Druid

Class Features

As a Druid, you gain the following class features.

Hit Points

Hig 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)

Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Tools: Herbalism Kit

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Druid
The Druid
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22--------
2nd+2Wild Shape, Druid Circle23--------
3rd+2-242-------
4th+2Wild Shape improvement, Ability Score Improvement343-------
5th+3-3432------
6th+3Druid Circle feature3433------
7th+3-34331-----
8th+3Wild Shape improvement, Ability Score Improvement34332-----
9th+4-343331----
10th+4Druid Circle feature443332----
11th+4-4433321---
12th+4Ability Score Improvement4433321---
13th+5-44333211--
14th+5Druid Circle feature44333211--
15th+5-443332111-
16th+5Ability Score Improvement443332111-
17th+6-4433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement4433332111
20th+6Archdruid4433332211

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Druid 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 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 making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

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 (see "Equipment") as a spellcasting focus for your druid spells.

Druid Circle

At 2nd level, you choose to identify with a circle of druids, such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels.

Wild Shape

Common Transformations

98 Wildshape/Polymorph

Main Description

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. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes

LevelMax. CRLimitationsExample
2nd1/4No flying or swimming speedWolf
4th1/2No flying speedCrocodile
8th1Giant eagle

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 9 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 of 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 only have 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 f 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 GM decides if it is practical for the new form to ear 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.
  • 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.

    Ability Score Improvement (lvl 8)

    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.

    Ability Score Improvement (lvl 12)

    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.

    Ability Score Improvement (lvl 16)

    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.

    Beast Spells

    Beginning at the 18th level, you can cast many of your druid spells in any shapes 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.

    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.

    Ability Score Improvement (lvl 19)

    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.

    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 cast and aren't consumed by a spell. You gain this benefit in both in both your normal shape and your beast shape from Wild Shape.

    Druidic Circles

    Druids have different hobbies and interests leading into diversification of skills. Although largely the same, the differences are significant.

    Circle of Animals

    Druids of the Circle of the Beast create deep and meaningful connection to the beasts of the wilds, and seek to protect them whenever possible. Druids of the circle may decide to live permanently in the wilds among the animals, in order to protect and learn about them. Choosing this circle allows druids to obtain an animal companion to follow them on their adventures. The animal companions of druids are often trusted to hunt and gather for themselves, and are still considered wild and untrained toward anyone other than their druidic partner.

    Beast Companion

    When you choose this circle at the 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your druid level, whichever is higher. It gains a number of hit dice equal to your druid level appropriate to its size. (d4 if Tiny, d6 if Small, and d8 if Medium). You can choose to spend these hit die on your companion to heal it during short rests the same way you'd use yours to heal yourself. It regains spent Hit Die after a long rest.

    The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you are Incapacitated, your companion will do its best to defend you and itself, but otherwise takes no actions.

    If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

    Animal Bonding

    Also at the 2nd level, you may cast beast bond on your Beast Companion as a ritual. At the 3rd level, you may also cast Beast Sight on it as a ritual. To cast them as rituals on your companion, you do not need to have these spells prepared. Additionally, at the 5th level, you may expend a spell slot to cast Revivify, but only if it is on your Beast Companion. You have this spell prepared, but it has no effect if it is not cast on a beast companion.

    Beast Training

    Starting at 6th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. When your beast companion takes the Attack action, it can make two attacks, instead of one.

    Primal Companion

    At 10th level, your Beast Companion's attacks deal an extra amount of damage equal to your Wisdom modifier, and are considered magical for the purposes of overcoming resistance and immunity.

    To Fight as One

    At 14th level, you and your companion have a honed bond. When you cast a spell or attack a creature, your beast can use its reaction to attack a target of the spell or attack if it is within range.

    Additionally, as long as you and your Companion can see each other, you both gain advantage on saving throws against being Frightened or Charmed.


    Copy Left Notice: The Circle of Animals is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Circle of Birds and Beasts

    Seek out the Brown wizard in the great wood, tell him of our need, whispered the elf king.

    But sire, how will I find him? Illuvian tentatively responded.

    The king waved his hand dismissively. He will find you; all the woodland creatures are his eyes and ears.

    Druids in the Circle of Birds and Beasts possess a deep understanding of natural creatures. They can use their powers to expand their knowledge of the world and to send messages. The creatures of the woods, the forests, the jungles, the coasts, and the deserts are their friends, allies, and spies. The Circle itself acts as a vast network of linked human and animal minds, but its thoughts are unknown to civilization and its members often secretive and obscure.

