Druid — Class Features by Level
Source: Player’s Handbook (2014) Rules Baseline: 2014
Class Table
| Level | Prof | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Features |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | 2 | 2 | — | — | — | — | — | — | — | — | Druidic, Spellcasting |
| 2nd | +2 | 2 | 3 | — | — | — | — | — | — | — | — | Wild Shape, Druid Circle |
| 3rd | +2 | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
| 4th | +2 | 3 | 4 | 3 | — | — | — | — | — | — | — | Wild Shape improvement, ASI |
| 5th | +3 | 3 | 4 | 3 | 2 | — | — | — | — | — | — | — |
| 6th | +3 | 3 | 4 | 3 | 3 | — | — | — | — | — | — | Druid Circle feature |
| 7th | +3 | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — | — |
| 8th | +3 | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — | Wild Shape improvement, ASI |
| 9th | +4 | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | — |
| 10th | +4 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | Druid Circle feature |
| 11th | +4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | — |
| 12th | +4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | ASI |
| 13th | +5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | — |
| 14th | +5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | Druid Circle feature |
| 15th | +5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | — |
| 16th | +5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | ASI |
| 17th | +6 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | — |
| 18th | +6 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | Timeless Body, Beast Spells |
| 19th | +6 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ASI |
| 20th | +6 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | Archdruid |
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
| Level | Max CR | Limitations | Example |
|---|---|---|---|
| 2nd | 1/4 | No flying or swimming speed | Wolf |
| 4th | 1/2 | No flying speed | Crocodile |
| 8th | 1 | No limitations | Giant 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
| Level | Spells |
|---|---|
| 3rd | Hold Person, Spike Growth |
| 5th | Sleet Storm, Slow |
| 7th | Freedom of Movement, Ice Storm |
| 9th | Commune with Nature, Cone of Cold |
Coast
| Level | Spells |
|---|---|
| 3rd | Mirror Image, Misty Step |
| 5th | Water Breathing, Water Walk |
| 7th | Control Water, Freedom of Movement |
| 9th | Conjure Elemental, Scrying |
Desert
| Level | Spells |
|---|---|
| 3rd | Blur, Silence |
| 5th | Create Food and Water, Protection from Energy |
| 7th | Blight, Hallucinatory Terrain |
| 9th | Insect Plague, Wall of Stone |
Forest
| Level | Spells |
|---|---|
| 3rd | Barkskin, Spider Climb |
| 5th | Call Lightning, Plant Growth |
| 7th | Divination, Freedom of Movement |
| 9th | Commune with Nature, Tree Stride |
Grassland
| Level | Spells |
|---|---|
| 3rd | Invisibility, Pass without Trace |
| 5th | Daylight, Haste |
| 7th | Divination, Freedom of Movement |
| 9th | Dream, Insect Plague |
Mountain
| Level | Spells |
|---|---|
| 3rd | Spider Climb, Spike Growth |
| 5th | Lightning Bolt, Meld into Stone |
| 7th | Stone Shape, Stoneskin |
| 9th | Passwall, Wall of Stone |
Swamp
| Level | Spells |
|---|---|
| 3rd | Acid Arrow, Darkness |
| 5th | Water Walk, Stinking Cloud |
| 7th | Freedom of Movement, Locate Creature |
| 9th | Insect 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)