5e24:Druid: Difference between revisions

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<div class="notice">{{edition|Druid}}</div>
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|class=Druid
|class=Druid
|sorttext=
|sorttext=
|refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=78-89}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref>
|refs=<ref name="srd52.4145">{{Cite Pub|SRD 5.2|pages=41-45}} Licensed: [[CC-BY]].</ref><ref name="24fr">{{Cite Pub|2024 D&D Free Rules}}.</ref><ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=78-89}}.</ref>
|primeAbility={{5e24|Wisdom}}
|primeAbility={{5e24|Wisdom}}
|hitdie=8
|hitdie=8
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|featurelist=Spellcasting, Druidic, Primal Order, Wild Shape, Wild Companion, Druid Subclass, Ability Score Improvement, Wild Resurgence, Elemental Fury, Improved Elemental Fury, Beast Spells, Epic Boon, Archdruid
|featurelist=Spellcasting, Druidic, Primal Order, Wild Shape, Wild Companion, Druid Subclass, Ability Score Improvement, Wild Resurgence, Elemental Fury, Improved Elemental Fury, Beast Spells, Epic Boon, Archdruid
}}
}}
'''Unofficial Description:''' Druids are protectors of nature. They pull upon primal forces to perform magic and shape-shifting.


==Becoming a Druid==
==Becoming a Druid==
<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>
===As a Level 1 Character===
===As a Level 1 Character===
* Gain all the traits in the {{iplink|Core Druid Traits}} table.
* Gain all the traits in the {{iplink|Core Druid Traits}} table.
Line 35: Line 34:


==Druid Features==
==Druid Features==
As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.
{{5e24 Class Features
{{5e24 Class Features
|refs=<ref name="24fr" /><ref name="phb5e24" />
|refs=<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />
|classname=Druid
|classname=Druid
|sorttext=
|sorttext=
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===Druidic===
===Druidic===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Druidic is a secret {{5xlc|Language}} known to druids. Using this secret language you can leave messages that only other druids can decipher. You also always have the {{5e24spell|Speak with Animals}} spell prepared.
You know Druidic, the secret {{5xlc|Language}} of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the {{5e24spell|Speak with Animals}} spell prepared.
 
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful {{5e24|DC}} 15 {{5e24|Intelligence}} ({{5e24|Investigation}}) {{5e24lc|Check}} but can’t decipher it without magic.


===Primal Order===
===Primal Order===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' There are two main schools of emphasis for druids. You choose one when you obtain this level:
You have dedicated yourself to one of the following sacred roles of your choice.
 
====Magician====
====Magician====
''Benefit:'' Know an extra {{5e24lc|Cantrip}} from the {{5e24|Druid/Spell|Druid}} {{5e24lc|Cantrip}}. Bonus to {{5e24|Arcana}} and {{5e24|Nature}} checks.
You know one extra {{5e24lc|Cantrip}} from the {{5e24|Druid/Spell|Druid spell list}}. In addition, your mystical connection to nature gives you a bonus to your Intelligence ({{5e24|Arcana}} or {{5e24|Nature}}) checks. The bonus equals your {{5e24|Wisdom}} modifier (minimum bonus of +1).
 
====Warden====
====Warden====
''Benefit:'' {{5e24lc|Proficiency}} in {{5e24|Martial Weapon}}s and {{5e24|Medium Armor}}.
Trained for battle, you gain {{5e24lc|Proficiency}} with {{5e24|Martial Weapon}}s and training with {{5e24|Medium Armor}}.


===Spellcasting===
===Spellcasting===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>{{alsosee-sect|5e24:Druid/Spell|Druid Spells}}<br />
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>{{alsosee-sect|5e24:Druid/Spell|Druid Spells}}<br />
'''Unofficial Summary:''' You may cast Druid {{5e24lc|Spell}}s.
You have learned to cast spells through studying the mystical forces of nature. See <!--chapter 7 for -->the rules on {{5e24lc|Spellcasting}}. The information below details how you use those rules with Druid spells, which appear on the Druid spell list<!-- later in the class’s description-->.


====Cantrips====
====Cantrips====
You know a number of Druid {{5e24lc|Cantrip}}s (as shown on the {{iplink|Druid Features}} table).
You know two {{5e24lc|Cantrip}}s of your choice from the Druid spell list. {{5e24spell|Druidcraft}} and {{5e24spell|Produce Flame}} are recommended.
 
Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.
 
When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.


