Holding high a gnarled slaff wrealhed wilh holly, an elf
summons lhe fury of lhe slorm and calls down explosive
bolls of lighlning to smile lhe lorch-carrying orcs who
lhrealen her forest.
Crouching oul of sighl on a high tree branch in lhe
form of a leopard, a human peers oul of lhe jungle aI lhe
slrange conslruclion of a lemple of Evil Elemenlal Air,
keeping a close eye on lhe cullists’ aclivilies,
Swinging a blade formed of pure fire, a half-elf
charges inlo a mass of skeletal soldiers, sundering
lhe unnalural magic lhat gives the foul crealures the
mocking semblance of life,
Whelher calling on lhe elemenlal forces of nalure or
emulaling the crealures of lhe animal world, druids are
an embodimenl of nature’s resilience, cunning, and fury,
They claim no maslery over nalure. Inslead, lhey see
lhemselves as exlensions of nalure’s indomilable will.
POWER OF NATURE
Druids revere nalure above ali, gaining lheir spells and
olher magical powers eilher from the force of nalure
ilself or fram a nalure deily. Many druids pursue a
myslic spiriluality of lranscendent union with nature
ralher than devotion to a divine entity, while others
serve gods of wild nature, animais, or elemental forces.
The ancienl druidic lraditions are sometimes called
the Old Failh, in contrast to the worship of gods in
temples and shrines.
Druid spells are oriented toward nature and animals-
the power of toolh and claw, of sun and moon, of fire
and storm. Druids also gain the ability to take on animal
forms, and some druids make a particular study of this
practice, even to the point where they prefer animal
form to their natural formo
PRESERVE THE BALANCE
For druids, nature exists in a precarious balance. The
four elements that make up a world-air, earth, fire,
CLASS FEATURES
As a druid, you gain the following class features.
as a sign that becoming a druid
was part of your character’s destiny.
Have you aJways been an adventurer
as part of your druidic calling, or did you
first spend time as a caretaker of a sacred
grove or spring? Perhaps your homeland was
befouled by evil, and you took up an adventuring life in
hopes of finding a new home or purpose.
QUICK BUILD
VOU can make a druid quickly by following these
suggestions. First, Wisdom should be your highest
ability score, followed by Constitution. Second, choose
the hermit background.
HIT POINTS
Ui! Dice: Id8 per druid levei
Uit Points at 1st Levei: 8 + your Constitution modifier
Ui! Points at Uigher Leveis: Id8 (or 5) + your
Constitution modifier pcr druid levei 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,
quarlerstaffs, scimitars, sickles, slings. spears
Tools: Herbalism kit
Saving Throws: Intelligcnce, Wisdom
Proficiency Cantrips -Spell Slots per Spell Level-
Levei Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic,Spellcasting 2 2
2nd +2 Wild Shape, Druid Cirele 2 3
3rd +2 2 4 2
4th +2 Wild Shape improvement, 3 4 3
Ability Score Improvement
5th +3 3 4 3 2
6th +3 Druid Cirele feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Wild Shape improvement, 3 4 3 3 2
Ability Score Improvement
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
12th +4 Ability Score Improvement 4 4 3 3 3 2
13th +5 4 4 3 3 3 2
14th +5 Druid Cirele feature 4 4 3 3 3 2
15th +5 4 4 3 3 3 2
16th +5 Ability Score Improvement 4 4 3 3 3 2
17th +6 4 4 3 3 3 2
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3
19th +6 Ability Score Improvement 4 4 3 3 3 3
20th +6 Archdruid 4 4 3 3 3 3
CREATING A DRUID
and water-must remain in equilibrium. If one element
were to gain power over the others, the world could be
destroyed, drawn into one of the eJemental planes and
broken apart into its component elements. Thus, druids
oppose cults of Elemental Evil and others who promote
one element to the exclusion of others.
Druids are also concerncd with the deJicate ecological
balance that sustains plant and animallife, and the need
for civilized folk to live in harmony with nature, not in
opposition to it. Druids accept that which is cruel in
nature, and they hate that which is unnatural, including
aberrations (such as beholders and mind f1ayers)
and undead (such as zombies and vampires). Druids
sometimes lead raids against such creatures, espccially
when the monsters encroach on the druids’ territory.