    Tiny Messenger

    From 3rd level on-wards, you can call upon a tiny bird, insect, or animal to convey a message. This effect is similar to the Animal Messenger spell with the following differences:

    The duration of the effect, and therefore the distance which the messenger can travel, increases by a day per druid level.

    No spell slot is expended, but your druid will need a long rest before this can be attempted again.

    Druid Companion

    At 3rd level, you gain the ability to call an animal companion. You conduct a ritual which takes 1 hour, at the end of which time a beast creeps cautiously into your presence. The beast must exist in your current environment, and will stay with you for a number of days equal to your druid level. The beast will have knowledge of local landmarks and flora and fauna, which it is able to communicate telepathically to you. However, its descriptions will reflect its animal intelligence. At the end of the duration, the animal leaves and you cannot call a replacement until you have completed a long rest. Your companion must be a Medium or smaller beast of CR 1/4 or lower.

    Agents of the Wild

    At 6th level, you are able to use nearby beasts as spies. You can telepathically speak with all beasts within a radius of 1 mile per druid level. The creatures report the presence of anything unusual, such as humanoids or monsters that are not beasts. They will give an impression of direction, size and numbers, although they will not distinguish between friend and foe, or give more than a general description. (Typical descriptive examples would be a large group of angry men, elves traveling swiftly, or a black dragon.)

    Mind of Bird and Beast

    At 10th level, you can assume full control of the mind of a beast. You enter a trance, during which your skin grows cold and you appear to be sleeping. While in this state, you cannot take actions, but you may instantly dominate the mind of a beast with an intelligence score of 3 or less within a radius of 5 miles per druid level. You assume control of the creature and are able to use all of its senses and special traits. This domination effect lasts for a number of minutes equal to your druid level or until the creature dies, after which you exit from your trance. Once you use this feature, you can't use it again until you finish a short or long rest.

    Call the Beasts

    Starting at 14th level, you can use your action to call beasts to aid you. The beasts magically arrive within 1d4 rounds and act as allies to your party, attacking the nearest enemies without need for direction from you. You can summon four creatures with a challenge rating of 1, three creatures with a challenge rating of 2, or a single creature with a challenge rating of 6 or lower. You and your allies may use these creatures as mounts as long as they are at least one size category smaller than their mount. A beast summoned using this feature can carry up to two creatures at least one size category smaller than it. The summoned beasts depart when you are no longer in immediate danger. You cannot use this power again until you complete a long rest.


    Copy Left Notice: The Circle of Birds and Beasts is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Circle of Life

    Peace, my child. Though his wounds are great, his spirit still lingers, said the totem-draped shaman. The glade filled with a sudden burst of sunlight and the great chieftain's ragged breathing smoothed and calmed.

    Some say life is the first Circle, the birthright of all druids, but few still practice all its tenets. Druids in this circle draw on positive energy to achieve their goals, granting them remarkable healing powers and the ability to restore the land. These druids, though few in number, are the ones most likely to be seen in villages and on the edge of settlements, rather than tucked away in the deep forest.

    Circle of Life - Spells

    At 2nd level and above, your connection to positive energy grants access to certain spells. You automatically know and prepare these spells as they become available at the appropriate levels. The spells do not count against any limit of spells known or prepared per day and you gain access to them even if they would not normally appear on the druid spell list.

    Life:

    2nd Lesser Restoration, Healing Word

    5th Beacon of Hope, Revivify

    7th Death Ward, Mass Healing Word

    9th Mass Cure Wounds, Raise Dead

    Life Energy Recovery

    Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (rounded up), and none of the slots can be 6th level or higher.

    Cleanse the Blight

    Starting at 6th level, you can disrupt the strength of creatures animated by negative energy and bolster your allies against harmful conditions. A number of times per day equal to half your druid level, rounded up, you can utilize one of the following effects as a reaction:

    When an undead creature within 30 feet attacks a target other than you, you may impose disadvantage on the attack roll.

    You grant an ally within 30 feet advantage on saving throws against one of the following conditions: Frightened, Paralyzed, or Poisoned.

    New Life, New Growth

    At 10th level, you can cause new growth and life to appear in wastelands, ruins, deserts and other dead areas. Once per day, you can conduct a ritual which takes one hour. Plants and fungi suited to the environment push out of the ground and natural wildlife magically appear in a cone originating from you with a length equal to 10 feet per druid level. The effect normally persists for a number of days equal to half your druid level, rounded up, but there is a 1% chance per level that the effect is permanent.

