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Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the elements, Druids heal wounds, transform into beasts, and wield the destructive power of the natural world.

Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both. They often gather with other Druids to perform rites that mark the passage of the seasons and other natural cycles.

Druids are concerned with the ecological balance that sustains plant and animal life and with the need for people to live in harmony with the natural world. They often guard sacred sites or watch over regions of unspoiled wilderness, but when a significant threat arises, Druids may leave those places behind to confront it directly.

This version of the Druid retains the class’s traditional prepared spellcasting, with the number of prepared spells determined by Wisdom and Druid level and the full list able to be changed after each Long Rest. Wild Shape likewise preserves the older transformation model, allowing the Druid to assume the form of any eligible Beast they have previously seen and to use that Beast’s Hit Points and Hit Point Dice.

Wild Shape uses the newer resource progression, beginning with two uses and increasing to three and eventually four. One expended use returns on a Short Rest, while all expended uses return on a Long Rest. The restrictions on Beast forms have also been simplified. Swimming forms are available immediately, while flying forms remain restricted until 8th level.

At 1st level, Primal Order allows the Druid to choose between Magician and Warden, while Druidic includes a persistent connection to animals through Speak with Animals. The Druid chooses their Circle at 2nd level, allowing the subclass to shape how Wild Shape, spellcasting, or another aspect of the class develops from an early level.

Later features such as Wild Companion, Wild Resurgence, Elemental Fury, Beast Spells, and Archdruid give the Druid additional ways to use Wild Shape and spellcasting without replacing the class’s central resource structure. The aim is to preserve broad spell access and flexible shapeshifting while using newer progression where it makes those features easier to rely on during play.

Core Druid Traits  
Primary Ability Wisdom
Hit Point 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
Tool 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 Character

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 Character

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 Features

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 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 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 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 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

Level 1: Spellcasting

Drawing on the divine essence of nature, you can cast spells that shape the natural world. See the Player’s Handbook for the rules on spellcasting. The information below describes how you use those rules with Druid spells.

Cantrips

You know two Druid cantrips of your choice.

When you reach Druid levels 4 and 10, you learn one additional Druid cantrip of your choice, as shown in the Cantrips Known column of the Druid Features table.

Whenever you gain a Druid level, you can replace one Druid cantrip you know with another Druid cantrip of your choice.

Spell Slots

The Druid Features table shows how many spell slots you have to cast your level 1+ spells.

You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ Druid spells that are available for you to cast, choosing from the Druid spell list.

The number of spells you can have prepared equals your Wisdom modifier plus your Druid level, with a minimum of one spell.

The spells you prepare must be of a level for which you have spell slots.

If another Druid feature, such as your subclass, grants you spells that are always prepared, those spells don’t count against the number of spells you can prepare with this feature. Those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can replace any or all of the Druid spells you have prepared with other Druid spells for which you have spell slots.

Ritual Casting

You can cast a Druid spell as a Ritual if that spell has the Ritual tag and you have it prepared.

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.

You can use Druidic to leave hidden messages. You and other creatures that know Druidic automatically notice such a message. A creature that doesn’t know Druidic can notice the presence of a message with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

In addition, you always have the Speak with Animals spell prepared. It counts as a Druid spell for you and doesn’t count against the number of spells you can prepare with your Spellcasting feature.

Level 1: Primal Order

You have dedicated yourself to one of the following roles.

Magician

You know one additional Druid cantrip of your choice.

In addition, whenever you make an Intelligence (Arcana or Nature) check, you gain a bonus to the check equal to your Wisdom modifier, with a minimum bonus of +1.

Warden

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 form of a Beast you have seen before.

Using Wild Shape

As a Magic action, you can expend one use of Wild Shape to transform into an eligible Beast form.

You can remain in Beast form 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 Wild Shape to remain transformed.

You can revert to your normal form early as a Bonus Action.

You automatically revert if you have the Unconscious condition, are reduced to 0 Hit Points, or die.

Uses and Recovery

You can use Wild Shape twice.

At Druid level 6, you can use it three times. At Druid level 17, you can use it four times, as shown in the Wild Shape column of the Druid Features table.

You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Beast Forms

Your Druid level determines the maximum Challenge Rating of the Beast forms you can assume and whether those forms can have a Fly Speed.

Druid Level Maximum CR Limitations Example
2nd 1/4 No Fly Speed Wolf
4th 1/2 No Fly Speed Crocodile
8th 1 None Giant Eagle

The Beast must be one you have previously seen.

