Druid (One)
Design Notes: Druid UpdatesEdit
+ Here are the main updates in this class since its last playtest version:
- Wild Shape now allows the Druid to know more Beast forms, and it gives Temporary Hit Points to the Druid. In addition, the Beast form no longer retains the Druid's species traits.
Druid class [1]
Class Group: Priest
Primary Abiliy: Wisdom
Unofficial Description: This class taps into the Primal power of nature to perform magic.
Level | Proficiency Bonus |
Class Features | Wild Shape |
Cantrips | Prepared Spells |
—Prepared Spells per Spell Level— | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||
1st | +2 | Druidic, Primal Order, Spellcasting | — | 2 | 4 | 2 | — | — | — | — | — | — | — | — | |
2nd | +2 | Wild Companion, Wild Shape | 2 | 2 | 5 | 3 | — | — | — | — | — | — | — | — | |
3rd | +2 | Druid Subclass | 2 | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — | |
4th | +2 | Ability Score Improvement | 2 | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — | |
5th | +3 | Wild Resurgence | 2 | 3 | 9 | 4 | 3 | 2 | — | — | — | — | — | — | |
6th | +3 | Subclass Feature | 3 | 3 | 10 | 4 | 3 | 3 | — | — | — | — | — | — | |
7th | +3 | Elemental Fury | 3 | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — | |
8th | +3 | Ability Score Improvement | 3 | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — | |
9th | +4 | Commune with Nature | 3 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | |
10th | +4 | Subclass Feature | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | |
11th | +4 | — | 3 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
12th | +4 | Ability Score Improvement | 3 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
13th | +5 | — | 3 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
14th | +5 | Subclass Feature | 3 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
15th | +5 | Improved Elemental Fury | 3 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
16th | +5 | Ability Score Improvement | 3 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
17th | +6 | — | 4 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Beast Spells | 4 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | Ability Score Improvement | 4 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | Archdruid | 4 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating a DruidEdit
[1] Class Group: Priests
Primary Ability: Wisdom
To create a Druid, consult the following lists, which provide Hit Points, Proficiencies, and Armor Training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Druid” section.
Then look at the Druid table to see the Class Features you get at each level in this Class. The descriptions of those features appear in the “Druid Class Features” section.
Hit PointsEdit
Hit Dice: 1d8 per Druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier
ProficienciesEdit
Saving Throws: Intelligence, Wisdom.
Skills: Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival).
Weapons: Simple Weapons
Tools: Herbalism Kit
Armor TrainingEdit
Starting EquipmentEdit
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 50 GP on equipment of your choice. Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, Leather Armor, Shield, Sickle, 9 GP
Multiclassing and the DruidEdit
If your group uses the multiclassing rules in the Player's Handbook, here’s what you need to know if you choose Druid as one of your Classes.
Ability Score Minimum. 1+ Wisdom
Proficiencies.
Armor Training. Light Armor and Shields.
Spell Slots. Add all your Druid levels
Druid Class FeaturesEdit
DruidicEdit
1st level
Summary: Gain the Druidic secret language. Always have Speak with Animals prepared.
Primal OrderEdit
1st level
Summary: You choose an order:
- Magician. Bonus Primal cantrip. Buff to Intelligence (Nature) checks.
- Warden. Gain Martial Weapon and Medium Armor proficiencies.
SpellcastingEdit
Also see: Druid (One)/Spell |
1st level
Summary: You can cast Druid spells.
- Cantrips. Know 2 Druid cantrips (more as you gain levels)
- Spell Slots. See Druid table for number and level of spell slots.
- Prepared Spells of 1st+ Level. See Druid table for number of spells you have prepared each day. (increases with Druid level). Other features may grant extra prepared spells that don't count against this limit.
- Changing Your Prepared Spells. After a Long Rest you may change which spells are prepared. Changes take 1 minute per spell level.
- Spellcasting Ability. Wisdom.
- Spellcasting Focus. Druidic Focus.
Wild CompanionEdit
2nd Level
Summary: Using a Magic action and expending either a Wild Shape use or a spell slot, you cast Find Familiar without material components. The companion if a Fey and lasts until you finish a Long Rest.
