Secret Lesson 42

Druid, the Druid Spell List, and the Circle of the Land

The Cleric channels divine power through:

PRAYER AND DEVOTION

The Druid studies and channels:

THE MYSTICAL FORCES OF NATURE

The Druid combines:

NATURE MAGIC

HEALING

TRANSFORMATION

EXPLORATION

ELEMENTAL POWER

and:

ANIMAL FORMS

Its Primary Ability is:

WISDOM

Its most distinctive Class Feature is:

WILD SHAPE

which allows the Druid to transform into:

BEAST FORMS

The SRD Druid Subclass is:

CIRCLE OF THE LAND

a tradition centered on:

  • natural environments

  • primal spellcasting

  • magical recovery

  • elemental resilience

  • protecting allies through manifestations of nature


PART ONE — CORE DRUID TRAITS

Primary Ability:

WISDOM

Hit Point Die:

D8 PER DRUID LEVEL


SAVING THROW PROFICIENCIES

The Druid is proficient in:

INTELLIGENCE

and:

WISDOM

Saving Throws.


SKILL PROFICIENCIES

Choose:

TWO

from:

  • Animal Handling

  • Arcana

  • Insight

  • Medicine

  • Nature

  • Perception

  • Religion

  • Survival


WEAPON PROFICIENCIES

The Druid begins proficient with:

SIMPLE WEAPONS


TOOL PROFICIENCY

The Druid gains proficiency with:

HERBALISM KIT


ARMOR TRAINING

The Druid begins with:

LIGHT ARMOR

and:

SHIELDS

A Primal Order option can later add:

MEDIUM ARMOR


STARTING EQUIPMENT

Choose:

OPTION A

  • Leather Armor

  • Shield

  • Sickle

  • Druidic Focus in the form of a Quarterstaff

  • Explorer's Pack

  • Herbalism Kit

  • 9 GP

or:

OPTION B

50 GP


BECOMING A LEVEL 1 DRUID

If Druid is your starting Class:

GAIN ALL CORE DRUID TRAITS

and:

ALL LEVEL 1 DRUID FEATURES


MULTICLASSING INTO DRUID

If Druid isn't your initial Class, you gain:

  • Druid Hit Point Die

  • Light Armor training

  • Shield training

plus:

DRUID LEVEL 1 FEATURES

Available Spell Slots are determined using the Multiclassing rules when necessary.


PART TWO — COMPLETE DRUID PROGRESSION

Druid Level PB Major Features Wild Shape Uses Cantrips Prepared Spells
1 +2 Spellcasting, Druidic, Primal Order 2 4
2 +2 Wild Shape, Wild Companion 2 2 5
3 +2 Druid Subclass 2 2 6
4 +2 Ability Score Improvement 2 3 7
5 +3 Wild Resurgence 2 3 9
6 +3 Subclass Feature 3 3 10
7 +3 Elemental Fury 3 3 11
8 +3 Ability Score Improvement 3 3 12
9 +4 3 3 14
10 +4 Subclass Feature 3 4 15
11 +4 3 4 16
12 +4 Ability Score Improvement 3 4 16
13 +5 3 4 17
14 +5 Subclass Feature 3 4 17
15 +5 Improved Elemental Fury 3 4 18
16 +5 Ability Score Improvement 3 4 18
17 +6 4 4 19
18 +6 Beast Spells 4 4 20
19 +6 Epic Boon 4 4 21
20 +6 Archdruid 4 4 22

DRUID SPELL SLOT PROGRESSION

The Druid is a:

FULL SPELLCASTER

and eventually gains spells through:

LEVEL 9

Druid Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2
2 3
3 4 2
4 4 3
5 4 3 2
6 4 3 3
7 4 3 3 1
8 4 3 3 2
9 4 3 3 3 1
10 4 3 3 3 2
11 4 3 3 3 2 1
12 4 3 3 3 2 1
13 4 3 3 3 2 1 1
14 4 3 3 3 2 1 1
15 4 3 3 3 2 1 1 1
16 4 3 3 3 2 1 1 1
17 4 3 3 3 2 1 1 1 1
18 4 3 3 3 3 1 1 1 1
19 4 3 3 3 3 2 1 1 1
20 4 3 3 3 3 2 2 1 1

PART THREE — LEVEL 1: SPELLCASTING

A Druid learns magic through studying:

THE MYSTICAL FORCES OF NATURE


CANTRIPS

At level 1:

CHOOSE TWO DRUID CANTRIPS

The SRD recommends:

DRUIDCRAFT

and:

PRODUCE FLAME


CHANGING A CANTRIP

Whenever you gain:

A DRUID LEVEL

you can replace:

ONE OF YOUR DRUID CANTRIPS

with another Druid Cantrip.


ADDITIONAL CANTRIPS

You gain another Cantrip at:

LEVEL 4

and:

LEVEL 10

So the normal progression is:

Levels 1–3

2

Levels 4–9

3

Levels 10–20

4

The Magician Primal Order can give:

ONE EXTRA DRUID CANTRIP


SPELL SLOTS

You regain all expended Druid Spell Slots after:

A LONG REST


PREPARED SPELLS

At level 1:

PREPARE FOUR LEVEL 1 DRUID SPELLS

The SRD recommends:

ANIMAL FRIENDSHIP

CURE WOUNDS

FAERIE FIRE

THUNDERWAVE


PREPARED SPELLS INCREASE WITH LEVEL

As the Prepared Spells number rises:

ADD DRUID SPELLS

until your list matches the total for your level.


