Holding high a gnarled staff wreathed with holly, a Bosmer
summons the fury of the storm and calls down explosive
bolts of lightning to smite the torch-carrying orc hunters who
threaten her forest.
Crouching out of sight on a high tree branch in the
form of a leopard, a Khajiit peers out of the jungle at the
strange construction of a shire to Molag Bal,
keeping a close eye on the cultists’ activities.
Swinging a blade formed of pure fire, a half-elf
charges into a mass of skeletal soldiers, sundering
the unnatural magic that gives the foul creatures the
mocking semblance of life.
Whether calling on the elemental forces of nature or
emulating the creatures of the animal world, druids are
an embodiment of nature’s resilience, cunning, and fury.
They claim no mastery over nature. Instead, they see
themselves as extensions of nature’s indomitable will.
hit dice:
1d8 per druid level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per druid level after 1st
armor proficiencies:
Light armour, shields
weapon proficiencies:
All simple weapons, scimitars
tools:
Herbalism kit
saving throws:
Intelligence, Wisdom
skills:
Choose two from Arcana, Animal
Handling, Insight, Medicine, Nature, Perception,
Religion, and Survival
starting equipment:
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) a wooden shield or (b) any simple weapon
• (a) a scimitar or (b) any simple melee weapon
• Leather armour, an explorer’s pack, and a druidic focus
spellcasting:
1st-level druid feature
Drawing on the divine essence of nature itself, you
can cast spells to shape that essence to your will.
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 Close 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 when 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 spells from the Druid column of the Ritual Spell List, so long as you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a
spellcasting focus for your druid spells.
class features:
Druidic
1st-level druid feature
You know Druidic, the secret language of druids (understood by spriggans). 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.
Wild Shape
2nd-level druid feature
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
Level |
Max CR |
Limitations |
Example |
2nd |
1/4 |
No flying or swimming speed |
Wolf |
4th |
1/2 |
No flying speed |
Crocodile |
8th |
1 |
- |
Giant 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
0 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 have only 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 of 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 Lightning Storm, that you’ve
already cast.
• You retain the benefit of any features from your class,
birthsign, or other source and can use them if the new
form is physically capable of doing so, racial special features however, do not carry over. 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 DM decides whether it is practical for the new
form to wear 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.
Druid Circle
2nd-level druid feature
You choose to
identify with a circle of druids:
the Circle of Kyne, Circle of Hircine or the Circle of Peryite,
detailed at the end of the class description. Your choice
grants you features at 2nd level and again at 6th, 10th,
and 14th level.
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.
Timeless Body
18th-level druid feature
The primal magic that you wield
causes you to age more slowly. For every 10 years that
pass, your body ages only 1 year.
Beast Spells
18th-level druid feature
You can cast any of your druid
spells in any shape you assume using Wild Shape.
Archdruid
20th-level druid feature
You can use your Wild Shape an additional two times before a short or long rest.
subclass options:
Circle of Kyne:
2nd-level druid feature
As a member of this circle, your magic is derived from a divine connection to the goddess Kyne, known as Kynareth to the Imperials. You have a mystical connection to animals and spriggans and are less likely to be attacked by them, you will find it easier to form kinship with them as a member of this circle.
Bonus Cantrip
2nd-level druid feature
When you choose this circle, you learn one
additional druid cantrip of your choice.
Natural Recovery
2nd-level druid feature
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.
Circle Spells
3rd-level druid feature
Your divine connection to Kyne 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,
swamp, or cavern—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
Coast
Desert
Forest
Grassland
Mountain
Swamp
Cavern
Land's Stride
6th-level druid feature
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 those created by the Entangle spell.
Nature's Ward
10th-level druid feature
You are automatically recognised as a friendly creature by spriggans, they are far less likely to attack you and even likely to come to your aid. You are also immune to
poison and disease.
Nature's Sanctuary
14th-level druid feature
Creatures of the natural
world sense your connection to nature and become
hesitant to attack you. When a beast or spriggan
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.
Circle of Hircine:
2nd-level druid feature
As a member of this circle, your magic is derived from a mystical connection to the Daedric Prince of the Hunt, Hircine. Your connection to nature is of a different nature to the Circle of Kyne, but argueably equally as important. Your wild shapes will be strengthened by your mystic connection, becoming more lyncanthopic in nature.
Combat Wild Shape
2nd-level druid feature
When you choose this circle, you gain the
ability to use Wild Shape on your turn as a bonus action,
rather than as an action.
Additionally, while you are transformed by Wild
Shape, you can use a bonus action to expend one
spell slot to regain 1d8 hit points per level of the spell
slot expended.
