Druid
A keeper of the old ways who shapes nature's magic, takes the forms of beasts and calls on the elements.
- Hit die: d8
- Primary ability: WIS
- Saving throws: INT, WIS
- Skills: choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
- Armor: light, shields
- Weapons: simple
- Tools: herbalism kit
- Spellcasting: WIS, full caster (spell list)
Features by level
- 1: Spellcasting. Cast Druid spells with Wisdom; prepare from the whole Druid list after each Long Rest.
- 1: Druidic. You know Druidic and always have Speak with Animals prepared.
- 1: Primal Order. Choose Magician (an extra cantrip, Wisdom added to Arcana and Nature) or Warden (Martial weapons and Medium armor).
- 2: Wild Shape. Bonus Action: take the form of a Beast you know; two uses, one back on a Short Rest.
- 2: Wild Companion. Spend a Wild Shape use or a spell slot to cast Find Familiar without Material components; the familiar is Fey.
- 3: Druid Subclass. Choose a Druid subclass.
- 4: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 5: Wild Resurgence. With no Wild Shape uses left, trade a spell slot for one; once per Long Rest, trade a Wild Shape use for a level 1 slot.
- 6: Subclass Feature. Gain a feature from your Druid subclass.
- 7: Elemental Fury. Choose Potent Spellcasting (Wisdom added to Druid cantrip damage) or Primal Strike (+1d8 elemental damage once per turn with weapons and Beast forms).
- 8: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 10: Subclass Feature. Gain a feature from your Druid subclass.
- 12: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 14: Subclass Feature. Gain a feature from your Druid subclass.
- 15: Improved Elemental Fury. Potent Spellcasting adds 300 feet of range to cantrips; Primal Strike's damage becomes 2d8.
- 16: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
- 18: Beast Spells. You can cast spells while in Wild Shape, except those with a costly or consumed Material component.
- 19: Epic Boon. Gain an Epic Boon feat or another feat you qualify for.
- 20: Archdruid. Regain a Wild Shape use when you roll Initiative with none left; turn Wild Shape uses into spell slots; you age ten times more slowly.
Subclasses (from level 3)
Circle of the Land
A druid drawing on one land's magic, with spells that change by terrain and Land's Aid to heal and harm at once.
- 3: Circle of the Land Spells. After each Long Rest choose arid, polar, temperate or tropical land; its circle spells are always prepared.
- 3: Land's Aid. Magic action, spend Wild Shape: a 10-foot sphere deals 2d6 Necrotic (Con save halves) and one creature in it regains 2d6 Hit Points.
- 6: Natural Recovery. Once per Long Rest cast a circle spell without a slot; once per Long Rest recover spell slots when you finish a Short Rest.
- 10: Nature's Ward. Immunity to the Poisoned condition and Resistance to your current land's damage type (Fire, Cold, Lightning or Poison).
- 14: Nature's Sanctuary. Magic action, spend Wild Shape: a 15-foot cube of spectral trees gives you and allies Half Cover and your land's Resistance.
Circle of the Moon
A shapeshifter whose Wild Shape forms are tougher and stronger, able to cast spells and step through moonlight.
- 3: Circle Forms. Wild Shape forms up to CR equal to a third of your Druid level; in a form your AC is at least 13 + Wisdom and you gain more Temporary Hit Points.
- 3: Circle of the Moon Spells. Cure Wounds, Moonbeam and Starry Wisp always prepared; more at levels 5, 7 and 9.
- 6: Improved Circle Forms. In Wild Shape your attacks can deal Radiant damage, and you add your Wisdom modifier to Constitution saves.
- 10: Moonlight Step. Bonus Action: teleport 30 feet and gain Advantage on your next attack; Wis-modifier uses per Long Rest or spend a level 2+ slot.
- 14: Lunar Form. In Wild Shape, once per turn deal an extra 2d10 Radiant on a hit; Moonlight Step can bring a willing creature along.
Circle of the Sea
A druid of storms and tides who wraps themselves in churning spray and lightning.
- 3: Circle of the Sea Spells. Fog Cloud, Gust of Wind, Ray of Frost, Shatter and Thunderwave always prepared; more at levels 5, 7 and 9.
- 3: Wrath of the Sea. Bonus Action, spend Wild Shape: a 5-foot emanation for 10 minutes; each turn one creature in it makes a Con save or takes Cold damage and is pushed.
- 6: Aquatic Affinity. Wrath of the Sea reaches 10 feet, and you gain a Swim Speed equal to your Speed.
- 10: Stormborn. While Wrath of the Sea is active, fly at your Speed and resist Cold, Lightning and Thunder damage.
- 14: Oceanic Gift. Wrath of the Sea can wrap a willing ally instead, or both of you for two Wild Shape uses.
Circle of the Stars
A druid who reads the constellations, casting Guiding Bolt freely and taking a starry form of archer, chalice or dragon.
- 3: Star Map. Guidance and Guiding Bolt always prepared; cast Guiding Bolt without a slot Wisdom-modifier times per Long Rest.
- 3: Starry Form. Bonus Action, spend Wild Shape: become a starry Archer, Chalice or Dragon for 10 minutes instead of a Beast.
- 6: Cosmic Omen. After a Long Rest roll for Weal or Woe; as a Reaction add or subtract 1d6 from a creature's D20 Test, Wisdom-modifier times per Long Rest.
- 10: Twinkling Constellations. Archer and Chalice dice become 2d8, Dragon form grants a 20-foot Fly Speed, and you can switch constellation each turn.
- 14: Full of Stars. In your starry form you have Resistance to Bludgeoning, Piercing and Slashing damage.