Druid

Druid Spell List

Class Druid.png|right|200As a druid, you gain the following class features.

Hit Points

Hit Dice: 1d8 per druid level
at 1st Level: 8 + your Constitution modifier

Proficiencies

Armor: Light & medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles slings spears
Tools: herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two 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

Level Advancement

Features

Level Prof. Bonus Features
1st +2 Druidic, Spellcasting
2nd +2 Wild Shape, Druid Circle
3rd +2 -
4th +2 Wild Shape improvement, Ability Score Improvement
5th +3 -
6th +3 Druid Circle feature
7th +3 -
8th +3 Wild Shape improvement, Ability Score Improvement
9th +4 -
10th +4 Druid Circle feature
11th +4 -
12th +4 Ability Score Improvement
13th +5 -
14th +5 Druid Circle feature
15th +5 -
16th +5 Ability Score Improvement
17th +6 -
18th +6 Timeless Body, Beast Spells
19th +6 Ability Score Improvement
20th +6 Archdruid

Spells

Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 2 - - - - - - - -
2nd 2 3 - - - - - - - -
3rd 2 4 2 - - - - - - -
4th 3 4 3 - - - - - - -
5th 3 4 3 2 - - - - - -
6th 3 4 3 3 - - - - - -
7th 3 4 3 3 1 - - - - -
8th 3 4 3 3 2 - - - - -
9th 3 4 3 3 3 1 - - - -
10th 4 4 3 3 3 2 - - - -
11th 4 4 3 3 3 2 1 - - -
12th 4 4 3 3 3 2 1 - - -
13th 4 4 3 3 3 2 1 1 - -
14th 4 4 3 3 3 2 1 1 - -
15th 4 4 3 3 3 2 1 1 1 -
16th 4 4 3 3 3 2 1 1 1 -
17th 4 4 3 3 3 2 1 1 1 1
18th 4 4 3 3 3 3 1 1 1 1
19th 4 4 3 3 3 3 2 1 1 1
20th 4 4 3 3 3 3 2 2 1 1

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.

Spellcasting

Drawing on the divine essence of nature itself, 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 table.

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your 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(Spells if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a druidic focus (see "Equipment") as a spellcasting focus for your druid spells.

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(Resting or long rest(Resting.

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(Monsters of 1/4 or lower that doesn't have a flying or swimming speed.

Level Max. CR Limitations Example
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:

Druid Circle

At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. See:

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. As normal, you can’t increase an ability score above 20 using this feature.

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(Spells and verbal(Spells components of a druid spell while in a beast shape, but you aren't able to provide material(Spells 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.