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##### Class Name | Level | Proficiency Bonus | Features | Wild Shape Uses | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1 | +2 | Druidic, Spellcasting | - | 2 | 2 | - | - | - | - | - | - | - | - | | 2 | +2 | Wild Shape, Druid Circle | 1 | 2 | 3 | - | - | - | - | - | - | - | - | | 3 | +2 | - | 2 | 2 | 4 | 2 | - | - | - | - | - | - | - | | 4 | +2 | Wild Shape Improvement, Ability Score Increase | 2 | 3 | 4 | 3 | - | - | - | - | - | - | - | | 5 | +3 | - | 2 | 3 | 4 | 3 | 2 | - | - | - | - | - | - | | 6 | +3 | Druid Circle Feature, Wild Shape Improvement | 3 | 3 | 4 | 3 | 3 | - | - | - | - | - | - | | 7 | +3 | Wild Casting (Cantrip) | 3 | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - | | 8 | +3 | Wild Shape Improvement, Ability Score Increase | 3 | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - | | 9 | +4 | Wild Casting (1st) | 3 | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | | 10 | +4 | Druid Circle Feature | 3 | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | | 11 | +4 | Wild Casting (2nd) | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | | 12 | +4 | Ability Score Increase | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | | 13 | +5 | Wild Casting (3rd) | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | | 14 | +5 | Druid Circle Feature | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | | 15 | +5 | Wild Casting (4th) | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 16 | +5 | Ability Score Increase | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 17 | +6 | Wild Casting (5th) | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18 | +6 | Timeless Body | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19 | +6 | Ability Score Increase | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20 | +6 | Archdruid | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As a druid, you gain the following class features #### Hit Points ___ - **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 #### Proficiencies ___ - **Armor:** light, medium, shields - **Weapons:** clubs, daggers, darts, javelins, maces, quarterstaves, scimitars, slings, spears - **Tools:** Herbalism kit or Poisoner's kit ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a shield or *(b)* a simple weapon - *(a)* a scimitar or *(b)* a simple weapon - Leather armor, an explorer's pack, and a druidic focus ### Druidic You know Druidic, the secret language of druids. You can use it to leave hidden messages. You and others who know the language automatically spot such a message. Others spot the message’s presence on a DC 15 Perception check but can’t decipher it without magic. ### Spellcasting #### 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. \pagebreakNum #### 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. You can also change your list of prepared spells when you finish a long rest. #### Spellcasting Ability Wisdom is your spellcasting ability for your druid spells. 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 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 as a spellcasting focus for your druid spells. ### Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast you have learned. You start with 2 beasts learned, and every time you level up, you can learn one new one, and unlearn one to learn another. To learn a beast, you must have seen it before and it must be able to pass the requirements set by the table below: | Druid Level | Max CR | Movement | Size | |:---:|:---:|:---:|:---:| | 2nd | 1/4 | No Fly or Swim Speed | Small or Medium | | 4th | 1/2 | No Fly Speed | Small or Medium | | 6th | 1 | - | Small, Medium, or Large | | 8th | 2 | - | Tiny, Small, Medium, or Large | You can use this feature once, but gain additional uses as you level up, as shown on the Wild Shape uses column on the Druid table. You regain expended uses when you finish a long rest. You can stay wild shaped 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 Strength, Dexterity, Constitution, AC, senses, and move speed are replaced with that of the beast. You also gain all of the beast’s skill proficiencies, resistances, immunities, vulnerabilities, features, and actions in addition to your own. If the beast has any legendary or lair actions, you cannot use them. - When you transform, you gain a number of temporary hit points equal to half of the beast’s maximum hit points (rounded down). When you revert to normal form, you lose all of these temporary hit points. - You can’t cast spells, and your ability to take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on spells you’ve already cast, however, or prevent you from