====Spell Slots====
====Spell Slots====
You have a number of {{5e24|Spell Slot}}s to cast level 1+ Druid spells (as shown on the {{iplink|Druid Features}} table).
The Druid Features table shows how many {{5e24lc|Spell Slot}}s you have to cast your level 1+ spells. You regain all expended slots when you finish a {{5e24|Long Rest}}.


====Prepared Spells of Level 1+====  
====Prepared Spells of Level 1+====  
When you finish a {{5e24|Long Rest}} you can prepare a number of spells (see {{iplink|Fruid Features table}}) you may cast using {{iplink|Spell Slot}}s. If nother Druid or druid subclass features grants you spells that are always prepared, they do not count against this limit.
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. {{5e24 Spell Line|Animal Friendship, Cure Wounds, Faerie Fire}}, and {{5e24spell|Thunderwave}} are recommended.
 
The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
 
If another Druid feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.
 
'''Changing Your Prepared Spells.''' Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.


====Spellcasting Ability====
====Spellcasting Ability====
{{5e24|Wisdom}} is your {{5e24lc|Spellcasting Ability}} for Druids.
Wisdom is your {{5e24lc|Spellcasting Ability}} for your Druid spells.


====Spellcasting Focus====
====Spellcasting Focus====
{{5e24|Druidic Focus}} is the {{5e24|Spellcasting Focus}} for Druids.
You can use a {{5e24|Druidic Focus}} as a {{5e24|Spellcasting Focus}} for your Druid spells.


===Wild shape===
===Wild shape===
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' As a {{5e24|Bonus Action}} you shape-shift into a {{5e24|Beast}} (see “{{iplink|Known Forms}}” below) for an extended period of time or shape-shift back.  
The power of nature allows you to assume the form of an animal. As a {{5e24|Bonus Action}}, you shape-shift into a {{5e24|Beast}} form that you have learned for this feature (see “{{iplink|Known Forms}}” below). You stay in that form for a number of hours equal to {{5e24lc|Half}} your Druid level or until you use Wild Shape again, have the {{5e24|Incapacitated}} condition, or die. You can also leave the form early as a Bonus Action.


====Number of Uses====
====Number of Uses====
You can take use Wild Shape a number of times as shown on the {{iplink|Druid Features}} table. You retain one use at the end of a {{5e24|Short Rest}} and all uses at the end of a {{5e24|Long Rest}}.
You can use Wild Shape twice. You regain one expended use when you finish a {{5e24|Short Rest}}, and you regain all expended uses when you finish a Long Rest.
 
You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the {{iplink|Druid Features}} table.


====Known Forms====
====Known Forms====
You know a number of Beast forms, as shown on the {{iplink|Beast Shapes}} table that you can Wild Shape into. At the end of a Long Rest you may change one of these forms for another. The limits on the forms are shown in the {{iplink|Beast Shapes}} table.
You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum {{5e24|Challenge Rating}} of 1/4 and that lack a {{5e24|Fly Speed}}<!-- (see appendix B for stat block options)-->. The {{5e24|Rat}}, {{5e24|Riding Horse}}, {{5e24|Spider}}, and {{5e24|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.
 
When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.


====Beast Shapes====
====Beast Shapes====
{{alsosee-sect|5e24:Druid/Beast Shape}}{{{!}} class="zebra small"
{{alsosee-sect|5e24:Druid/Beast Shape}}
{{{!}} class="zebra small"
!Druid Level
!Druid Level
!Known Forms
!Known Forms
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!Fly Speed
!Fly Speed
{{!}}-
{{!}}-
{{!}}style="text-align:center;"{{!}}2
{{!}}2
{{!}}style="text-align:center;"{{!}}4
{{!}}4
{{!}}style="text-align:center;"{{!}}1/4
{{!}}1/4
{{!}}style="text-align:center;"{{!}}No
{{!}}No
{{!}}-
{{!}}-
{{!}}style="text-align:center;"{{!}}4
{{!}}4
{{!}}style="text-align:center;"{{!}}6
{{!}}6
{{!}}style="text-align:center;"{{!}}1/2
{{!}}1/2
{{!}}style="text-align:center;"{{!}}No
{{!}}No
{{!}}-
{{!}}-
{{!}}style="text-align:center;"{{!}}8
{{!}}8
{{!}}style="text-align:center;"{{!}}8
{{!}}8
{{!}}style="text-align:center;"{{!}}1
{{!}}1
{{!}}style="text-align:center;"{{!}}Yes
{{!}}Yes
{{!}}}
{{!}}}