SPELL LEVEL RESTRICTION

Each prepared spell must be of a level for which you possess:

SPELL SLOTS


EXAMPLE — LEVEL 3

A level 3 Druid has:

SIX PREPARED SPELLS

These can be any combination of:

LEVEL 1

and:

LEVEL 2

Druid spells.


ALWAYS-PREPARED SPELLS

If another Druid feature gives you spells that are:

ALWAYS PREPARED

they don't count against your normal Prepared Spells total.


CHANGING PREPARED SPELLS

Whenever you finish:

A LONG REST

you can replace:

ANY OF YOUR PREPARED DRUID SPELLS

with other Druid spells for which you have Spell Slots.

This gives the Druid strong day-to-day flexibility.


SPELLCASTING ABILITY

Druid spells use:

WISDOM

Therefore:

DRUID SPELL SAVE DC

= 8 + WISDOM MODIFIER + PROFICIENCY BONUS

and:

DRUID SPELL ATTACK BONUS

= WISDOM MODIFIER + PROFICIENCY BONUS


SPELLCASTING FOCUS

A Druid can use:

A DRUIDIC FOCUS

as a Spellcasting Focus for Druid spells.


PART FOUR — LEVEL 1: DRUIDIC

You know:

DRUIDIC

the secret language of Druids.


SPEAK WITH ANIMALS

Learning Druidic also unlocks a magical connection with animals.

You always have:

SPEAK WITH ANIMALS

prepared.

Because it is always prepared through the feature, it doesn't need to occupy one of your normal Prepared Spell choices.


HIDDEN DRUIDIC MESSAGES

You can use Druidic to leave:

HIDDEN MESSAGES

Other creatures who know Druidic:

AUTOMATICALLY NOTICE THEM


NON-DRUIDS

Other creatures can detect that such a message exists with:

DC 15 INTELLIGENCE (INVESTIGATION)

but they can't decipher it without:

MAGIC


PART FIVE — LEVEL 1: PRIMAL ORDER

Choose one of two sacred roles:

MAGICIAN

or:

WARDEN


PRIMAL ORDER — MAGICIAN

Gain:

ONE EXTRA DRUID CANTRIP

You also gain a bonus to:

INTELLIGENCE (ARCANA)

or:

INTELLIGENCE (NATURE)

checks.

The bonus equals:

WISDOM MODIFIER

minimum:

+1


EXAMPLE

Intelligence Modifier:

+1

Nature Proficiency:

Yes

PB:

+2

Wisdom Modifier:

+4

Normal Intelligence (Nature):

1 +2:

+3

Magician adds:

+4

Final:

+7


PRIMAL ORDER — WARDEN

Warden grants:

MARTIAL WEAPON PROFICIENCY

and:

MEDIUM ARMOR TRAINING

This creates a more martial Druid.


MAGICIAN VS. WARDEN

Broadly:

Magician

MORE SPELL-FOCUSED

Warden

MORE COMBAT-FOCUSED

Both remain full Druids.


PART SIX — LEVEL 2: WILD SHAPE

At level 2, the Druid gains its defining transformation feature:

WILD SHAPE


ACTIVATING WILD SHAPE

As a:

BONUS ACTION

transform into:

A BEAST FORM

you have learned for this feature.


DURATION

Wild Shape lasts for a number of:

HOURS EQUAL TO HALF YOUR DRUID LEVEL

or until one of its ending conditions occurs.


EXAMPLE

Druid level:

6

Half:

3

Maximum duration:

3 HOURS


WILD SHAPE ENDS IF

You:

USE WILD SHAPE AGAIN

or:

BECOME INCAPACITATED

or:

DIE


ENDING IT VOLUNTARILY

You can leave Wild Shape early as:

A BONUS ACTION


WILD SHAPE USES

At level 2:

2 USES

Regain:

ONE USE

after a:

SHORT REST

and:

ALL USES

after:

A LONG REST


USE PROGRESSION

Levels 2–5

2 USES

Levels 6–16

3 USES

Levels 17–20

4 USES


PART SEVEN — KNOWN WILD SHAPE FORMS

At level 2, you know:

FOUR BEAST FORMS


LEVEL 2 RESTRICTIONS

The Beast must have:

MAXIMUM CR 1/4

and:

NO FLY SPEED


SRD RECOMMENDED FORMS

RAT

RIDING HORSE

SPIDER

WOLF


CHANGING A KNOWN FORM

Whenever you finish:

A LONG REST

you can replace:

ONE KNOWN FORM

with another eligible Beast.


