{"name":"Druid (2024 Edition)","overview":"Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.\r\n\r\nRevering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.\r\n\r\nDruids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.","hit_dice":"1d8","hit_points_at_1st_level":"1d8 + your Constitution modifier","hit_points_at_higher_levels":"1d8","armor_proficiencies":"Light Armor and Shields","weapon_proficiencies":"Simple Weapons","tools":"Herbalism Kit","saving_throws":"Intelligence and Wisdom","skills":"Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival","starting_equipment":"[b]Choose A or B: [\/b]\r\n[ul][li](A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer\u2019s Pack, Herbalism Kit, and 9 GP;[\/li]\r\n[li](B) 50 GP[\/li][\/ul]","spellcasting":"You have learned to cast spells through studying the mystical forces of nature. See the Player\u2019s Handbook for the rules on spellcasting. The information below details how you use those rules with Druid spells.\r\n\r\n[b]Cantrips.[\/b] You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.\r\n\r\nWhenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.\r\n\r\nWhen you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.\r\n\r\n[b]Spell Slots.[\/b] The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\r\n\r\n[b]Prepared Spells of Level 1+. [\/b]You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.\r\n\r\nThe number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you\u2019re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.\r\n\r\nIf another Druid feature gives spells that you always have prepared, those spells don\u2019t count against the number of spells on the list you prepare with this feature, but those spells otherwise count as Druid spells for you.\r\n\r\n[b]Changing Your Prepared Spells.[\/b] Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Druid spells for which you have spell slots.\r\n\r\n[b]Spellcasting Ability. [\/b]Wisdom is your Spellcasting Ability for your Druid spells.\r\n\r\n[b]Spellcasting Focus.[\/b] You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.","class_features":"[h3][b]Level 1: Druidic[\/b][\/h3]\r\nYou know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of speaking to animals; you always have the Speak with Animals spell prepared.\r\n\r\nYou can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message\u2019s presence with a successful DC 15 Intelligence (Investigation) check but can\u2019t decipher it without magic.\r\n\r\n[h3][b]Level 1: Primal Order[\/b][\/h3]\r\nYou have dedicated yourself to one of the following sacred roles of your choice.\r\n\r\n[b]Magician.[\/b] You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).\r\n\r\n[b]Warden.[\/b] Trained for battle, you gain proficiency with Martial weapons and training with Medium Armor.\r\n\r\n[h3][b]Level 2: Wild Shape[\/b][\/h3]\r\nThe power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see \u201cKnown Forms\u201d below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.\r\n\r\n[b]Number of Uses.[\/b] You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.\r\n\r\nYou gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Feature table.\r\n\r\n[b]Known Forms.[\/b] You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1\/4 and that lack a Fly Speed. The Rat, Riding Horse, Spider, and Wolf are recommanded. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.\r\n\r\nWhen you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.\r\n\r\nWhen choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.\r\n[block:1519772]\r\n\r\n[b]Rules While Shape-Shifted.[\/b] While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:\r\n\r\n[b]Temporary Hit Points.[\/b] When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.\r\n\r\nGame Statistics. Your game statistics are replaced by the statistics of the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving thow modifier in the Beast'stat block is higher than yours, use the one in the stat block.