C.D. ☘️ Druid - JulTob/DnD GitHub Wiki
🍀 Druid
🌱 Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.
🌱 Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, 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.
🎍 Druids are the stewards of the natural world, protectors of the delicate balance that sustains all life. As the archdruid Safhran said, “Even in death, each creature plays its part in maintaining the Great Balance.” Druids understand that this balance is constantly threatened, especially by the destructive behaviors of mortal races, who often stray far from the harmony of nature. Though they are generally peaceful and dedicated to teaching and preservation, druids know that there are times when they must rise up and act decisively to eradicate threats to the natural order.
🪷 Power of Nature
🎋 Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity.
🎋 Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces.
🎋 The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
🎋 Druid spells are oriented toward nature and animals-the power of tooth and claw, of sun and moon, of fire and storm.
🎋 Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
🍃 Preserve the Balance
🌵 For druids, nature exists in a precarious balance.
🌵 The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium.
🌵 If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements.
🌵 Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
🌵 Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it.
🌵 Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires).
🌵 Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.
🌵 Druids are often found guarding sacred sites or watching over regions of unspoiled nature.
🌵 But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
Treasured Item
For many druids, their connection to nature is symbolized by a treasured item—something sacred or personally significant. These items may not be magical, but they hold deep meaning, connecting the druid’s mind and spirit to the forces of nature.
Examples of Treasured Items:
- A twig from the meeting tree in the center of your village.
- A vial of water from the source of a sacred river.
- Special herbs tied together in a bundle.
- A small bronze bowl engraved with animal images.
- A rattle made from a dried gourd and holly berries.
- A miniature golden sickle handed down by a mentor.
Guiding Aspect
Every druid feels a strong affinity with a particular aspect of the natural world, whether it’s a body of water, a type of tree, or an animal. This aspect serves as a guiding force, an example to emulate in their own life and actions.
Examples of Guiding Aspects:
- Yew Trees:
- Represent renewal—letting the old die so the new can flourish.
- Oak Trees:
- Symbolize strength and vitality, inspiring resolve and fortitude.
- The River:
- Reflects the endless flow of time and the importance of long-term thinking.
- The Sea:
- A constant cauldron of power and chaos, teaching the necessity of change.
- Birds in the Sky:
- Even the smallest can survive if they stay above the fray.
- The Wolf:
- Demonstrates that the power of the pack far exceeds that of the individual.
Mentor
Druids often begin their training under the guidance of a mentor—a wise elder, a mystical creature, or a being deeply connected to nature. The mentor not only teaches the druid the ways of nature and magic but also shapes their worldview, instilling beliefs and attitudes that will guide them on their path.
Examples of Mentors:
- A Wise Treant: Taught you to think in terms of years and decades, not days or months.
- A Dryad: Guarded a slumbering portal to the Abyss and taught you to watch for hidden threats.
- A Mysterious Tutor: Appeared to you only as a falcon, never revealing their humanoid form.
- An Old Druid: Trained you and others until one pupil betrayed and killed them.
- A Visionary Mentor: Appeared only in visions, leaving you uncertain if they exist in mortal form.
- A Werebear: Taught you to treat all living things with equal regard.
Role of the Druid
Druids play a vital role in the world, often misunderstood or feared for their mysterious powers. They embody the natural forces they revere, producing magical phenomena that link them to the spirit of nature and the flow of life. Whether your druid character is a devout worshiper of nature, who scorns civilization and finds solace in the wild, or a city dweller striving to harmonize the civilized world with nature, these aspects can help flesh out their backstory and personality.
Druid: What Made You Turn to Nature?
d6 | I became a druid because... |
---|---|
1 | I saw too much devastation in the world, so I became the guardian of a sacred glade. |
2 | I found a place among a circle of druids after I fled civilization. |
3 | I have always had an affinity for the natural world. It drew me away from my home and into the wilds. |
4 | While I was growing up, I saw spirits all around me—entities no one else could perceive. I sought out the druids to learn more about these spirits. |
5 | I was raised in a druidic circle and the lessons I learned as a youth came naturally to me. |
6 | I spent a lot of time observing the animals of the forest and studying their ways. When I called out to the spirits of nature, they answered. |
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 3 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Druid Circle Feature | 3 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Wild Shape improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
🌿 Creating a Druid
🎍 When making a druid, consider why your character has such a close bond with nature.
🎍 Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest.
🎍 Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience.
🎍 Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny.
🎍 Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring?
🎍 Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
🍁 Quick Build
🌾 You can make a druid quickly by following these suggestions.
- 🌾 First, Wisdom should be your highest ability score, followed by Constitution.
- 🌾 Second, choose the hermit background.
🪷 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 armor
- Medium armor
- Shields
- Druids will not wear armor or use shields made of metal
- 🕷️ Weapons
- Clubs
- Daggers
- darts
- javelins
- maces
- quarterstaffs
- scimitars
- sickles
- slings
- spears
- 🦂 Tools
- Herbalism 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 wooden shield or (b) any simple weapon
- (a) a scimitar or (b) any simple melee weapon
- Leather armor
- An explorer’s pack
- A druidic focus
🐻 Druidic
🐻❄️ You know Druidic, the secret language of druids.
🐻❄️ 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
🪴 Sacred Plants and Wood
🍂 A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew.
🍂 Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.
🍂 Similarly, a druid uses such woods to make other objects, such as weapons and shields.
🍂 Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it.
🍂 Ash is associated with life.
🍂 Oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields.
🍂 Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
🍂 Druids from regions that lack the plants described here have chosen other plants to take on similar uses.
🍂 For instance, a druid of a desert region might value the yucca tree and cactus plants.
🦋 Spellcasting
🦚 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.
- 🦥 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 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 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.
🐗 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.
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 |
🐞 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 call lightning, that you’ve already cast.
- 🦀 You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
- 🐡 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
🦜 Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders.
🦢 All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings.
🕊️ Druids recognize each other as brothers and sisters.
🦫 Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.
🪷 At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.
🐅 At 2nd level, you choose to identify with a circle of druids
- 🏔️ the Circle of the Land
- 🌘 the Circle of the Moon
🐆 Both 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
🦛 Starting at 18th level, 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
🐫 Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape.
🦒 You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.
🦬 Archdruid
🦌 At 20th level, you can use your Wild Shape an unlimited number of times.
🐕 Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell.
🦤 You gain this benefit in both your normal shape and your beast shape from Wild Shape.