“What is life? It is the flash of a firefly in the night. It is the breath of a buffalo in the wintertime. It is the little shadow which runs across the grass and loses itself in the sunset.”
As a druid, you gain the following class features.
Hit Dice: 1d8 per druid level
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
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.
You start with the following equipment in addition to the equipment granted by your background.
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) a w ooden 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
You know Druidic, the secret language o f 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 spot the
message’s presence with a successful DC 15 Wisdom
(Perception) check but can’t decipher it without magic.
Drawing on the divine essence o f nature itself, you
can cast spells to shape that essence to your will. See
chapter 10 for the general rules o f spellcasting and
chapter 11 for the Druid Spell List.
At 1st level, you know two cantrips o f your choice from
the Druid Spell List. You learn additional druid cantrips
o f your choice at higher levels, 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 spells o f 1st level and higher. To cast one of
these druid spells, you must expend a slot o f the spell’s
level or higher. You regain all expended spell slots when
you finish a long rest.
You prepare the list o f 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 o f a level for which you
have spell slots.
For example, if you are a 3rd-level druid, you have four
1st-level and two 2nd-level spell slots. With a W isdom
o f 16, your list o f prepared spells can include six spells
o f 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 2nd-level slot. Casting the spell doesn’t
remove it from your list o f prepared spells.
You can also change your list o f prepared spells when
you finish a long rest. Preparing a new list o f druid
spells requires time spent in prayer and meditation: at
least 1 minute per spell level for each spell on your list.
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 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
You can cast a druid spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
You can use a druidic focus (found in chapter 5) as a
spellcasting focus for your druid spells.
Starting at 2nd level, you can use your action to
magically assume the shape o f a beast that you have
seen before. You can use this feature twice. You regain
expended uses when you finish a short or long rest.
Your druid level determines the beasts you can
transform into, as shown in the Beast Shapes table. At
2nd level, for example, you can transform into any beast
that has a challenge rating o f 1/4 or lower that doesn’t
have a flying or swimming speed.
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
You can stay in a beast shape for a number o f hours
equal to half your druid level (rounded down). You then
revert to your normal form unless you expend another
use o f 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.
While you are transformed, the following rules apply:
• 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 o f your skill and saving throw proficiencies,
in addition to gaining those o f the creature. If
the creature has the same proficiency as you and the
bonus in its stat block is higher than yours, use the
creature’s bonus instead of yours. If the creature has
any legendary or lair actions, you can’t use them.
• When you transform, you assume the beast’s hit
points and Hit Dice. When you revert to your normal
form, you return to the number o f hit points you had
before you transformed. However, if you revert as a
result o f dropping to 0 hit points, any excess damage
carries over to your normal form. For example, if you
take 10 damage in animal form and have only 1 hit
point left, you revert and take 9 damage. As long as
the excess damage doesn’t reduce your normal form
to 0 hit points, you aren’t knocked unconscious.
• You can’t cast spells, and your ability to speak or
take any action that requires hands is limited to the
capabilities o f your beast form. Transforming doesn’t
break your concentration on a spell you’ve already
cast, however, or prevent you from taking actions that
are part o f a spell, such as call lightning, that you’ve
• You retain the benefit o f any features from your class,
race, or other source and can use them if the new
form is physically capable o f doing so. However, you
can’t use any o f your special senses, such as darkvision,
unless your new form also has that sense.
• You choose whether your equipment falls to the
ground in your space, merges into your new form, or
is worn by it. Worn equipment functions as normal,
but the DM decides whether it is practical for the new
form to wear a piece o f equipment, based on the creature’s
shape and size. Your equipment doesn’t change
size or shape to match the new
form, and any equipment that
the new form can’t w ear
must either fall to the
ground or merge with it.
Equipment that merges
with the form has no
effect until you leave
At 2nd level, you choose to
identify with a circle of druids:
the Circle of the Land or the Circle of the Moon, both
detailed at the end o f the class description. Your choice
grants you features at 2nd level and again at 6th, 10th,
and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
o f your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Starting at 18th level, the primal magic that you wield
causes you to age more slowly. For every 10 years that
pass, your body ages only 1 year.
Beginning at 18th level, you can cast many o f your druid
spells in any shape you assume using Wild Shape. You
can perform the somatic and verbal components o f a
druid spell while in a beast shape, but you aren’t able to
provide material components.
At 20th level, you can use your Wild Shape an unlimited
number o f times.