\r\n\r\n[b]No Spellcasting.[\/b] You can\u2019t cast spells, but shape-shifting doesn\u2019t break your Concentration or otherwise interfere with a spell you\u2019ve already cast.\r\n\r\n[b]Objects.[\/b] Your ability to handle objects is determined by the form\u2019s limbs rather than your own. In addition, 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's practical for the new form to wear a piece of equipment based on the creature\u2019s size and shape. Your equipment doesn\u2019t change size or shape to match the new form, and any equipment that the new form can\u2019t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form.\r\n\r\n[h3][b]Level 2: Wild Companion[\/b][\/h3]\r\nYou can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without material components.\r\n\r\nWhen you cast the spell in this way, the familiar is a Fey, and it disappears when you finish a Long Rest.\r\n\r\n[h3][b]Level 3: Druid Subclass[\/b][\/h3]\r\nYou gain a Druid subclass of your choice. The Circle of the Land, the Circle of the Moon, the Circle of the Sea, and the Circle of the Stars subclasses are detailed after this class\u2019s description. A subclass is a specialization that grants you special abilities at certain Druid levels. For the rest of your career, you gain each of your subclass\u2019s features that are of your Druid level and lower.\r\n\r\n[h3][b]Level 4: Ability Score Improvement[\/b][\/h3]\r\nYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.\r\n\r\n[h3][b]Level 5: Wild Resurgence[\/b][\/h3]\r\nOnce on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).\r\n\r\nIn addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, and you can\u2019t do so again until you finish a Long Rest.\r\n\r\n[h3][b]Level 7: Elemental Fury[\/b][\/h3]\r\nThe might of the elements flows through you. You gain one of the following options of your choice.\r\n\r\n[b]Potent Spellcasting.[\/b] You add your Wisdom modifier to the damage you deal with any Druid cantrip.\r\n\r\n[b]Primal Strike.[\/b] Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form\u2019s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).\r\n\r\n[h3][b]Level 8: Ability Score Improvement[\/b][\/h3]\r\nYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 12, and 16.\r\n\r\n[h3][b]Level 12: Ability Score Improvement[\/b][\/h3]\r\nYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 12, and 16.\r\n\r\n[h3][b]Level 15: Improved Elemental Fury[\/b][\/h3]\r\nThe option you chose for Elemental Fury grows more powerful, as detailed below.\r\n\r\n[b]Potent Spellcasting.[\/b] When you cast a Druid cantrip with a range of 10 feet or greater, the spell\u2019s range increases by 300 feet.\r\n\r\n[b]Primal Strike.[\/b] The extra damage of your Primal Strike increases to 2d8.\r\n\r\n[h3][b]Level 18: Beast Spells[\/b][\/h3]\r\nWhile using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.\r\n\r\n[h3][b]Level 19: Epic Boon[\/b][\/h3]\r\nYou gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensionnal Travel is recommended.\r\n\r\n[h3][b]Level 20: Archdruid[\/b][\/h3]\r\nThe vitality of nature constantly blooms within you, granting you the following benefits.\r\n\r\n[b]Evergreen Wild Shape.[\/b] Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.\r\n\r\n[b]Nature Magician.[\/b] You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can\u2019t do so again until you finish a Long Rest.\r\n\r\n[b]Longevity.[\/b] The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.","subclass_options":"A Druid subclass is a specialization that grants you special abilities at certain Druid levels, as specified in the subclass. Druids form loose associations, which they call circles. This section presents the Circle of the Land, the Circle of the Moon, and the Circle of the Sea subclasses.\r\n\r\n[spoiler]\r\n[h2][b]Circle of the Land[\/b][\/h2]\r\nDruid Circle of the Land DnD 2024The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle\u2019s wisest members preside as the chief priests of their communities.