BEAST SHAPE PROGRESSION

Druid Level Known Forms Maximum CR Fly Speed Allowed?
2 4 1/4 No
4 6 1/2 No
8 8 1 Yes

LEVEL 4

Known forms increase to:

6

Maximum CR:

1/2

Still:

NO FLY SPEED


LEVEL 8

Known forms:

8

Maximum CR:

1

and now:

FLY SPEED IS ALLOWED


OTHER SOURCES

You can use eligible Beast forms from other sources if:

THE GM PERMITS THEM


PART EIGHT — RULES WHILE SHAPE-SHIFTED

Wild Shape doesn't simply erase your entire character.

You retain:

PERSONALITY

MEMORIES

ABILITY TO SPEAK

Then several specific rules determine what changes.


TEMPORARY HIT POINTS

When you enter Wild Shape:

GAIN TEMPORARY HP EQUAL TO YOUR DRUID LEVEL


EXAMPLE

Druid level:

8

Wild Shape grants:

8 TEMPORARY HP


GAME STATISTICS

Your statistics are generally replaced by:

THE BEAST'S STAT BLOCK

but you retain several things from your normal character.


YOU RETAIN

CREATURE TYPE

HIT POINTS

HIT POINT DICE

INTELLIGENCE SCORE

WISDOM SCORE

CHARISMA SCORE

CLASS FEATURES

LANGUAGES

FEATS


YOU ALSO RETAIN

SKILL PROFICIENCIES

and:

SAVING THROW PROFICIENCIES

using your own:

PROFICIENCY BONUS


BEAST PROFICIENCIES ARE ADDED TOO

You also gain the proficiencies listed in the Beast's stat block.


USE THE HIGHER MODIFIER

If the Beast's listed Skill or Saving Throw modifier is higher than yours:

USE THE BEAST'S MODIFIER


EXAMPLE

Your Perception modifier:

+4

Beast's stat block Perception:

+6

While in that form:

USE +6

for that listed modifier.


SPELLCASTING IN WILD SHAPE

Normally:

YOU CAN'T CAST SPELLS

while Wild Shaped.


CONCENTRATION CONTINUES

Entering Wild Shape:

DOES NOT BREAK CONCENTRATION

and does not otherwise interfere with a spell you've already cast.


EXAMPLE

You cast a Concentration spell.

Then Wild Shape.

You can't normally cast new spells while transformed, but:

THE EXISTING CONCENTRATION CAN CONTINUE

subject to the normal Concentration rules.


OBJECTS AND EQUIPMENT

Your form's limbs determine:

WHAT OBJECTS YOU CAN HANDLE


WHEN TRANSFORMING, EQUIPMENT CAN

FALL INTO YOUR SPACE

or:

MERGE INTO THE FORM

or:

BE WORN BY THE FORM


WORN EQUIPMENT

Worn equipment functions normally, but:

THE GM DECIDES WHETHER THE NEW FORM CAN PRACTICALLY WEAR IT

based on:

  • Size

  • body shape


EQUIPMENT DOESN'T RESIZE

Your equipment:

DOES NOT CHANGE SIZE OR SHAPE

to fit the Beast.


MERGED EQUIPMENT

Equipment merged into the Beast form:

HAS NO EFFECT

while merged.


PART NINE — LEVEL 2: WILD COMPANION

Wild Shape can also be converted into a different form of nature magic.

As a:

MAGIC ACTION

you can expend either:

A SPELL SLOT

or:

ONE WILD SHAPE USE

to cast:

FIND FAMILIAR

without:

MATERIAL COMPONENTS


THE FAMILIAR

When summoned this way:

ITS CREATURE TYPE IS FEY

and it disappears when you finish:

A LONG REST


THIS CREATES A RESOURCE CHOICE

Wild Shape uses can become:

BEAST TRANSFORMATIONS

or:

WILD COMPANIONS

depending on what you need.


PART TEN — LEVEL 3: DRUID SUBCLASS

At level 3:

CHOOSE A DRUID SUBCLASS

The SRD provides:

CIRCLE OF THE LAND

Its features occur at:

LEVEL 3

LEVEL 6

LEVEL 10

LEVEL 14


PART ELEVEN — LEVEL 4: ABILITY SCORE IMPROVEMENT

At Druid level 4:

GAIN ABILITY SCORE IMPROVEMENT

or another Feat for which you qualify.

You receive this again at:

LEVEL 8

LEVEL 12

LEVEL 16


PART TWELVE — LEVEL 5: WILD RESURGENCE

Wild Resurgence lets you exchange resources between:

SPELL SLOTS

and:

WILD SHAPE


SPELL SLOT → WILD SHAPE

Once on each of your turns, if you have:

NO WILD SHAPE USES LEFT

you can expend:

ONE SPELL SLOT

to regain:

ONE WILD SHAPE USE

This requires:

NO ACTION


IMPORTANT

You must have:

ZERO WILD SHAPE USES

to use this part.

You can't simply convert Spell Slots into extra Wild Shape uses while still holding unused Wild Shapes.


