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Druids wield the power of nature against their foes. They are guardians of the unspoiled wild. Druids in the Circle of the Land are arcane users of magic based off the land where their circle is located - Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, and Underdark. Those in the Circle of the Moon take on the shapes of animals and eventually learn to use this magic to alter their own appearance at will.[1]

Druid

Spell Slots Per Level

Level

Proficiency Bonus

Features

Cantrips Known

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+2

Druidic, Spellcasting

2

2

2nd

+2

Wild Shape, Druid Circle

2

3

3rd

+2

2

4

2

4th

+2

Wild Shape improvement,

Ability Score Improvement

3

4

3

5th

+3

3

4

3

2

6th

+3

Druid Circle feature

3

4

3

3

7th

+3

3

4

3

3

1

8th

+3

Wild Shape improvement,

Ability Score Improvement

3

4

3

3

2

9th

+4

3

4

3

3

3

1

10th

+4

Druid Circle feature

4

4

3

3

3

2

11th

+4

4

4

3

3

3

2

1

12th

+4

Ability Score Improvement

4

4

3

3

3

2

1

13th

+5

4

4

3

3

3

2

1

1

14th

+5

Druid Circle feature

4

4

3

3

3

2

1

1

15th

+5

4

4

3

3

3

2

1

1

1

16th

+5

Ability Score Improvement

4

4

3

3

3

2

1

1

1

17th

+6

4

4

3

3

3

2

1

1

1

1

18th

+6

Timeless Body, Beast Spells

4

4

3

3

3

3

1

1

1

1

19th

+6

Ability Score Improvement

4

4

3

3

3

3

2

1

1

1

20th

+6

Archdruid

4

4

3

3

3

3

2

2

1

1

Class Features Edit

As a druid, you gain the following class features. 

Hit Points Edit

Hit Dice: 1d8 per druid level Edit

Hit Points at 1st Level: 8 + your Constitution modifier 

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st 

Proficiencies Edit

Armor: Light armor, 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 

Equipment Edit

You start with the following equipment, in addition to the equipment granted 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 

Spellcasting Edit

Cantrips Edit

You start at 1st level with 2 cantrips from the Druid Spell List, and may learn an additional cantrip at 4th and 10th levels. These may be cast without using any spell slots.

Preparing and Casting Spells Edit

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.

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 Edit

Wisdom is used 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 Edit

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus Edit

You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells 

  1. ^ Crawford, J., Mearls, M., Wyatt, J., Schwalb, R. J., & Cordell, B. R. (2014). Player's Handbook (5th ed.). Renton, WA: Wizards of the Coast LLC.

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