    Cradle of Life

    At 14th level, you can draw positive energy from the very earth itself. You conduct a ritual which takes 1 hour to complete. Once the ritual is complete, you cannot use this feature again until you finish a long rest.

    Hallow

    The results are as the Hallow spell except for the following:

  • The courage and everlasting rest effects are both automatically present.
  • You can choose another effect as given in the spell description.
  • The effect's duration is a number of days equal to half your druid level, rounded up, but there is a 1% chance per level that the effect is permanent.

  • Copy Left Notice: The Circle of Life is originally from a source under the GNU Free Document License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Circle of the Land

    The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets ind Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisers to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

    Bonus Cantrip

    When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

    Circle Spells

    Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, or swamp - and consult the associated list of spells.

    Once you gain access to a circle spell you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

    Arctic

    Druid Level - Spell

    Spell: 3rd - Hold Person

    Spell: 3rd - Spike Growth

    Spell: 5th - Sleet Storm

    Spell: 5th - Slow

    Spell: 7th - Freedom of Movement

    Spell: 7th - Ice Storm

    Spell: 9th - Commune with Nature

    Spell: 9th - Cone of Cold

    Coast

    Druid Level - Spell

    Spell: 3rd - Mirror Image

    Spell: 3rd - Misty Step

    Spell: 5th - Water Breathing

    Spell: 5th - Water Walk

    Spell: 7th - Control Water

    Spell: 7th - Freedom of Movement

    Spell: 9th - Conjure Elemental

    Spell: 9th - Scrying

    Desert

    Druid Level - Spell

    Spell: 3rd - Blur

    Spell: 3rd - Silence

    Spell: 5th - Create Food and Water

    Spell: 5th - Protection from Energy

    Spell: 7th - Blight

    Spell: 7th - Hallucinatory Terrain

    Spell: 9th - Insect Plague

    Spell: 9th - Wall of Stone

    Forest

    Druid Level - Spell

    Spell: 3rd - Barkskin

    Spell: 3rd - Spider Climb

    Spell: 5th - Call Lightning

    Spell: 5th - Plant Growth

    Spell: 7th - Conjure Woodland Beings

    Spell: 7th - Freedom of Movement

    Spell: 9th - Commune with Nature

    Spell: 9th - Tree Stride

    Grassland

    Druid Level - Spell

    Spell: 3rd - Invisibility

    Spell: 3rd - Pass without Trace

    Spell: 5th - Daylight

    Spell: 5th - Haste

    Spell: 7th - Freedom of Movement

    Spell: 7th - Locate Creature

    Spell: 9th - Dream

    Spell: 9th - Insect Plague

    Mountain

    Druid Level - Spell

    Spell: 3rd - Spider Climb

    Spell: 3rd - Spike Growth

    Spell: 5th - Lightning Bolt

    Spell: 5th - Meld into Stone

    Spell: 7th - Stone Shape

    Spell: 7th - Stoneskin

    Spell: 9th - Passwall

    Spell: 9th - Wall of Stone

    Swamp

    Druid Level - Spell

    Spell: 3rd - Darkness

    Spell: 3rd - Acid Arrow

    Spell: 5th - Water Walk

    Spell: 5th - Stinking Cloud

    Spell: 7th - Freedom of Movement

    Spell: 7th - Locate Creature

    Spell: 9th - Insect Plague

    Spell: 9th - Scrying

    Natural Recovery

    Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

    For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

    Land's Stride

    Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. you can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

    In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement such as those created by the Entangle spell.

    Nature's Ward

    When you reach 10th level, you can't be Charmed or Frightened by elementals or fey, and you are immune to poison and disease.

    Nature's Sanctuary

    When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

    The creature is aware of this effect before it makes its attack against you.


    Copy Left Notice: The Circle of the Land is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Circle of Transformation

    This circle has specialized and perfected their wild shapes. They have mastered these transformations in ways that others cannot even begin to dream of.

    Larger Transformation

    Those in the circle of transformation can transform into large and more powerful beasts according to the following table:

    LevelMax CR
    2nd1/2
    4th1
    8th2
    12th3
    Larger Transformation (CR 1)

    Those in the circle of transformation can transform into large and more powerful beasts according to the following table:

    LevelMax CR
    6th1
    Partial Transformation

    Through intense training you have become able to transform part of your body independently of the rest. Of the six zones of your body (head, two arms, two legs, and torso) you may transform up to 1 + Wisdom Modifier zones. This counts as a wild shape transformation. You may only transform zones into animals that you are allowed to transform into for wild shape.

