The Druid draws on the living world: nature magic, healing, and the power to take beast shapes. In a world this scarred, control of the land and what grows on it is real power.
| Hit Die | d8 |
| Primary Ability | Wisdom |
| Saving Throws | Intelligence, Wisdom |
| Armor | Light, medium, shields (no metal) |
| Weapons | Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears |
| Tools | Herbalism kit |
| Skills | Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival |
Hit Points at 1st level: 8 + Constitution modifier. At higher levels: 1d8 (or 5) + Constitution modifier per level.
Ability Score Improvements: 4, 8, 12, 16, 19.
Spellcasting. A full caster; prepare spells (Wisdom) and cast rituals.
Wild Shape. Twice per short rest, turn into a beast (rising in power to CR 1 with flight); duration scales with level, up to unlimited at 20.
| Level | Prof. | Features |
|---|---|---|
| 1 | +2 | Druidic, Spellcasting |
| 2 | +2 | Wild Shape, Druid Circle (subclass) |
| 3 | +2 | 2nd-level spells |
| 4 | +2 | Wild Shape improvement, Ability Score Improvement (or feat) |
| 5 | +3 | 3rd-level spells |
| 6 | +3 | Circle feature |
| 7 | +3 | 4th-level spells |
| 8 | +3 | Wild Shape (flight), Ability Score Improvement (or feat) |
| 9 | +4 | 5th-level spells |
| 10 | +4 | Circle feature |
| 11 | +4 | 6th-level spells |
| 12 | +4 | Ability Score Improvement (or feat) |
| 13 | +5 | 7th-level spells |
| 14 | +5 | Circle feature |
| 15 | +5 | 8th-level spells |
| 16 | +5 | Ability Score Improvement (or feat) |
| 17 | +6 | 9th-level spells |
| 18 | +6 | Timeless Body, Beast Spells |
| 19 | +6 | Ability Score Improvement (or feat) |
| 20 | +6 | Archdruid (unlimited Wild Shape) |
Your circle is your path, chosen at level 2.
A bonus cantrip, Natural Recovery (recover slots on a short rest), circle spells tied to a chosen land type, Land's Stride, Nature's Ward, and Nature's Sanctuary.
See Classes for the rest of the roster.
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