Druid — Class Features by Level

Class Table

LevelProfCantrips1st2nd3rd4th5th6th7th8th9thFeatures
1st+222Druidic, Spellcasting
2nd+223Wild Shape, Druid Circle
3rd+2242
4th+2343Wild Shape improvement, ASI
5th+33432
6th+33433Druid Circle feature
7th+334331
8th+334332Wild Shape improvement, ASI
9th+4343331
10th+4443332Druid Circle feature
11th+44433321
12th+44433321ASI
13th+544333211
14th+544333211Druid Circle feature
15th+5443332111
16th+5443332111ASI
17th+64433321111
18th+64433331111Timeless Body, Beast Spells
19th+64433332111ASI
20th+64433332211Archdruid

Starting Equipment & Proficiencies

  • Hit Dice: 1d8 per level
  • Hit Points at 1st Level: 8 + CON modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + CON modifier per level after 1st
  • Armor: Light armor, medium armor, shields (will not wear metal armor or shields)
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism kit
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose 2 from: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
  • Starting Equipment:
    • (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

Level 1

  • Druidic — Secret language of druids. Can leave hidden messages (DC 15 Perception to spot, can’t decipher without magic).
  • Spellcasting — Full caster using Wisdom. Prepares spells from entire druid list. Ritual casting.
    • Prepared spells = WIS modifier + druid level (minimum 1)
    • Spell save DC = 8 + proficiency + WIS modifier
    • Spell attack = proficiency + WIS modifier
    • Focus: druidic focus

Level 2

  • Wild Shape — Action: transform into a beast you’ve seen. 2 uses per short/long rest. Duration = half druid level hours (rounded down).
    • Revert as bonus action, or automatically if unconscious/0 HP/dead
    • Stats replaced by beast’s, but keep alignment, personality, INT, WIS, CHA
    • Keep skill/save proficiencies (use higher bonus)
    • Assume beast’s HP; excess damage carries over on revert
    • Can’t cast spells in beast form, but concentration isn’t broken
    • Equipment merges, falls, or is worn (DM decides practicality)

Beast Shape Limits

LevelMax CRLimitationsExample
2nd1/4No flying or swimming speedWolf
4th1/2No flying speedCrocodile
8th1No limitationsGiant Eagle
  • Druid Circle — Choose subclass (Circle of the Land, Circle of the Moon, etc.)

Level 4

  • Ability Score Improvement (or Feat)

Level 8

  • Ability Score Improvement (or Feat)

Level 12

  • Ability Score Improvement (or Feat)

Level 16

  • Ability Score Improvement (or Feat)

Level 18

  • Timeless Body — Age 1 year for every 10 that pass.
  • Beast Spells — Can perform somatic and verbal components while in Wild Shape. Still can’t provide material components.

Level 19

  • Ability Score Improvement (or Feat)

Level 20

  • Archdruid — Unlimited Wild Shape uses. Ignore verbal, somatic, and non-costly/non-consumed material components for druid spells (in normal and beast form).

Circle of the Moon

Combat Wild Shape (Level 2)

  • Wild Shape as bonus action (not action). While in Wild Shape, expend spell slot as bonus action to regain 1d8 HP per slot level.

Circle Forms (Level 2)

  • Can transform into beasts of CR 1 (instead of 1/4). Scales: CR = druid level / 3 (rounded down) at level 6+.

Primal Strike (Level 6)

  • Beast form attacks count as magical.

Elemental Wild Shape (Level 10)

  • Expend 2 Wild Shape uses to transform into an elemental (air, earth, fire, water).

Thousand Forms (Level 14)

  • Cast Alter Self at will.

Circle of the Land

Bonus Cantrip (Level 2)

  • Learn one additional druid cantrip.

Natural Recovery (Level 2)

  • During short rest, recover spell slots with combined level ≤ half druid level (rounded up). No 6th+ slots. 1/long rest.

Circle Spells (Level 3)

Choose your land type. These are always prepared and don’t count against your limit:

Arctic

LevelSpells
3rdHold Person, Spike Growth
5thSleet Storm, Slow
7thFreedom of Movement, Ice Storm
9thCommune with Nature, Cone of Cold

Coast

LevelSpells
3rdMirror Image, Misty Step
5thWater Breathing, Water Walk
7thControl Water, Freedom of Movement
9thConjure Elemental, Scrying

Desert

LevelSpells
3rdBlur, Silence
5thCreate Food and Water, Protection from Energy
7thBlight, Hallucinatory Terrain
9thInsect Plague, Wall of Stone

Forest

LevelSpells
3rdBarkskin, Spider Climb
5thCall Lightning, Plant Growth
7thDivination, Freedom of Movement
9thCommune with Nature, Tree Stride

Grassland

LevelSpells
3rdInvisibility, Pass without Trace
5thDaylight, Haste
7thDivination, Freedom of Movement
9thDream, Insect Plague

Mountain

LevelSpells
3rdSpider Climb, Spike Growth
5thLightning Bolt, Meld into Stone
7thStone Shape, Stoneskin
9thPasswall, Wall of Stone

Swamp

LevelSpells
3rdAcid Arrow, Darkness
5thWater Walk, Stinking Cloud
7thFreedom of Movement, Locate Creature
9thInsect Plague, Scrying

Land’s Stride (Level 6)

  • Nonmagical difficult terrain costs no extra movement. Pass through nonmagical plants unslowed/unharmed. Advantage on saves against magical plants that impede movement.

Nature’s Ward (Level 10)

  • Can’t be charmed or frightened by elementals or fey. Immune to poison and disease.

Nature’s Sanctuary (Level 14)

  • Beasts and plants attacking you must WIS save (your spell DC) or choose different target / auto-miss. On success, immune 24 hours.

Validation Checklist

  • Druidic language noted
  • Correct cantrips for level
  • Prepared spell count = WIS mod + druid level
  • Wild Shape uses (2/short or long rest)
  • Wild Shape CR limit correct for level
  • Druid Circle chosen at Level 2
  • If Circle of the Land: terrain type chosen, circle spells listed
  • If Circle of the Moon: correct CR scaling, bonus action Wild Shape noted
  • No metal armor or shields
  • 2 skill proficiencies from class list
  • INT and WIS saving throw proficiency
  • Proficiency bonus correct for level
  • HP calculated correctly (1d8 + CON per level)