    Wild Shape

    Benefits of transformation:

    CreatureCRHeadArmLegTorso
    Ape1/2WIS: 12Climb Speed of 30ft. (requires both arms)Walking speed of 30 ft. (requires both legs)5 temporary hit points
    Black Bear1/2Bite; Melee Weapon Attack: reach 5 ft., one target. Hit: 1d6 + STR piercing damage.Claws; Melee Weapon Attack: reach 5 ft. Hit: 2d4 + STR.Walking speed of 40 ft. (requires both legs and both arms and torso)5 temporary hit points
    Crocodile1/2Hold Breath: You can hold your breath for 15 minutes.swim speed of 30 ft. (requires torso and head)
    Giant Goat1/2Ram; reach 5 ft. 2d4 + STR bludgeoning damageNimble: GRANTDISATK (requires both legs and both arms)Sure-Footed: You have advantage on Strength and Dexterity saving throws made against effects that would knock it Prone. (requires both legs)
    Warhorse1/2Walking speed 60 ft. (requires both legs and both arms and torso)
    Brown Bear1Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.Claws; Melee Weapon Attack: reach 5 ft. Hit: 2d6 + STR.Walking speed of 40 ft. (requires both legs and both arms and torso)10 temporary hit points
    Dire Wolf1Pack tactics: You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't Incapacitated.Walking speed of 50 ft. (requires both legs and both arms and torso)Walking speed of 35 ft. (requires both legs)8 temporary hit points.
    Giant Eagle1Keen Sight: The eagle has advantage on Wisdom (Perception) checks that rely on sight.Fly speed 80 ft. Requires both arms.Claws; Melee Weapon Attack: reach 5ft., 2d6 + STR
    Giant Octopus1Water Breathing: You may breath underwaterTentacles: Melee Weapon Attack: reach 15ft., one target. 2d6 + STR. If target is a creature then it is Grappled (escape DC 16).Swim speed 60. (requires both arms, both legs, and torso).Inc Cloud: a 20 foot radius cloud of ink extends all around the octopus if it is underwater. The area is Heavily Obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink the octopus can use the Dash action as a bonus action. (recharges after a short or long rest)
    Giant Toad1Amphibious: You may breath both air and water.Standing Leap: Your long jump is up to 20 feet and your high jump is up to 10 feet. (requires both legs)Wet skin; RESIST: Fire
    Tiger1Darkvision 60 ft.Walking speed of 40 ft. (requires both legs and both arms and torso)8 temporary hit points
    Cave Bear2Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.Claws; Melee Weapon Attack: reach 5 ft. Hit: 2d6 + STR.Walking speed of 40 ft. (requires both legs and both arms and torso)Sets your temporary hit points to 10 at each initiative roll.
    Giant Constrictor Snake2Blindsight 10 ft.Constrict: Melee Weapon attack: reach 5 ft., one creature (2d8 + STR) bludgeoning damage, and the target is Grappled (escape DC 13 + STR). Until the grapple ends, the creature is Restrained, and the snake can't constrict another target.
    Rhinoceros2Leathery skin: RESIST: slashing; RESIST: bludgeoning; VULN: piercing
    Larger Transformation (CR 2)

    Those in the circle of transformation can transform into large and more powerful beasts according to the following table:

    LevelMax CR
    10th2
    Extra Limbs

    Starting at level 10 while in a Partial Transformation you may grow additional limbs. This process takes 30 minutes times the CR of the creature you are growing the limb of. During growth period you must use your full concentration on the task (ie you are sitting down doing nothing except focusing your your budding new limb). If your concentration is lost before the limb is complete then it will slowly be reabsorbed by your body at the same rate you were growing it. Regaining your concentration continues your progress.

    Clarifications: Once a limb is completed then it is stable and does not require concentration. A druid of the Circle of Transformation can maintain its transformed state even while sleeping naturally, it is only lost if forced to sleep, knocked Unconscious, reduced to 0 hp, or dies.

    Larger Transformation (CR 3)

    Those in the circle of transformation can transform into large and more powerful beasts according to the following table:

    LevelMax CR
    14th3
    Monstrous Transformation

    Starting at level 14 druids of the Circle of Transformation can study and then transform one part of their body into a part learned from a monstrosity. Each transformation must be unlocked in advance. Unlocking a transformation requires a number of DC checks on different, living, unbound, awake specimens of the same species in order to hear their heartbeat and see how they naturally move and fight. This study takes full concentration and the DC check may only be performed at the end of a 10 minute study where this druid has had a clear sight of no more than 30 feet for that duration and has not been affected by blindness, deafness, magical darkness, or any other form of hindrance.