Circle Forms
2nd-level druid feature
The rites of your circle grant you the ability to transform
into more dangerous animal forms. You can use your Wild Shape to transform into a
beast with a challenge rating as high as 1 (you ignore
the Max. CR column of the Beast Shapes table, but must
abide by the other limitations there).
Starting at 6th level, you can transform into a beast
with a challenge rating as high as your druid level
divided by 3, rounded down.
Primal Strike
6th-level druid feature
Your attacks in beast form count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Hircine's Gift
10th-level druid feature
You can expend two uses of Wild Shape
at the same time to transform into a Were-beast for the duration, the CR of the Were-beast you can transform into is governed by the rules of Circle Forms. This tranformation does not count against your number of transformations if you have taken the Barbarian Path of the Werewolf, though any werewolf bonuses from that subclass will still apply. This specific transformations duration is still governed by the rules of Wildshape if you have taken both classes (you will not need to rage to use and maintain this tranformation).
Beast Forms
14th-level druid feature
Your connection to Hircine can alter
your physical form in more subtle ways. You can cast the
alter Alter Self at will without costing a spell slot. However any changes in appearance when using the spell in this way must be beastial.
Circle of Peryite
2nd-level druid feature
As a member of this circle, your magic is derived from a mystical connection to the Daeric Prince of Pestilence, Peryite. Your connection to nature is a of its darkest form, being connected to that part of the natural order that corrupts and decays the weak and the old. You have a mystical connection to vermin and hagravens and are less likely to be attacked by them, you will find it easier to form kinship with them as a member of this circle.
Blessing of Peryite
2nd-level druid feature
You suffer a vulnerabilty to disease, however when afflicted by a disease it has additional effects for you:
• Ataxia. You gain blindsight to a distance of 30 feet.
• Rockjoint. You gain advantage on Constitution checks and Constitution saving throws.
• Whitbane. You gain advantage on Intimidation (Chrisma) checks and creatures that hit you must roll a Charisma saving throw or become frightened of you for 1 minute.
• Brain Rot. Your movement dosen't provoke opportunity attacks and you may make an opportunity attack against any creature leaving your reach, even from your own movement.
• Rattles. Attack rolls against you have disadvantage.
• Bone Break Fever. Creatures within 5 feet that hit you, are blinded until they use their action to wipe the blood from their eyes.
• Sanguinare Vampiris. Gain advantage on Dexterity (Stealth) checks to hide and gain resistance to Necrotic damage.
While already afflicted by any disease you will not be able to be afflicted by another.
Swarming Wild Shape
2nd-level druid feature
The rites of your circle grant you the ability to transform into swarms of beasts. You can use your Wild Shape to transform into a swarm, and are no longer limited to ground based beasts (you ignore the Limitations column of the Beast Shapes table, but must abide by the Max. CR).
Circle Spells
3rd-level druid feature
Your mystical connection to Peryite infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the circle spells below. 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.
Infectious
6th-level druid feature
When in wildshape and a creature must make a saving throw against contracting a disease from your attack. That creature must pass your Spell Save DC rather than the DC written on the beasts statblock, so long as your Spell Save DC is higher.
Death's Wings
10th-level druid feature
You gain the ability to polymorph your arms into a pair of wings, gaining a flying speed equal to your current speed. These wings can be raven-like, bat-like or dragon-like in nature. You can create these wings as an action on your turn. While polymorphed in this way you cannot cast spells or take regular attack actions, however any spells you are already concentrating on remain unaffected.
If you choose as part of the same transformation, you can polymorph your feet into a pair of claws that deal 1d8 slashing damage, these claws have light and finesse properties and you can attack with them while polymorphed if you are flying.
This polymorph lasts until you dismiss it as an action on your turn. You can’t polymorph in this way while wearing armour unless the armour is made to accommodate the wings and claws, and clothing not made to accommodate your wings and claws might be destroyed when you manifest them.
Aspect of Disease
14th-level druid feature
Whenever you deal poison damage to creature from one of your druid spells, that creature must make a Constitution saving throw against your spell save DC or contract one of the common diseases, listed below. A creature that succeeds its saving throw is immune to this affect for 24 hours.
Common Diseases
Roll 1d6
1d6 to determine a common disease.
(1) Ataxia. Pain grips the creature’s mind, and its skin turns milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
(2) Rockjoint. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
(3) Whitbane. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
(4) Brain Rot. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the
Confusion spell during combat.
(5) Rattles. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
(6) Bone Break Fever. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.