Level | Proficiency Bonus |
Primal Power | Cantrips Known |
Spell Slots |
Features | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | 2 | 2 | 2 | — | — | — | — | Druidic, Spellcasting, Primal Power, Wild Shape, Druid Circle |
2nd | +2 | 3 | 2 | 3 | — | — | — | — | Natural Recovery |
3rd | +2 | 4 | 2 | 4 | 2 | — | — | — | Druid Circle Features |
4th | +2 | 5 | 3 | 4 | 3 | — | — | — | Ability Score Improvement |
5th | +3 | 6 | 3 | 4 | 3 | 2 | — | — | — |
6th | +3 | 7 | 3 | 4 | 3 | 3 | — | — | Druid Circle Features |
7th | +3 | 8 | 3 | 4 | 3 | 3 | 1 | — | — |
8th | +3 | 9 | 3 | 4 | 3 | 3 | 2 | — | Greater Ability Score Improvement |
9th | +4 | 10 | 3 | 4 | 3 | 3 | 3 | 1 | — |
10th | +4 | 11 | 4 | 4 | 3 | 3 | 3 | 2 | Weald Walker, Druid Circle Features |
Choose one of the following equipment options—preset or custom. You gain these items in addition to any other gear you might have (such as from your background):
You gain 5d4 gold pieces (or 12 gp). You may spend some or all of this gold to purchase your own equipment.
As a druid, you gain the following class features.
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 they can't decipher it without magic.
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
At 1st-level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Class Features (Druid) table.
The Class Features (Druid) table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of your 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.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list.
Preparing your Spell List: 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. Casting a spell doesn't remove it from your list of prepared spells.
Changing your Prepared Spells: You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time: at least 1 minute per spell level for each spell on your list.
Wisdom is your spellcasting ability for your druid spells. Use your Wisdom modifier to determine the saving throw DC or attack modifier for a druid spell you cast.
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 as a spellcasting focus for your druid spells.
When you finish a long rest, you may choose one of your druid cantrips and replace it with another cantrip from the druid spell list.
You have an amount of primal power, as shown in the Primal Power column of the Class Features (Druid) table. You can spend primal power to shapeshift into animal forms—and you may learn other applications from your Druid Circle.
You recover all expended primal power when you finish a long rest.
You are able to spend primal power to magically shapeshift into the form of a beast. See the Wild Shape () section for more details about this feature.
Choose a Druid Circle. You gain features from your Druid Circle at 1st, 3rd, 6th, and 10th-level.
When you finish a short rest, you can recover some expended spell slots. The spell slots must have a combined level equal to or less than half your druid level (rounded up), and none of the slots can be 6th-level or higher.
You can use this feature once, and you regain expended uses when you finish a long rest.
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Greater Ability Score Improvement: At 8th-level, you gain another ability score improvement.
You are able to tap into the primal power of nature and travel great distances. Create a weald tree and you'll never be far from home.
You may perform a 1 hour wealding ritual to create a weald tree. You can use this feature once, and you regain expended uses when you finish a long rest.
Spend 6 primal power and choose a living, inanimate, nonmagical, Large (or larger) tree within 10 ft. That tree becomes a weald tree.
You can spend an action to create a magical link between your weald trees. You can use this feature once, and you regain expended uses when you finish a long rest.
Choose one weald tree within range and another weald tree on the same plane of existence. For the duration, any creature can step into the target tree and exit from the destination tree by using 5 ft of movement.
No Metal You can't transport metal by weald walking. When a creature passes through a weald tree, any metal objects that they carry are dropped at the foot of the target tree. If this is not possible—or it would cause harm to the creature—the creature can't travel through the weald tree.
Metal that is concealed within a magical container—such as a Bag of Holding or Handy Haversack can pass through without detection.