====Rules While Shape-Shifted====
====Rules While Shape-Shifted====
In Beast form, you retain your personality and memories, can speak, and the following rules apply:
While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
* '''{{anchor|Temporary Hit Points}}:''' Gain a number of {{5e24|Temporary Hit Point}}s (increases with Druid level).
<div style="padding-left:2em;">
* '''{{anchor|Game Statistics}}:''' You keep your {{5e24lc|Creature Type}}; {{5e24|Hit Point}}s; {{5e24|Hit Point Dice}}; {{5e24|Intelligence}}, {{5e24|Wisdom}}, and {{5e24|Charisma}} scores; class features; {{5xlc|Language}}s; {{5e24lc|Feat}}s; {{5e24lc|Skill}}s; {{5e24|Proficiency Bonus}}; and {{5e24|Saving Throw}}s. If the Beast has a better skill or save, use the beast's.
======Temporary Hit Points======
* '''{{anchor|No Spellcasting}}:''' Shape-shifting doesn't break {{5e24|Concentration}} or end spells you have cast, but you cannot cast new spells.
When you assume a Wild Shape form, you gain a number of {{5e24|Temporary Hit Point}}s equal to your Druid level.
* '''{{anchor|Objects}}:'''
** Your ability to manipulate {{5e24lc|Object}}s, is limited by the form you take.
** Equipment you have when you shape-shift is either dropped, worn, or absorbed into the Beast form. Equipment not absorbed does not change size or shape, but may continue to be worn if the size & shape permit it (check with the {{5e24|DM}}). Absorbed equipment has no effect on your Beast form.


=====Game Statistics=====
Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; {{5e24|Hit Point}}s; {{5e24|Hit Point Dice}}; {{5e24|Intelligence}}, {{5e24|Wisdom}}, and {{5e24|Charisma}} scores; class features; {{5xlc|Language}}s; and {{5e24lc|Feat}}s. You also retain your {{5e24lc|Skill}} and {{5e24lc|Saving Throw}} {{5e24|Proficiency|proficiencies}} and use your {{5e24|Proficiency Bonus}} for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.
=====No Spellcasting=====
You can’t cast {{5e24lc|Spell}}s, but shape-shifting doesn’t break your {{5e24|Concentration}} or otherwise interfere with a spell you’ve already cast.
=====Objects=====
Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your {{5e24lc|Equipment}} falls in your {{5e24lc|Space}}, merges into your new form, or is worn by it. Worn equipment functions as normal, but the {{5e24|DM}} decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s {{5e24lc|Size}} and shape. 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 the form. Equipment that merges with the form has no effect while you’re in that form.
</div>
===Wild Companion===
===Wild Companion===
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Use a {{5e24|Magic}} action, and {{iplink|Spell Slot}} or use of {{iplink|Wild Shape}} to cast {{5espell|Find Familiar}} (no {{5e24|Material Component}}s needed). The familiar summoned is a {{5e24|Fey}} in the form of a {{5e24|Beast}} and disappears when you finish a Long Rest}}.
You can summon a nature spirit that assumes an animal form to aid you. As a {{5e24|Magic}} action, you can expend a {{5e24lc|Spell Slot}} or a use of {{iplink|Wild Shape}} to cast the {{5e24spell|}}Find Familiar spell without {{5e24|Material Component}}s.
 
When you cast the spell in this way, the familiar is {{5e24|Fey}} and disappears when you finish a Long Rest.


===Druid Subclass===
===Druid Subclass===
''3rd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''3rd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You choose a Druid subclass.
You gain a Druid subclass of your choice. <!--The Circle of the Land subclass is detailed after this class’s description. -->A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level or lower.


====List of Druid Subclasses====
====List of Druid Subclasses====
<span style="font-size:8pt; color:red;">''Note: This section contains information beyond the {{5e24|SRD 5.2}}''</span>
<div style="display:block; overflow:auto; max-width:75svw; max-height:90vh;">
<div style="display:block; overflow:auto; max-width:75svw; max-height:90vh;">
{{5e24 Subclass List|Druid}}
{{5e24 Subclass List|Druid}}
Line 232: Line 262:


===Ability Score Improvement===
===Ability Score Improvement===
''4th, 8th, 12th, 16th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''4th, 8th, 12th, 16th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain a {{5e24|Feat}} for which you qualify. You now qualify for the {{5e24|Ability Score Improvement}} feat.
You gain the {{5e24|Ability Score Improvement}} feat <!--(see chapter 5) -->or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.


===Wild Resurgence===
===Wild Resurgence===
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Once per turn you may do one of the following:
Once on each of your {{5e24lc|Turn}}s, if you have no uses of {{iplink|Wild Shape}} left, you can give yourself one use by expending a {{5e24lc|Spell Slot}} (no action required).
* If you have no uses of {{iplink|Wild Shape}} left you may expend a {{iplink|Spell Slot}} to gain one.
 