    Although you may unlock multiple monstrous transformations, you may only ever use one at a time. These transformations count for as many of your partial transformation zones as they cover and may be grouped with other transformations from partial transformation if your wisdom modifier is high enough.

    CRNameDC CheckNumber of SpecimensLearn-able body partTraits
    1/4Blink Dog121TorsoTeleport: Once per short rest you may teleport along with any equipment you are wearing up to 40 feet to an unoccupied space you can see. You may attack before or after teleportation.
    1/4Dretch121TorsoFetid Cloud: Once per day you may release green gas in a 10 foot radius. This gas may spread around corners and the area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, the target can take either an action or bonus action on its turn, not both, and can't take reactions. You are immune to this poison.
    1/2Rust Monster132TorsoRust Metal: Any non-magical metal that hits your torso is corroded. A weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage. Any metal armor takes permanent and cumulative -1 AC. When armor is reduced to 10 or a shield is reduced to 0 it is destroyed.
    2Gelatinous Cube152TorsoAcidic Transparent Body: When in plain sight it takes a DC 15 Wisdom (Perception) check to spot your body. You restrain creatures you engulf and they must perform a DC 12 Strength check to escape to a neighboring space.
    2Azer152armIlluminated Weapon: You may use an action to shroud your weapon in fire. This weapon now does 1d6 fire damage in addition to its regular damage. The flames around the weapon cast bright light for 10 feet and dim light for an additional 10 feet. (You are not affected by the fire from this weapon.)
    2Gibbering Mouther152LegsAberrant Grounds: The ground in a 10 foot radius around you is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
    3Doppelganger162HeadRead Thoughts: You may magically read the surface thoughts of one creature within 60 feet. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, you can continue reading its thoughts as long as your concentration isn't broken (as if concentrating on a spell). While reading the target's mind, you have advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
    3Manticore162TorsoTail Spike: Ranged Weapon Attack: range 100/200 ft., one target (1d8 + STR) piercing damage.
    3Owlbear162HeadKeen Sight and Smell: You have advantage on Wisdom (Perception) checks that rely on sight or smell. Darkvision 60 ft.
    3Phase Spider162TorsoEthereal Jaunt: As a bonus action, you may magically shift from the Material Plane to the Ethereal Plane or vice versa.
    5Roper183Both armsBoth your arms are long tendrils with a reach of 50 ft. You may perform a Melee Weapon Attack with proficiency, if you hit they are Grappled. (escape DC 15) Until the grapple ends, the target is Restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. You may also use an action to reel a Grappled target in by 25 feet (straight toward you). These long arms are excellent for climbing allowing you to climb 10 ft. even across ceilings without any checks.
    5Xorn183headTreasure Sense: you may pinpoint, by scent, the location of precious metals and stones such as coins and gems within 60 feet of it.
    5Unicorn183Grow a hornHeal Self: You regain (2d8 + 2) each round.
    6Young Brass Dragon193headSleep Breath: Once per short rest you may exhale sleeping gas in a 30 foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall Unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
    6Young White Dragon193both legsIce Walk, you may walk across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement.
    7Young Black Dragon203HeadAcid Breath: Once per short rest you may exhale acid in a 30 foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 11d8 acid damage on a failed save or half as much damage on a successful one.
    7Young Copper Dragon203HeadSlowing Breath: Once per short rest you may exhale gas in a 30 foot cone. Each creature in the area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn.
    8Young Bronze Dragon213HeadRepulsion Breath: Once per short rest you may exhale a 30 foot cone of repulsion energy. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
    8Young Green Dragon213HeadPoison Breath: Once per short rest you may exhale a 30 foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much damage on a successful one.
    8Cloaker213TorsoPhantasms: Once per short rest you may magically create three illusory duplicates of yourself if you are not in bright light. The duplicates move with you and mimic your actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets you with an attack or harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets you or one of your duplicates. A creature is unaffected by the magical effect if it can't see or if it relies on senses other than sight. A duplicate has your AC and uses your saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
    9Young Blue Dragon223HeadLightning Breath: Once per short rest you may exhale a 600 foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 10d10 lightning damage on a failed save, or half as much damage on a successful one.
    9Young Silver Dragon223HeadParalyzing Breath: Once per short rest you may exhale a 30 foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    10Young Gold Dragon233HeadWeakening Breath: Once per short rest you may exhale a 30 foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on strength based attack rolls, strength checks, and strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    10Young Red Dragon233HeadFire Breath: Once per short rest you may exhale a 30 foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 16d6 fire damage on a failed save, or half as much damage on a successful one.