WILD SHAPE → SPELL SLOT

You can expend:

ONE WILD SHAPE USE

to gain:

ONE LEVEL 1 SPELL SLOT

also requiring:

NO ACTION


LIMIT

After converting Wild Shape into the level 1 Spell Slot:

YOU CAN'T DO SO AGAIN UNTIL A LONG REST


PART THIRTEEN — LEVEL 7: ELEMENTAL FURY

At level 7, choose one of two options:

POTENT SPELLCASTING

or:

PRIMAL STRIKE


OPTION 1 — POTENT SPELLCASTING

Add:

WISDOM MODIFIER

to damage dealt with:

ANY DRUID CANTRIP


EXAMPLE

Cantrip deals:

2D8 DAMAGE

Wisdom Modifier:

+4

Final damage:

2D8 +4

assuming the spell's normal mechanics allow the damage as described.


OPTION 2 — PRIMAL STRIKE

Once on each of your turns when you hit with:

A WEAPON ATTACK

or:

A BEAST FORM'S ATTACK IN WILD SHAPE

you can deal:

+1D8

extra:

COLD

FIRE

LIGHTNING

or:

THUNDER

damage.

Choose the Damage Type:

WHEN YOU HIT


EXAMPLE

Wolf-form attack hits.

Choose:

LIGHTNING

Extra damage:

1D8 LIGHTNING


PART FOURTEEN — LEVEL 15: IMPROVED ELEMENTAL FURY

The option chosen at level 7 improves.


IF YOU CHOSE POTENT SPELLCASTING

When you cast a Druid Cantrip with a range of:

10 FEET OR GREATER

increase that range by:

300 FEET


EXAMPLE

Cantrip range:

60 FEET

Improved range:

360 FEET


IF YOU CHOSE PRIMAL STRIKE

Extra damage increases from:

1D8

to:

2D8


PART FIFTEEN — LEVEL 18: BEAST SPELLS

At level 18, one of Wild Shape's major restrictions is relaxed.

While Wild Shaped:

YOU CAN CAST SPELLS IN BEAST FORM


EXCEPTIONS

You still can't cast a spell in Beast form if it has a Material component that:

HAS A SPECIFIED COST

or:

IS CONSUMED


WHY THIS IS IMPORTANT

Before level 18:

WILD SHAPE GENERALLY STOPS NEW SPELLCASTING

At level 18:

SPELLCASTING AND BEAST FORM CAN FUNCTION TOGETHER

except for the specific Material-component restrictions.


PART SIXTEEN — LEVEL 19: EPIC BOON

At level 19:

GAIN AN EPIC BOON FEAT

or another Feat for which you qualify.

The SRD recommends:

BOON OF DIMENSIONAL TRAVEL


PART SEVENTEEN — LEVEL 20: ARCHDRUID

At level 20, the Druid gains:

ARCHDRUID

with three separate benefits:

EVERGREEN WILD SHAPE

NATURE MAGICIAN

LONGEVITY


EVERGREEN WILD SHAPE

When you roll:

INITIATIVE

and have:

NO WILD SHAPE USES LEFT

you regain:

ONE EXPENDED USE


NATURE MAGICIAN

You can convert:

MULTIPLE WILD SHAPE USES

into:

A SPELL SLOT

requiring:

NO ACTION


CONVERSION RATE

Each Wild Shape use contributes:

TWO SPELL LEVELS


EXAMPLE

Spend:

2 WILD SHAPE USES

Each contributes:

2 LEVELS

Total:

4 SPELL LEVELS

Result:

ONE LEVEL 4 SPELL SLOT


LIMIT

After using Nature Magician:

YOU CAN'T USE IT AGAIN UNTIL A LONG REST


LONGEVITY

Your body ages much more slowly.

For every:

10 YEARS

that pass:

YOUR BODY AGES ONLY 1 YEAR


PART EIGHTEEN — THE DRUID SPELL LIST

The SRD organizes Druid spells by:

SPELL LEVEL

then:

ALPHABETICAL ORDER

and lists each spell's School and special markers.


SPECIAL MARKERS

C = CONCENTRATION

R = RITUAL

M = SPECIFIC MATERIAL COMPONENT


DRUID CANTRIPS — LEVEL 0

Spell School Special
Druidcraft Transmutation
Elementalism Transmutation
Guidance Divination C
Mending Transmutation
Message Transmutation
Poison Spray Necromancy
Produce Flame Conjuration
Resistance Abjuration C
Shillelagh Transmutation
Spare the Dying Necromancy
Starry Wisp Evocation

LEVEL 1 DRUID SPELLS

Spell School Special
Animal Friendship Enchantment
Charm Person Enchantment
Create or Destroy Water Transmutation
Cure Wounds Abjuration
Detect Magic Divination C, R
Detect Poison and Disease Divination C, R
Entangle Conjuration C
Faerie Fire Evocation C
Fog Cloud Conjuration C
Goodberry Conjuration
Healing Word Abjuration
Ice Knife Conjuration
Jump Transmutation
Longstrider Transmutation
Protection from Evil and Good Abjuration C, M
Purify Food and Drink Transmutation R
Speak with Animals Divination R
Thunderwave Evocation