Druids arc often found guarding sacred sites or
watching over regions of unspoiled nature. But when a
significant danger arises, threatening nature’s balance
or the lands they protecl, druids take on a more active
role in combating the threal, as adventurers.
When making a druid, consider why your character has
such a close bond with nature. Perhaps your character
lives in a society where the Old Faith slill thrives, or was
raised bya druid after being abandoned in the depths
of a forcst. Perhaps your character had a dramatic
encounter with the spirits of nature, coming face to
face with a giant eagle or dire wolf and surviving lhe
experience. Maybe your character was born during an
epic storm or a volcanic eruption, which was interpreled
PART 1 I Cl~SSES
Skills: Choose two from Arcana, Animal
Handling, Insight, Medicine, Nature, Perception,
Religion, and Survival
EQUIPMENT
Vou 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
DRUIDIC
Vou know Druidic, the secret language of druids. Vou
can speak the language and use it to leave hidden
messages. Vou and others who know this language
automatically spot such a message. Others spot lhe
message’s presence with a successful DC 15 Wisdom
(Perception) check but can’t decipher it without magic.
SPELLCASTING
Drawing on the divine essence of nature itself, you
can cast spells to shape that essence to your will. See
chapter 10 for the general rules of spellcasting and
chapter 11 for the druid spell list.
CANTRIPS
At 1st levei, you know two cantrips of your choice from
the druid spelllist. Vou learn additional druid cantrips
of your choice at higher leveis, as shown in the Cantrips
Known column of the Druid table.
one spell). The spells must be of a levei for which you
have spell slots.
For example, if you are a 3rd-Ievel druid, you have four
1st-levei and two 2nd-levei spell slots, With a Wisdom
of 16, your list of prepared spells can include six spells
of 1st ar 2nd levei, in any combination. If you prepare
the lst.level spell cure wounds, you can cast it using
a 1st-levei ar 2nd-levei slot. Casting the spell doesn’t
remove it from your list of prepared spells,
Vou 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 spelllevel 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. Vou use your Wisdom whenever
a spell refers to your spellcasting ability. [n 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 profícíencybonus +
your Wisdom modifier
Spellattack modifier~ your proficiencybonus +
yourWisdom modifier
RITUAL CASTING
Vou can cast a druid spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
••
WILD SHAPE
SPELLCASTING Focus
Vou can use a druidic focus (found in chapter 5) as a
spellcasting focus for your druid spells.
Vou can stay in a beast shape for a number of hours
eqllalto halfyollr drllid levei (rollnded down). YOllthen
revert to your normal form unless you expend another
use of this feature. Vou can revert to your normal
form earlier by using a bonus action on your turn, Vou
automatically revert if YOllfali unconscious, drop to
O hit points, or die.
While you are transformed, the following rules apply:
Example
Wolf
Crocodile
Giant eagle
Limitations
No fiyingor swimming speed
No fiyingspeed
Max. CR
1/4
1/2
1
Levei
2nd
4th
8th
BEAST SHAPES
Starting at 2nd levei, you can use your action to
magically assume the shape of a beast that you have
seen before, Vou can use this feature twice. Vou regain
expended uses when you finish a short ar long rest.
Your druid levei determines the beasts you can
transform into, as shown in the Beast Shapes table. At
2nd levei, for example, you can transform into any beast
that has a challenge rating of 1(4 ar lower that doesn’t
have a f1yingar swimming speed,
 ~
SACREO PLANTS ANO WOOO
Adruid holds certain plants to be sacred, particularlyalder,
ash, birch,elder, hazel, holly,juniper, mistletoe, oak, rowan,
willow,and yew.Druids often use such plants as part of a
spellcastíng focus, incorporating lengths of oak or yewor
sprigs of mistletoe.
Similarly,a druid uses such woods to make other objects,
such as weapons and shields. Yewis assocíated wíth death
and rebirth, so weapon handles for scimitars or sicklesmight
be fashioned from il. Ash is assocíated with lifeand oak
with strength. These woods make excellenthafts or whole
weapons, such as c1ubsor quarterstaffs, as wellas shields.
Alderis assocíated wíth air,and it might be used forthrown
weapons, such as darts or javelins.
