Druid

 

Druid: Base Class

Druid

Spell slots

Level

Call of the Wild

Features

Cantrips known

Spells Prepared

1

2

3

4

5

6

7

8

9

1

2

Call of the Wild, Spell Casting

2

3

2

-

-

-

-

-

-

-

-

2

2

Wild Shape

2

4

3

-

-

-

-

-

-

-

-

3

2

Druid Circle

2

5

3

1

-

-

-

-

-

-

-

4

2

Feat

3

6

4

1

-

-

-

-

-

-

-

5

3

 

3

7

4

1

1

-

-

-

-

-

-

6

3

Nature boon

3

8

4

2

1

-

-

-

-

-

-

7

3

 

3

9

4

2

1

1

-

-

-

-

-

8

3

Feat

3

10

4

2

2

1

-

-

-

-

-

9

4

 

3

11

4

2

2

1

1

-

-

-

-

10

4

Druid circle feature, Nature boon

4

12

5

2

2

1

1

-

-

-

-

11

4

Improved Wild Shape

4

13

5

2

2

1

1

1

-

-

-

12

4

Feat

4

14

5

3

2

1

1

1

-

-

-

13

5

 

4

15

5

3

2

2

1

1

1

-

-

14

5

Nature boon

4

16

5

3

3

2

1

1

1

-

-

15

5

 

4

17

5

3

3

2

1

1

1

1

-

16

5

Feat

4

18

5

3

3

2

2

1

1

1

-

17

6

 

4

19

5

3

3

2

2

1

1

1

1

18

6

Druid circle feature

4

20

5

3

3

3

2

1

1

1

1

19

6

Feat

4

21

5

3

3

3

2

2

1

1

1

20

6

Archdruid

4

22

5

3

3

3

3

2

1

1

1

Druid Features

Base Traits

Hit Points

Hit Dice: 1d8 per druid level

Hit Points at 1st Level: 18 + your Constitution modifier

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

 

Proficiencies and Training

Armour: Light armour, hide armour, shields

Weapons: Simple weapons; blowgun, hunting spear, scimitar, trident, war spear

Tools: Herbalism kit

Saving throws: Intelligence, Wisdom

Skills: Choose two from Arcana, Animal Handling, History, Insight, Medicine, Nature, Perception, Religion, and Survival.

 

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

          a wooden shield or any simple weapon

          a scimitar or any simple melee weapon

          leather armour, an explorer’s pack, and a druidic focus

 

Features

Call of the Wild

As a druid you form a mystical connection with the natural world.

Druidic

You know druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others can spot the message’s presence with a successful DC 15 Wisdom (perception) check but can’t decipher it without magic.

In addition, beasts can understand your speech, and you understand them back. Though, most beasts lack the intelligence to convey or understand sophisticated concepts or rationales.

Great Beast Spirits

You also form a bond with a number of great beast spirits equal to the number listed in the call of the wild column of the druid table for your level. Each great beast spirit watches over animals that share certain characteristics, which is represented through the unique template and the special abilities listed for each great beast spirit.

You can change one of your Great Beast Spirits whenever you gain a level in this class or if you spend at least one hour observing and studying a beast after which you can replace one of your great beast spirits with the great beast spirit associated with the observed beast (talk to your DM about which Great Beast Spirit best represents the beast you study).

Contact Spirits

You also gain two uses of call of the wild. These uses increase as you gain levels in this class, as shown in the call of the wild column of the druid table. After spending 10 minutes in spiritual trance, you can expend a use of your call of the wild to gain one of the following effects:

          Commune with spirits. You can change a number of your prepared druid spells up to your Wisdom modifier.

          Find Woodland Friend. You call a tiny woodland creature to your aid. This creature uses the woodland friend template. The tiny beast gains one of the wild traits available to one of the great beast spirits you know. The wild trait cannot be one that requires an attack roll. In combat, the tiny beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the dodge action, unless you use a bonus action on your turn to command it to take the help action or its peck action (or some other action deemed appropriate by the DM; such as interacting with objects). The tiny beast disappears when it is reduced to 0 hit points, one hour after you die, or when you use this ability again to call another woodland friend. When you call the tiny beast, you must choose the creature’s special ability: Amphibious, Climber, Digger, Flyer, Runner, Swimmer.

          Mystic Ritual. You cast a spell as a ritual. The spell must be a 1st level spell from any spell list spell with the ritual tag.

 

Woodland Friend

Tiny Beast

Armor Class 12

Hit Points 5 + your druid level

Speed 25 feet

Str 5 (-3)

Int 12 (+1)

Dex 15 (+2)

Wis 14 (+2)

Con 13 (+1)

Cha 8 (-1)

Languages -

Special

Beast type. The woodland friend has one of the following traits (chosen by you):

          Amphibious. 25ft swim speed. Can breathe water as well as air.

          Climber. 25ft climb speed and adds your proficiency bonus to Dexterity saving throws.

          Digger. 5ft burrow speed.

          Flyer. 25ft fly speed.