LEVEL 2 DRUID SPELLS

Spell School Special
Aid Abjuration
Animal Messenger Enchantment R
Augury Divination R, M
Barkskin Transmutation
Continual Flame Evocation M
Darkvision Transmutation
Enhance Ability Transmutation C
Enlarge/Reduce Transmutation C
Find Traps Divination
Flame Blade Evocation C
Flaming Sphere Evocation C
Gust of Wind Evocation C
Heat Metal Transmutation C
Hold Person Enchantment C
Lesser Restoration Abjuration
Locate Animals or Plants Divination R
Locate Object Divination C
Moonbeam Evocation C
Pass without Trace Abjuration C
Protection from Poison Abjuration
Spike Growth Transmutation C

LEVEL 3 DRUID SPELLS

Spell School Special
Call Lightning Conjuration C
Conjure Animals Conjuration C
Daylight Evocation
Dispel Magic Abjuration
Meld into Stone Transmutation R
Plant Growth Transmutation
Protection from Energy Abjuration C
Revivify Necromancy M
Sleet Storm Conjuration C
Speak with Plants Transmutation
Water Breathing Transmutation R
Water Walk Transmutation R
Wind Wall Evocation C

LEVEL 4 DRUID SPELLS

Spell School Special
Blight Necromancy
Charm Monster Enchantment
Confusion Enchantment C
Conjure Minor Elementals Conjuration C
Conjure Woodland Beings Conjuration C
Control Water Transmutation C
Divination Divination R, M
Dominate Beast Enchantment C
Fire Shield Evocation
Freedom of Movement Abjuration
Giant Insect Conjuration C
Hallucinatory Terrain Illusion
Ice Storm Evocation
Locate Creature Divination C
Polymorph Transmutation C
Stone Shape Transmutation
Stoneskin Transmutation C, M
Wall of Fire Evocation C

LEVEL 5 DRUID SPELLS

Spell School Special
Antilife Shell Abjuration C
Awaken Transmutation M
Commune with Nature Divination R
Cone of Cold Evocation
Conjure Elemental Conjuration C
Contagion Necromancy
Geas Enchantment
Greater Restoration Abjuration M
Insect Plague Conjuration C
Mass Cure Wounds Abjuration
Planar Binding Abjuration M
Reincarnate Necromancy M
Scrying Divination C, M
Tree Stride Conjuration C
Wall of Stone Evocation C

LEVEL 6 DRUID SPELLS

Spell School Special
Conjure Fey Conjuration C
Find the Path Divination C, M
Flesh to Stone Transmutation C
Heal Abjuration
Heroes' Feast Conjuration M
Move Earth Transmutation C
Sunbeam Evocation C
Transport via Plants Conjuration
Wall of Thorns Conjuration C
Wind Walk Transmutation

LEVEL 7 DRUID SPELLS

Spell School Special
Fire Storm Evocation
Mirage Arcane Illusion
Plane Shift Conjuration M
Regenerate Transmutation
Reverse Gravity Transmutation C
Symbol Abjuration M

LEVEL 8 DRUID SPELLS

Spell School Special
Animal Shapes Transmutation
Antipathy/Sympathy Enchantment
Befuddlement Enchantment
Control Weather Transmutation C
Earthquake Transmutation C
Incendiary Cloud Conjuration C
Sunburst Evocation
Tsunami Conjuration C

LEVEL 9 DRUID SPELLS

Spell School Special
Foresight Divination
Shapechange Transmutation C, M
Storm of Vengeance Conjuration C
True Resurrection Necromancy M

WHAT THE DRUID SPELL LIST CAN DO

The Druid's spell list demonstrates an extremely broad connection to:

NATURE

but nature magic includes far more than plants.


HEALING

Examples include:

CURE WOUNDS

HEALING WORD

MASS CURE WOUNDS

HEAL

REGENERATE

TRUE RESURRECTION


ELEMENTAL POWER

Examples include:

THUNDERWAVE

FLAMING SPHERE

CALL LIGHTNING

ICE STORM

WALL OF FIRE

CONE OF COLD

FIRE STORM

SUNBURST

STORM OF VENGEANCE


PLANTS AND TERRAIN

Examples:

ENTANGLE

SPIKE GROWTH

PLANT GROWTH

SPEAK WITH PLANTS

WALL OF THORNS

TRANSPORT VIA PLANTS


ANIMALS

Examples:

ANIMAL FRIENDSHIP

SPEAK WITH ANIMALS

ANIMAL MESSENGER

CONJURE ANIMALS

DOMINATE BEAST

ANIMAL SHAPES


EXPLORATION

Examples:

PASS WITHOUT TRACE

WATER BREATHING

WATER WALK

COMMUNE WITH NATURE

WIND WALK

TREE STRIDE


TRANSFORMATION

Examples:

ENLARGE/REDUCE

POLYMORPH

REINCARNATE

ANIMAL SHAPES

SHAPECHANGE

The Druid is therefore both:

A FULL SPELLCASTER

and:

A SHAPE-SHIFTER


PART NINETEEN — CIRCLE OF THE LAND

The SRD Druid Subclass is:

CIRCLE OF THE LAND

Its theme is:

CELEBRATE CONNECTION TO THE NATURAL WORLD

The Circle consists of:

MYSTICS

and:

SAGES

who preserve ancient natural knowledge and rites.

