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SRD, TCE, Homebrew

Druid

In the mystical world of Farsae, where the essence of life pulses through every leaf and stream, Druids stand as the guardians of this sacred harmony. They are the whisperers of the wind, the caretakers of the wild, and the stewards of the natural order, their powers an extension of the world's unspoken will. Deep within the heart of the Galmere Woodlands, beneath the towering canopy of Elderwood trees, a Lutrin Druid, staff in hand, calls upon the waters of the ancient lake, summoning forth tendrils of liquid force to cleanse the land of those who dare to desecrate it.   Perched atop the craggy peaks of the Howling Mountains, a Cervid Druid, eyes aglow with the power of the storm, summons the fury of the winds, directing their relentless might against the encroaching blight that threatens the mountain's sanctity.   In the shifting sands of the Sarrian Desert, a Repti Druid, scales shimmering with the heat mirage, dances the dance of the desert spirits, her movements invoking the scorching flames that purge the unnatural taint from the sacred dunes.   Druids of Farsae are the embodiment of the land's resilience and wrath, a testament to the indomitable force of nature. They do not claim dominion over nature; rather, they are its devout disciples, seeking to embody and protect its endless cycles and delicate balances.  

Power of the Wild

In Farsae, Druids draw their magic from the pulsing heart of the land itself, communing with the spirits of nature and the ancient energies that flow beneath the soil. Their spells are woven from the essence of life, embodying the ferocity of the predator, the nurturing embrace of the earth, and the cleansing flow of the waters.   With the ability to shape-shift into the myriad creatures that roam the lands of Farsae, Druids embrace the primal instincts and abilities of the animal kingdom, often blurring the line between the humanoid form and the wild.  

Guardians of Equilibrium

For the Druids of Farsae, balance is the fundamental law of existence. The elements—Earth, Air, Fire, Water, and Spirit—must coexist in harmony, for their imbalance heralds the unravelling of reality itself. Druids stand against those who would seek to dominate or corrupt the elements, maintaining the equilibrium that sustains all life.   Their vigil extends to the intricate web of life that blankets Farsae, from the smallest insect to the mightiest Elderwood. They understand the necessity of nature's cruelty, the cycle of predator and prey, and the importance of death in the service of new life. Yet, they fiercely oppose that which is anathema to nature's design: the aberrant, the undead, and the artificially corrupted.   Druids are often the silent sentinels of Farsae's wildest places, from the serene glades hidden within the Elderwood to the mysterious depths of the Shimmering Isles. But when the balance is threatened, when the sanctity of their charge is defiled, they rise, formidable and unyielding, to restore the harmony that binds all things.   In Farsae, where the song of the world is both beauty and bane, the Druids are its most ardent composers, their lives a melody in harmony with the wild, untamed symphony of creation.  

Creating a Druid

When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character's destiny.   Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.  

Quick Build

  You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.

The Druid Table

LevelProf. BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st +2 Druidic, Spellcasting 2 2
2nd +2 Wild Shape, Wild Companion, Druid Circle 2 3
3rd +2 2 4 2
4th +2 Wild Shape Improvement, Ability Score Improvement, Cantrip Versatility 3 4 3
5th +3 3 4 3 2
6th +3 Druid Circle feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Wild Shape Improvement, Ability Score Improvement 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Druid Circle feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Druid Circle feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

Multiclassing

Ability Score Minimum: Wisdom 13   When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies:
Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
hit dice: 1d8
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
armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
weapon proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
tools: Herbalism kit
saving throws: Intelligence, Wisdom
skills: Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
You start with the following items, plus anything provided by your background:
  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer's pack, and a druidic focus
  • spellcasting:
    Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.  

    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.  

    Preparing and Casting Spells

    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.  

    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 as a spellcasting focus for your druid spells.
    class features:

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

    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

    LevelMax. CRLimitationsExample
    2nd 1/4 No flying or swimming speed Wolf
    4th 1/2 No flying speed Crocodile
    8th 1 Giant eagle
    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.
  • Wild Companion (TCE)

    2nd-level druid optional feature   You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.   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.

    Druid Circle

    At 2nd level, you choose to identify with a circle of druids from the list of available circles. 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. You can't increase an ability score above 20 using this feature.

    Cantrip Versatility (TCE)

    4th-level druid optional feature   Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

    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.  

    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.
    subclass options:

    Druid Circles

    Circle of the Land

    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. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.  

    Bonus Cantrip

    You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know.  

    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.   Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. 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.  

    Arctic

    Druid LevelCircle Spells
    3rd hold person, spike growth
    5th sleet storm, slow
    7th freedom of movement, ice storm
    9th commune with nature, cone of cold

    Coast

    Druid LevelCircle Spells
    3rd mirror image, misty step
    5th water breathing, water walk
    7th control water, freedom of movement
    9th conjure elemental, scrying

    Desert

    Druid LevelCircle Spells
    3rd blur, silence
    5th create food and water, protection from energy
    7th blight, hallucinatory terrain
    9th insect plague, wall of stone

    Forest

    Druid LevelCircle Spells
    3rd barkskin, spider climb
    5th call lightning, plant growth
    7th divination, freedom of movement
    9th commune with nature, tree stride

    Grassland

    Druid LevelCircle Spells
    3rd invisibility, pass without trace
    5th daylight, haste
    7th divination, freedom of movement
    9th dream, insect plague

    Mountain

    Druid LevelCircle Spells
    3rd spider climb, spike growth
    5th lightning bolt, meld into stone
    7th stone shape, stoneskin
    9th passwall, wall of stone

    Swamp

    Druid LevelCircle Spells
    3rd darkness, Melf's acid arrow
    5th water walk, stinking cloud
    7th freedom of movement, locate creature
    9th insect plague, scrying

    Underdark

    Druid LevelCircle Spells
    3rd spider climb, web
    5th gaseous form, stinking cloud
    7th greater invisibility, stone shape
    9th cloudkill, insect plague

    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 as 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

    Circle of the Moon

    Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, 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 in bear form to drive off a trespassing monster. The wild is in the druid's blood.  

    Combat Wild Shape

    You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.   Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.  

    Circle Forms

    The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).   Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.  

    Circle of the Moon Beast Shapes

    LevelMax. CRLimitations
    2nd1No flying or swimming speed
    4th1No flying speed
    6th2No flying speed
    8th2
    9th3
    12th4
    15th5
    18th6
     

    Primal Strike

    Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

    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.  

    Thousand Forms

    By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.
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    Created by

    Jiyao.

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