You are able to turn a weald tree back into a normal tree by one of two methods:
d100 | |
---|---|
01-05 | Control Flames |
06-10 | Create Bonfire |
11-15 | Druidcraft |
16-20 | Frostbite |
21-25 | Guidance |
26-30 | Gust |
31-35 | Infestation |
36-40 | Magic Stone |
41-45 | Mending |
46-50 | Mold Earth |
51-55 | Poison Spray |
56-60 | Primal Savagery |
61-65 | Produce Flame |
66-70 | Resistance |
71-75 | Shillelagh |
76-80 | Thorn Whip |
81-85 | Thunderclap |
d100 | |
---|---|
01-04 | Absorb Elements |
05-08 | Animal Friendship |
09-12 | Beast Bond |
13-16 | Charm Person |
17-20 | Create or Destroy Water |
21-24 | Cure Wounds |
25-28 | Detect Magic |
29-32 | Detect Poison and Disease |
33-36 | Earth Tremor |
37-40 | Entangle |
41-44 | Faerie Fire |
45-48 | Fog Cloud |
49-52 | Goodberry |
53-56 | Healing Word |
57-60 | Ice Knife |
61-64 | Jump |
65-68 | Longstrider |
69-72 | Purify Food and Drink |
73-76 | Snare |
77-80 | Speak with Animals |
81-84 | Thunderwave |
d100 | |
---|---|
01-04 | Animal Messenger |
05-08 | Barkskin |
09-12 | Beast Sense |
13-16 | Darkvision |
17-20 | Dust Devil |
21-24 | Earthbind |
25-28 | Enhance Ability |
29-32 | Find Traps |
33-36 | Flame Blade |
37-40 | Flaming Sphere |
41-44 | Gust of Wind |
45-48 | Healing Spirit |
49-52 | Heat Metal |
53-56 | Hold Person |
57-60 | Lesser Restoration |
61-64 | Locate Animals or Plants |
65-68 | Locate Object |
69-72 | Moonbeam |
73-76 | Pass without Trace |
77-80 | Protection from Poison |
81-84 | Skywrite |
85-88 | Spike Growth |
89-92 | Warding Wind |
d100 | |
---|---|
01-05 | Call Lightning |
06-10 | Conjure Animals |
11-15 | Daylight |
16-20 | Dispel Magic |
21-25 | Erupting Earth |
26-30 | Feign Death |
31-35 | Flame Arrows |
36-40 | Meld into Stone |
41-45 | Plant Growth |
46-50 | Protection from Energy |
51-55 | Sleet Storm |
56-60 | Speak with Plants |
61-65 | Tidal Wave |
66-70 | Wall of Water |
71-75 | Water Breathing |
76-80 | Water Walk |
81-85 | Wind Wall |
d100 | |
---|---|
01-05 | Blight |
06-10 | Charm Monster |
11-15 | Confusion |
16-20 | Conjure Minor Elementals |
21-25 | Conjure Woodland Beings |
26-30 | Control Water |
31-35 | Dominate Beast |
36-40 | Elemental Bane |
41-45 | Freedom of Movement |
46-50 | Giant Insect |
51-55 | Grasping Vine |
56-60 | Guardian of Nature |
61-65 | Hallucinatory Terrain |
66-70 | Ice Storm |
71-75 | Locate Creature |
76-80 | Polymorph |
81-85 | Stone Shape |
86-90 | Stoneskin |
91-95 | Wall of Fire |
96-00 | Watery Sphere |
d100 | |
---|---|
01-05 | Antilife Shell |
06-10 | Awaken |
11-15 | Commune with Nature |
16-20 | Conjure Elemental |
21-25 | Contagion |
26-30 | Geas |
31-35 | Greater Restoration |
36-40 | Insect Plague |
41-45 | Maelstrom |
46-50 | Mass Cure Wounds |
51-55 | Planar Binding |
56-60 | Reincarnate |
61-65 | Scrying |
66-70 | Transmute Rock |
71-75 | Tree Stride |
76-80 | Wall of Stone |
81-85 | Wrath of Nature |
As a druid, you are able to tap into the primal essence of wild beasts. Use your primal power to shapeshift into animal forms and defend the wilds with savage fury.
Level | Primal Features |
||
---|---|---|---|
Essences | Skins | Traits | |
1st | 3 | 2 | 1 |
2nd | 3 | 2 | 1 |
3rd | 3 | 2 | 2 |
4th | 3 | 3 | 2 |
5th | 4 | 3 | 3 |
6th | 4 | 3 | 3 |
7th | 4 | 4 | 4 |
8th | 4 | 4 | 4 |
9th | 5 | 4 | 5 |
10th | 5 | 5 | 5 |
A wild shape is a magical merging of a primal essence, a beast skin, and your own druidic characteristics and personality.
At the heart of every wild shape is a primal essence. It is this essence that defines the primary abilities, defenses, and basic traits of your wild shape.
At 1st-level, you know three common primal essences () of your choice. You learn additional essences of your choice at higher levels as shown in the Primal Essences column of the Wild Shape table.
Replacing Known Essences: When you finish a long rest, you can choose one of your known essences and replace it with a different option.
Primal skins defines what you look like—cat, bear, unicorn, frog, etc. They also define the capabilities—and limitations—of your wild shape. Cats have claws, birds fly, horses gallop, etc—be creative with the natural features of your beast skin.