Druids from regions that lackthe plants described here
have chosen other plants to take on similar uses. For
instance, a druid of a desert region might valuethe yucca
tree and cactus plants.
••
PREPARING AND CASTING SPELLS
The Druid table shows how many spell slots you have
to cast your spells of 1st leveI and higher. To cast one of
these druid spells, you must expend a slot of the spell’s
levei ar higher. Vou regain ali expended spell slots when
you finish a long rest.
Vou 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 levei (minimum of
66
PART 1 I CLASSES
Vour game statistics are replaced by the statistics of
the beast, but you retain your alignment, personality,
and Intelligence, Wisdom, and Charisma scores. Vou
also retain ali of your skill and saving throw proficien-
cies, 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. lf 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 rever! as a
result of dropping to O hit points, any excess damage
carries over to your normal formo For example, if you
take lO 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 O hit points, you aren’t knocked unconscious.
Vou can’t cast spells, and your ability to speak or
take any action that requires hands is limited to the
capabilities of your beast formo 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 caJl Jightning, that you’ve
already cast.
Vou 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 darkvi-
sion, unless your new form also has that sense.
Vou 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 crea-
ture’s shape and size. Vour equipment doesn’t change
size or shape to match the new
form, and any equipment that
the new form can’t wear
must either fali to the
ground or merge with it.
Equipment that merges
with the form has no
effect until you leave
the formo
DRUID CIRCLE
At 2nd levei, you choose to
identify with a circle of druids:
the Circle of the Land or the Circle of the Moon, both
detailed at the end of the class description. Vour choice
grants you features at 2nd levcl and again at 6th, 10th,
and 14th leveI.
ABILITY SCORE IMPROVEMENT
When you reach 4th levei, and again at 8th, 12th, 16th,
and 19th leveI, you can increase one ability score of
your choice by 2, or you can increase two ability scores
of your choicc by 1. As normal, you can’t increase an
ability score above 20 using this feature.
TIMELESS BODY
Starting at 18th leveI, the primaI 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 leveI, you can cast many of your druid
spells in any shape you assume using Wild Shape. Vou
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 levei, you can use your Wild Shape an unlimited
number of times.
68
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 bya
spell. Vou gain this benefit in both your normal shape
and your beast shape from Wild Shape,
DRUID CIRCLES
Though their organization is invisible to most outsiders,
druids are part of a society that spans the land, ignoring
political borders, Ali druids are nominally members
of this druidic society, though some individuais are so
isolaled lhat lhey have never seen any high-ranking
members of the society or participated in druidic
gatherings. Druids recognize each other as brothers and
sislers, Like creatures of the wilderness, however, druids
somelimes 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 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 slones to whisper primai
secrets in Druidic, The circle’s wisest members preside
as the chief priests of communities lhat hold to the Old
Faith and serve as advisors to the rulers of those folk,
As a member of this circle, your magic is inl1uenced
by the land where you were initiated into the circle’s
mysterious rites.
BONUS CANTRIP
When you choose this circle aI 2nd leveI, you learn one
additional druid cantrip of your choice.
