The 5e Druid Class
Reshaped
Hermits, shamans, and wild people. Druids learn magic from nature, spirits, and elemental forces. They are often strongly aligned with nature or animals.
The druid is a powerful spellcaster using their powers to shape the environment around them. Unlike the baseline 5e druid, our druid has powerful environmental control effects, and animal shapeshifting is an optional class feature. Most existing 5e subclasses will all work mechanically with this form of the druid class. Click here for a summary of changes.
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Navigation
Class Features by Level*
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*For abilities that appear at multiple levels, only the first case is listed. eg. Ability Score Improvement is only listed at level 4.
Spell Slots
Level 1 Druids
When you create a level 1 druid, follow these steps to add the following to your character:
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Ability Scores
You can take one of these recommended ability score arrays, or you can roll or assign them yourself. You can switch any two ability scores, but you do not add any further bonuses (they're already included).
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Strength: 8 Dexterity: 14 Constitution: 16 Intelligence: 10 Wisdom: 16 Charisma: 10
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Strength: 9 Dexterity: 14 Constitution: 14 Intelligence: 14 Wisdom: 16 Charisma: 8
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Feat
You gain a level 1 feat of your choice. You can choose from the feats available to all classes or choose a level 1 class-specific feat, if there is one available.​
Hit Points
At First Level: 8 + Constitution Modifier
At Higher Levels: 1d8 (or 5) + Constitution Modifier
Hit Dice: 1d8 per druid level
Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Scimitars, Shortswords
Tools: two, which can be Crafting Tools or Navigator's Tools
Saving Throws: Intelligence, Wisdom
Skills: two of: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Stealth, and Survival
Languages: Druidic
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Items
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hide armor -OR- padded armor
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a scimitar -OR- any Simple Melee Weapon
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a large shield -OR- any Simple Melee Weapon
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two sets of tools, which you gained proficiency with as part of the druid class
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a component pouch -OR- a druidic focus
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an explorer's pack
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Multiclass Characters
Instead of leveling up in your original class, you can take a druid level when you level up. When you do, you gain only a portion of what first level druids gain.
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Multiclassing Ability Score Requirements
Taking levels in several classes requires exceptional ability. You must meet the multiclassing ability score requirements for both your original class and the class you are multiclassing into.
For druids you must have:​
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Wisdom: 14
Hit Points
Per Level: 1d8 (or 5) + Constitution Modifier
Hit Dice: 1d8 per druid level
Proficiencies
Class Features​
Class features here are sorted by level. When you reach a level as indicated by the icons on the left, you gain all feature or feature improvements listed between the red lines. For example, at first level Druids gain the Druidic Spellcasting ability.
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Druid Spellcasting
As a druid, you draw your power from spirits and the magic that sustains the natural cycles of the world. Most druids commune with some spirits, whether they be nature spirits, fey, elementals, or even the spirits of the dead. In either case, druids command power that few understand, and are granted access to secret magical techniques that are very difficult to teach in the traditional sense.​You use wisdom as your spellcasting ability for druid spells, since your magic requires an intuitive connection to natural or ambient magic, and your mind is often immersed in power that cannot precisely be put to words.​​
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Druids are prepared spellcasters. The Druid Progression Table shows how many spell slots you have, as well as how many cantrips and spells you have prepared. You can search the list of druid spells here or see full spell descriptions here.​​​​​
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Druidic Focuses
You can use a druidic focus or component pouch as a spellcasting focus. To do so, you need a free hand to hold your focus or access your components.
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Druid Circle
Choose a Druid Circle. This represents the traditions you followed to learn how to wield primal magic. Some druids are members of secret societies that call themselves druid circles, and some druids learn their magic from a single mentor or even magical creatures.
Your Druid Circle gives you extra spells at this level and extra features at levels 3, 6, 10, and 14, also listed below.
Druid circles published elsewhere are compatible with this version of the druid class, with the exception of circles that directly interact with shapeshifting, which may not be compatible.
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Grassland: Extra Spells Prepared
When you reach certain levels as a druid, you gain the ability to cast higher level spells. When you do, you prepare these additional spells. They do not count against the number of druid spells you have prepared.
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Grassland
Druids belonging to the circle of the grassland are especially attuned to the grasslands, plains, and savannahs of the world. They act as shepherds for creatures of the wild and their adventuring allies.
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Mountain: Extra Spells Prepared
When you reach certain levels as a druid, you gain the ability to cast higher level spells. When you do, you prepare these additional spells. They do not count against the number of druid spells you have prepared.
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Mountain
Druids belonging to the circle of the mountain are especially attuned to the mountains, peaks, and crags of the world. They wield their magic to protect their allies and batter their enemies.