* You can expend one use of Wild Shape to give yourself a level 1 spell slot.
In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.


===Elemental Fury===
===Elemental Fury===
''7th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''7th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' At this level you choose one of the following:
The might of the elements flows through you. You gain one of the following options of your choice.
* '''{{anchor|Potent Spellcasting}}:''' Your Druid {{5e24lc|Cantrip}}s do extra damage.
 
* '''{{anchor|Primal Strike}}:''' You do extra {{5e24|Cold}}, {{5e24|Fire}}, {{5e24|Lightning}}, or {{5e24|Thunder}} damage with your {{5e24|Weapon}} or Beast form's attack (once per {{5e24lc|Turn}}).
====Potent Spellcasting====
Add your Wisdom modifier to the {{5e24lc|Damage}} you deal with any Druid cantrip.
 
====Primal Strike====
Once on each of your turns when you hit a creature with an {{5e24lc|Attack Roll}} using a {{5e24lc|Weapon}} or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 {{5e24|Cold}}, {{5e24|Fire}}, {{5e24|Lightning}}, or {{5e24|Thunder}} damage (choose when you hit).


===Improved Elemental Fury===
===Improved Elemental Fury===
''15th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''15th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Your {{iplink|Elemental Fury}} becomes more powerful.
The option you chose for {{iplink|Elemental Fury}} grows more powerful, as detailed below.
* '''Potent Spellcasting.''' Druid cantrips with a {{5e24|Range}} of 10 feet or more have greatly extended range.
 
* '''Primal Strike.''' The extra damage of your {{iplink|Primal Strike}} increases.
'''Potent Spellcasting.''' When you cast a Druid cantrip with a {{5e24lc|Range}} of 10 feet or greater, the spell’s range increases by 300 feet.
 
'''Primal Strike.''' The extra damage of your {{iplink|Primal Strike}} increases to 2d8.


===Beast Spells===
===Beast Spells===
''18th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''18th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You can now cast {{5e24lc|Spell}}s in Beast form (with some limitations).
While using {{iplink|Wild Shape}}, you can cast spells in Beast form, except for any spell that has a {{5e24|Material Component}} with a cost specified or that consumes its Material component.


===Epic Boon===
===Epic Boon===
''19th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''19th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain an {{5e24|Epic Boon}} feat or another feat for which you qualify.
You gain an {{5e24|Epic Boon}} feat or another {{5e24lc|Feat}} of your choice for which you qualify. {{5e24|Boon of Dimensional Travel}} is recommended.


===Archdruid===
===Archdruid===
''20th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''20th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.4145" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You gain the following benefits:
The vitality of nature constantly blooms within you, granting you the following benefits.
* '''{{anchor|Evergreen Wild Shape}}:''' Gain a use of {{iplink|Wild Shape}} when you roll {{5e24|Initiative}} and have no uses left.
 
* '''{{anchor|Nature Magician}}:''' Once per Long Rest, you can convert multiple uses of Wild Shape into a single spell slot of 2nd level or higher (depending on the number of Wild Shape uses expended).
====Evergreen Wild Shape====
* '''{{anchor|Longevity}}:''' You age slower.
Whenever you roll {{5e24|Initiative}} and have no uses of Wild Shape left, you regain one expended use of it.
 
====Nature Magician====
You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can’t do so again until you finish a Long Rest.
 
====Longevity====
The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.
{{sourceend|SRD 5.2}}
 
==Description==
'''Unofficial Description:''' Druids are priests of nature and guardians of the old ways.


</div><!--gi-main-->
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==Sources and Notes==
==Sources and Notes==
<references />
<references />
[[Category:5e24 Druids]]
[[Category:5e24 Clerics]]
[[Category:5e24 Classes]]
[[Category:5e24 Classes]]
[[Category:5x Classes]]
[[Category:5x Classes]]
[[Category:DnD Classes]]
[[Category:DnD Classes]]
[[Category:DnD Clerics]]
[[Category:DnD Clerics]]
{{5e24 Footer|Class|Fair Use}}
{{5e24 Footer|Class|CC-BY}}
</div><!--source-->
</div><!--source-->
</div><!--grid-container-std-->
</div><!--grid-container-std-->

Latest revision as of 06:49, 29 April 2025

Druid exists in other D&D editions see:

Druid (disambiguation).

Druid is a class in 5th edition (2024).


