Defenders of the wild places, druids draw their power and abilities from the natural world around them.
Level | Wild Shape Polymorph Lvl | Combat Proficiency Bonus | New Abilities |
---|---|---|---|
1st | -- | +0 | Spells, summon nature's ally, bonus languages, standard technique, cantrips, wild empathy |
2nd | -- | +1 | Nature's Bond |
3rd | -- | +2 | Skill focus, standard technique |
4th | Level 3 | +3 | Nature's mastery, ability score increase |
5th | Level 3 | +3 | Druid technique |
6th | Level 4 | +4 | Standard technique |
7th | Level 4 | +5 | Druid technique |
8th | Level 5 | +6 | Ability Score Increase, extra attack |
9th | Level 5 | +6 | Standard technique |
10th | Level 6 | +7 | Druid technique |
11th | Level 6 | +8 | Druid technique |
12th | Level 7 | +9 | Standard technique, ability score increase |
13th | Level 7 | +9 | Druid technique |
14th | Level 7 | +10 | Druid technique |
15th | Level 7 | +11 | Standard technique, extra attack |
16th | Level 7 | +12 | Ability score increase |
17th | Level 7 | +12 | Druid technique |
18th | Level 7 | +13 | Standard technique |
19th | Level 7 | +14 | Druid technique |
20th | Level 7 | +15 | Home ground, ability score increase |
Level | Wild Shape Polymorph Lvl | Combat Proficiency Bonus |
---|---|---|
1st | -- | +0 |
2nd | -- | +1 |
3rd | -- | +2 |
4th | Level 3 | +3 |
5th | Level 3 | +3 |
6th | Level 4 | +4 |
7th | Level 4 | +5 |
8th | Level 5 | +6 |
9th | Level 5 | +6 |
10th | Level 6 | +7 |
11th | Level 6 | +8 |
12th | Level 7 | +9 |
13th | Level 7 | +9 |
14th | Level 7 | +10 |
15th | Level 7 | +11 |
16th | Level 7 | +12 |
17th | Level 7 | +12 |
18th | Level 7 | +13 |
19th | Level 7 | +14 |
20th | Level 7 | +15 |
Level | New Abilities |
---|---|
1st | Spells, summon nature's ally, bonus languages, standard technique, cantrips, wild empathy |
2nd | Nature's bond |
3rd | Skill focus, standard technique |
4th | Nature's mastery, ability score increase |
5th | Druid technique |
6th | Standard technique |
7th | Druid technique |
8th | Ability Score Increase, extra attack |
9th | Standard technique |
10th | Druid technique |
11th | Druid technique |
12th | Standard technique, ability score increase |
13th | Druid technique |
14th | Druid technique |
15th | Standard technique, extra attack |
16th | Ability Score Increase |
17th | Druid technique |
18th | Standard technique |
19th | Druid technique |
20th | Home ground, ability score increase |
Level | Spell Slots Per Day | ||||||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
1st | 2 | - | - | - | - | - | - | - | - |
2nd | 3 | - | - | - | - | - | - | - | - |
3rd | 3 | 1 | - | - | - | - | - | - | - |
4th | 3 | 2 | - | - | - | - | - | - | - |
5th | 3 | 2 | 1 | - | - | - | - | - | - |
6th | 3 | 3 | 2 | - | - | - | - | - | - |
7th | 4 | 3 | 2 | 1 | - | - | - | - | - |
8th | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
10th | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
11th | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - |
12th | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
13th | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
14th | 4 | 4 | 4 | 4 | 3 | 2 | 2 | - | - |
15th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
16th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 2 | - |
17th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 2 | 1 |
18th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
19th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 |
20th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
Prime Ability: Wisdom
Hit Points: d8 + Con bonus per level
Skill Points: Medium (4 points per level)
Knowledge Points: Medium (4 points per level)
Save DC: 10 + Character Level + Wisdom Bonus
Spell Attack Bonus: Character Level + Wisdom Bonus
Weapon Proficiency: All simple weapons except for crossbows and axes
Armor Proficiency: Light and Medium Armor Proficiencies (non-metal), Shield Proficiency (non-metal)
You cast spells that are drawn from the Druid, Animal, Plant, or Weather domains. You may also choose one of the following domains to complete your spell list: Air, Earth, Fire, Ice, Lightning, or Water.
Each day, you choose and prepare spells from these domains at a specific time each day--usually a time with sunrise or sunset. During this time, you spend 1 hour in quiet supplication, allowing you to renew your daily allotment of spells. Unlike some casters, time spent resting has no effect on whether you can prepare spells. You may prepare a number of spells per day equal to 2 + your level + Wis Bonus.
To cast your prepared spells, you expend a spell slot of the appropriate level. The prepared spell remains in your repertoire, and you may continue to re-cast the same spell over again provided you have spell slots available. The number of spell slots you get per day is dependent of your character level (see the table above).
Some spells are so minor or intuitive that they don't require spell slots. At level 1 you start by knowing three cantrips of your choice. Once chosen, you cannot change these, though you gain a new cantrip at level 5 and every fifth level afterward. Cantrips are cast like normal spells, except they don't require spell slots. You can cast them as many times as you wish. See cantrips.
You can intuitively cast Summon Animal. You have this spell automatically prepared, and it doesn’t count toward your daily allotment of prepared spells. This spell still uses a spell slot when cast. At level 3, you may choose to swap Summon Animal for Summon Swarm, or at level 5, you may swap it out for Summon Elemental. Once you choose to swap, the choice is permanent and cannot be reversed.
All druids know Druidic as one of their primary languages. Druidic is a secret language known only to druids, and they are forbidden to teach this language to nondruids. You may also choose to have Language Proficiency (Sylvan) as one of your secondary languages. This proficiency is acquired free at level 1 and doesn't require any training costs.
You gain the Wild Empathy ability ability.
At level 2, you develop a strong bond with nature. You may choose one of the following abilities.
At level 3 you gain the Skill Focus common ability for two of the following skills: Animals, Arcana, Dungeoneering, Medicine, Nature, Planes, Poison, or an appropriate Craft skill.
At level 4 you begin to gain mastery over nature. You may choose one of the following abilities.
At level 5 you learn a druid technique. You learn additional druid techniques automatically at levels 7, 10, 11, 13, 14, and 17, and 19.
At level 8 and again at level 15, you gain an extra attack that you can make when making a full attack. In a full attack, all attacks except for your first ones are made at a -5 penalty.
At 20th level, select a specific area relevant to the campaign, such as a prominent forest, mountain, or even a patch of sea. You know every tree, every deer, every blade of grass, and every scuttling beetle in that area. While in this area you: