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P,\RT I CLASSES
DRUIDHolding high a gnarled slaff wrealhed wilh holly, an
elfsummons lhe fury of lhe slorm and calls down explosivebolls of
lighlning to smile lhe lorch-carrying orcs wholhrealen her
forest.Crouching oul of sighl on a high tree branch in lhe
form of a leopard, a human peers oul of lhe jungle aI lheslrange
conslruclion of a lemple of Evil Elemenlal Air,keeping a close eye
on lhe cullists' aclivilies,Swinging a blade formed of pure fire, a
half-elf
charges inlo a mass of skeletal soldiers, sunderinglhe unnalural
magic lhat gives the foul crealures themocking semblance of
life,Whelher calling on lhe elemenlal forces of nalure or
emulaling the crealures of lhe animal world, druids arean
embodimenl of nature's resilience, cunning, and fury,They claim no
maslery over nalure. Inslead, lhey seelhemselves as exlensions of
nalure's indomilable will.
POWER OF NATUREDruids revere nalure above ali, gaining lheir
spells andolher magical powers eilher from the force of
nalureilself or fram a nalure deily. Many druids pursue amyslic
spiriluality of lranscendent union with natureralher than devotion
to a divine entity, while othersserve gods of wild nature, animais,
or elemental forces.The ancienl druidic lraditions are sometimes
calledthe Old Failh, in contrast to the worship of gods intemples
and shrines.Druid spells are oriented toward nature and
animals-
the power of toolh and claw, of sun and moon, of fireand storm.
Druids also gain the ability to take on animalforms, and some
druids make a particular study of thispractice, even to the point
where they prefer animalform to their natural formo
PRESERVE THE BALANCEFor druids, nature exists in a precarious
balance. Thefour elements that make up a world-air, earth,
fire,
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CLASS FEATURESAs a druid, you gain the following class
features.
as a sign that becoming a druidwas part of your character's
destiny.Have you aJways been an adventurer
as part of your druidic calling, or did youfirst spend time as a
caretaker of a sacredgrove or spring? Perhaps your homeland
wasbefouled by evil, and you took up an adventuring life inhopes of
finding a new home or purpose.
QUICK BUILDVOU can make a druid quickly by following
thesesuggestions. First, Wisdom should be your highestability
score, followed by Constitution. Second, choosethe hermit
background.
HIT POINTSUi! Dice: Id8 per druid leveiUit Points at 1st Levei:
8 + your Constitution modifierUi! Points at Uigher Leveis: Id8 (or
5) + yourConstitution modifier pcr druid levei after 1st
PROFICIENCIESArmor: Light armor, medium armor, shields (druids
willnot wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces,quarlerstaffs,
scimitars, sickles, slings. spears
Tools: Herbalism kit
Saving Throws: Intelligcnce, Wisdom
Proficiency Cantrips -Spell Slots per Spell Level-
Levei Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th
9th1st +2 Druidic,Spellcasting 2 22nd +2 Wild Shape, Druid Cirele 2
33rd +2 2 4 24th +2 Wild Shape improvement, 3 4 3
Ability Score Improvement5th +3 3 4 3 26th +3 Druid Cirele
feature 3 4 3 37th +3 3 4 3 3 18th +3 Wild Shape improvement, 3 4 3
3 2
Ability Score Improvement
9th +4 3 4 3 3 3 110th +4 Druid Circle feature 4 4 3 3 3 211th
+4 4 4 3 3 3 212th +4 Ability Score Improvement 4 4 3 3 3 213th +5
4 4 3 3 3 214th +5 Druid Cirele feature 4 4 3 3 3 215th +5 4 4 3 3
3 216th +5 Ability Score Improvement 4 4 3 3 3 217th +6 4 4 3 3 3
218th +6 Timeless Body, Beast Spells 4 4 3 3 3 319th +6 Ability
Score Improvement 4 4 3 3 3 320th +6 Archdruid 4 4 3 3 3 3
CREATING A DRUID
and water-must remain in equilibrium. If one elementwere to gain
power over the others, the world could bedestroyed, drawn into one
of the eJemental planes andbroken apart into its component
elements. Thus, druidsoppose cults of Elemental Evil and others who
promoteone element to the exclusion of others.Druids are also
concerncd with the deJicate ecological
balance that sustains plant and animallife, and the needfor
civilized folk to live in harmony with nature, not inopposition to
it. Druids accept that which is cruel innature, and they hate that
which is unnatural, includingaberrations (such as beholders and
mind f1ayers)and undead (such as zombies and vampires).
Druidssometimes lead raids against such creatures, espcciallywhen
the monsters encroach on the druids' territory.Druids arc often
found guarding sacred sites or
watching over regions of unspoiled nature. But when asignificant
danger arises, threatening nature's balanceor the lands they
protecl, druids take on a more activerole in combating the threal,
as adventurers.
When making a druid, consider why your character hassuch a close
bond with nature. Perhaps your characterlives in a society where
the Old Faith slill thrives, or wasraised bya druid after being
abandoned in the depthsof a forcst. Perhaps your character had a
dramaticencounter with the spirits of nature, coming face toface
with a giant eagle or dire wolf and surviving lheexperience. Maybe
your character was born during anepic storm or a volcanic eruption,
which was interpreled
PART 1 I Cl~SSES
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Skills: Choose two from Arcana, AnimalHandling, Insight,
Medicine, Nature, Perception,Religion, and Survival
EQUIPMENTVou start with the following equipment, in addition
tothe equipment granted by your background:
(a) a wooden shield or (b) any simple weapon(a) a scimitar or
(b) any simple melee weaponLeather armor, an explorer's pack, and a
druidic focus
DRUIDICVou know Druidic, the secret language of druids. Voucan
speak the language and use it to leave hiddenmessages. Vou and
others who know this languageautomatically spot such a message.
Others spot lhemessage's presence with a successful DC 15
Wisdom(Perception) check but can't decipher it without magic.
SPELLCASTINGDrawing on the divine essence of nature itself,
youcan cast spells to shape that essence to your will. Seechapter
10 for the general rules of spellcasting andchapter 11 for the
druid spell list.
CANTRIPSAt 1st levei, you know two cantrips of your choice
fromthe druid spelllist. Vou learn additional druid cantripsof your
choice at higher leveis, as shown in the CantripsKnown column of
the Druid table.
one spell). The spells must be of a levei for which youhave
spell slots.For example, if you are a 3rd-Ievel druid, you have
four
1st-levei and two 2nd-levei spell slots, With a Wisdomof 16,
your list of prepared spells can include six spellsof 1st ar 2nd
levei, in any combination. If you preparethe lst.level spell cure
wounds, you can cast it usinga 1st-levei ar 2nd-levei slot. Casting
the spell doesn'tremove it from your list of prepared spells,Vou
can also change your list of prepared spells when
you finish a long rest. Preparing a new list of druidspells
requires time spent in prayer and meditation: atleast 1 minute per
spelllevel for each spell on your list.
SPELLCASTING ABILITYWisdom is your spellcasting ability for your
druidspells, since your magic draws upon your devotion
andattunement to nature. Vou use your Wisdom whenevera spell refers
to your spellcasting ability. [n addition,you use your Wisdom
modifier when setting the savingthrow DC for a druid spell you cast
and when making anattack roll with one.
Spell save DC~ 8 + your profícíencybonus +yourWisdommodifier
Spellattack modifier~ your proficiencybonus
+yourWisdommodifier
RITUAL CASTINGVou can cast a druid spell as a ritual if that
spell has theritual tag and you have the spell prepared.
••
WILD SHAPE
SPELLCASTING FocusVou can use a druidic focus (found in chapter
5) as aspellcasting focus for your druid spells.
Vou can stay in a beast shape for a number of hourseqllalto
halfyollr drllid levei (rollnded down). YOllthenrevert to your
normal form unless you expend anotheruse of this feature. Vou can
revert to your normalform earlier by using a bonus action on your
turn, Vouautomatically revert if YOllfali unconscious, drop toO hit
points, or die.While you are transformed, the following rules
apply:
ExampleWolfCrocodileGiant eagle
LimitationsNo fiyingor swimming speedNo fiyingspeed
Max. CR
1/41/21
Levei2nd4th8th
BEAST SHAPES
Starting at 2nd levei, you can use your action tomagically
assume the shape of a beast that you haveseen before, Vou can use
this feature twice. Vou regainexpended uses when you finish a short
ar long rest.Your druid levei determines the beasts you can
transform into, as shown in the Beast Shapes table. At2nd levei,
for example, you can transform into any beastthat has a challenge
rating of 1(4 ar lower that doesn'thave a f1yingar swimming
speed,
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SACREO PLANTS ANO WOOO
Adruid holds certain plants to be sacred, particularlyalder,ash,
birch,elder, hazel, holly,juniper,mistletoe, oak, rowan,willow,and
yew.Druids often use such plants as part of aspellcastíngfocus,
incorporating lengths of oak or yeworsprigs of
mistletoe.Similarly,a druid uses such woods to make other
objects,
such as weapons and shields.Yewis assocíated wíthdeathand
rebirth, so weapon handles for scimitars or sicklesmightbe
fashioned from il.Ash is assocíated with lifeand oakwith strength.