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Shifter: Extra Spells Prepared
When you reach certain levels as a druid, you gain the ability to cast higher level spells. When you do, you prepare these additional spells. They do not count against the number of druid spells you have prepared.
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Shifter
Druids belonging to the circle of the shifter use their magical power to transform their bodies into animals, borrowing their many strengths while retaining their minds and magical abilities.
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Underworld: Extra Spells Prepared
When you reach certain levels as a druid, you gain the ability to cast higher level spells. When you do, you prepare these additional spells. They do not count against the number of druid spells you have prepared.
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Underworld
Druids belonging to the circle of the underworld are especially attuned to the caves, tunnels, and underground parts of the world. They guide their allies through dark spaces and strike fear into their enemies.
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Other Circle: Extra Spells Prepared
Choose this option if you'd like to use a Druid Circle that comes from a source that isn't Elkan 5e. At this level, you gain access to the first of your Druid Circle's extra spells. It's possible that your circle might not have spells listed for 1st level druids. In this case, we recommend you work with your GM to choose two appropriate 1st level spells.
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Wild Shape
Bonus Action - 2/Short Rest
You gain the ability to twist your environment to your will. When you use Wild Shape, you use one of your wild shape options. When you gain this feature, you pick two of the following wild shape options. When you finish a long rest, you can exchange one of your Wild Shape options for another of the same level. All of these effects count as magical, but they are not spells. All Wild Shape abilities end immediately if you use Wild Shape again or if you become incapacitated. You can also end any Wild Shape effect as a bonus action on your turn. Click here for frequently asked questions.
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Wild Shape options
Cragged Path
Bonus Action - 40 ft. Cube (100 ft.) - 24 Hours - Magical
You create a path through hazards or along non-traversable surfaces in an area. Your chosen area can be as large as 40 ft. across on a side, either flat on the ground or vertical. Any difficult terrain caused by the ground within the area is no longer difficult terrain. If you select a vertical surface, you create a series of ledges you can stand on which can be climbed without equipment (though still requiring a climbing speed to avoid moving at half speed). When this ability ends, the terrain reverts to normal.
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Herd's Momentum
Bonus Action - 10 Allies (60 ft) - 1 Minute - Magical
You and up to 9 allies move more quickly. All targets have their walking speed increased by 15 ft.
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Howling Storm
Bonus Action - 40 ft. Radius (100 ft.) - 1 Minute - Magical
You create strong winds in an area. If you're outside, you also create stormy clouds above the target, which count as stormy weather for the purpose of other spells. You control the winds to impose disadvantage on all ranged attacks that move through the storm.
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Ice Flow
Bonus Action - 40 ft. Cube (60 ft.) - 1 Minute - Magical
You create a slippery surface of ice, either on the ground or on the surface of water. If a creature moves at least 5 ft. across the ice they must succeed on a dexterity saving throw or fall prone. The ice rapidly melts unless the ambient temperature is below freezing when this ability ends.
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Lesser Shifting
Bonus Action - Self - 8 Hours - Magical
You can magically assume the shape of a chosen beast. Choose two CR 0 beasts that don't have a flying speed. You can transform only into these creatures. You can swap which beast forms you know when you level up or finish a long rest.​
While you are transformed, the following rules apply:
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You retain your normal hit points and your mind, including your Intelligence, Wisdom, and Charisma scores. You retain the benefit of any features from your class, ancestry, 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 or keen smell, unless your new form also has that sense.
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Your other game statistics are replaced by the statistics of the beast, including but not limited to the new form's Strength, Dexterity, Consitution, Armor Class, and movement speeds.
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You retain all of your skill and saving throw proficiencies, in addition to gaining those of the chosen 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.
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You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. 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.
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You cannot cast spells in these forms unless you have the Wild Shapeshifting feature as a Circle of the Shifter druid.​
You stay in beast shape for up to 8 hours or until you finish a short or long rest. You then revert to your normal form unless you expend another use of this feature. You can end this ability earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
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Lurking Fog
Bonus Action - 100 ft. Radius (30 ft.) - 1 Minute - Magical
Fog appears around you. This fog lightly obscures all creatures in the radius. At the end of each of your turns when this fog is active, you can heavily obscure a 30 ft. radius centered on a point within the fog, which lasts until the end of your next turn, when you can use this ability again.
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Shifting Sands
Bonus Action - 60 ft. Radius - 1 Minute - Magical
The environment begins shifting to allow you and your allies to quickly move through the ground from place to place. At the end of each of your turns, select an allied creature within 60 ft. of yourself. The chosen creature rapidly moves up to 30 ft. without provoking Attacks of Opportunity, travelling through the ground to an unoccupied destination you can see that is also within 60 ft. of you.