Statistics

While transformed, your game statistics are replaced by the Beast’s statistics, except as described in this feature.

You retain your personality, memories, Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies and gain those of the Beast. If both you and the Beast are proficient in the same skill or saving throw and the Beast’s bonus is higher, use the Beast’s bonus.

You retain your ability to speak.

You can’t use any Legendary Actions or Lair Actions the Beast possesses.

Hit Points and Hit Point Dice

When you transform, you assume the Beast’s Hit Points and Hit Point Dice.

When you revert to your normal form, you return to the number of Hit Points you had before transforming.

If you revert because your Beast form is reduced to 0 Hit Points, any damage remaining after reducing the Beast form to 0 carries over to your normal form.

Spellcasting

You can’t cast spells while in Beast form unless another feature allows you to do so.

Transforming doesn’t break your Concentration on a spell you have already cast or prevent you from taking actions that are part of an ongoing spell, provided your Beast form is physically capable of taking those actions.

Features

You retain the benefits of features from your class, species, feats, and other sources and can use them if your Beast form is physically capable of doing so.

You don’t retain special senses from your normal form unless the Beast form also possesses that sense.

Equipment

When you transform, you decide whether each piece of equipment you are wearing or carrying falls to the ground in your space, merges into the Beast form, or continues to be worn or carried by the Beast.

Equipment that merges with the form has no effect until you revert.

Equipment that the Beast wears or carries functions normally, but the DM determines whether the Beast can practically wear or carry a particular piece of equipment based on its shape and size.

Your equipment doesn’t change size or shape to accommodate the Beast form.

Level 2: Druid Subclass

You gain a Druid subclass of your choice.

A subclass represents your Druid Circle and the particular expression of nature through which your abilities develop.

Your subclass grants features at Druid levels 2, 6, 10, and 14.

Level 3: Wild Companion

You can summon a nature spirit that assumes an animal form to aid you.

As a Magic action, you can expend either a spell slot or one use of Wild Shape to cast Find Familiar without Material components.

When you cast the spell in this way, the familiar is a Fey rather than its normal creature type, 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 5: Wild Resurgence

Your connection to nature allows you to exchange magical power and Wild Shape in limited ways.

You gain both of the following benefits.

Renewed Form

If you have no uses of Wild Shape remaining, you can expend a spell slot to assume a Beast form without expending a use of Wild Shape.

The spell slot must be of a level at least equal to the Beast’s Challenge Rating. A Beast with a Challenge Rating lower than 1 requires a level 1 spell slot.

The transformation otherwise follows all the rules of your Wild Shape feature.

Once you use Renewed Form, you can’t use it again until you finish a Long Rest.

Renewed Form doesn’t restore or grant a use of Wild Shape.

Primal Conversion

You can expend one use of Wild Shape to regain one expended level 1 spell slot. No action is required.

Once you use Primal Conversion, you can’t use it again until you finish a Long Rest.

Level 7: Elemental Fury

The power of the elements strengthens either your spellcasting or your attacks.

Choose one of the following options.

Potent Spellcasting

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 an attack of your Beast form while using Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage.

You choose the damage type when you deal the extra damage.

Level 15: Improved Elemental Fury

The option you chose for Elemental Fury improves.

Potent Spellcasting

When you cast a Druid cantrip that has a range of 10 feet or greater, its range increases by 300 feet.

Primal Strike

The extra damage dealt by your Primal Strike increases to 2d8.

Level 18: Beast Spells

Your mastery of Wild Shape allows you to cast spells while transformed.

While using Wild Shape, you can cast spells normally and can provide their Verbal and Somatic components in Beast form.

You can’t cast a spell in Beast form if it has a Material component that has a specified cost or is consumed by the spell.

Level 19: Epic Boon

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

Level 20: Archdruid

Your connection to primal magic reaches its height.

You gain the following benefits.

Evergreen Wild Shape

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

Nature Magician

You can convert unexpended uses of Wild Shape into a spell slot.

No action is required. Choose one or more of your remaining Wild Shape uses and expend them. You create one spell slot with a level equal to twice the number of Wild Shape uses expended.

For example, expending two uses creates a level 4 spell slot.

Once you use Nature Magician, you can’t use it again until you finish a Long Rest. A spell slot created by this feature disappears when you finish a Long Rest if you haven’t used it.

Longevity

The primal magic you wield slows your aging.

For every ten years that pass, your body ages only one year.

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