They gather at places such as:

  • sacred circles of trees

  • standing stones

and share primal secrets through:

DRUIDIC

The wisest can serve as important spiritual leaders in their communities.


CIRCLE OF THE LAND FEATURES

Druid Level Feature
3 Circle of the Land Spells
3 Land's Aid
6 Natural Recovery
10 Nature's Ward
14 Nature's Sanctuary

PART TWENTY — CIRCLE SPELLS

Whenever you finish:

A LONG REST

choose one land type:

ARID

POLAR

TEMPERATE

TROPICAL

You automatically have the corresponding Circle Spells prepared for:

YOUR DRUID LEVEL AND LOWER


IMPORTANT — LAND TYPE CAN CHANGE

You choose the land type:

AFTER EACH LONG REST

So you aren't permanently locked into one environment.


ARID LAND

Druid Level Circle Spells
3 Blur, Burning Hands, Fire Bolt
5 Fireball
7 Blight
9 Wall of Stone

POLAR LAND

Druid Level Circle Spells
3 Fog Cloud, Hold Person, Ray of Frost
5 Sleet Storm
7 Ice Storm
9 Cone of Cold

TEMPERATE LAND

Druid Level Circle Spells
3 Misty Step, Shocking Grasp, Sleep
5 Lightning Bolt
7 Freedom of Movement
9 Tree Stride

TROPICAL LAND

Druid Level Circle Spells
3 Acid Splash, Ray of Sickness, Web
5 Stinking Cloud
7 Polymorph
9 Insect Plague

CIRCLE SPELLS ARE PREPARED AUTOMATICALLY

If you choose:

ARID

at Druid level 5, you have the qualifying Arid Circle Spells prepared for levels:

3

and:

5

Likewise, if you choose Polar after the next Long Rest:

YOUR CIRCLE SPELL PACKAGE CHANGES

to the Polar list appropriate to your Druid level.


PART TWENTY-ONE — LEVEL 3: LAND'S AID

Land's Aid turns:

WILD SHAPE

into an area effect that both:

DAMAGES

and:

HEALS


ACTIVATION

As a:

MAGIC ACTION

spend:

ONE WILD SHAPE USE

Choose a point within:

60 FEET


AREA

A:

10-FOOT-RADIUS SPHERE

appears centered on that point.


DAMAGE

Each creature of your choice in the Sphere makes:

CONSTITUTION SAVING THROW

against your:

SPELL SAVE DC


FAILED SAVE

2D6 NECROTIC DAMAGE


SUCCESSFUL SAVE

HALF DAMAGE


HEALING

One creature of your choice in the area restores:

2D6 HIT POINTS


SCALING

Druid level 3–9

2D6

Level 10

3D6

Level 14

4D6

for both:

DAMAGE

and:

HEALING


EXAMPLE — LEVEL 14

Land's Aid:

4D6 NECROTIC

to chosen creatures in the Sphere

and:

4D6 HEALING

to one chosen creature there.


PART TWENTY-TWO — LEVEL 6: NATURAL RECOVERY

Natural Recovery has:

TWO BENEFITS


BENEFIT 1 — FREE CIRCLE SPELL

You can cast:

ONE LEVEL 1+ SPELL

that you currently have prepared from:

CIRCLE SPELLS

without expending:

A SPELL SLOT


RECOVERY

After using this free casting:

LONG REST REQUIRED

before doing so again.


EXAMPLE

Your current land is:

ARID

You have:

FIREBALL

prepared through Circle Spells.

Natural Recovery can let you cast it once:

WITHOUT EXPENDING A SPELL SLOT

provided it satisfies the feature as one of your prepared level 1+ Circle Spells.


BENEFIT 2 — RECOVER SPELL SLOTS ON A SHORT REST

When you finish:

A SHORT REST

you can recover expended Spell Slots.


TOTAL SLOT LEVELS

The combined levels of recovered Spell Slots can equal up to:

HALF YOUR DRUID LEVEL

rounded:

UP


LIMITATION

No recovered Spell Slot can be:

LEVEL 6 OR HIGHER


SRD EXAMPLE — LEVEL 6

Half of 6:

3

You may recover:

ONE LEVEL 3 SLOT

or:

ONE LEVEL 2 + ONE LEVEL 1

or:

THREE LEVEL 1 SLOTS


RECOVERY LIMIT

Once you recover Spell Slots with Natural Recovery:

YOU CAN'T DO SO AGAIN UNTIL A LONG REST


PART TWENTY-THREE — LEVEL 10: NATURE'S WARD

At level 10:

IMMUNITY TO POISONED CONDITION

You also gain a Damage Resistance based on your:

CURRENT LAND CHOICE


NATURE'S WARD TABLE

Land Resistance
Arid Fire
Polar Cold
Temperate Lightning
Tropical Poison

EXAMPLE

Current Circle Spells land:

POLAR

Nature's Ward grants:

COLD RESISTANCE

plus the universal:

POISONED IMMUNITY


IF YOU CHANGE LAND AFTER A LONG REST

Your Resistance changes with it.

For example:

Polar:

COLD

then next day choose Arid:

FIRE

This ties Nature's Ward directly to your current Circle Spell environment.