At 1st-level, you know two common primal skins of your choice. You learn additional skins of your choice at higher levels as shown in the Primal Skins column of the Wild Shape table.
Size Categories: Each skin that you learn has a size category—tiny, small, medium, etc—that matches the size of the beast you learned the skin from. The larger your wild shape is, the more formidable you are—but the more primal power you must spend to take on the wild shape.
Replacing Known Skins: You can replace your known primal skins by studying beasts and mastering their form. See Primal Skins () for more details.
Primal traits enable you to customize your wild shape feature to better suit your own druidic interests—talking while shapeshifted, changing your appearance, gaining more primal skins, etc.
At 1st-level, you know one primal trait of your choice. You learn additional traits of your choice at higher levels as shown in the Primal Traits column of the Wild Shape table.
During your turn, you can spend an action to take on a wild shape. There are four basic steps to shapeshifting:
Your Essence: Choose one primal essence from your list of known essences. Change your own AC, speed, and size to match your essence, and add any skills and traits you gain.
Your Skin: Choose one primal skin from your list of known skins. Make sure to pick one that is appropriate for your essence.
Your Size: Choose the size category that matches your skin and update your AC, speed, and unarmed damage.
Spend Primal Power: Finally, spend your primal power to assume your wild shape.
Size | AC | Speed | Unarmed Damage | Primal Power |
---|---|---|---|---|
Tiny | — | — | 1 + STR | 1 |
Small | — | +5 ft | 1d4 + STR | 2 |
Medium | +1 | +10 ft | 1d6 + STR | 3 |
Large | +1 | +15 ft | 1d8 + STR | 4 |
Huge | +2 | +20 ft | 1d10 + STR | 5 |
Gargantuan | +2 | +25 ft | 1d12 + STR | 6 |
When you shapeshift, you don't become an exact copy of your primal skin. Instead, there is something personal and unique about your wild appearance—fur pattern, horn shape, eye color, etc.
This is usually a feature carried over from your natural appearance as you shapeshift—whether you want it to or not. Most druids have one notable quirk that persists across all their shapeshifted forms.
You can remain shapeshifted for one hour, at which point you revert to your normal form automatically unless you expend additional primal power to maintain your shape.
You can also revert to your normal form by (a) spending a bonus action on your turn to end the effect, (b) falling unconscious, or (c) falling to 0 hit points.
You choose whether your equipment falls to the ground in your space, merges into your new form, or continues to be worn by you.
Your equipment doesn't change size or shape to match your new shape, and any equipment that you can't wear must either fall to the ground or merge with your form. Equipment that merges with your form has no effect until you leave your wild shape.
When you shapeshift, your hit points—both current and maximum—don't change. Neither do your attributes, saving throws, resistances, or vulnerabilities—unless specified otherwise in your primal essence.
Character Features: You retain the benefit of any features from your class, race, or other source and can use them if your wild shape is physically capable of doing so. However, you can’t use any of your special senses—such as darkvision—unless your new form also has that sense.
While you are shapeshifted, you can make unarmed attacks using any of your wild shape's natural weapons—teeth, claws, horns, etc. You are proficient with unarmed attacks while shapeshifted.
Spellcasting: While you are shapeshifted, you can't cast spells. Shapeshifting doesn't break your concentration on a spell you've already cast, or prevent you from taking actions that are part of a spell—such as Call Lightning—that you've already cast.
Some beasts have special modes of natural movement—burrowing, climbing, swimming, flying, etc. However, when you shapeshift, you are limited to a walking speed as listed in your essence profile.
You may gain additional move speeds by mastering uncommon essences such as Essence of the Hawk, Essence of the Mole, and Essence of the Spider.
Primal essences are at the heart of your wild shape, defining your beast abilities and traits. Essences come in two categories—common and uncommon.
Common essences are available to all druids—you can learn these from 1st-level.
Burrow beneath your prey.
Climb out of sight of your prey.
Shrug off your prey's attacks with your natural defenses.
Durable Gain temporary hit points equal to your druid level times four (x4). You lose these temporary hit points when you end this wild shape.
This temporary hit point bonus increases with the size category of your skin: small (x6), medium (x7), large (x8), huge (x9), and gargantuan (x10).
Strike at your prey with opportune precision.
Remain hidden from your prey.
Constrict and devour your prey.
Constrict When you hit an adjacent creature with a melee weapon attack, you can attempt to constrict it. The creature must succeed on a Strength or Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be grappled by you.
