One D&D Preview/UA

Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, weather, and the four elements, Druids can heal, transform themselves, and wield elemental destruction.

The Druid Spell Slots per Spell Level
Level Proficiency Bonus Features Wild ShapeCantrips
Prepared Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Primal Order, Spellcasting 224 2 - - - - - - - -
2nd +2 Wild Shape, Druid Circle, Wild Companion 225 3 - - - - - - - -
3rd +2   226 4 2 - - - - - - -
4th +2 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility   237 4 3 - - - - - - -
5th +3   239 4 3 2 - - - - - -
6th +3 Druid Circle feature 3310 4 3 3 - - - - - -
7th +3   3311 4 3 3 1 - - - - -
8th +3 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility   3312 4 3 3 2 - - - - -
9th +4   3314 4 3 3 3 1 - - - -
10th +4 Druid Circle feature 3415 4 3 3 3 2 - - - -
11th +4   3416 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement, Cantrip Versatility 3416 4 3 3 3 2 1 - - -
13th +5   3417 4 3 3 3 2 1 1 - -
14th +5 Druid Circle feature 3417 4 3 3 3 2 1 1 - -
15th +5   3418 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement, Cantrip Versatility 3418 4 3 3 3 2 1 1 1 -
17th +6   4419 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4420 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Cantrip Versatility 4421 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4422 4 3 3 3 3 2 2 1 1

Multiclassing and the Druid. You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

Creating a Druid

To create a Druid, consult the following lists, which provide your Primary Ability, Hit Points, and proficiencies. If you’re making a level 1 character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see “Multiclassing and the Druid” above.

Then look at the Druid table to see the class features you get at each level in this class. The descriptions of those features appear in the “Druid Class Features” section.

Primary Ability

Your primary ability is Wisdom. When you choose this class at 1st level, you increase your Wisdom by 2.

Hit Points

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

Proficiencies

Armor: Light armor, shields
Weapons: Simple Weapons
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a wooden 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

Alternatively, you can forgo this starting equipment and spend 50 GP on equipment of your choice.

Druid Class Features

As a Druid, you gain the following class features when you reach the specified levels in this class. These features are listed on the Druid table.

Level 1: 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.

Level 1: Primal Order

You have dedicated yourself to one of the following sacred roles of your choice:

  • Magician. You know one extra cantrip from the Druid spell list (see your Spellcasting feature for information on preparing spells). In addition, your mystical connection to nature gives you a bonus to your Intelligence (Nature) checks. The bonus equals your Wisdom modifier (minimum of +1).
  • Warden. Trained for battle, you gain Martial Weapon proficiency and armor training with Medium Armor.

Level 1: Spellcasting

You have learned to cast spells through studying the mystical forces of nature. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Druid.

Cantrips

You know two cantrips of your choice from the Druid spell list. Rather than choosing, you may start with the Druidcraft and Produce Flame cantrips. Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list. When you reach levels 4 and 10 in this class, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid table.

Prepared Spells of Level 1+

Prepared Spells of Level 1+. You prepare the list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Rather than choosing, you may start with the Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave spells.

The number of spells on your list also increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Druid feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells.

Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there with other Druid spells for which you have spell slots. Preparing a new list requires time spent in meditation: at least 1 minute per spell level for each spell you add to the list.

Spellcasting Ability

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

Spellcasting Focus

You can use a Druidic Focus as a Spellcasting Focus for the spells you prepare for this class.

Level 2: Wild Companion

You can summon a nature spirit that assumes an animal form to aid you. As an action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without material components.

When you cast the spell in this way, the familiar is a Fey, and it disappears when you finish a Long Rest. 

Level 2: Wild Shape

The power of nature infuses you, allowing you to assume the form of an animal. As a Bonus Action, you transform into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Known Forms. You know a number of forms for this feature equal to the number on the Beast Shapes table below, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Rather than choosing, you may start with the Riding Horse, Spider, and Wolf. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

When you gain certain Druid levels, the maximum Challenge Rating for your forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

When choosing a new form, you may look in the Monster Manual or elsewhere for eligible Beasts if the DM permits you to do so. 