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Twisted Terrain
Bonus Action - 40 ft. Radius (100 ft.) - 24 Hours - Magical
You twist the ground before you. Stones turn, plants erupt, and water rises (as applicable) to create nonmagical difficult terrain in the radius. The terrain rapidly reverts to normal when this ability ends.
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Underworld Eyes
Bonus Action - 6 Allies (60 ft.) - 1 Minute - Magical
You and up to 5 allies of your choice can see without your eyes. You all gain blindsight of 60 ft. for the duration.
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Circle Feature
Your chosen Druid Circle grants you a new feature. If using a circle not from Elkan 5e, your ability for this level may be listed under level 2.
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Grassland: Herd's Swiftness
You can use a use of your Wild Shape ability to increase the speed of your allies.​
Bonus Action - 10 Allies (60 ft) - 1 Hour - Magical
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You and up to 9 allies move more quickly. All targets have their walking speed increased by 15 ft.​
This feature replaces Herd's Momentum, which has the same effect but lasts only 1 minute. If you already have Herd's Momentum, you can replace it with another Wild Shape option.
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Grassland: Shepherd's Drive
Once per long rest, you can use Herd's Swiftness without expending a use of Wild Shape.
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Grassland: Stampede
Your magic propels you or your ally into forward motion, scattering your enemies when they charge.
Bonus Action - 1 Ally (60 ft) - 1 Round - Magical
You can use this feature as part of the same bonus action when you use Herd's Swiftness.​
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Target ally's walking speed increases by an additional 15 ft.
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Target ally gains the following:
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Once Per Turn - 1 Creature (5 ft.)​
While stampeding, if you move at least 20 ft. towards a target and then hit the target with a melee weapon attack:
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Target takes an extra 2d6 bludgeoning damage and is pushed up to 10 ft. in a direction of your choice.
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Mountain: Earthshaker
Once Per Turn - 1 Creature - Magical
You can use one of the following effects on a single target:
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When you cause a creature to become prone with a spell, you can also push them up to 10 ft. in a direction of your choice.
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When you cast a spell that pushes a target, you can also knock them prone. ​
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Mountain: Mountain Disciple
You learn Cragged Path as an additional Wild Shape option. If you already have Cragged Path, you can choose a different Wild Shape option. You can use Cragged Path once per long rest without expending a use of wild shape.
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Mountain: Shield of the Crags
You can use a use of your Wild Shape ability to protect your allies.​
You conjure floating rocks to float around your allies and protect them. You selectively draw terrain and other obstacles, clearing a path at the same time.
Bonus Action - 6 Allies (30 ft) - 10 Minutes - Magical​
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They gain temporary hit points equal to 5 + half your druid level (rounded down).
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While they have these temporary hit points, they have half cover.
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You can use Cragged Path when you use Shield of the Crags without expending a use of Wild Shape.
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Shifter: Wild Shapeshifting
Bonus Action - Self - 8 Hours - Magical
You can use a use of your Wild Shape ability to magically assume the shape of a chosen beast or elemental. Choose two beasts or elementals that are not Elite or Legendary with a CR equal to 1/3 of your druid level (round down) or lower. You can swap which beast or elemental forms you know when you level up or finish a long rest.
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You can use any forms you learned from Lesser Shifting with this feature, meaning you can cast spells in those forms and benefit from later Shifter features while in those forms. Your Lesser Shifting forms are still limited to CR 0 and no flying speed.
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While you are transformed, the following rules apply:
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You retain your normal hit points, the ability to speak and cast spells, and your mind, including your Intelligence, Wisdom, and Charisma scores. You retain the benefit of any features from your class, ancestry, 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 or keen smell, unless your new form also has that sense.
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Your other game statistics are replaced by the statistics of the beast, including but not limited to the new form's Strength, Dexterity, Consitution, Armor Class, and movement speeds.
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You retain all of your skill and saving throw proficiencies, in addition to gaining those of the chosen 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.
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You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. 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. You can use material components to spells that have merged with you, but otherwise, equipment that merges with the form has no effect until you leave the form.
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You stay in beast shape for up to 8 hours or until you finish a short or long rest. You then revert to your normal form unless you expend another use of this feature. You can end this ability earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.​​
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Underworld: Echoes in the Dark
Fading from view, you unsettle your target with disturbing noises, whether sounds of a creature echoing in a cave or baleful whispers in their ear.
