Druids are the keepers of the Old Faith, imbued with the power of the natural world and preservation of all things in balance. The power of the tooth and claw, of sun and moon, of fire and storm. The natural elements are at their beck and call, and the ability to be in touch with the wildlife goes so far as to mimic it. They may mend wounds or rend them apart with the mighty swipe of a bear paw.

 

  • Strength is not important for druids, but it can be helpful for melee damage and saving throws.

  • Dexterity is not important for druids, but it can be helpful for the extra AC, and for using ranged or finesse weapons. It is also helpful for saving throws.

  • Constitution is not important for druids, but it can be helpful extra HP, for concentration checks and for saving throws.

  • Intelligence is not important for druids, but it can be helpful for saving throws and for commonly associated skill checks (such as religion).

  • Wisdom is vital for druids, as it is their primary spellcasting attribute. It can also be helpful for saving throws, for melee damage while using Wild Shape or for commonly associated skill checks (such as medicine).

  • Charisma is not important for druids, but it can be helpful for saving throws and for commonly associated skill checks (such as persuasion or deception).

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. 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. The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Druid spells, you must expend a slot of the spell's level. You regain all expended spell slots when you finish a long rest.

 

You may cast any spell at a higher level spell slot. When you cast a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if you cast Light using a 3rd-level spell slot, that Light is considered to be 3rd level. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description.

 

Spell save DC = 8 + Proficiency Bonus + Wisdom modifier

Spell Attack modifier = Proficiency Bonus + Wisdom modifier

Druidic

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 spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Wild Shape

Starting at 2nd level, you can use your Bonus Action to assume the shape of a natural animal, either a beast of speed or strength (that you have seen before). You can use this feature twice, maximum once per combat. The effect lasts for 30 minutes times your level (example: 2 hours at 4th level), or until the end of combat. The effect ends on short or long rest. You regain expended uses when you finish a short or long rest. You may also end the effect early as a Bonus Action. You lose the ability to cast spells in these forms, the benefit of your equipped weapons and armor, and you will revert back to normal when you’ve lost all your temporary HP. Any concentration spell you’ve cast before shifting into another form will continue until its effect expires or your concentration is broken.

Beast of Speed

You gain a temporary HP pool equal to your Constitution modifier + Wisdom modifier + five times your level. You do not prompt an Opportunity Attack when moving out of an enemy’s reach and you may take a Hide Action as a Bonus Action. Your Unarmed Attacks become 1d20 + your Dexterity ability score modifier + your proficiency to hit, and deals 1d6 + your Dexterity modifier in physical damage.

Beast of Strength

You gain a temporary HP pool equal to your Constitution modifier + Wisdom modifier + five times your level. If you move from Far Range (outside 3m) to Close Range (within 3m) of a target in the same turn, your next Unarmed Attack against that target does an additional 1d6 physical damage. The target then must make a Strength saving throw against your spell DC. If they fail, they are knocked prone. Your Unarmed Attacks become 1d20 + your Strength ability score modifier + your proficiency to hit, and deals 1d6 + your Strength modifier in physical damage.

Speak with Plants & Animals

At 3rd level, you gain the ability to converse with plants and animals. Plants gain limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants and animals about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

Primal Strike

Starting at 6th level, your attacks with Wild Shape & Elemental Wild Shape count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Elemental Wild Shape

At 10th level, you can expand two uses of Wild Shape to transform into an Air Elemental, an Earth Elemental, a Fire Elemental or a Water Elemental. All restrictions from Wild Shape apply as usual, and you will revert back to normal when you’ve lost all your temporary HP.

Air Elemental

You gain a temporary HP pool equal to your Constitution modifier + Wisdom modifier + eight times your level. You gain resistance to Lightning, Thunder and Physical. You are immune to Poison. You are immune to the following conditions; Grappled, Paralyzed, Petrified, Prone, Restrained and Unconscious. Your Unarmed Attacks become 1d20 + your Wisdom ability score modifier + your proficiency to hit, and deals 2d8 + your Wisdom modifier in physical damage. On a hit, the creature makes a Strength saving throw against your spell save DC. If the target fails, it takes 3d8 additional damage and is knocked prone.

Earth Elemental

You gain a temporary HP pool equal to your Constitution modifier + Wisdom modifier + ten times your level. You gain vulnerable to Thunder. You gain resistance to Physical. You are immune to Poison. You are immune to the following conditions; Poisoned, Grappled, Paralyzed, Petrified, and Unconscious. Your Unarmed Attacks become 1d20 + your Wisdom ability score modifier + your proficiency to hit, and deals 2d8 + your Wisdom modifier in physical damage.

Fire Elemental

You gain a temporary HP pool equal to your Constitution modifier + Wisdom modifier + eight times your level. You gain resistance to Physical. You are immune to Fire and Poison. You are immune to the following conditions; Poisoned, Grappled, Paralyzed, Petrified, Prone, Restrained and Unconscious. Your Unarmed Attacks become 1d20 + your Wisdom ability score modifier + your proficiency to hit, and deals 2d10 + your Wisdom modifier in fire damage. On a hit, the target is ignited. Unless a creature uses a Standard Action to douse the fire, the target takes 1d10 fire damage at the start of each turn (until the effect is doused).

Water Elemental

You gain a temporary HP pool equal to your Constitution modifier + Wisdom modifier + eight times your level. You gain resistance to Acid and Physical. You are immune to Poison. You are immune to the following conditions; Poisoned, Grappled, Paralyzed, Petrified, Prone, Restrained and Unconscious. Your Unarmed Attacks become 1d20 + your Wisdom ability score modifier + your proficiency to hit, and deals 2d8 + your Wisdom modifier in physical damage. On a hit, the target must make a Strength saving throw against your spell save DC. If the target fails, it becomes grappled and restrained. The target can make another save at the end of each subsequent turn to end this effect.