# Druid

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/characters/classes/druid.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

*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](https://curseofstrahd.app/wiki/spells/spells-by-class.md))

## 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.
