The Druid, Revisited By Chorus187 and The Angrymeatball The Druid Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Child of Nature, 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 Quick Build You 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. Class Features As a Druid, you gain the following class features: 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)

Light Armor, Medium Armor, Shields (Druids will not wear armor or use shields made of metal) Weapons: Clubs, Daggers, Darts, Javilins, Maces, Quarterstaves, Scimitars, Slings, Spears

Clubs, Daggers, Darts, Javilins, Maces, Quarterstaves, Scimitars, Slings, Spears Tools: Herbalism Kit Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a wooden shield or (b) any one simple weapon

(a) a scimitar (b) any simple melee weapon

Leather armor and a druidic focus

Child of Nature You've spent much of your life out in the wilds, becoming accustomed not only to its beauty but its savagery. While out in the wilderness, you gain the following benefits: You ignore nonmagical difficult terrain

You can always tell which direction is North

Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to our will. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the druid spell list (remains unchanged). 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. 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 + proficiency bonus + Wisdom mod Spell attack modifier = proficiency bonus + Wisdom mod 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 (found in chapter 5) as a spellcasting focus for your druid spells. 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. Beast Shapes Level Max CR Limitations 2nd 1/2 No Flying or Swimming Speed 4th 1 No Flying Speed 8th Druid Level/4 — Additionally, at 8th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 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 o f 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 the Land or the Circle of the Moon, both detailed at the end o f the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. 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. 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. 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 the Moon Druids of the Circle of the Moon reject the romanticism of nature that most humanoids hold, seeking instead to harness the primal savagery that many creatures must adopt in order to survive in the wild and, on occasion, embrace their inner monster. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as a griffon 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. Magical Longevity When you choose this circle at 2nd level, you gain the ability to lengthen the time spent in your Wild Shape forms using your magic. Once per use of Wild Shape, you may expend a spell slot to add to the maximum time you can spend in that form equal to 30 minutes per level of spell slot expended this way. Ritual of the Sacred Heart You become capable of expanding your menagerie of Wild Shape forms by becoming intensely familiar with a subject in the wild. Starting at 2nd level, you can potentailly transform into creatures beyond the mundane beasts of the wild. Whenever you kill an Abberation or Monstrosity of a challenge rating less than or equal to one quarter of your druid level rounded down, you may make a DC 16 Wisdom (Survival) check. On a success, you cut out the creature's heart for later use. You can only safely carry one creature's heart at a time. At the beginning of a long rest, if you are in possession of a heart gathered this way, you may perform a one hour ritual, during which you must consume the heart. At the end of the long rest, you permanently add the creature whose heart you have eaten to the possible forms for your Wild Shape ability. Ferocity of the Wild Beginning at 6th level, you can use your Wild Shape ability a number of times per rest equal to your proficiency bonus. Shape of the Dragon Beginning at 10th level, you can expend two uses of your Wild Shape ability to assume the form of a Wyvern. 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. Special Thanks to: u/mclemente26

oMeXiCaNxX