          Runner. 40ft speed (instead of 25).

          Swimmer. 40ft swim speed and no normal speed. Can breathe water instead of air.

Actions

Skittish Peck. Melee Attack using Dexterity for attack and damage rolls instead of Strength, reach 5 feet, one target. Hit: 1d4 piercing damage. On a hit, the woodland friend does not provoke opportunity attacks from the target until the end of its turn.

Spellcasting

You know how to cast spells.

Druid Spells

You learn and prepare spells from the primal spell list.

Armoured Casting

You ignore spell failure from armour when you cast druid spells wearing light armour.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Cantrips

You know two cantrips of your choice from the primal spell list. You learn additional primal cantrips of your choice at higher levels, as shown in the cantrips known column of the druid table.

Prepared spells of 1st level or higher

You prepare a list of druid spells that are available for you to cast. The spells prepared column of the druid table shows how many druid spells you can prepare when you finish a long rest. Each of these spells must be of a level for which you have spell slots. Until you prepare a different list of spells, you know these spells.

For example, if you are a 3rd-level druid, your list of prepared spells can include four spells of 1st or 2nd level in any combination.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in spiritual communion: at least 1 minute per spell level for each spell you change on your list.

Spell Slots

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.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spells 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

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

 

Wild Shape

Starting at 2nd level, you can expend a use of your call of the wild to magically assume the shape of a beast as an action or a bonus action. Choose a template from one of your great beast spirit options to represent the shape you change into. The following rules apply to Wild Shape:

          While you are wild shaped, you gain a number of temporary hit points equal to 10 + 2 per druid level (e.g. a 5th level druid gains 20 temporary hit points when using wild shape). The wild shape lasts until you lose these temporary hit points, until you use a bonus action to resume your normal form, or until you use this feature again to take a new form. Whenever you take damage, you decide whether the damage reduces your temporary hit points or your regular hit points instead.

          Your game statistics are replaced by the statistics of the great beast template, but you retain your ability to speak, your alignment, personality, as well as your Intelligence, Wisdom, and Charisma scores. You also retain all your skill and saving throw proficiencies, in addition to gaining those of the creature.

          You cannot cast spells (unless you have the Beast Spell Nature boon) and taking any action that requires hands is limited to the capabilities of your beast form (your DM determines what is possible in your new form depending on the animal shape you have changed into).

          You retain the benefit of any druid class features except feats. You retain no other traits or features (such as features granted by your background or other classes).

          You choose whether your equipment falls to the ground in your space or merges into your new form. Your equipment doesn’t change size or shape to match the new form, and any equipment that is not specially made to suit the new form falls to the ground or merges with it. Equipment that merges with the form has no effect until you leave the form. The DM may allow certain magic items, such as headbands or necklaces to function with the new form if they fit.

When you have selected your template, you can boost the new form’s attributes through either your original form’s prowess or your magical aptitude (increasing or decreasing the new form’s Constitution does not change your total number of hit points or temporary hit points):

          Physical Transformation. You add your Strength, Dexterity, and Constitution modifiers to the relevant attribute score of the creature template (e.g. if your original form has a 14 Strength, you add +2 to the template’s Strength score).

          Magical Transformation. You can change one of the creature template’s Strength, Dexterity or Constitution scores to be equal to your Wisdom score.

When you wild shape, you can select one wild trait available to the template and apply it to your new form for the duration. As you gain levels in this class you may gain more option to choose from when you wild shape. Some wild traits grant you two skill proficiencies. If you are already proficient in both those skills and you select that wild trait option, you gain expertise in one of those skills for the duration instead.

Also, when you use your wild shape, you can expend additional uses of your call of the wild feature to further enhance the wild shape. For each additional usage, you can select one additional wild trait when you wild shape. If you use more than one call of the wild use, though, your wild shape ends after 1 hour regardless of the number of temporary hit points you have left.

 

Druid Circle

At 3rd level, you form a primal connection with a circle of druids (see options below). Your choice grants you features at 3rd level and again at 10th, and 18th level.

Circle Spells

Your druid circle grants you access to specific spells when you reach certain levels in this class. Once you gain a circle spell, you always have it prepared, and it does not count against the number of spells you can prepare each day. If you have a circle spell that does not appear on the primal spell list, the spell is nonetheless a druid spell for you.

 

Feat

At 4th level, you gain a feat from the list of feats. You must meet the prerequisites for the feat.

You gain an additional feat at 8th, 12th, 16th, and 19th level.

 

Nature Boon

At 6th level, the natural world rewards you with certain gifts. Choose one nature boon from the list.

You can choose an additional nature boon at 10th, and 14th level.

 

Improved Wild Shape

Beginning at 11th level, when you take the attack action while wild shaped, you can use two of the template’s attack actions instead of one. Special attack actions (such as those granted by wild traits or spells) can only be used once per turn each.

 

Archdruid

At 20th level, you regain all your call of the wild uses after resting for 1 minute and you know all great wild spirits options.

Also, whenever you finish a short or long rest, you can change one of your nature boons for another nature boon.