Druid 5

Source: Elaris Unbroken

Restriction: Alignment
Druids are sworn to uphold the cosmic balance of the world and surrounding planes, seeking to keep stability both amongst different races and peoples, as well as the pieces of the world itself. Due to this, all Druids must be morally or ethically neutral, but may have their other half be of any alignment. Losing their neutrality puts them at risk to lose their divine abilities.
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Primal Surge
1st +2 Feat, Druidic Initiate, Spellcasting 2 2
2nd +2 Feat, Primal Surge 2 3 2
3rd +2 Druidic Circle 2 4 2 2
4th +2 Feat 3 4 3 2
5th +3 3 4 3 2 2
6th +3 Feat, Circle Feature 3 4 3 3 2
7th +3 3 4 3 3 1 3
8th +3 Feat 3 4 3 3 2 3
9th +4 3 4 3 3 3 1 3
10th +4 Feat, Circle Feature 4 4 3 3 3 2 3
11th +4 4 4 3 3 3 2 1 3
12th +4 Feat 4 4 3 3 3 2 1 3
13th +5 4 4 3 3 3 2 1 1 3
14th +5 Feat, Elder Body 4 4 3 3 3 2 1 1 3
15th +5 4 4 3 3 3 2 1 1 1 4
16th +5 Feat 4 4 3 3 3 2 1 1 1 4
17th +6 4 4 3 3 3 2 1 1 1 1 4
18th +6 Circle Feature 4 4 3 3 3 3 1 1 1 1 4
19th +6 Feat 4 4 3 3 3 3 2 1 1 1 4
20th +6 Feat, Archdruid 4 4 3 3 3 3 2 2 1 1 4

Class Features

All of the following are features of the Druid class.

Feat

1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 19th, and 20th-Level Druid Feature   You gain one Feat of your choice.

Druidic Initiate

1st-Level Druid Feature   You learn Druidic, the sacred tongue of your elder order. You can speak this language and use it to leave hidden messages in natural surroundings only decipherable by those who speak Druidic.   You also gain proficiency in Nature, and can use Wisdom, in place of Intelligence, for Nature checks. If you are already proficient in Nature, you instead gain Expertise.

Spellcasting (Primal)

1st-Level Druid Feature   You begin to learn ancient rites and rituals which allow you to draw upon the power of nature to cast spells.

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 above shows how many spell slots you have to cast spells. To cast a Druid spell of 1st-level or higher, you must expend a slot of the spell's level or higher. You regain all of your 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.

Spellcasting Ability

Your power is drawn from an intuitive knowledge of nature, so Wisdom is your spellcasting ability for Druid spells. You use Wisdom when a spell refers to your spellcasting ability, your Spell save DC, or when you make a spell attack roll.
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 the spellcasting focus for your Druid spells.

Spellcasting Restrictions

Due to its highly disruptive properties, you cannot cast Druid spells while you are wearing armor or shields made of metal.

Primal Surge

2nd-Level Druid Feature   You learn to channel the elder power of nature to produce effects beyond those of spells. You choose two Primal Surges of your choice from the list below.   You can use Primal Surge twice. You regain one use when you finish a short rest, and all uses when you finish a long rest. The number of times you can use Primal Surge increases at certain druid levels as shown in the Primal Surge column of the Druid class table. Primal Surges

Ancient Rites

You empower your Rituals with the elder magic of nature. As an action, you can expend a Primal Surge to cast a Druid spell as a Ritual using its normal casting time rather than adding 10 minutes, so long as you have that spell prepared.

Bestial Instinct

As a bonus action, you can expend a Primal Surge to unleash your inner predator. For 1 minute, your melee weapons, natural weapons, and unarmed strikes deal an additional 1d4 damage. This damage increases to 1d6 at 8th level, and 1d8 at 16th level.

Elder Magic

When you cast a Druid spell, you can expend a Primal Surge to cast that spell as if you spent a spell slot one level higher, even if you normally would not be able to cast it as that level. This can be used to pay for Metamagic Feats.

Elemental Eruption

As an action, you expend a Primal Surge to cause a 30-foot-tall, 5-foot radius Cylinder of elemental power to erupt from a point you can see within 30 feet, then it disappears. Choose its element and damage type: Air (thunder), Earth (bludgeoning), Fire (fire), or Water (Cold). Targets in that area must make a Dexterity saving throw against your Spell Save DC, taking damage equal to 2d6 + your Druid level, or half as much on a successful save.   At certain Druid levels you can create additional eruptions, which cannot overlap: at 8th level (2 columns) and 16th level (3 columns).