taking actions that are part of a spell you’ve already cast. - You keep the benefits of any features from your class, race, or other source and can use them if your new form is physically capable of doing so. - When you are transformed, your type changes to beast, humanoid, and shapechanger. The beast you transform into is very clearly marked as a druid. This could mean glowing eyes, druidic runes, physical features of your race on the beast, or whatever else you can think of, so long as it is visibly obvious that this is not a normal animal. - You are able to speak normally in beast form. ### Druid Circle At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. You can choose the Circle of Dreams, Circle of the Land, Circle of the Moon, and Circle of Spores. ### Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, two ability scores by 1, or gain a feat of your choice. As usual, you can’t increase an ability score above 20 using this feature. ### Wild Casting Starting at 7th level, you can perform the verbal and somatic components of a druid spell while in wild shape, but you aren’t able to provide the material components. You are limited to casting cantrips. At 9th level, you are able to cast 1st level spells using this feature. At 11th level, you are able to cast 2nd level. At 13th level you can cast 3rd level. At 15th level you can cast 4th level, and at 17th level you can cast 5th level. \pagebreakNum ### Timeless Body Starting at 18th level, you age at a tenth the normal rate. ### Archdruid Starting at 20th level, you regain all spent uses of Wild Shape on a short or long rest, and transforming into CR 0 creatures does not cost a use of Wild Shape. You also learn the shape of all beasts, regardless of size. You must still adhere to challenge rating restrictions. Additionally, you ignore the verbal and somatic components of your druid spells, as well as the material components that do not have a gold cost. You gain this benefit while in your normal form and in your Wild Shape, and can cast druid spells of any level while in your Wild Shape. \pagebreakNum ## Circle of Dreams ### Circle Spells At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle Spells table. Once you gain access to one of these spells, 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. | Druid Level | Circle Spells | |:---:|:-----------:| | 3 | *calm emotions, misty step* | | 5 | *catnap, leomund's tiny hut* | | 7 | *confusion, phantasmal killer* | | 9 | *dream, scrying* | ### Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. You have a number of d6s, called fey dice, equal to your druid level, which you can use to fuel certain features. You regain all expended fey dice when you finish a long rest. As an action, you can choose one creature you can see within 120 feet of you and spend a number of fey dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 2 temporary hit points per die spent. ### \pagebreakNum ## Circle of the Land ### Bonus Cantrip When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. ### Natural Recovery Starting at 2nd level, 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. ### Land Biome Choose one of the following environments listed below to determine the environment in which you first became a druid, which is called your biome. Your biome gives you spells at various levels. These spells count as druid spells for you, and are always prepared and don't count against your number of prepared spells. ##### Arctic | Druid Level | Biome Spells | |:---:|:-----------:| | 3 |*hold person, snilloc's snowball swarm*| | 5 |*sleet storm, slow*| | 7 |*freedom of movement, ice storm*| | 9 |*commune with nature, cone of cold*| ##### Coast | Druid Level | Biome Spells | |:---:|:-----------:| | 3 |*mirror image, misty step*| | 5 |*tidal wave, water walk*| | 7 |*control water, watery sphere*| | 9 |*maelstrom, control winds*| ##### Desert | Druid Level | Biome Spells | |:---:|:-----------:| | 3 |*blur, heat metal*| | 5 |*create food and water, wall of sand*| | 7 |*blight, hallucinatory terrain*| | 9 |*conjure elemental, insect plague*| ##### Forest | Druid Level | Biome Spells | |:---:|:-----------:| | 3 |*barkskin, locate animals or plants*| | 5 |*conjure animals, plant growth*| | 7 |*conjure woodland beings, dominate beast*| | 9 |*commune with nature, tree stride*| \columnbreak ##### Grassland | Druid Level | Biome Spells | |:---:|:-----------:| | 3 |*gust of wind, skywrite*| | 5 |*haste, wind wall*| | 7 |*freedom of movement, storm sphere*| | 9 |*dream, far step*| ##### Mountain | Druid Level | Biome Spells | |:---:|:-----------:| | 3 |*shatter, spider climb*| | 5 |*call lightning, thunder step*| | 7 |*stone