\r\n\r\n[h3][b]Level 3: Circle of the Land Spells[\/b][\/h3]\r\nWhenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.\r\n\r\n[block:1519794]\r\n[block:1519796]\r\n[block:1519797]\r\n[block:1519798]\r\n\r\n[h3][b]Level 3: Land\u2019s Aid[\/b][\/h3]\r\nAs a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.\r\n\r\nThe damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).\r\n\r\n[h3][b]Level 6: Natural Recovery[\/b][\/h3]\r\nYou can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.\r\n\r\nIn addition, 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 (round up), and none of them can be level 6+. For example, if you\u2019re a level 6 Druid, you can recover up to three levels\u2019 worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can\u2019t do so again until you finish a Long Rest.\r\n\r\n[h3][b]Level 10: Nature's Ward[\/b][\/h3]\r\nYou are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature\u2019s Ward table.\r\n\r\n[u][b]Nature's Ward[\/b][\/u]\r\n[ul][li]Land Type -\tResistance[\/li]\r\n[li]Arid  -\tFire[\/li]\r\n[li]Polar -\tCold[\/li]\r\n[li]Temperate -\tLightning[\/li]\r\n[li]Tropical  - Poison[\/li][\/ul]\r\n\r\n[h3][b]Level 14: Nature's Sanctuary[\/b][\/h3]\r\nAs a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature\u2019s Ward while there.\r\n\r\nAs a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.\r\n| Circle of The Land\r\n[\/spoiler][spoiler]\r\n[h2][b]Circle of the Moon[\/b][\/h2]\r\nThis is the Circle of the Moon according to the information WotC released so far, not yet the official 2024 version.\r\nDruids of the Circle of the Moon draw on the magic of the moon to transform themselves and to guard the wilds. Their order gathers under the full moon to share news and perform rituals. They wander the deepest parts of the wilderness, where they might go for weeks before crossing paths with another person, let alone another Druid.\r\n\r\nDruid Circle of the Moon DnD 2024\r\n\r\nChangeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid\u2019s blood.\r\n\r\n[h3][b]Level 3: Circle Forms[\/b][\/h3]\r\nYou have learned ancient techniques that allow you to channel lunar magic when you assume a Wild Shape form, granting you the following benefits:\r\n\r\n[b]Challenge Rating.[\/b] The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).\r\n\r\n[b]Armor Class.[\/b] Your AC equals 13 plus your Wisdom modifier or the Beast AC (whichever one is higher), until you leave the form.\r\n\r\n[b]Temporary Hit Points.[\/b] You gain a number of Temporary Hit Points equal to three times your Druid level.\r\n\r\n[h3][b]Level 3: Circle of the Moon Spells[\/b][\/h3]\r\nYour connection to this circle ensures that you always have certain spells ready. When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.\r\n\r\nIn addition, you can cast the spells from this feature while you are in Wild Shape form.\r\n\r\n[block:1519800]\r\n\r\n[h3][b]Level 6: Improved Circle Forms[\/b][\/h3]\r\nWhile in a Wild Shape form, you gain the following benefits:\r\n\r\n[b]Lunar Radiance.[\/b] Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.\r\n\r\n[b]Increased Toughness.[\/b] You can add your Wisdom modifier to your Constitution saving throws.\r\n\r\n[h3][b]Level 10: Moonlight Step[\/b][\/h3]\r\nYou magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.\r\n\r\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a spell slot of level 2 or higher for each use you want to restore (no action required).\r\n\r\n[h3][b]Level 14: Lunar Form[\/b][\/h3]\r\nThe power of the moon suffuses you, granting you the following benefits:\r\n\r\n[b]Improved Lunar Radiance.[\/b] Each of your attacks in a Wild Shape form deals an extra 1d10 Radiant damage on a hit.\r\n\r\n[b]Shared Moonlight.[\/b] Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.\r\n| Circle of The Moon\r\n[\/spoiler][spoiler]\r\n[h2][b]Circle of the Sea[\/b][\/h2]\r\nThis is the Circle of the Sea according to the information WotC released so far, not yet the official 2024 version.