thunder damage.  

14TH LEVEL: OCEANIC GIFT

Whenever you use Wrath of the Sea, you can manifest the aura around one willing creature within 60 feet of you rather than manifesting it around yourself. The creature gains all the benefits of the aura and uses your Spell Save DC and Wisdom modifier for it.
In addition, you can manifest the aura around both the other creature and yourself if you expend two uses of your Wild Shape, instead of one, when manifesting the aura
LevelProf. BonusClass FeaturesWild ShapeCantripsPrepared Spells1st2nd3rd4th5th6th7th8th9th
1+2Druidic, Primal Order, Spellcasting-242--------
2+2Wild Companion, Wild Shape2253--------
3+2Druidic Subclass22642-------
4+2Ability Score Improvement23743-------
5+3Wild Resurgence239432------
6+3Subclass Feature3310433------
7+3Elemental Fury33114331-----
8+3Ability Score Improvement33124332-----
9+4Commune with Nature331443331----
10+4Subclass Feature341543332----
11+4-3416433321---
12+4Ability Score Improvement3416433321---
13+5-34174333211--
14+5Subclass Feature34174333211--
15+5Improved Elemental Fury341843332111-
16+5Ability Score Improvement341843332111-
17+6-4419433321111
18+6Beast Spells4420433331111
19+6Ability Score Improvement4421433332111
20+6Archdruid4422433332211

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