Core Druid Traits

Core Druid Traits  [1][2][3] 
Primary Ability Wisdom
Hit Point Die D8 per Druid level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose any 2 Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies Simple Weapons
Tool Proficiencies Choose Herbalism Kit
Armor Training Light Armor and Shields
Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff, Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP


Becoming a Druid

 [1][2][3] 

As a Level 1 Character

As a Multiclass Bard

Druid Features

As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.

Druid Features[1][2][3]
Level Proficiency
Bonus
Features Wild Shape Cantrips Prepared Spells Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Primal Order, Spellcasting 2 4 2
2nd +2 Wild Shape, Wild Shape Companion 2 2 5 3
3rd +2 Druid Subclass 2 2 6 4 2
4th +2 Ability Score Improvement 2 3 7 4 3
5th +3 Wild Resurgence 2 3 9 4 3 2
6th +3 Subclass Feature 2 3 10 4 3 3
7th +3 Elemental Fury 3 3 11 4 3 3 1
8th +3 Ability Score Improvement 3 3 12 4 3 3 2
9th +4 3 3 14 4 3 3 3 1
10th +4 Subclass Feature 3 4 15 4 3 3 3 2
11th +4 3 4 16 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 4 16 4 3 3 3 2 1
13th +5 3 4 17 4 3 3 3 2 1 1
14th +5 Subclass Feature 3 4 17 4 3 3 3 2 1 1
15th +5 Improved Elemental Fury 3 4 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 4 18 4 3 3 3 2 1 1 1
17th +6 4 4 19 4 3 3 3 2 1 1 1 1
18th +6 Beast Spells 4 4 20 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon 4 4 21 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 22 4 3 3 3 3 2 2 1 1

Druidic

1st level [1][2][3] 
You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

Primal Order

1st level [1][2][3] 
You have dedicated yourself to one of the following sacred roles of your choice.

Magician

You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Warden

Trained for battle, you gain proficiency with Martial Weapons and training with Medium Armor.

Spellcasting

1st level [1][2][3] 
Also see: Druid Spells


You have learned to cast spells through studying the mystical forces of nature. See the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list.

Cantrips

You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.

Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.

When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.

Spell Slots

The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Druid feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus

You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Wild shape

2nd level [1][2][3] 
The power of nature allows you to assume the form of an animal. As a Bonus 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 a Bonus Action.

Number of Uses

You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

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. 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.

When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.

Beast Shapes

Druid Level Known Forms Max CR Fly Speed
2 4 1/4 No
4 6 1/2 No
8 8 1 Yes

Rules While Shape-Shifted

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

Temporary Hit Points

When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

Game Statistics

Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.

No Spellcasting

You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.

Objects

Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. 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 the form. Equipment that merges with the form has no effect while you’re in that form.

Wild Companion

2nd level [1][2][3] 
You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the 5e (2024)Find Familiar spell without Material Components.

When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Druid Subclass

3rd level [1][2][3] 
You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level or lower.

List of Druid Subclasses

Note: This section contains information beyond the SRD 5.2

4 official and unofficial subclasses.

Subclass Features Flags License Source
Circle of the Land Circle of the Land Spells, Land's Aid, Natural Recovery, Nature's Ward, Nature's Sanctuary Canon CC-BY SRD 5.2
Circle of the Moon Circle Forms, Circle of the Moon Spells, Improved Circle Forms, Moonlight Step, Lunar Form Canon, Pointer Fair Use Player's Handbook (5e24)
Circle of the Sea Circle of the Sea Spells, Wrath of the Sea, Aquatic Affinity, Stormborn, Oceanic Gift Canon, Pointer Fair Use Player's Handbook (5e24)
Circle of the Stars Star Map, Starry Form, Cosmic Omen, Twinkling Constellations, Full of Stars Canon, Pointer Fair Use Player's Handbook (5e24)

Ability Score Improvement

4th, 8th, 12th, 16th level [1][2][3] 
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.

Wild Resurgence

5th level [1][2][3] 
Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.

Elemental Fury

7th level [1][2][3] 
The might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting

Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike

Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Improved Elemental Fury

15th level [1][2][3] 
The option you chose for Elemental Fury grows more powerful, as detailed below.

Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.

Primal Strike. The extra damage of your Primal Strike increases to 2d8.

Beast Spells

18th level [1][2][3] 
While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material Component with a cost specified or that consumes its Material component.

Epic Boon

19th level [1][2][3] 
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Archdruid

20th level [1][2][3] 
The vitality of nature constantly blooms within you, granting you the following benefits.

Evergreen Wild Shape

Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.

Nature Magician

You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can’t do so again until you finish a Long Rest.

Longevity

The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.

End of the SRD 5.2 material

Description

Unofficial Description: Druids are priests of nature and guardians of the old ways.

Sources and Notes


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