Druid

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st+2Druidic, Spellcasting22--------
2nd+2Wild Shape, Druid Circle, Wild Companion (Optional)23--------
3rd+2-242-------
4th+2Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional)343-------
5th+3-3432------
6th+3Druid Circle feature3433------
7th+3-34331-----
8th+3Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional)34332-----
9th+4-343331----
10th+4Druid Circle feature443332----
11th+4-4433321---
12th+4Ability Score Improvement, Cantrip Versatility (Optional)4433321---
13th+5-44333211--
14th+5Druid Circle feature44333211--
15th+5-443332111-
16th+5Ability Score Improvement, Cantrip Versatility (Optional)443332111-
17th+6-4433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement, Cantrip Versatility (Optional)4433332111
20th+6Archdruid4433332211

Class Resources
Spell List
Wild Shape Options

Druid Subclasses
Dreams Land
Moon Sheperd
Spores Stars
Wildfire



Starting Class features

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

Armor Proficiencies Weapon Proficiencies Tool Proficiencies
Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Herbalism kit

Saving Throws Skills
Intelligence, Wisdom Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

(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

Alternatively, 5d4 × 10 starting gold



Feature Description Level
Druidic You know Druidic, the secret language of druids. You can speak it and use it to leave hidden messages. Others who know it automatically spot these messages, but those who don’t need a Wisdom (Perception) check to notice them. 1st
Wild Shape At 2nd level, you can transform into a beast you have seen before. You can use this feature twice and regain uses after a short or long rest. You stay in the form for a number of hours equal to half your druid level (rounded down). 2nd
Wild Shape (Rules) While transformed, your game statistics are replaced by the beast's, though you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You cannot cast spells or use actions that require hands. You can choose whether your equipment merges, falls, or is worn by the beast. 2nd
Druid Circle At 2nd level, you choose a Druid Circle that grants additional features at 2nd, 6th, 10th, and 14th levels. 2nd
Wild Companion (Optional) At 2nd level, you can expend a Wild Shape use to cast the Find Familiar spell. The familiar is a fey, not a beast, and lasts for hours equal to half your druid level. 2nd
Ability Score Improvement At 4th, 8th, 12th, 16th, and 19th levels, you can increase one ability score by 2, or two scores by 1 (maximum 20). 4th, 8th, 12th, 16th, 19th
Cantrip Versatility (Optional) When you gain an Ability Score Improvement, you can replace one cantrip with another from the druid spell list. 4th, 8th, 12th, 16th, 19th
Timeless Body At 18th level, the magic you wield causes you to age slower. For every 10 years that pass, you only age 1 year. 18th
Beast Spells At 18th level, you can cast druid spells while in a beast shape, as long as they have verbal and somatic components. You can't use material components unless you have them in your new form. 18th
Archdruid At 20th level, you can use Wild Shape an unlimited number of times. You can also ignore verbal, somatic, and non-cost material components of your spells, both in normal and beast shapes. 20th

Feature Description
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 as you level up, 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 druid spells of 1st level and higher. To cast one of these 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.
Preparing Spells You prepare a list 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.
Example of Preparing Spells For example, as a 3rd-level druid with a Wisdom of 16, you can prepare 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 a 2nd-level slot.
Changing Prepared Spells You can change your list of prepared spells when you finish a long rest. Preparing a new list requires at least 1 minute per spell level for each spell on your list, spent in prayer and meditation.
Spellcasting Ability Wisdom is your spellcasting ability for your druid spells. Your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability, and your Wisdom modifier when setting the saving throw DC and making attack rolls with druid spells.
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 if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus You can use a druidic focus as a spellcasting focus for your druid spells.