\r\nDruids of the Circle of the Sea draw on the tempestuous natural forces of the world\u2019s oceans and storms. Some view themselves as embodiments of nature\u2019s wrath, seeking vengeance against those who despoil the natural world. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves, and listening to the inscrutable whispers and roars of the winds.\r\n\r\n[h3][b]Level 3: Circle of the Sea Spells[\/b][\/h3]\r\nYour connection to this circle ensures that you always have certain spells ready. When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.\r\n\r\n[block:1519801]\r\n\r\n[h3][b]Level 3: Wrath of the Sea[\/b][\/h3]\r\nAs a Bonus Action, you can expend a use of your Wild Shape to manifest an aura that takes the form of ocean spray that surrounds you. The aura lasts for 10 minutes. It ends early if you have the Incapacitated condition, dismiss it (no action required), or manifest the aura again.\r\n\r\nAt the end of each of your turns, you can choose another creature you can see within 10 feet of yourself. The target must succeed on a Constitution saving throw against your Spell Save DC or take Thunder damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).\r\n\r\n[h3][b]Level 6: Aquatic Affinity[\/b][\/h3]\r\nYour Wrath of the Sea emanation increased to 10 feet.\r\n\r\nIn addition, you gain a Swim Speed equal to your Speed.\r\n\r\n[h3][b]Level 10: Stormborn[\/b][\/h3]\r\nYour Wrath of the Sea confers two more benefits while active:\r\n\r\n[b]Flight.[\/b] You gain a Fly Speed equal to your Speed.\r\n\r\n[b]Resistance.[\/b] You have resistance to Cold, Lighting, and Thunder damage.\r\n\r\n[h3][b]Level 14: Oceanic Gift[\/b][\/h3]\r\nWhenever you use Wrath of the Sea, you can manifest the aura around one willing creature within 60 feet of you rather than manifesting it around yourself. The creature gains all the benefits of the aura and uses your Spell Save DC and Wisdom modifier for it.\r\n\r\nIn addition, you can manifest the aura around both the other creature and yourself if you expend two uses of your Wild Shape, instead of one, when manifesting the aura.\r\n| Circle of The Sea\r\n[\/spoiler]","table_data":"Level|\tProf Bonus|\tClass Features|\tWild Shape|\tCantrips| Prepared Spells|\t1|\t2|\t3|\t4|\t5|\t6|\t7|\t8|\t9\r\n1|\t+2|\tSpellcasting, Druidic, Primal Order|\t-|\t2|\t4|\t2|\t-|\t-|\t-|\t-|\t-|\t-|\t-|\t-\r\n2|\t+2|\tWild Shape, Wild Companion|\t2|\t2|\t5|\t3|\t-|\t-|\t-|\t-|\t-|\t-|\t-|\t-\r\n3|\t+2|\tDruid Subclass|\t2|\t2|\t6|\t4|\t2|\t-|\t-|\t-|\t-|\t-|\t-|\t-\r\n4|\t+2|\tAbility Score Improvement|\t2|\t3|\t7|\t4|\t3|\t-|\t-|\t-|\t-|\t-|\t-|\t-\r\n5|\t+3|\tWild Resurgence|\t2|\t3|\t9|\t4|\t3|\t2|\t-|\t-|\t-|\t-|\t-|\t-\r\n6|\t+3|\tSubclass Feature|\t3|\t3|\t10|\t4|\t3|\t3|\t-|\t-|\t-|\t-|\t-|\t-\r\n7|\t+3|\tElemental Fury|\t3|\t3|\t11|\t4|\t3|\t3|\t1|\t-|\t-|\t-|\t-|\t-\r\n8|\t+3|\tAbility Score Improvement|\t3|\t3|\t12|\t4|\t3|\t3|\t2|\t-|\t-|\t-|\t-|\t-\r\n9|\t+4|\t-|\t3|\t3|\t14|\t4|\t3|\t3|\t3|\t1|\t-|\t-|\t-|\t-\r\n10|\t+4|\tSubclass Feature|\t3|\t4|\t15|\t4|\t3|\t3|\t3|\t2|\t-|\t-|\t-|\t-\r\n11|\t+4|\t-|\t3|\t4|\t16|\t4|\t3|\t3|\t3|\t2|\t1|\t-|\t-|\t-\r\n12|\t+4|\tAbility Score Improvement|\t3|\t4|\t16|\t4|\t3|\t3|\t3|\t2|\t1|\t-|\t-|\t-\r\n13|\t+5|\t-|\t3|\t4|\t17|\t4|\t3|\t3|\t3|\t2|\t1|\t1|\t-|\t-\r\n14|\t+5|\tSubclass Feature|\t3|\t4|\t17|\t4|\t3|\t3|\t3|\t2|\t1|\t1|\t-|\t-\r\n15|\t+5|\tImproved Elemental Fury|\t3|\t4|\t18|\t4|\t3|\t3|\t3|\t2|\t1|\t1|\t1|\t-\r\n16|\t+5|\tAbility Score Improvement|\t3|\t4|\t18|\t4|\t3|\t3|\t3|\t2|\t1|\t1|\t1|\t-\r\n17|\t+6|\t-|\t4|\t4|\t19|\t4|\t3|\t3|\t2|\t2|\t1|\t1|\t1|\t1\r\n18|\t+6|\tBeast Spells|\t4|\t4|\t20|\t4|\t3|\t3|\t3|\t2|\t1|\t1|\t1|\t1\r\n19|\t+6|\tEpic Boon|\t4|\t4|\t21|\t4|\t3|\t3|\t3|\t2|\t1|\t1|\t1|\t1\r\n20|\t+6|\tArchdruid|\t4|\t4|\t22|\t4|\t3|\t3|\t3|\t2|\t2|\t1|\t1|\t1","source":"","jsondata":"","tags":"Druid, 2024, Circle of The Land, Circle of The Moon, Circle of The Sea","isShared":"on","templateId":"5460","blockId":"1519769","world":""}