Once Per Turn - 1 Creature (120 ft)
You can use this feature when you use a spell to turn invisible, blind a creature, or create an area of darkness or heavy obscurement that prevents your target from seeing you.
Dealing damage with this feature does not end the Invisibility spell.
Wisdom Save
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Failure: Target takes 2d8 psychic damage.
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Success: Half damage.
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Underworld: Blindsight
You remain aware of creatures and objects near you even when you can't see them. You have blindsight with a radius of 30 ft. ​
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Underworld: Underworld Disciple
You learn Underworld Eyes as an additional Wild Shape option. If you already have Underworld Eyes, you can choose a different Wild Shape option. You can use Underworld Eyes once per long rest without expending a use of wild shape.
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Other Circle: Level 3 Feature
At this level, your Druid Circle grants you one or more new features. If using a circle not from Elkan 5e, your cicle's feature is likely listed at level 2.
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Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th 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.
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Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
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Advanced Wild Shape
You gain the ability to draw upon the power of a group of animals. When you gain this feature, you pick one of the following wild shape options. When you finish a long rest, you can exchange one of your Wild Shape options for another of the same level. All of these effects count as magical, but they are not spells.
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Breath of the Sea
Bonus Action - 6 Allies (60 ft.) - 1 Minute - Magical
You and up to 5 allies of your choice within 60 ft. have a swimming speed equal to your walking speeds and can breathe underwater.
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Crawler's Claws
Bonus Action - 6 Allies (60 ft.) - 1 Minute - Magical
You and up to 5 allies of your choice within 60 ft. have a climbing and crawling speed equal to your walking speeds. You use a crawling speed while prone.
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Springing Step
Bonus Action - 6 Allies (60 ft.) - 1 Minute - Magical
You and up to 5 allies of your choice within 60 ft. can jump 20 ft. in any direction as a standing jump and suffer no damage from falling (nor can you cause falling damage to a creature or object by landing on them).
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Druid Circle Feature
Your chosen Druid Circle grants you a new feature.
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Grassland: Shepherd's Ward
You can use your magic to help you or your allies quickly leap out of danger.
Reaction - 1 Ally (30 ft.) - Magical
When you or one of your allies is hit by an attack of opportunity, you can cause that attack to miss.
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Mountain: Earth's Favored
When you use Shield of the Crags on yourself, you gain the following benefits.
No Action Cost - Self - 10 Minutes - Magical​
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You gain temporary hit points equal to 10 + your druid level.
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While you have these temporary hit points, you have half cover.
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Mountain: Fast Climber
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You gain a climbing speed equal to your walking speed.
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If you already have a climbing speed, your climbing and walking speeds increase by 5 ft.
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Shifter: Magic Fang
All attacks you make using a beast or elemental form's attacks are counted as magical cold iron weapons for the purposes of dealing damage to monsters who are resistant or immune to non-magical or non-cold iron weapons.
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Shifter: Twisting Shape
Bonus Action - Self - Magical
When you are transformed into a beast or elemental form with your Wild Shapeshifting feature, you can change to one of your other beast or elemental forms without expending a use of Wild Shape.
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Underworld: Unseen Menace
Twisting the mind of your target, you instill fear of an unseen foe.
Reaction - 1 Creature (90 ft.) - 1 Minute - Magical
When a target takes damage from a creature they cannot see, you can use this ability.
Wisdom Save
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Failure: Target is frightened of their unseen attacker. Target rolls again at end of their turns, ending effect on success. If the target has seen their attacker since being frightened, they roll this save with advantage. While frightened in this way:
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Target has disadvantage on attack rolls even if they cannot see their attacker.
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Target can move in any direction, including towards their attacker, if they cannot see their attacker.​
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Success: No effect.
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Other Circle: Level 6 Feature
At this level, your Druid Circle grants you one or more new features.
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You gain no new class features at this level. As always, see the Druid Table to see new spell slots and spells known.
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Ability Score Improvement
You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of 20.
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Feat
You gain a feat​ of your choice.
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Greater Wild Shape
You gain the ability to draw upon the power of the land, sea, or air. When you gain this feature, you pick one of the following wild shape options. When you finish a long rest, you can exchange one of your Wild Shape options for another of the same level. All of these effects count as magical, but they are not spells.
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Drifting Tides
Bonus Action - 40 ft. Across, 10 ft. High Cube (60 ft.) - 1 Minute - Magical
You conjure a moving tide of water. The affected area counts as difficult terrain. When you use this ability and at the start of your turns, choose a side of the cube.
Strength Save
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Failure: Target is moved up to 20 ft. towards the chosen side of the tides.
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Success: No effect.