Primal Bond

As an action, you can touch one non-hostile Animal or Plant of CR 0 and expend a Primal Surge to bond it to you with elder rites. This bond uses the rules of Find Familiar, but the target retains its creature type and cannot be sent to a pocket dimension. While this bond lasts, you cannot regain the Primal Surge spent to bond the creature.   This bond persists until you use your action to end it, you bond another creature, the creature dies, or you die. Should it die, you can use your action to expend a Primal Surge, touch it, and restore the creature to life at its maximum hit points with your Primal Bond restored.   The CR limit of Animals and Plants you can bond increases at the Druid levels shown below:
Druid LevelMaximum CR
4th1/8
8th1/4
12th1/2
16th1

Primeval Resilience

You draw upon ancient resilience against the wrath of the elements. As a reaction when you or a creature you can see within 30 feet of you takes Acid, Cold, Fire, Lightning, or Thunder damage, you can expend a Primal Surge to grant Resistance to that damage type to the triggering creature for 1 minute, including against the triggering damage. At 8th level (3 creatures), and 16th level (5 creatures), you can affect two additional creature when you use this Primal Surge Option. The additional creatures do not need to have also been damaged, but all creatures gain the same Resistance.

Spirit of Renewal

Nature mends all wounds, given time and power. As a bonus action, you can expend a Primal Surge to restore hit points equal to 1d8 + your Druid level to a creature you can see within 30 feet. At 8th level, you can affect up to two creatures within 10 feet of each other. At 16th level, affected creatures also end the Poisoned condition and lose one disease affecting them.

Verdant Growth

As an action, you can spend a Primal Surge to exude an aura of verdant magic. For 1 minute, or until you are Incapacitated, the area within 15 feet of you is difficult terrain for creatures of your choice, as wild plant growth erupts from the ground to hinder the movement of your foes.   At certain Druid levels the radius of this aura of Verdant Growth increases: at 8th (20 feet) and 16th level (25 feet).

Wild Shape

As an action, you can expend a Primal Surge to change your form into that of an Animal, using the following rules:   Animal Shapes. You know four Animal Shapes of CR 1/4 or lower. They must be Tiny, Small, or Medium, and you must have seen and touched a live specimen of that Animal before to select it. The Animal shapes must abide by the limits in the table below. Whenever you touch a live Animal that fits the limits below, you may expend a use of your Primal Surge to learn that new shape, replacing one of your old forms.   When you reach certain Druid levels, your number of known forms and the maximum CR for those forms increases, as shown in the Animal Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly speed. When choosing known forms, work with your DM to determine what forms your Druid has seen and worked with enough to adopt the form of.
Druid LevelKnown FormsMax CRFly Speed
241/4No
461/2No
881Yes
Statistics. When you change form, your statistics are replaces by those of the Animal, but you retain your Alignment, Personality, Hit Points, Hit Dice, Class Features, Languages, Feats, and Intelligence, Wisdom, and Charisma scores. You also retain your Skill and Saving Throw proficiencies and use your own Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the animal's stat block is higher than yours, use the one in the stat block. In addition, you gain a number of Temporary Hit Points equal to your Druid level, which you lose when you leave Wild Shape.   Equipment. You choose whether your equipment falls to the ground, merges with your Animal Shape, or is worn by it. Your equipment does not change size, and you only retain its benefits if the Animal Shape can wear and use the object.   Features. You retain all features and can use them so long as the Beast is capable of doing so. You do not retain special senses, but use the senses of the Beast. You can't cast spells, but you can maintain concentration on spells and abilities.   Duration. You can remain in Animal Shape for a number of hours equal to your Druid level. You revert if you are Incapacitated, die, or use a bonus action to revert to your natural form. Finally, if you take any damage or fail a saving throw as a Diminutive or Fine sized Animal Shape, you instantly revert.
 

Druidic Circle

3rd-Level Druid Feature   You have mastered enough of the elder magic rituals and formed a powerful enough connection to nature to formally join one of the druidic circles below.   Your choice grants you features at 3rd level, and again when you reach 6th, 10th, and 18th level in this class. If a Circle feature uses a saving throw, the DC is equal to your Druid Spell Save DC.