Beast Shapes
LevelBeast Forms Known Max. CR Fly Speed
2nd4 1/4 No
4th6 1/2 No
8th8 1 Yes

Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid table

Rules While Transformed. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

  • Game Statistics. Your game statistics are replaced by the statistics of the Beast, but you retain your Hit Points; Hit Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining those of 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.
  • Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level plus your Wisdom modifier.
  • No Spellcasting. You can’t cast spells, but transforming 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 the Call Lightning spell, that you’ve already cast.
  • Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, 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 of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Level 2: Druid Subclass

You gain a Druid subclass of your choice, choosing from the Druid Subclasses table below.

A subclass is a specialization that grants you special abilities at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level and lower.

Official Subclasses
Subclass Source
Dreams
XGE
Land
PHB
Moon
PHB
Shepherd
XGE
Spores
TCE
Stars
TCE
Wildfire
TCE
Unofficial Subclasses
Twilight
UA

Level 4: 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 of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Level 5: Wild Resurgence

If you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required). You can do so only once per turn.

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, and you can’t do so again until you finish a Long Rest. 

Level 7: Elemental Fury

The might of the elements flows through you. You gain one of the following options of your choice:

  • Potent Spellcasting. You add your Wisdom modifier to the damage you deal with any Druid cantrip.
  • Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Level 9: Commune with Nature

You are an expression of nature itself and can commune with the natural world all around you; you always have the Commune with Nature spell prepared.

Level 15: Improved Elemental Fury

The option you chose for Elemental Fury grows more powerful:

  • Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.
  • Primal Strike. The extra damage of your Primal Strike increases to 2d8.

Level 18: Beast Spells

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

Level 20: Archdruid

The vitality of nature constantly blooms within you, granting you the following benefits:

  • Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.
  • Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. You must then finish a Long Rest before you can do so again. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot.
  • Longevity. The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Druid (PHB)

Player's Handbook

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.

The Druid Spell Slots per Spell Level
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2 - - - - - - - -
2nd +2 Wild Shape, Druid Circle, Wild Companion 2 3 - - - - - - - -
3rd +2   2 4 2 - - - - - - -
4th +2 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility   3 4 3 - - - - - - -
5th +3   3 4 3 2 - - - - - -
6th +3 Druid Circle feature 3 4 3 3 - - - - - -
7th +3   3 4 3 3 1 - - - - -
8th +3 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility   3 4 3 3 2 - - - - -
9th +4   3 4 3 3 3 1 - - - -
10th +4 Druid Circle feature 4 4 3 3 3 2 - - - -
11th +4   4 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement, Cantrip Versatility 4 4 3 3 3 2 1 - - -
13th +5   4 4 3 3 3 2 1 1 - -
14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 - -
15th +5   4 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement, Cantrip Versatility 4 4 3 3 3 2 1 1 1 -
17th +6   4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Cantrip Versatility 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

Multiclassing and the Druid. You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

Creating a Druid

To create a Druid, consult the following lists, which provide your Primary Ability, Hit Points, and proficiencies. If you’re making a level 1 character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see “Multiclassing and the Druid” above.

Then look at the Druid table to see the class features you get at each level in this class. The descriptions of those features appear in the “Druid Class Features” section.

Primary Ability

Your primary ability is Wisdom. When you choose this class at 1st level, you increase your Wisdom by 2.

Hit Points

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

Proficiencies

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

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a wooden 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

Druid Class Features

As a Druid, you gain the following class features when you reach the specified levels in this class. These features are listed on the Druid table.

Level 1: 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.

Level 1: Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

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 Druid table.

Preparing and Casting Spells

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 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. 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 of 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 Wisdom of 16, your list of prepared spells can include six spells of 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 of prepared spells.

Spellcasting Ability

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

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Level 2: Wild Shape

You can use your action to magically assume the shape of 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 of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes
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 of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of 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 of your skill and saving throw proficiencies, in addition to gaining those of 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 of hit points you had before you transformed. However, if you revert as a result of 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 of 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 of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form 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.
  • 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 of 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 wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Level 2: Druid Circle

You choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Official Subclasses
Circle Source
Dreams
XGE
Land
PHB
Moon
PHB
Shepherd
XGE
Spores
TCE
Stars
TCE
Wildfire
TCE
Unofficial Subclasses
Twilight
UA

Level 2: Wild Companion (Optional)

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Level 4: 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 of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Level 4: Cantrip Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

Level 18: Timeless Body

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.

Level 18: Beast Shapes

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

Level 20: Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Notatki