The creature must be at most one size category larger than you. You can constrict only one creature at a time.
Devour When you hit a constricted creature with a melee weapon attack, you can attempt to devour it. The creature must succeed on a Strength or Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be devoured by you.
A devoured creature is blinded and restrained, has total cover against attacks and other effects outside you, and takes acid damage at the start of its turns equal to your unarmed damage die. Until the creature is reduced to 0 hit points, your speed is halved.
The creature must be smaller than you, and you can devour one creature at a time. You are vulnerable to slashing and piercing damage dealt by the creature.
You can regurgitate a devoured creature—or its remains—into an adjacent space as a bonus action, and you automatically regurgitate a devoured creature when you end your wild shape.
Surround your prey and fight with your pack.
Overpower your prey with savage strength.
Dash past the enemies.
Charge If you move at least 20 ft in a straight toward a creature and hit it with an unarmed attack on the same turn, the creature takes additional damage equal to your unarmed damage die.
In addition, if the creature is at most one size category larger than you, the creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
No prey can hide from your keen senses.
Uncommon essences can't be mastered until you meet the minimum level requirements.
Track your prey from the skies.8th-level
Hunt your prey in the seas.4th-level
A primal skin defines what you look like and what you can broadly do while you are shapeshifted into a wild shape.
To learn a new primal skin, you must carefully observe and study a beast. There are 5 steps to mastering a new shape:
Choose a Beast: Decide which animal you want to learn to shapeshift into—cat, dog, bear, etc.
At 1st-level, your primal skin must come from a tiny or small beast. Starting at 3rd-level this increases to medium size, and—from 5th-level—large size.
Find a Living Beast: You must now find a suitable beast to study. Depending on the rarity of your chosen beast, you may have to undertake a wild hunt to track your primal quarry.
Study the Beast: Once you have found a beast, you must closely study it. This requires 1 hour of dedicated focus per CR of the beast (minimum 1 hour). If the beast is friendly, reduce the required time by half—but if it is acting hostile, double the time.
If your efforts are significantly interrupted—the beast escapes, you fall asleep, a combat encounter begins, etc—you lose your focus and must start your observations again from the beginning.
You can memorize a limited number of primal skins at any one time. When you learn a new skin and replace an existing one, the old skin is forgotten—you must relearn it if you wish to use it again in future.
You can't learn a skin from a shapeshifter or any creature that is not at its natural size—such as those affected by the Enlarge/Reduce spell.
Primal skins can vary in rarity from common to legendary. These exceptional skins bear unusual features that make them stronger, faster, or more resilient—bone-plated skin, volcanic breath, elemental feathers, superior claws, etc.
When you shapeshift into an uncommon, rare, or legendary primal skin, add the skin's rarity bonus to your AC, attack rolls, and damage rolls.
Rarity | Bonus |
---|---|
Common | +0 |
Uncommon | +1 |
Rare | +2 |
Legendary | +3 |
As you gain druid levels, you develop more control over your ability to shapeshift with primal traits.
Your primal power capacity increases by +2. You may take this trait multiple times, increasing your capacity by +2 each time.
Your primal essence capacity increases by +1. You may take this trait multiple times, increasing your capacity by +1 each time.
You develop a primal affinity for a new type of skin. You can take this trait multiple times, choosing a new monster type each time.
Although this trait allows you to learn new skin types, you remain unable to master the primal skin of any creature that is a shapeshifter—changelings, mimics, doppelgangers, etc.
You can control the appearance of your primal skin (to a limited degree). While you are shapeshifting, you may immediately spend a bonus action to determine notable aspects of your appearance—such as fur pattern, horn shape, eye color, etc. You can also choose to suppress any of your natural quirks that would otherwise be visible in your wild appearance.
You can't change the natural parameters of your primal skin—such as size, wings, number of legs, etc.
Your primal skin capacity increases by +2. You may take this trait multiple times, increasing your capacity by +2 each time.
You can alter your normal form to resemble one of your primal skins. As an action on your turn, choose one of your primal shapes and change your appearance to match it in some fashion—gaining horns, growing fur, sharpening teeth, etc.
This is a purely cosmetic change and has no noticeable impact on your abilities—though it may impact how other creatures react to you. The change lasts until you dismiss it on your turn as a free action, or until you fall unconscious. This does not require you to spend any primal power.
While you are shapeshifted, you are able to speak as normal. The sound of your voice may change, however, depending on your form—pitch, volume, slurring, hissing, spitting, etc.
Though you can speak, you still can't cast spells—even those that rely only on verbal components.