Circle Spells

Most Druidic Circles have a list of Circle Spells you always have prepared once you reach the Druid levels noted in the Circle's description. Your Circle Spells count as Druid spells for you, but they do not count against the spell you prepare. Druidic Circles
Druidic Circle Description
Circle of the Ancients Restriction: Lizardfolk Only
Stewards of the strange, deep jungles and homelands of their people, these Lizardfolk druids commune with the more powerful of reptilian beasts.
Circle of Decay The circle of decay uses that which defies true categorization, using the spores of fungi to protect, harm, and even heal.
Circle of Dreams The circle of dreams draws upon fey influence to twist the natural world into serving your purposes.
Circle of the Land The circle of the land is the truest form druidism can take, drawing upon and giving to the land in equal measure.
Circle of the Moon The circle of the moon is made up of druids focused primarily on using their wild shape to do combat against the unnatural.
Circle of Renewal Healers of the land and creatures alike, druids of the circle of renewal seek to restore that which is broken, both physically and spiritually.
Circle of Scales Serving powerful dragons, these druids are not the peaceful beings of nature that many of their kind represent.
Circle of the Shepherd The circle of the shepherd encompasses those who take care of the smallest and largest of animals, and in return are taken care of by them.
Circle of the Stars The circle of stars draws upon that which lies far above to do battle.
Circle of the Swarm Others call them vermin, these druids call them friends—Druids of the swarm hold company with the numerous creatures that creep and crawl underfoot.
Circle of the Tides Druids of the Tides embody the sea in all of its aspects, both calm and wrathful, peaceful and powerful.
Circle of the Unbound Shape Inspired by the strange witches of Estaklyos, these druids are masters of mortal forms.
Circle of the Unknowable A strange counterpart to the druids, though no other druid would consider them kin—these creatures take from what is not and make it true, channeling and communing with beings of The Outer Dark.
Circle of Wildfire The druids of the circle of wildfire see a necessity to destroy old nature as to allow new nature to grow strong.
Circle of the World Tree Embodying life and land itself, these rare druids grow plants from their bodies.
Blighter Blighters are ex-druids who have forsaken or been forsaken by nature, and now draw their power from it by force.

 

Elder Body

14th-Level Druid Feature   Your body becomes one with the elder magics you wield. For every 10 years that pass, your body only ages 1 year, and you suffer none of the physical effects of old age.   Also, whenever you fail a saving throw, you can expend one Primal Surge as a reaction to repeat that saving throw.

Archdruid

20th-Level Druid Feature   You are a true master of the elder magic of the Druids. You regain one use of Primal Surge at the start of each of your turns in combat, and you regain all uses of Primal Surge when you finish a short or long rest.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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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, Small Shields, Large Shields; Druids will not wear armor made from metal
Weapons
Simple weapons; Druids will not wield weapons made from metal
Tools
Herbalism Kit
Saving Throws
Intelligence, Wisdom
Skills
Choose two of the following: Arcana, Animal Handling, Culture, Insight, Medicine, Nature, Perception, Religion, and Survival

Starting Equipment

As a Druid, you can choose to start with 3d6x10gp to purchase starting gear or with the following equipment:
  • (a) a wooden Large shield or (b) any simple weapon
  • (a) a stone spear, (b) any simple weapon, or (c) a stone scimitar (if proficient)
  • Leather armor or (b) hide armor
  • An explorer's pack, and a druidic focus

Druid Power Reservoir

Your Druid Power Reservoir is equal to your Wisdom modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals your Wisdom modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Druid quickly by using these suggestions: First, make Wisdom your highest ability score, followed by Constitution and Charisma. Second, choose the Hermit background.

Multiclassing and the Druid

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Druid class:
Ability Score Minimum
As a multiclass character, you must have at minimum a 13 in Wisdom to take a Druid level or take a level in another class if you are already a Druid.
Proficiencies Gained
If Druid is not your initial class, you gain the following proficiencies when you take your first level as a Druid: Herbalism Kit.
Spell Slots
Add your levels in the Druid class to the appropriate levels from other classes to determine available primal spell slots. Primal spell slots can be used to cast spells from any primal spellcasting class, such as the Seeker. Some subclasses change the source of magic for a class.

Druid Spell List


Druid Cantrips

Arctic Druid Spell List


7th-Level


8th-Level


9th-Level

Aquatic Druid Spell List


7th-Level


8th-Level


9th-Level

Coastal Druid Spell List


7th-Level


8th-Level


9th-Level

Desert Druid Spell List


7th-Level


8th-Level


9th-Level

Forest Druid Spell List


7th-Level


8th-Level


9th-Level

Grassland Druid Spell List


7th-Level


8th-Level


9th-Level

Hill Druid Spell List


7th-Level


8th-Level


9th-Level

Mountain Druid Spell List


7th-Level


8th-Level


9th-Level

Swamp Druid Spell List


7th-Level


8th-Level


9th-Level

Subterranean Druid Spell List


7th-Level


8th-Level


9th-Level