These woods make excellenthafts or wholeweapons, such as c1ubsor
quarterstaffs, as wellas shields.Alderis assocíated wíth air,and it
might be used for thrownweapons, such as darts or
javelins.Druidsfrom regions that lackthe plants described here
have chosen other plants to take on similar uses. Forinstance, a
druid of a desert regionmight value the yuccatree and cactus
plants.
••
PREPARING AND CASTING SPELLSThe Druid table shows how many spell
slots you haveto cast your spells of 1st leveI and higher. To cast
one ofthese druid spells, you must expend a slot of the
spell'slevei ar higher. Vou regain ali expended spell slots whenyou
finish a long rest.Vou prepare the list of druid spells that are
available
for you to cast, choosing from the druid spell list. Whenyou do
so, choose a number of druid spells equal toyour Wisdom modifier +
your druid levei (minimum of
66 PART 1 I CLASSES
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Vour game statistics are replaced by the statistics ofthe beast,
but you retain your alignment, personality,and Intelligence,
Wisdom, and Charisma scores. Voualso retain ali of your skill and
saving throw proficien-cies, in addition to gaining those of the
creature. Ifthe creature has the same proficiency as you and
thebonus in its stat block is higher than yours, use thecreature's
bonus instead of yours. lf the creature hasany legendary or lair
actions, you can't use them.When you transform, you assume the
beast's hitpoints and Hit Dice. When you revert to your normalform,
you return to the number of hit points you hadbefore you
transformed. However, if you rever! as aresult of dropping to Ohit
points, any excess damagecarries over to your normal formo For
example, if youtake lO damage in animal form and have only 1
hitpoint left, you revert and take 9 damage. As long asthe excess
damage doesn't reduce your normal formto Ohit points, you aren't
knocked unconscious.Vou can't cast spells, and your ability to
speak ortake any action that requires hands is limited to
thecapabilities of your beast formoTransforming doesn'tbreak your
concentration on a spell you've alreadycast, however, or prevent
you from taking actions thatare part of a spell, such as caJl
Jightning, that you'vealready cast.Vou retain the benefit of any
features from your class,race, or other source and can use them if
the newform is physically capable of doing so. However, youcan't
use any of your special senses, such as darkvi-sion, unless your
new form also has that sense.Vou choose whether your equipment
falls to theground in your space, merges into your new form, oris
worn by it. Worn equipment functions as normal,but the DM decides
whether it is practical for the newform to wear a piece of
equipment, based on the crea-ture's shape and size. Vour equipment
doesn't changesize or shape to match the newform, and any equipment
thatthe new form can't wearmust either fali to theground or merge
with it.Equipment that mergeswith the form has noeffect until you
leavethe formo
DRUID CIRCLEAt 2nd levei, you choose toidentify with a circle of
druids:the Circle of the Land or the Circle of the Moon,
bothdetailed at the end of the class description. Vour choicegrants
you features at 2nd levcl and again at 6th, 10th,and 14th
leveI.
ABILITY SCORE IMPROVEMENTWhen you reach 4th levei, and again at
8th, 12th, 16th,and 19th leveI, you can increase one ability score
ofyour choice by 2, or you can increase two ability scoresof your
choicc by 1.As normal, you can't increase anability score above 20
using this feature.
TIMELESS BODYStarting at 18th leveI, the primaI magic that you
wieldcauses you to age more slowly. For every 10 years thatpass,
your body ages only 1 year.
BEAST SPELLSBeginning at 18th leveI, you can cast many of your
druidspells in any shape you assume using Wild Shape. Voucan
perform the somatic and verbal components of adruid spell while in
a beast shape, but you aren't able toprovide material
components.