Wild ShapeEdit
Also see: Druid (One)/Beast Shape |
2nd Level
Design Notes: Wild Shape FormsEdit
The creature statistics section of the 2024 Player's Handbook will include more Beast options than the 2014 book contains.
Summary: Use a Bonus Action to take on a Druid/Beast Shape for a number of hours. The shapes you know 2 + ½ Druid level (round up). The number of times you can use this is shown on the Druid Overview table (increases with Druid levels).
Beast Shapes [2] | |||
---|---|---|---|
Druid Level | Known Forms | Max CR | Fly Speed |
2nd | 3 | 1/4 | No |
4th | 4 | 1/2 | No |
8th | 6 | 1 | Yes |
Rules While Transformed. You retain your personality, memories, and ability to speak. Additional rules apply:
- Game Statistics. Keep Hit Points; Hit Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; feats; skill and saving throws (may gain additional from form). If beast form's proficiency bonus is better, use it. Do not gain legendary or lair actions.
- Temporary Hit Points. Gain Temporary Hit Points [3] based on your Druid level.
- No Spellcasting. (also see Beast Spells)
- Objects. Your equipment falls to the ground in your space, merges into your new form, or is worn by it. GM determines if the form can manipulate an object.
Druid SubclassEdit
3rd Level (features at 3rd, 6th, 10th, 14th)
Summary: You gain a Druid subclass
List of Druid SubclassesEdit
3 official and unofficial Druid subclasses.
Subclass | Summary | Canon | Source |
---|---|---|---|
Circle of the Land | This druid subclass focuses on harmony with the land. | false | UA 2023 Player's Handbook Playtest 6, "Varied" |
Circle of the Moon | This druid subclass draws on the power of the moon. This grants enhancement to Wild Shape and bestows other abilities. | false | "Varied", UA 2023 Player's Handbook Playtest 8 |
Circle of the Sea | This druid subclass draws on the power of the sea and storms. | false | UA 2023 Player's Handbook Playtest 6, "Varied" |
Ability Score ImprovementEdit
4th, 8th, 12th, 16th, and 19th Level
Template:RefstartYou gain the Ability Score Improvement Feat or another Feat of your choice for which you qualify.
Wild ResurgenceEdit
5th Level
Summary: When out of Wild Shape uses, you can spend a spell slot to gain 1 use. Also, once per day, may expend a Wild Shape use to create a 1st-level spell slot.
Elemental FuryEdit
7th Level
Summary: Choose one option:
- Potent Spellcasting. Buff Druid cantrip damage.
- Primal Strike. Once per turn buff weapon or beast form's attack with Cold, Fire, Lightning, or Thunder damage.
Commune with NatureEdit
9th Level
Summary: Always have Commune with Nature prepared.
Improved Elemental FuryEdit
15th Level
Summary: Buff Elemental Fury
Beast SpellsEdit
18th Level
Summary: May cast spells while using Wild Shape (with some restrictions).
ArchdruidEdit
20th Level
Summary: Grants the following:
- Evergreen Wild Shape. Gain use of Wild Shape if you have not left at the start of a fight.
- Nature Magician. Convert uses of Wild Shape into a spell slot.
- Longevity. You age more slowly.
Sources and NotesEdit
- ↑ 1.0 1.1 1.2 WotC RPG Team (27 November 2023). UA 2023 Player's Handbook Playtest 8. (Dungeons and Dragons One D&D) Wizards of the Coast. Licensed: © Wizards of the Coast (used under 'fair use' clause).
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- ↑ Rule Tip: Temporary Hit Points Don't Stack. If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook (5e). - James Wyatt, Jeremy Crawford (20 November 2018). Guildmasters' Guide to Ravnica. (5e 2014) Wizards of the Coast. ISBN 0786966599. p. 27.; Ben Petrisor, Dan Dillon, Bill Benham, Jeremy Crawford, F. Wesley Schneider (14 January 2020). UA 2020 Subclasses Part 1. (5e 2014) Wizards of the Coast. ; Ben Petrisor, Jeremy Crawford, Adam Lee, Dan Dillon, F. Wesley Schneider (24 February 2020). UA 2020 Subclasses Part 3. (5e 2014) Wizards of the Coast. .
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