NATURAL RECOVERY
Starling at 2nd levei, 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 slols can have a
combined levei that is equal to or less lhan half your
druid levei (rounded up), and none of the slots can be
6th levei or higher. Vou can’t use this feature again until
you finish a long rest
For example, when YOllare a 4th-levei druid, YOllcan
recover up to two leveis worth of spell slots, Vou can
recover either a 2nd-levei slot or two 1sI-leveI slots,
CIRCLE SPELLS
Vour mystical connection to the land infllses you with
lhe ability lo cast certa in spells, At 3rd, 5th, 7th, and
9th levei you gain access to circle spells connecled
to the land where YOllbecame a drllid, Choose that
land-arctic, coast, desert, forest, grassland. mountain,
swamp, or Underdark-and consult the associated
list of spells,
Once YOllgain access lo a circle spell. YOllalways have
il prepared, and it doesn’t count against the nllmber of
spells you can prepare each day.lfyoll gain access to a
spell that doesn’t appear on the drllid spelllist, the spell
is nonetheless a drllid spell for YOll,
PART 1 I CLASSES
ARCTIC
Druid Levei Circle Spells
3rd hold person, spike growth
5th sleet storm, slow
7th freedom of movement, ice storm
9th com mune with nature, cone of cold
COAST
Druid Levei Circle Spells
3rd mirror image, misty step
5th water breathing, water walk
7th control water,freedom of movement
9th conjure elemental, scrying
DESERT
Druid Levei Circle Spells
3rd blur, silence
5th create food and water, protection from energy
7th blight, haf/ucinatory terrain
9th insect plague, waf/ of stone
FOREST
Druid Levei Circle Spells
3rd barkskin, spider c/imb
5th caf/lightning, plant growth
7th divination,freedom of movement
9th com mune with nature, tree stride
GRASSLAND
Druid Levei Circle Spells
3rd invisibility, pass without trace
5th daylight, haste
7th divination,freedom of movement
9th dream, insect plague
MOUNTAIN
Druid Levei Circle Spells
3rd spider c/imb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, waf/ of stone
SWAMP
Druid Levei Circle Spells
3rd darkness, Melf’s acid arrow
5th water walk, stinking c/oud
7th freedom of movement, loca te creature
9th insect plague, scrying
UNDERDARK
Druid Levei Circle Spells
3rd spider climb, web
5th gaseous form, stinking c/oud
7th greater invisibility, stone shape
9th c/oudkif/, insect plague
LAND’S STRIDE
Starting at 6th levei, moving through nonmagical
difficult terrain costs you no extra movement. Vou 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.
PRIMAL STRIKE
Starting at 6th levei, your attacks in beast form eount as
magical for the purpose of overcoming resistance and
immunity to nonmagieal attaeks and damage.
ELEMENTAL WILD SHAPE
At 10th levei, 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 levei, you have learned to use magie to alter
your physical form in more subtle ways. Vou can cast the
alter self spell at will.
DRUIOS ANO THE COOS
Some druids venerate the forces of nature themselves, but
most druids are devoted to one of the many nature deities
worshiped in the multiverse (the Iists of gods in appendix
B inelude many such deities). The worship ofthese deities
is often considered a more ancient tradition than the faiths
of elerics and urbanized peoples. In fact, in the world of
Greyhawk, the druidic faith is called the Old Faith, and it
elaims many adherents among farmers, foresters, fishers,
and others who live elosely with nature. This tradition
ineludes the worship of Nature as a primai force beyond
personification, but also encompasses the worship of Beory,
the Oerth Mother, as well as devotees ofObad.Hai, Ehlonna,
and Ulaa.
In the worlds of Greyhawk and the Forgotten Realms,
druidic cireles are not usually connected to the faith of a
single nature deity. Any given cirele in the Forgotten Realms,
for example, might inelude druids who revere Silvanus,
Mielikki, Eldath, Chauntea, or even the harsh Gods of Fury:
Talos, Malar, Auril, and Umberlee. These nature gods are
often called the First Cirele, the first among the druids, and
most druids count them ali (even the violent ones) as worthy
af veneration.
The druids of Eberron hold animistic beliefs completely
unconnected to the Sovereign Host, the Dark Six, or any of
the other religions of the world. They believe that every living
thing and every natural phenomenon-sun, moon, wind,
fire, and the world itself-has a spiri!. Their spells, then, are
a means to communicate with and command these spirits.
Different druidic sects, though, hold different philosophies
about the pro per relationship of these spirits to each other
and to the forces of civilization. The Ashbound, for example,
believe that arcane magic is an abomination against nature,
the Children ofWinter venerate the forces of death, and the
Gatekeepers preserve ancient traditions meant to protect the
world from the incursion of aberrations.
NATURE’S WARD
When you reach 10th levei, 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 levei, 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 thc 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 levei, 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 ld8 hit points per levei of the spell
slot expended.
CIRCLE FORMS
The rites ofyour circle grant you the ability to transform
into more dangerous animal forms. Starting at 2nd
levei, you can use your Wild Shape to transform into a
beast with a challenge rating as high as 1 (you ignore
the Max. CR eolumn of the Beast Shapes table, but must
abide by the other limitations there).
Starting at 6th levei, you can transform into a beast
with a challenge rating as high as your druid leveI
divided by 3, rounded down.
•• •••
CLASSES