ARCHDRUIDAt 20th levei, you can use your Wild Shape an
unlimitednumber of times.
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68
Additionally, you can ignore the verbal and somaticcomponents of
your druid spells, as well as any materialcomponents that lack a
cost and aren't consumed byaspell. Vou gain this benefit in both
your normal shapeand your beast shape from Wild Shape,
DRUID CIRCLESThough their organization is invisible to most
outsiders,druids are part of a society that spans the land,
ignoringpolitical borders, Ali druids are nominally membersof this
druidic society, though some individuais are soisolaled lhat lhey
have never seen any high-rankingmembers of the society or
participated in druidicgatherings. Druids recognize each other as
brothers andsislers, Like creatures of the wilderness, however,
druidssomelimes compete with or even prey on each other,At a local
scale, druids are organized into circles that
share certain perspectives on nature, balance, and theway of the
druid,
CIRCLE OF THE LANDThe Circle of the Land is made up of mystics
and sageswho safeguard ancient knowledge and rites througha vast
oral tradition, These druids meet within sacredcircles of trees or
standing slones to whisper primaisecrets in Druidic, The circle's
wisest members presideas the chief priests of communities lhat hold
to the OldFaith and serve as advisors to the rulers of those
folk,As a member of this circle, your magic is inl1uencedby the
land where you were initiated into the circle'smysterious
rites.
BONUS CANTRIP
When you choose this circle aI 2nd leveI, you learn
oneadditional druid cantrip of your choice.
NATURAL RECOVERY
Starling at 2nd levei, you can regain some of yourmagical energy
by sitting in meditation and communingwith nature, During a short
rest, you choose expendedspell slots to recover. The spell slols
can have acombined levei that is equal to or less lhan half
yourdruid levei (rounded up), and none of the slots can be6th levei
or higher. Vou can't use this feature again untilyou finish a long
restFor example, when YOllare a 4th-levei druid, YOllcan
recover up to two leveis worth of spell slots, Vou canrecover
either a 2nd-levei slot or two 1sI-leveI slots,
CIRCLE SPELLSVour mystical connection to the land infllses you
withlhe ability lo cast certa in spells, At 3rd, 5th, 7th, and9th
levei you gain access to circle spells connecledto the land where
YOllbecame a drllid, Choose thatland-arctic, coast, desert, forest,
grassland. mountain,swamp, or Underdark-and consult the
associatedlist of spells,Once YOllgain access lo a circle spell.
YOllalways have
il prepared, and it doesn't count against the nllmber ofspells
you can prepare each day.lfyoll gain access to aspell that doesn't
appear on the drllid spelllist, the spellis nonetheless a drllid
spell for YOll,
PART 1 I CLASSES
ARCTIC
Druid Levei Circle Spells3rd hold person, spike growth5th sleet
storm, slow7th freedom of movement, ice storm9th com mune with
nature, cone of cold
COAST
Druid Levei Circle Spells3rd mirror image, misty step5th water
breathing, water walk7th control water,freedom of movement9th
conjure elemental, scrying
DESERT
Druid Levei Circle Spells3rd blur, silence5th create food and
water, protection from energy7th blight, haf/ucinatory terrain9th
insect plague, waf/ of stone
FOREST
Druid Levei Circle Spells3rd barkskin, spider c/imb5th
caf/lightning, plant growth7th divination,freedom of movement9th
com mune with nature, tree stride
GRASSLAND
Druid Levei Circle Spells3rd invisibility, pass without trace5th
daylight, haste7th divination,freedom of movement9th dream, insect
plague
MOUNTAIN
Druid Levei Circle Spells3rd spider c/imb, spike growth5th
lightning bolt, meld into stone7th stone shape, stoneskin9th
passwall, waf/ of stone
SWAMP
Druid Levei Circle Spells3rd darkness, Melf's acid arrow5th
water walk, stinking c/oud7th freedom of movement, loca te
creature9th insect plague, scrying
UNDERDARK
Druid Levei Circle Spells3rd spider climb, web5th gaseous form,
stinking c/oud7th greater invisibility, stone shape9th c/oudkif/,
insect plague
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LAND'S STRIDEStarting at 6th levei, moving through
nonmagicaldifficult terrain costs you no extra movement. Vou
canalso pass through nonmagical plants without beingslowed by them
and without taking damage from them ifthey have thorns, spines, or
a similar hazard.In addition, you have advantage on saving throws
against
plants that are magically created or manipulated to
impedemovement, such those created by the entangle spell.
