One:Druid

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Druid exists in other D&D editions see:

Druid (disambiguation).

One D&D Pointer  +
UA 2023 Player's Handbook Playtest 8
A pointer is a short summary that points to published material.

This material is posted under the fair use clause of copyright law.
The Unofficial Description and any notes are licensed CC-BY-SA.

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 Noncanon  

Design Notes: Druid Updates

 + Here are the main updates in this class since its last playtest version:

  • Wild Shape now allows the Druid to know more Beast forms, and it gives Temporary Hit Points to the Druid. In addition, the Beast form no longer retains the Druid's species traits.

Druid class [1]
Class Group: Priest
Primary Abiliy: Wisdom

Unofficial Description: This class taps into the Primal power of nature to perform magic.

The Druid [1]
Level Proficiency
Bonus
Class Features Wild
Shape
Cantrips Prepared
Spells
Prepared Spells per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Primal Order, Spellcasting 2 4 2
2nd +2 Wild Companion, Wild Shape 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 3 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 Commune with Nature 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 Ability Score Improvement 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


Creating a Druid

[1] Class Group: Priests
Primary Ability: Wisdom
To create a Druid, consult the following lists, which provide Hit Points, Proficiencies, and Armor Training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Druid” section.

Then look at the Druid table to see the Class Features you get at each level in this Class. The descriptions of those features appear in the “Druid Class Features” section.

Hit Points

Hit Dice: 1d8 per Druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier

Proficiencies

Saving Throws: Intelligence, Wisdom.
Skills: Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival).
Weapons: Simple Weapons
Tools: Herbalism Kit

Armor Training

Light Armor, Shields

Starting Equipment

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 50 GP on equipment of your choice. Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, Leather Armor, Shield, Sickle, 9 GP

Multiclassing and the Druid

If your group uses the multiclassing rules in the Player's Handbook, here’s what you need to know if you choose Druid as one of your Classes.
  Ability Score Minimum. 1+ Wisdom
  Proficiencies.
  Armor Training. Light Armor and Shields.
  Spell Slots. Add all your Druid levels



Druid Class Features

Druidic

1st level
Summary: Gain the Druidic secret language. Always have Speak with Animals prepared.

Primal Order

1st level
Summary: You choose an order:

Spellcasting

Also see: One:Druid/Spell

1st level
Summary: You can cast Druid spells.

  • Cantrips. Know 2 Druid cantrips (more as you gain levels)
  • Spell Slots. See Druid table for number and level of spell slots.
  • Prepared Spells of 1st+ Level. See Druid table for number of spells you have prepared each day. (increases with Druid level). Other features may grant extra prepared spells that don't count against this limit.
  • Changing Your Prepared Spells. After a Long Rest you may change which spells are prepared. Changes take 1 minute per spell level.
  • Spellcasting Ability. Wisdom.
  • Spellcasting Focus. Druidic Focus.

Wild Companion

2nd Level
Summary: Using a Magic action and expending either a Wild Shape use or a spell slot, you cast Find Familiar without material components. The companion if a Fey and lasts until you finish a Long Rest.

Wild Shape

2nd Level

Design Notes: Wild Shape Forms

The creature statistics section of the 2024 Player's Handbook will include more Beast options than the 2014 book contains.

Summary: Use a Bonus Action to take on a Druid/Beast Shape for a number of hours. The shapes you know 2 + ½ Druid level (round up). The number of times you can use this is shown on the Druid Overview table (increases with Druid levels).

Beast Shapes [2] 
Druid Level Known Forms Max CR Fly Speed
2nd 3 1/4 No
4th 4 1/2 No
8th 6 1 Yes

Rules While Transformed. You retain your personality, memories, and ability to speak. Additional rules apply:

Druid Subclass

3rd Level (features at 3rd, 6th, 10th, 14th)
Summary: You gain a Druid subclass

List of Druid Subclasses

3 official and unofficial subclasses.

Subclass Summary Features Flags Source
Circle of the Land This druid subclass focuses on harmony with the land. Circle Spells, Land's Aid, Nature's Recovery, Nature's Ward, Nature's Sanctuary Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 6
Circle of the Moon This druid subclass draws on the power of the moon. This grants enhancement to Wild Shape and bestows other abilities. Circle Spells, Circle Forms, Moonlight Step, Lunar Form Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 8
Circle of the Sea This druid subclass draws on the power of the sea and storms. Circle Spells, Wrath of the Sea, Aquatic Affinity, Stormborn, Oceanic Gift Noncanon, Pointer, UA UA 2023 Player's Handbook Playtest 6

Ability Score Improvement

4th, 8th, 12th, 16th, and 19th Level
You gain the Ability Score Improvement Feat or another Feat of your choice for which you qualify.

Wild Resurgence

5th Level
Summary: When out of Wild Shape uses, you can spend a spell slot to gain 1 use. Also, once per day, may expend a Wild Shape use to create a 1st-level spell slot.

Elemental Fury

7th Level
Summary: Choose one option:

  • Potent Spellcasting. Buff Druid cantrip damage.
  • Primal Strike. Once per turn buff weapon or beast form's attack with Cold, Fire, Lightning, or Thunder damage.

Commune with Nature

9th Level
Summary: Always have Commune with Nature prepared.

Improved Elemental Fury

15th Level
Summary: Buff Elemental Fury

Beast Spells

18th Level
Summary: May cast spells while using Wild Shape (with some restrictions).

Archdruid

20th Level
Summary: Grants the following:

  • Evergreen Wild Shape. Gain use of Wild Shape if you have not left at the start of a fight.
  • Nature Magician. Convert uses of Wild Shape into a spell slot.
  • Longevity. You age more slowly.

Sources and Notes

  1. WotC RPG Team. UA 2023 Player's Handbook Playtest 8 (Dungeons and Dragons One D&D) (2023-11-27). Wizards of the Coast. Licensed: © Wizards of the Coast (used under 'fair use' clause). 1.0 1.1 1.2
  2. Cite error: Invalid <ref> tag; no text was provided for refs named ua23phpt6
  3. Rule Tip: Temporary Hit Points Don't Stack. If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook (5e). - Guildmasters' Guide to Ravnica p.27, UA 2020 Subclasses Part 1, UA 2020 Subclasses Part 3, Player's Handbook (5e) p.198 (different wording).

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