Druid

Class Features

Level Proficiency Bonus Features
1st +2 Fighting Style, Spellcasting, Guardian's Aura
2nd +2 Nature's Sanctuary, Wildshape
3rd +2 Druid Circle, Tertiary Slots
4th +2 Ability Score Improvement
5th +2 Magic Fatigue Resistance, Guiding Winds II, Wildshape Improvement
6th +3 Druid Circle feature
7th +3 Guardian's Aura: Soothing Breeze
8th +3 Ability Score Improvement
9th +3 -
10th +4 Druid Circle feature
11th +4 -
12th +4 Ability Score Improvement
13th +4 Guardian's Aura: Thorns
14th +5 Druid Circle feature
15th +5 Wildshape Improvement
16th +5 Ability Score Improvement
17th +5 -
18th +6 Timeless Body, Beast Spells
19th +6 Ability Score Improvement
20th +6 Druid Circle Capstone

Hit Points

Class Health Number: 5

Hit Points at 1st Level: 10 + your fighting style health bonus

Hit Points at Higher Levels: 5 + your fighting style health bonus per druid level after 1st

Proficiencies

Physical and Mental Modifiers

Fighting Style

You adopt a particular style of connection to nature as your specialty. Choose one of the following options. Each Fighting style grants you a health bonus at level 1. At level 7, your fighting style provides additional benefits as noted in the Fighting Styles section.

The health bonus is added to your hit point maximum at 1st level and whenever you gain a level in this class.

Spellcasting

Drawing on the divine essence of nature, you can cast spells to shape that essence to your will.

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 Spellcasting table.

Preparing and Casting Spells: The Druid Spellcasting table shows how many spell slots you have to cast your druid spells. To cast one of your 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. When you finish a long rest, you prepare the list of druid spells that are available for you to cast. To do so, choose a number of druid spells from your druid spell list 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.

Spellcasting Economy. Casting a spell with a Cantrip requires one action. Casting a spell with a Primary or Secondary Spell Slot requires two actions.

Spellcasting Ability: Your Mental Modifier is your spellcasting ability for your druid spells. The DC for your spell saving throws equals your Mental DC (8 + your proficiency bonus + your Mental 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.

Spell Casting Progression Table
Level Primary Slots Primary Spell Level Secondary Slots Secondary Spell Level Tertiary Slots Tertiary Spell Level
1st 0 - 2 1st 0 -
2nd 4 1st 2 1st 0 -
3rd 4 1st 2 1st 1 2nd
4th 4 1st 3 1st 1 2nd
5th 4 1st 3 2nd 1 3rd
6th 4 2nd 3 2nd 1 3rd
7th 4 2nd 3 3rd 1 4th
8th 5 2nd 3 3rd 1 4th
9th 5 2nd 3 3rd 1 5th
10th 5 2nd 3 4th 1 5th
11th 5 3rd 3 4th 1 6th
12th 5 3rd 4 4th 1 6th
13th 5 3rd 4 5th 1 7th
14th 5 3rd 4 5th 1 7th
15th 5 3rd 4 5th 1 8th
16th 5 4th 4 6th 1 8th
17th 5 4th 4 6th 1 9th
18th 5 4th 5 6th 1 9th
19th 5 4th 5 7th 1 9th
20th 5 4th 5 7th 2 9th

Guardian's Aura: 1

At 1st level, you emanate a protective aura of natural energy. Your aura extends 15 feet from you in all directions. While your aura is active (you are not incapacitated), you can use the following reaction:

Guiding Winds. As a reaction when a creature enters your aura or starts its turn there, you can attempt to shift its position. Choose one creature within your aura. You move that creature up to 10 feet to an unoccupied space that you can see. The destination must remain within your aura.

Aura Expansion. At 7th level, your aura radius increases to 20 feet. At 13th level, it increases to 25 feet.

Wildshape: 2

The power of nature allows you to assume the form of an animal. As an action, you shape-shift 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 an action.

Using Wildshape costs one Secondary Spell Slot.

Wildshape Table
Level Known Forms Max CR Fly Speed
2nd 4 1/4 No
4th 6 1/2 No
8th 8 1 Yes

Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see appendix B for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those 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.

Rules While Shape-Shifted:While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Nature's Sanctuary: 2

Beginning at 2nd level, when a beast or plant creature threatens you, it senses your connection to nature. You gain the following benefits:

Druid Circle: 3

At 3rd level, you choose a Druid Circle that shapes your connection to nature. Your choice grants features at 3rd, 6th, 10th, 14th, and 20th level.

Tertiary Slots: 3

At 3rd level, you gain access to tertiary spell slots, as shown on the Spellcasting table. Refer to the Spellcasting section for the rules governing the casting of tertiary slot spells.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1. You can't increase an ability score above 5 using this feature.

Magic Fatigue Resistance: 5

Taking the magic action does not inflict you with the fatigued condition.

Guiding Winds II: 5

At 5th level, you can use your Guiding Winds reaction at any time without a trigger.

Guardian's Aura: Soothing Breeze: 7

When a creature within your aura regains hit points from any source, you can use your reaction to increase the healing by an amount equal to your Druid level.

Guardian's Aura: Thorns: 13

When a creature within your aura hits you or an ally with a melee attack, you can use your reaction to deal damage equal to your Wisdom modifier (piercing damage).

Timeless Body: 18

At 18th level, the primal magic you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells: 20

At 20th level, you can cast druid spells while in any Wildshape form. You can cast spells of a level equal to or less than the CR of your current beast form. You can provide somatic and verbal components using the form's natural anatomy and sounds.