shape, stoneskin*| | 9 |*passwall, transmute rock*| ##### Swamp | Druid Level | Biome Spells | |:---:|:-----------:| | 3 |*darkness, melf's acid arrow*| | 5 |*gaseous form, stinking cloud*| | 7 |*grasping vine, vitriolic sphere*| | 9 |*contagion, insect plague*| ##### Underdark | Druid Level | Biome Spells | |:---:|:-----------:| | 3 |*spider climb, web*| | 5 |*meld into stone, stinking cloud*| | 7 |*greater invisibility, stone shape*| | 9 |*cloudkill, contagion*| ### Nature's Ward At 6th level, you can't be charmed or frightened by feys or elementals, and are immune to poison and disease. Additionally, 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. ### Biome Mastery At 10th level, you are most powerful within your home biome. While within your chosen biome, you can cast one of your biome spells at its lowest level without expending a spell slot, and regain the ability to do so after finishing a long rest. You also may add your Wisdom modifier to the damage of your damaging cantrips while within your chosen biome. Additionally, if you use your Natural Recovery feature while within your chosen biome, the spell slots recovered can have a combined level equal to 1 + half your druid level. \pagebreakNum ### Transmute Land At 14th level, you can use an action to alter the terrain around you to fit your needs. The land in a 50-foot-radius sphere centred on you begins changing into your chosen biome. By the beginning of your next turn, it changes completely, and you gain all the benefits of being within your chosen biome. Additionally, while you are within this area, you are considered proficient with all saving throws and your spell attack modifier and spell save DC both increase by 2. After 24 hours, the land reverts to its original terrain. You regain the ability to use this feature after finishing a long rest. \pagebreakNum ## Circle of the Moon ### Combat Wild Shape When you choose this circle at 2nd level, 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 Starting at 2nd level, you can use your Wild Shape to transform into a beast or plant with a challenge rating as high as 1, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast or plant with a challenge rating as high as your druid level divided by 3, rounded down. ### Primal Strike Starting at 6th level, your attacks in beast or plant form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, once on each of your turns after you hit with an attack in beast or plant form, you may expend a spell slot to increase the damage of the attack by 1d6 per level of the spell slot expended. ### Elemental Wild Shapes At 10th level, you can expend two uses of Wild Shape at the same time to transform into an elemental. The elemental must fill the challenge rating requirement for your other Wild Shapes. You do not need to learn these forms as with your normal Wild Shapes. ### Monstrous Shape At 14th level, you can expend two uses of Wild Shape at the same time to transform into a monstrosity. The monstrosity must fill the challenge rating requirement for your other Wild Shapes, and must normally have the unaligned alignment. You do not need to learn these forms as with your normal Wild Shapes. \pagebreakNum ## Circle of Spores ### Circle Spells At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, 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. | Druid Level | Circle Spells | |:---:|:-----------:| | 3 |*gentle repose, ray of enfeeblement*| | 5 |*animate dead, gaseous form*| | 7 |*blight, confusion*| | 9 |*cloudkill, contagion*| ### Halo of Spores Starting at 2nd level, you can launch toxic spores at other creatures. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 poison damage to that creature. The poison damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. ### Symbiotic Entity At 2nd level, when you use your Wild Shape feature, you can awaken your spores, rather than transforming. When you do so, you gain 4 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 1 hour, until you lose all these temporary hit points, or until you use your Wild Shape again. ### Fungal Infestation At 6th level, if a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. \columnbreak ### Spreading Spores At 10th level, as a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. While the cube of spores persists, you can't use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. ### Fungal Body At 14th level, you can't be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn't deal its extra damage to you, unless you are incapacitated. Additionally, while using your Symbiotic Entity feature, if the temporary hit points are depleted, any extra damage is ignored.