PRIMAL STRIKEStarting at 6th levei, your attacks in beast form
eount asmagical for the purpose of overcoming resistance
andimmunity to nonmagieal attaeks and damage.
ELEMENTAL WILD SHAPEAt 10th levei, you can expend two uses of
Wild Shapeat the same time to transform into an air elemental,
anearth elemental, a fire elemental, or a water elemental.
THOUSAND FORMSBy 14th levei, you have learned to use magie to
alteryour physical form in more subtle ways. Vou can cast thealter
self spell at will.
DRUIOS ANO THE COOS
Some druids venerate the forces of nature themselves, butmost
druids are devoted to one of the many nature deitiesworshiped in
the multiverse (the Iists of gods in appendixB inelude many such
deities). The worship ofthese deitiesis often considered a more
ancient tradition than the faithsof elerics and urbanized peoples.
In fact, in the world ofGreyhawk, the druidic faith is called the
Old Faith, and itelaims many adherents among farmers, foresters,
fishers,and others who live elosely with nature. This
traditionineludes the worship of Nature as a primai force
beyondpersonification, but also encompasses the worship of
Beory,the Oerth Mother, as well as devotees ofObad.Hai, Ehlonna,and
Ulaa.In the worlds of Greyhawk and the Forgotten Realms,
druidic cireles are not usually connected to the faith of
asingle nature deity. Any given cirele in the Forgotten Realms,for
example, might inelude druids who revere Silvanus,Mielikki, Eldath,
Chauntea, or even the harsh Gods of Fury:Talos, Malar, Auril, and
Umberlee. These nature gods areoften called the First Cirele, the
first among the druids, andmost druids count them ali (even the
violent ones) as worthyaf veneration.The druids of Eberron hold
animistic beliefs completely
unconnected to the Sovereign Host, the Dark Six, or any ofthe
other religions of the world. They believe that every livingthing
and every natural phenomenon-sun, moon, wind,fire, and the world
itself-has a spiri!. Their spells, then, area means to communicate
with and command these spirits.Different druidic sects, though,
hold different philosophiesabout the pro per relationship of these
spirits to each otherand to the forces of civilization. The
Ashbound, for example,believe that arcane magic is an abomination
against nature,the Children ofWinter venerate the forces of death,
and theGatekeepers preserve ancient traditions meant to protect
theworld from the incursion of aberrations.
NATURE'S WARDWhen you reach 10th levei, you can't be charmed
orfrightened by elementals or fey, and you are immune topoison and
disease.
NATURE'S SANCTUARYWhen you reach 14th levei, creatures of the
naturalworld sense your connection to nature and becomehesitant to
attack you. When a beast or plant creatureattacks you, that
creature must make a Wisdom savingthrow against your druid spell
save DC. On a failed save,the creature must choose a different
target, or the attackautomatically misses. On a successful save,
the creatureis immune to this effect for 24 hours.The creature is
aware of this effect before it makes its
attack against you.
CIRCLE OF THE MOONDruids of the Circle of the Moon are fierce
guardiansof the wilds. Their order gathers under the full moon
toshare news and trade warnings. They haunt thc deepestparts of the
wilderness, where they might go for weekson end before crossing
paths with another humanoidcreature, let alone another
druid.Changeable as the moon, a druid of this circle might
prowl as a great cat one night, soar over the treetopsas an
eagle the next day, and crash through theundergrowth in bear form
to drive off a trespassingmonster. The wild is in the druid's
blood.
COMBAT WILD SHAPEWhen you choose this circle at 2nd levei, you
gain theability to use Wild Shape on your turn as a bonus
action,rather than as an action.Additionally, while you are
transformed by Wild
Shape. you can use a bonus action to expend onespell slot to
regain ld8 hit points per levei of the spellslot expended.
CIRCLE FORMSThe rites ofyour circle grant you the ability to
transforminto more dangerous animal forms. Starting at 2ndlevei,
you can use your Wild Shape to transform into abeast with a
challenge rating as high as 1 (you ignorethe Max. CR eolumn of the
Beast Shapes table, but mustabide by the other limitations
there).Starting at 6th levei, you can transform into a beast
with a challenge rating as high as your druid leveIdivided by 3,
rounded down.
•• •••
CLASSESh9