Homebrew
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 Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier
armor proficiencies:
Light Armor, Shields
weapon proficiencies:
Simple Weapons
tools:
Herbalism Kit
saving throws:
Intelligence, Wisdom
skills:
(Choose 2): 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.
Sickle, Druidic Focus (Quarterstaff), Leather Armor, Shield, Explorer’s Pack, Herbalism Kit, 9 GP
Multiclassing and the Druid
Using the multiclassing rules, here’s what you need to know if you choose Druid as one of your classes.
Armor Training. When you gain your first Druid level, you gain armor training with the following: Light Armor and Shields
Tools. You gain proficiency with the Herbalism Kit.
Spell Slots. Add all your Druid levels to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules.
You prepare spells for each of your classes individually, referring to the rules of each class to determine the number of spells you prepare for it.
spellcasting:
Levels: 1st (see Druid Table for higher levels)
You have learned to cast spells through studying the mystical forces of nature. See the Spellcasting chapter 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 the Druidcraft and Produce Flame cantrips.
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 levels 4 and 10 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 level 1 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 Level 1+. You prepare the list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose four level 1 spells from the Primal spell list. Rather than choosing, you may start with the Entangle, Healing Word, Faerie Fire, and Goodberry spells.
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 Druid 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 level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 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 Druid 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 you prepare for this class.
class features:
Druidic
Levels: 1st
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.
Primal Order
Levels: 1st
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.
Wild Companion
Levels: 2nd
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.
Wild Shape
Levels: 2nd
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 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.
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.
Temporary Hit Points.
When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
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 the Call Lightning spell, that you’ve already cast.
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.
Druid Subclass and Features
Levels: 3rd, 6th, 10th, 14th
You gain a Druid subclass of your choice, such as: Circle of the Land, Circle of the Moon, Circle of the Sea, or Circle of the Stars.
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.
Ability Score Improvement
Levels: 4th, 8th, 12th, 16th, 19th
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Wild Resurgence
Levels: 5th
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.
Elemental Fury
Levels: 7th
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 Acid, Cold, Fire, Lightning, or Thunder damage (choose when you hit).
Commune with Nature
Levels: 9th
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.
Improved Elemental Fury
Levels: 15th
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.
Beast Spells
Levels: 18th
While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.
Longevity
Levels: 18th
The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Archdruid
Levels: 20th
The vitality of nature constantly blooms within you, granting you the following benefits:
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.
subclass options:
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.
Combat Circle Spells
Levels: 3rd
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
Land’s Aid
Levels: 3rd
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).
Natural Recovery
Levels: 6th
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.
Nature’s Ward
Levels: 10th
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
Nature’s Sanctuary
Levels: 14th
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.
Circle Spells
Levels: 3rd
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
3rd Cure Wounds, Moonbeam, Starry Wisp*
5th Vampiric Touch
7th Fount of Moonlight
9th Dawn
Circle Forms
Levels: 3rd
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.
Improved Circle Forms
Levels: 6th
While in a Wild Shape form, you gain the following 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.
Moonlight Step
Levels: 10th
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).
Lunar Form
Levels: 14th
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
Combat Circle Spells
Levels: 3rd
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
Wrath of the Sea
Levels: 3rd
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).
Aquatic Affinity
Levels: 6th
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.
Stormborn
Levels: 10th
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.
Oceanic Gift
Levels: 14th 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.
Circle of Stars
The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples; any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.
Star Map
At 2nd level, you've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.
While holding this map, you have these benefits:
You know the Guidance cantrip.
You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
d6 Map Form
1 A scroll covered with depictions of constellations
2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised marks
4 A collection of maps bound in an ebony cover
5 A crystal that projects starry patterns when placed before a light
6 Glass disks that depict constellations
Starry Form
At 2nd level, you gain the ability to harness constellations' power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
At your 4th level Wild Shape Improvement, the constellations of your Starry Form improve. At the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.
At your 8th level Wild Shape Improvement, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.
Cosmic Omen
When you reach 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:
Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Full of Stars
At 10th level, while your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
Star Flare
At 14th level, your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage and be blinded until the end of your next turn. Creatures that succeed their saving throw only take half as much damage and are not blinded.
Once you have used this action, you can’t use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again.