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Druids are guardians of the natural order, attuned to the primal rhythms that pulse beneath Eldareth’s surface.

From ancient groves and sunlit glades to storm-wracked coasts and forgotten wilds, druids draw their power from the land itself—shaping nature’s fury, healing its wounds, and speaking in the voice of beast and branch alike.

They are both shepherds and storms, standing between civilization and the wild truths it dares to tame.

In Eldareth, where nature remembers what the gods have forgotten, druids walk paths older than any written word.

Here stands the Druid, guardian of the ancient wilds, blending timeless tradition with renewed primal power. This design retains the deep connection to nature through the classic Wisdom+Level spell preparation and the iconic, versatile Wild Shape allowing transformation into any seen beast (activated as an Action). However, the endurance for these transformations is enhanced, using the modern system of scaling uses per long rest with short rest recovery.

Your journey starts with a choice of Primal Order (Magician or Warden) and fluency in Druidic (including Speak with Animals). Your sacred Druid Circle is chosen early at level 2, defining your path. Modern features like Wild Companion, the resource-managing Wild Resurgence, the power of Elemental Fury, and the advanced Archdruid capstone are woven into the progression, enhancing the classic core.

This Druid offers the beloved shapeshifting depth of the past, fueled by a more robust and flexible modern engine.

Core Druid Traits
Primary Ability Wisdom
Hit Dice Die D8 per Druid level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies Simple weapons
Tools Proficiencies 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

Becoming a Druid...

As a Level 1 Druid

  • 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 Druid

  • 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 your available spell slots.
Druid Class Features Spell Slots per Spell Level
Level Proficiency Bonus Features Wild Shape Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Druidic, Primal Order - 2 2 - - - - - - - -
2nd +2 Wild Shape, Druid Subclass 2 2 3 - - - - - - - -
3rd +2 Wild Companion 2 2 4 2 - - - - - - -
4th +2 Ability Score Improvement, Nature's Versatility 2 3 4 3 - - - - - - -
5th +3 Wild Resurgence 2 3 4 3 2 - - - - - -
6th +3 Subclass feature 3 3 4 3 3 - - - - - -
7th +3 Elemental Fury 3 3 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Nature's Versatility 3 3 4 3 3 2 - - - - -
9th +4   3 3 4 3 3 3 1 - - - -
10th +4 Subclass feature 3 4 4 3 3 3 2 - - - -
11th +4   3 4 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement, Nature's Versatility 3 4 4 3 3 3 2 1 - - -
13th +5   3 4 4 3 3 3 2 1 1 - -
14th +5 Subclass feature 3 4 4 3 3 3 2 1 1 - -
15th +5 Improved Elemental Fury 3 4 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement, Nature's Versatility 3 4 4 3 3 3 2 1 1 1 -
17th +6   4 4 4 3 3 3 2 1 1 1 1
18th +6 Beast Spells 4 4 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon 4 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 4 3 3 3 3 2 2 1 1

As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.

Level 1: Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Druid spells.

Cantrips. You know two cantrips of your choice from the Druid spell list. 

When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.

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.

Prepared Spells of Level 1+. 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.

For example, if you are a 3rd-level druid with a Wisdom of 16 , your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Entangle, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

If another Druid feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Druid spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Level 1: Druidic

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of speaking to animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

Level 1: Primal Order

You have dedicated yourself to one of the following sacred roles of your choice.

Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium Armor.

Level 2: Wild Shape

The power of nature allows you to magically assume the shape of certain beasts.

Using Wild Shape. As an Action, you can transform into the shape of a beast that you have seen before. You can stay in a beast shape for a number of hours equal to half your Druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

Uses and Recovery. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

Limitations. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table below. The chosen beast must be one you have previously seen.

Beast Shapes       
 Level  Max CR  Limitations  Example
 2nd  1/4  No flying or swimming speed  Wolf
 4th  1/2  No flying speed  Crocodile
 8th  1  - Giant Eagle

Rules While Transformed. While you are transformed into a beast shape, your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature; if the creature has the same proficiency as you and its bonus is higher, use the creature's bonus instead. You cannot use any legendary or lair actions of the new form.

When you transform, you assume the beast's hit points and Hit Dice. Upon reverting to your normal form, you return to the hit points you had prior to transforming. If you revert due to dropping to 0 hit points, any excess damage carries over to your normal form, potentially reducing you to 0 hit points but not knocking you unconscious unless the excess damage meets or exceeds your remaining normal form hit points.

You cannot cast spells while in beast form, and your ability to speak or perform actions requiring hands is limited by the form's capabilities. However, transforming doesn't disrupt concentration on spells already cast, nor does it prevent you from taking actions related to ongoing spells like Call Lightning.

You retain the benefits of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you do not retain any of your own special senses, such as darkvision, unless your new beast form also possesses that sense. (DM's discretion).

You decide whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally if the DM deems it practical for the beast's shape and size. Equipment that cannot be worn must fall or merge; merged equipment has no effect until you revert. Your equipment does not change size or shape.

Level 2: Druid Subclass

You gain a Druid subclass of your choice. A subclass is a specialization that grants you special abilities at certain Druid levels.Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. For the rest of your career, you gain each of your subclass’s features that are of your Druid level and lower. 

Level 3: Wild Companion

You can summon a nature spirit that assumes an animal form to aid you. As an action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without material components.

When you cast the spell in this way, the familiar is a Fey, and it disappears when you finish a Long Rest.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.

Level 4: Nature's Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

Level 5: Wild Resurgence

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, and you can’t do so again until you finish a Long Rest.

Level 7: Elemental Fury

The might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting. You add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Level 15: Improved Elemental Fury

The option you chose for Elemental Fury grows more powerful, as detailed below.

Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.

Primal Strike. The extra damage of your Primal Strike increases to 2d8.

Level 18: Beast Spells

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20: Archdruid

The vitality of nature constantly blooms within you, granting you the following benefits.

Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.

Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can’t do so again until you finish a Long Rest.

Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.

Continue Reading

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