    13Adult Brass Dragon254HeadSleep Breath: Once per short rest you may exhale a 60 foot cone. Each creature in that area must make a DC 18 Constitution or fall Unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
    13Adult White Dragon254HeadCold Breath: Once per short rest you may exhale a 60 foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 12d8 cold damage on a failed save, or half as much damage on a successful one.
    14Adult Black Dragon264HeadAcid Breath: Once per short rest you may exhale a 60 foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 12d8 acid damage on a failed save, or half as much damage on a successful one.
    14Adult Copper Dragon264HeadSlowing Breath: Once per short rest you may exhale a 60 foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
    15Adult Bronze Dragon274HeadRepulsion Breath: Once per short rest you may exhale a 30 foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, that creature is pushed 60 feet away from you.
    15Adult Green Dragon274TorsoFly Speed of 80 ft. Your temporary hit points are set to 25 each time you roll initiative.
    16Adult Blue Dragon284HeadLightning Breath: Once per short rest you may exhale 90 foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 12d10 lightning damage on a failed save, or half as much damage on a successful one.
    16Adult Silver Dragon284HeadParalyzing Breath: Once per short rest you may exhale a 60 foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    16Planatar284TorsoAt the beginning of each combat your temporary hit points are set to 30. You gain a flying speed of 120 ft.
    17Adult Gold Dragon294HeadWeakening Breath: Once per short rest you may exhale gas in a 60 foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    17Adult Red Dragon294HeadFire Breath: Once per short rest you may exhale a 60 foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 18d6 fire damage on a failed save or half as much damage on a successful one.
    19Balor315TorsoFire Aura: At the start of each of the balor's turns each creature within 5 feet of it takes 3d6 fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 3d6 fire damage. Teleport: Twice per short rest you may magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see.
    20Ancient Brass Dragon325HeadFire Breath: Once per short rest you may exhale fire in a 90 foot line that is 10 feet wide. Each creature that is in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save or half as much damage on a successful one.
    20Ancient White Dragon325HeadCold Breath: Once per short rest you may exhale cold in a 90 foot cone. Each creature that is in that cone must make a DC 22 Constitution saving throw, taking 56 (16d8) cold damage on a failed save or half as much damage on a successful one.
    21Ancient Black Dragon335HeadAcid Breath: Once per short rest you may exhale a 60 foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 15d8 acid damage on a failed save, or half as much damage on a successful one.
    21Ancient Copper Dragon335HeadAcid Breath: Once per short rest you may exhale a 90 foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 14d8 acid damage on a failed save, or half as much damage on a successful one.
    21Lich335HeadTruesight 120ft.
    21Solar335HandHealing Touch: Once per day you may touch a creature that magically regains (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
    22Ancient Bronze Dragon345HeadLightning Breath: Once per short rest you may exhale lightning in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw taking 16d10 lightning damage on a failed save, or half as much damage on a successful one.
    22Ancient Green Dragon345HeadPoison Breath: Once per short rest you may exhale a 90 foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 22d6 poison damage on a failed save or half as much damage on a successful one.
    23Ancient Blue Dragon355HeadLightning Breath: Once per short rest you may exhale a 120 foot line 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 16d10 lightning damage on a failed save, or half as much damage on a successful one.
    23Ancient Silver Dragon355HeadCold Breath: Once per short rest you may exhale an icy blast in a 90 foot cone, each creature in that area must make a DC 24 Constitution saving throw taking 15d8 cold damage on a failed save, or half as much damage on a successful one.
    24Ancient Gold Dragon365HeadFire Breath: Once per short rest you may exhale a fiery blast in a 90 foot cone. each creature in that area must make a DC 24 Dexterity saving throw, taking 13d10 fire damage on a failed save, or half as much damage on a successful one.
    24Ancient Red Dragon365HeadFire Breath: Once per short rest you may exhale a fiery blast in a 90 foot cone. each creature in that area must make a DC 24 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much damage on a successful one.

    Copy Left Notice: The Druid is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Many of the archetypes are from different sources and are individually marked.


    Copy Left Notice: The Druid is from the System Reference Document under the Open Gaming License. The original content is copy left and can be found under the Copy Left section of our website. All modifications are protected and all rights are reserved to the greatest extent permissible by law.

    Many of the archetypes are from different sources and are individually marked.