Druid
Hit Points
Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
Proficiences
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
Overview & Creation
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it.
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 |
2 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
3rd |
+2 |
- |
2 |
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
4th |
+2 |
Wild Shape Improvement, Ability Score Improvement |
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 |
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 |
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 |
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 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20th |
+6 |
Archdruid |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
SACRED PLANTS AND WOOD
A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.
Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
Class Features
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 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.
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.
Druid Circle
At 2nd level, you choose to identify with a circle of druids: the Circle of Dreams, Circle of the Land, the Circle of the Moon, the Circle of the Root and Stem, Circle of the Seasons, Circle of the Shepherd, Circle of Twilight, or Circle of the Wyrm. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Wild Shape Improvement
At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Wild Shape Improvement
At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.
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.
Beast Spells
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.
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.
Starting 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
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
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 druid 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.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your 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
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 (see the Adventuring Gear section) as a spellcasting focus for your druid spells.
Subclass Options
Druid Circles
Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes 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 the way of the druid.
Circle of Dreams
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Circle of Dreams Features
Druid Level |
Feature |
2nd |
Balm of the Summer Court |
6th |
Hearth of Moonlight and Shadow |
10th |
Hidden Paths |
14th |
Walker in Dreams |
Balm of the Summer Court
At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain all expended dice when you finish a long rest.
Hearth of Moonlight and Shadow
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Hidden Paths
Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Walker in Dreams
At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying , or teleportation circle.
This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.
Once you use this feature, you can’t use it again until you finish a long rest.
Circle of the Land
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Arctic
Druid Level |
Spells |
3rd |
hold person, spike growth |
5th |
sleet storm, slow |
7th |
freedom of movement, ice storm |
9th |
commune with nature, cone of cold |
Coast
Druid Level |
Spells |
3rd |
mirror image, misty step |
5th |
water breathing, water walk |
7th |
control water, freedom of movement |
9th |
conjure elemental, scrying |
Desert
Druid Level |
Spells |
3rd |
blur, silence |
5th |
create food and water, protection from energy |
7th |
blight, hallucinatory terrain |
9th |
insect plague, wall of stone |
Forest
Druid Level |
Spells |
3rd |
barkskin, spider climb |
5th |
call lightning, plant growth |
7th |
divination, freedom of movement |
9th |
commune with nature, tree stride |
Grassland
Druid Level |
Spells |
3rd |
invisibility, pass without trace |
5th |
daylight, haste |
7th |
divination, freedom of movement |
9th |
dream, insect plague |
Mountain
Druid Level |
Spells |
3rd |
spider climb, spike growth |
5th |
lightning bolt, meld into stone |
7th |
stone shape, stoneskin |
9th |
passwall, wall of stone |
Swamp
Druid Level |
Spells |
3rd |
darkness, acid arrow |
5th |
water walk, stinking cloud |
7th |
freedom of movement, locate creature |
9th |
insect plague, scrying |
Underdark
Druid Level |
Spells |
3rd |
spider climb, web |
5th |
gaseous form, stinking cloud |
7th |
greater invisibility, stone shape |
9th |
cloudkill, insect plague |
Land Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Nature’s Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature’s Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Circle of the Moon
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability 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 one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Elemental Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
Thousand Forms
By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.
Circle of the Root and Stem
The druids of the circle of the root and stem revere trees and plants above all, identifying them as the foundation upon which all of nature's glory is built. These druids tend to vast and beautiful woodlands, taking painstaking, personal care of every single plant that grows within. The circle's most powerful druids strive to become trees themselves, using their divine magic to transform their bodies into rugged towers of bark and leaf, the better to guard their sacred forests.
Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
Leaf Mask Transformation
Starting when you choose this circle at 2nd level, you can use your Wild Shape to transform into plants as well as beasts. You cannot use this ability to become a spore servant of any kind, however. While transformed into a plant, you can cast the cantrips shillelagh and thorn whip, requiring no material components, even if you would not normally know them.
Thorny Flesh
Also at 2nd level, your skin takes on a rough, bark-like appearance, studded with sharp thorns. Your AC can't be less than 16, regardless of what kind of armor you are wearing. Also, whenever you are hit with a melee weapon attack, you can use your reaction to deal 1d4 plus your Wisdom modifier piercing damage to the attacker. These effects apply while you are Wildshaped.
Forest Wisdom
Starting at 6th level, you can tap into the ancient wisdom of the trees. Whenever you would make an Intelligence check to recall lore or past events, you can make a Wisdom (Nature) check instead.
In addition, you can cast the spell speak with plants at will, without using a spell slot. This spell does not count against the total number of druid spells you can prepare.
Deep Roots
At 10th level, your connection to the magic of the earth is so strong that you gain a measure of its solidity. You can't be pushed, shoved, knocked prone or subjected to any other form of involuntary movement as long as your feet are on natural ground. You also have advantage on Strength checks and Strength saving throws.
Arboreal Form
By 14th level, you have finally learned to become a tree. You can now use your Wild Shape to transform into an awakened tree, or you can expend two uses of your Wildshape to transform into a treant. While in this form, you add your Wisdom modifier to damage rolls for your slam attack, which is considered magical for the purposes of overcoming resistance and immunity.
Circle of the Seasons
Druids in this circle are devoted to their season, and herald its coming. They hold ceremonies for the changing of all seasons, but one in particular holds great importance to them.
Circle Spells
You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the fire bolt cantrip.
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Seasonal Initiate
At second level, when choosing this circle, you select one of the four seasons:
Spring: Druids of this season can control plant magic and that of winds and storms that herald the proliferation of life.
Summer: Druids of this season manipulate the harsh power of the sun, summoning searing flames and blinding light.
Autumn: Druids of this season are in touch with the passing of life, and understand that just as all life begins and grow, it too shall come to an end.
Winter: Druids of this season thrive in bitter-cold environments and harness the graceful yet dangerous element of water in its frozen state.
At levels 3, 5, 7, and 9, you gain access to circle spells connected to the season you became a druid. Consult the associated list of spells below. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Spring Spells
Druid Level |
Spells |
3rd |
barkskin, gust of wind |
5th |
call lghtning, plant growth |
7th |
storm sphere, stone skin |
9th |
control winds, tree stride |
Summer Spells
Druid Level |
Spells |
3rd |
agnazzer's scorcher, continual flame |
5th |
daylight, fireball |
7th |
fire shield, wall of fire |
9th |
flame strike, immolation |
Autumn Spells
Druid Level |
Spells |
3rd |
moonbeam, web |
5th |
non-detection, speak with dead |
7th |
blight, death ward |
9th |
contagion, hollow |
Winter Spells
Druid Level |
Spells |
3rd |
misty step, snilloc's snowball swarm |
5th |
sleet storm, waterwalk |
7th |
control water, ice storm |
9th |
cone of cold, hold monster |
Bonus Cantrips
When choosing a season, you get a bonus cantrip based on your season.
Season |
Spell |
Spring |
gust |
Summer |
sacred flame |
Autumn |
chill touch |
Winter |
ray of frost |
Seasonal Attunement
Starting at 6th level, you have become more in-touch with your season. Depending on your season, you gain resistance to a certain type of damage. At level 14, this becomes an immunity. Also, when you deal weapon damage, you roll 1d6 additional damage of this type. At level 11, the damage increases to 2d6, and to 3d6 at level 17:
- Spring: Poison
- Summer: Radiant
- Autumn: Necrotic
- Winter: Cold
Seasonal Endowments
At 10th level, your dedication to your season has enhanced your abilities, and you are granted a special feature:
- Spring: Your hit point maximum increases by your Wisdom modifier, it is above 0. It also increases by 1HP/per druid level.
- Summer: You add your Wisdom modifier to the damage rolls of your Druid spells.
- Autumn: Celestials, Fiends, Fey and Undead (of a CR ≤ half your Druid level) have disadvantage on saving throws against your Druid spells.
- Winter: You have resistance to non magic bludgeoning, piercing and slashing damage
Aura of Equinox
At 14th level, you can spend an action to cast an aura around you in a 30-ft radius sphere. Enemies in this aura take damage of your Seasonal Attunement type equal to your Wisdom modifier + your Proficiency Bonus when they first enter the aura and when they end their turn in it on subsequent turns. You can use this feature a number of times equal to your Wisdom modifier. You regain all uses after a long rest.
Circle of the Shepherd
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
Circle of the Shepard Features
Druid Level |
Feature |
2nd |
Speech of the Woods, Spirit Totem |
6th |
Mighty Summoner |
10th |
Guardian Spirit |
14th |
Faithful Summons |
Speech of the Woods
At 2nd level, you gain the ability to converse with beasts and many fey.
You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Spirit Totem
Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.
The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
Mighty Summoner
Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:
- The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
- The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Guardian Spirit
Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
Faithful Summons
Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
Once you use this feature, you can’t use it again until you finish a long rest.
Circle of Twilight
The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.
These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.
Harvest Scythe
Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.
When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead.
You regain the expended dice when you finish a long rest.
Speech Beyond the Grave
At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak.
Once you use this feature, you can’t use it again until you finish a short or long rest
Watcher at the Threshold
At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws.
Paths of the Dead
At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.
Circle of the Wyrm
Made up of Druids who shun most circles, the Wyrm circle is one of intense secrecy. Precious few Druids follow this path with their dragon patrons, but the ones who do regularly pass into legend as wielders of the mighty dragon shape.
Draconic Spirit
When you choose this circle at 2nd level, you may no longer Wild Shape into Beasts. Additionally, pick one type of damage: fire, cold, lightning, acid, or poison. You gain resistance to this damage. You may change your damage type once per long rest.
Dragon Shape
Having chose this circle, the rites of your circle grant you the ability to transform into draconic forms. Starting at second level, you can use your Wild Shape to transform into creatures of the Dragon variety up to CR 1.
You follow the Wild Shape table's normal movement type restrictions, able to use only those appropriate for your level. Additionally, your Wild Shape becomes particularly taxing; you may only recharge Wild Shapes on a long rest, and each Wild Shape causes 1 level of exhaustion after reversion to your normal form. Starting at 6th level, you can transform into a form with a challenge rating as high as your druid level divided by 3, rounded down.
Dual-Natured
Starting at 6th level you may pick 2 types of damage to gain resistance to per long rest. Additionally, you gain Draconic as a language if you do not have it already.
True Dragon Shape
Starting at 10th level, when you Wild Shape, you may spend both uses to Wild Shape into any Young Dragon. However, Wild Shaping this way causes levels of exhaustion equal to half the Young Dragon's CR, rounded down.
True Dragon Soul
Starting at 14th level, Wild Shaping into a Dragon form no longer causes Exhaustion. In addition, Wild Shaping into a Young Dragon only causes exhaustion levels equal to one-quarter the Young Dragon's CR, rounded down (minimum 1).