5e24:Druid
Druid is a Class in 5th edition (2024).
Core Druid Traits
Core Druid Traits [1] [2] | |
---|---|
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 |
Unofficial Description: Druids are protectors of nature. They pull upon primal forces to perform magic and shape-shifting.
Becoming a Druid
As a Level 1 Character
- Gain all the traits in the Core Druid Traits table.
- Gain the Druid’s level 1 features, which are listed in the Druid Features table.
As a Multiclass Bard
- Gain the following traits from the Core Druid Traits table: Hit Point Die and training with Light Armor and Shields.
- Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the Multiclassing rules to determine available Spell Slots.
Druid Features
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]
Unofficial Summary: Druidic is a secret language known to druids. Using this secret language you can leave messages that only other druids can decipher. You also always have the Speak with Animals spell prepared.
Primal Order
1st level [1][2]
Unofficial Summary: There are two main schools of emphasis for druids. You choose one when you obtain this level:
Magician
Benefit: Know an extra Cantrip from the Druid Cantrip. Bonus to Arcana and Nature checks.
Warden
Benefit: Proficiency in Martial Weapons and Medium Armor.
Spellcasting
1st level [1][2]
Unofficial Summary: You may cast Druid Spells.
Cantrips
You know a number of Druid Cantrips (as shown on the Druid Features table).
Spell Slots
You have a number of Spell Slots to cast level 1+ Druid spells (as shown on the Druid Features table).
Prepared Spells of Level 1+
When you finish a Long Rest you can prepare a number of spells (see Fruid Features table) you may cast using Spell Slots. If nother Druid or druid subclass features grants you spells that are always prepared, they do not count against this limit.
Spellcasting Ability
Wisdom is your Spellcasting Ability for Druids.
Spellcasting Focus
Druidic Focus is the Spellcasting Focus for Druids.
Wild shape
2nd level [1][2]
Unofficial Summary: As a Bonus Action you shape-shift into a Beast (see “Known Forms” below) for an extended period of time or shape-shift back.
Number of Uses
You can take use Wild Shape a number of times as shown on the Druid Features table. You retain one use at the end of a Short Rest and all uses at the end of a Long Rest.
Known Forms
You know a number of Beast forms, as shown on the 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 Beast Shapes table.
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
In Beast form, you retain your personality and memories, can speak, and the following rules apply:
- Temporary Hit Points: Gain a number of Temporary Hit Points (increases with Druid level).
- Game Statistics: You keep your Creature Type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; Feats; Skills; Proficiency Bonus; and Saving Throws. If the Beast has a better skill or save, use the beast's.
- No Spellcasting: Shape-shifting doesn't break Concentration or end spells you have cast, but you cannot cast new spells.
- Objects:
- Your ability to manipulate Objects, 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 DM). Absorbed equipment has no effect on your Beast form.
Wild Companion
2nd level [1][2]
Unofficial Summary: Use a Magic action, and Spell Slot or use of Wild Shape to cast find familiar (no Material Components needed). The familiar summoned is a Fey in the form of a Beast and disappears when you finish a Long Rest}}.
Druid Subclass
3rd level [1][2]
Unofficial Summary: You choose a Druid subclass.
List of Druid Subclasses
3 official and unofficial subclasses.
Subclass | Features | Flags | License | Source |
---|---|---|---|---|
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]
Unofficial Summary: Gain a Feat for which you qualify. You now qualify for the Ability Score Improvement feat.
Wild Resurgence
5th level [1][2]
Unofficial Summary: Once per turn you may do one of the following:
- If you have no uses of Wild Shape left you may expend a Spell Slot to gain one.
- You can expend one use of Wild Shape to give yourself a level 1 spell slot.
Elemental Fury
7th level [1][2]
Unofficial Summary: At this level you choose one of the following:
- Potent Spellcasting: Your Druid Cantrips do extra damage.
- Primal Strike: You do extra Cold, Fire, Lightning, or Thunder damage with your Weapon or Beast form's attack (once per Turn).
Improved Elemental Fury
15th level [1][2]
Unofficial Summary: Your Elemental Fury becomes more powerful.
- Potent Spellcasting. Druid cantrips with a Range of 10 feet or more have greatly extended range.
- Primal Strike. The extra damage of your Primal Strike increases.
Beast Spells
18th level [1][2]
Unofficial Summary: You can now cast Spells in Beast form (with some limitations).
Epic Boon
19th level [1][2]
Unofficial Summary: Gain an Epic Boon feat or another feat for which you qualify.
Archdruid
20th level [1][2]
Unofficial Summary: You gain the following benefits:
- Evergreen Wild Shape: Gain a use of Wild Shape when you roll Initiative and have no uses left.
- 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).
- Longevity: You age slower.
Sources and Notes
- Wizards RPG Team. 2024 D&D Free Rules (5e 2024) (2024-09-03). Wizards of the Coast, D&D Beyond. Licensed: © Wizards of the Coast (used under 'fair use' clause). ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14
- Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 78-89. Licensed: © Wizards of the Coast (used under 'fair use' clause). ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14
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