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Rising Mud
Bonus Action - 40 ft. Radius (60 ft.) - 1 Minute - Magical
You cause a deluge of sticky mud to form around a point. The mud counts as difficult terrain. When you use this ability and at the start of your turns, creatures in the mud are affected by the mud.
Strength Save
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Failure: Target is grappled by the mud. Target rolls again at end of their turns, ending effect on success. If they fail two saving throws against this effect in a row, they are restrained until they successfully save against the effect or the effect ends.
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Success: No effect.
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Soaring Winds
Bonus Action - 1 Creature (60 ft.) - 1 Minute - Magical
You or a creature of your choice gains a fly speed of 60 ft. as the wind carries them where they want to go.
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Druid Circle Feature
Your chosen Druid Circle grants you a new feature.
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Grassland: Nature's Emissary
You can cast Commune With Nature as a ritual, even when you don't have it prepared. When you cast Commune With Nature and you have no uses of Wild Shape remaining, you regain one use of Wild Shape.
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Mountain: Nature's Emissary
You can cast Commune With Nature as a ritual, even when you don't have it prepared. When you cast Commune With Nature and you have no uses of Wild Shape remaining, you regain one use of Wild Shape.
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Shifter: Durable Form
When you use Wild Shapeshifting, you gain temporary hit points equal to 5 + your druid level. You lose these temporary hit points if you change back to your normal form or finish a short or long rest.
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Underworld: Nature's Emissary
You can cast Commune With Nature as a ritual, even when you don't have it prepared. When you cast Commune With Nature and you have no uses of Wild Shape remaining, you regain one use of Wild Shape.
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Other Circle: Level 10 Feature
At this level, your Druid Circle grants you one or more new features.
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You gain no new class features at this level. As always, see the Druid Table to see new spell slots and spells known.
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Ability Score Improvement
You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of 20.
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Feat
You gain a feat​ of your choice.
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You gain no new class features at this level. As always, see the Druid Table to see new spell slots and spells known.
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Druid Circle Feature
Your chosen Druid Circle grants you a new feature.
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Grassland: Aspect of the Grasslands
You take on the power of the grasslands, becoming more like the natural and magical creatures who inhabit the land you protect.
You gain the following benefits:
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Your walking speed increases by 30 ft.
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You gain proficiency in strength and dexterity saving throws.
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Your jump distance is doubled.
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Mountain: Aspect of the Mountain
You take on the power of the mountains, becoming more like the natural and magical creatures who inhabit the land you protect.
You gain the following benefits:
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You gain a tremorsense of 60 ft., allowing you to detect creatures by the vibrations they make in the earth.
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You are immune to the petrified condition.
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You can cast Meld Into Stone as a 3rd level spell without expending a spell slot.
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You gain a burrowing speed of 5 ft. If you already have one, your burrowing speed increases by 5 ft.
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Shifter: Supernatural Form
When you use Wild Shapeshifting, you can additionally use one of your Wild Shape or Advanced Wild Shape options that only target your allies, targeting only yourself, but lasting 8 hours or until you next finish a short rest. You cannot use a Greater Wilder Shape option with this feature. For example, you could use Herd's Momentum or Springing Step, targeting only yourself, when you transform into a brown bear. This does not require an additional use of Wild Shape.
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Underworld: Aspect of the Underworld
You take on the power of the underworld, becoming more like the natural and magical creatures who inhabit the land you protect.
You gain the following benefits:
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You gain darkvision out to 120 ft. and blindsight out to 60 ft.
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You can cast Invisibility as a 2nd level spell without expending a spell slot.
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You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free.
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You gain a climbing speed equal to your walking speed.
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These benefits include a permanent version of Underworld Eyes and Spider Climb.
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Other Circle: Level 14 Feature
At this level, your Druid Circle grants you one or more new features.
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You gain no new class features at this level. As always, see the Druid Table to see new spell slots and spells known.
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Ability Score Improvement
You increase one ability score of your choice by 2 or increase two ability scores of your choice by 1, to a maximum of 20.
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Feat
You gain a feat​ of your choice.
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You gain no new class features at this level. As always, see the Druid Table to see new spell slots and spells known.
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Timeless Body
The primal magic you wield sustains you and protects your body from wasting effects.
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You are immune to disease and poison, including poison damage and the poisoned condition.
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For every 10 years that pass, your body only ages one year.
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You can't be aged magically.
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Superior Ability
You increase one ability score of your choice by 2, to a maximum of 22.
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Archdruid
When you roll initiative, you can use any of your Wild Shape abilities for free. If you are surprised, you instead use Wild Shape for free without an action cost at the beginning of your turn.
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