PART TWENTY-FOUR — LEVEL 14: NATURE'S SANCTUARY

Nature's Sanctuary uses:

ONE WILD SHAPE USE

to create a protective zone.


ACTIVATION

As a:

MAGIC ACTION

spend:

ONE WILD SHAPE USE

Choose ground within:

120 FEET


AREA

Create spectral trees and vines in a:

15-FOOT CUBE


DURATION

The area lasts:

1 MINUTE

or until:

YOU BECOME INCAPACITATED

or:

YOU DIE


HALF COVER

While in the area:

YOU

and:

YOUR ALLIES

have:

HALF COVER


RESISTANCE FOR ALLIES

Allies in the Cube also gain:

YOUR CURRENT NATURE'S WARD RESISTANCE


EXAMPLE — ARID

Current land:

ARID

Nature's Ward:

FIRE RESISTANCE

Inside Nature's Sanctuary:

YOUR ALLIES GAIN FIRE RESISTANCE

while there.


MOVING THE SANCTUARY

As a:

BONUS ACTION

move the Cube up to:

60 FEET

to another ground location within:

120 FEET

of yourself.

This means the protective zone isn't necessarily static.


COMPLETE CIRCLE OF THE LAND PROGRESSION

LEVEL 3

CIRCLE OF THE LAND SPELLS

LAND'S AID


LEVEL 6

NATURAL RECOVERY


LEVEL 10

NATURE'S WARD


LEVEL 14

NATURE'S SANCTUARY


PART TWENTY-FIVE — HOW THE DRUID PLAYS

The Druid has several distinct resources:

SPELL SLOTS

WILD SHAPE USES

PREPARED SPELLS

KNOWN BEAST FORMS

Circle of the Land then adds:

CIRCLE SPELLS

and additional ways to use Wild Shape.


BEFORE AN ADVENTURE

After a Long Rest, a Druid can make several strategic decisions:

CHANGE PREPARED SPELLS

CHANGE ONE KNOWN WILD SHAPE FORM

and, if Circle of the Land:

CHOOSE A LAND TYPE

This makes the Druid extremely adaptable.


WILD SHAPE AS UTILITY

Wild Shape doesn't need to be used only for attacking.

Different forms can help with:

  • movement

  • scouting

  • fitting through spaces

  • traveling

  • perception

  • animal-based abilities

subject to the specific Beast stat block.


WILD SHAPE AS COMBAT

A Druid using Primal Strike can turn a Beast-form attack into:

EXTRA ELEMENTAL DAMAGE

once each turn.


WILD SHAPE AS A RESOURCE CURRENCY

Wild Shape can also become:

WILD COMPANION

LEVEL 1 SPELL SLOT

LAND'S AID

NATURE'S SANCTUARY

and at level 20:

HIGHER-LEVEL SPELL SLOT CONVERSION

This means Wild Shape is not merely:

“TURN INTO AN ANIMAL”

It is a broader:

PRIMAL RESOURCE SYSTEM


PART TWENTY-SIX — COMPLETE LEVEL-BY-LEVEL SUMMARY

LEVEL 1

Gain:

SPELLCASTING

DRUIDIC

PRIMAL ORDER

Cantrips:

2

Prepared Spells:

4

Choose:

MAGICIAN

or:

WARDEN


LEVEL 2

Gain:

WILD SHAPE

WILD COMPANION

Wild Shape Uses:

2

Known Beast Forms:

4

Maximum CR:

1/4

No Fly Speed.


LEVEL 3

Gain:

DRUID SUBCLASS

Circle of the Land:

CIRCLE SPELLS

LAND'S AID

Gain:

LEVEL 2 SPELL SLOTS


LEVEL 4

Known Wild Shape Forms:

6

Maximum CR:

1/2

Gain:

ABILITY SCORE IMPROVEMENT

Cantrips:

3


LEVEL 5

PB:

+3

Gain:

WILD RESURGENCE

Gain:

LEVEL 3 SPELL SLOTS


LEVEL 6

Wild Shape Uses:

3

Circle of the Land:

NATURAL RECOVERY


LEVEL 7

Gain:

ELEMENTAL FURY

Choose:

POTENT SPELLCASTING

or:

PRIMAL STRIKE

Gain:

LEVEL 4 SPELL SLOTS


LEVEL 8

Known Forms:

8

Maximum CR:

1

Fly Speed:

ALLOWED

Gain:

ABILITY SCORE IMPROVEMENT


LEVEL 9

PB:

+4

Gain:

LEVEL 5 SPELL SLOTS

Prepared Spells:

14


LEVEL 10

Cantrips:

4

Circle of the Land:

NATURE'S WARD

Prepared Spells:

15


LEVEL 11

Gain:

LEVEL 6 SPELL SLOTS


LEVEL 12

Gain:

ABILITY SCORE IMPROVEMENT


LEVEL 13

PB:

+5

Gain:

LEVEL 7 SPELL SLOTS


LEVEL 14

Circle of the Land:

NATURE'S SANCTUARY

Land's Aid:

4D6 DAMAGE / 4D6 HEALING


LEVEL 15

Gain:

IMPROVED ELEMENTAL FURY

Potent Spellcasting:

+300 FEET TO QUALIFYING CANTRIP RANGE

or:

Primal Strike:

2D8 EXTRA DAMAGE


LEVEL 16

Gain:

ABILITY SCORE IMPROVEMENT


LEVEL 17

PB:

+6

Wild Shape Uses:

4

Gain:

LEVEL 9 SPELL SLOTS


LEVEL 18

Gain:

BEAST SPELLS

You can now cast many spells while:

WILD SHAPED


LEVEL 19

Gain:

EPIC BOON

Recommended:

BOON OF DIMENSIONAL TRAVEL


LEVEL 20

Gain:

ARCHDRUID

including:

EVERGREEN WILD SHAPE

NATURE MAGICIAN

LONGEVITY


COMMON BEGINNER MISTAKES

MISTAKE 1 — USING INTELLIGENCE FOR DRUID SPELLCASTING

Druid Spellcasting uses:

WISDOM


MISTAKE 2 — THINKING DRUID SPELLS CAN ONLY CHANGE WHEN LEVELING

A Druid can change the prepared spell list:

AFTER EVERY LONG REST


MISTAKE 3 — FORGETTING SPEAK WITH ANIMALS

Druidic gives you:

SPEAK WITH ANIMALS ALWAYS PREPARED


MISTAKE 4 — THINKING EVERY DRUID HAS MEDIUM ARMOR

Standard Druid:

LIGHT ARMOR + SHIELDS

Warden adds:

MEDIUM ARMOR


MISTAKE 5 — THINKING EVERY DRUID HAS MARTIAL WEAPONS

Standard Druid:

SIMPLE WEAPONS

Warden adds:

MARTIAL WEAPONS


MISTAKE 6 — USING WILD SHAPE AS AN ACTION

Wild Shape activates as:

BONUS ACTION


MISTAKE 7 — USING ANY BEAST STAT BLOCK AT LEVEL 2

Known forms are restricted by:

CHALLENGE RATING

and:

FLY SPEED


MISTAKE 8 — THINKING WILD SHAPE REPLACES YOUR NORMAL HIT POINTS

You explicitly retain:

YOUR HIT POINTS

and gain:

TEMPORARY HP EQUAL TO DRUID LEVEL


MISTAKE 9 — THINKING YOU LOSE INTELLIGENCE, WISDOM, AND CHARISMA IN WILD SHAPE

You retain all three scores.


MISTAKE 10 — THINKING YOU LOSE YOUR CLASS FEATURES

You retain:

CLASS FEATURES

while transformed.

Whether a particular feature can practically function in the form still depends on its own requirements.


MISTAKE 11 — THINKING YOU CAN NORMALLY CAST SPELLS IN WILD SHAPE

Before Beast Spells:

YOU CAN'T CAST SPELLS

while transformed.


MISTAKE 12 — THINKING WILD SHAPE BREAKS CONCENTRATION

It does:

NOT


MISTAKE 13 — ASSUMING EQUIPMENT AUTOMATICALLY RESIZES

It does:

NOT CHANGE SIZE OR SHAPE


MISTAKE 14 — THINKING MERGED EQUIPMENT STILL FUNCTIONS

Equipment merged into your Beast form:

HAS NO EFFECT

while merged.


MISTAKE 15 — FORGETTING WILD COMPANION CAN USE A WILD SHAPE USE

Wild Companion can expend:

A SPELL SLOT

or:

A WILD SHAPE USE


MISTAKE 16 — USING WILD RESURGENCE TO GAIN WILD SHAPE WHILE YOU STILL HAVE USES

The Spell Slot conversion requires:

NO WILD SHAPE USES LEFT


MISTAKE 17 — REPEATEDLY CONVERTING WILD SHAPE INTO LEVEL 1 SLOTS

That direction of Wild Resurgence can be used only:

ONCE PER LONG REST


MISTAKE 18 — USING BOTH ELEMENTAL FURY OPTIONS

At level 7:

CHOOSE ONE

Potent Spellcasting or Primal Strike.


MISTAKE 19 — USING PRIMAL STRIKE MORE THAN ONCE ON YOUR TURN

It applies:

ONCE ON EACH OF YOUR TURNS


MISTAKE 20 — FORGETTING BEAST SPELLS STILL HAS MATERIAL-COMPONENT RESTRICTIONS

You can't cast a Beast-form spell if the Material component:

HAS A SPECIFIED COST

or:

IS CONSUMED


MISTAKE 21 — THINKING CIRCLE OF THE LAND LOCKS YOU INTO ONE LAND FOREVER

You choose:

ARID, POLAR, TEMPERATE, OR TROPICAL

after:

EVERY LONG REST


MISTAKE 22 — THINKING LAND'S AID DAMAGES EVERY CREATURE IN THE SPHERE

It targets:

CREATURES OF YOUR CHOICE


MISTAKE 23 — FORGETTING LAND'S AID ALSO HEALS

One creature in the area restores the same number of:

D6s

used by the feature's healing component.


MISTAKE 24 — RECOVERING LEVEL 6+ SPELL SLOTS WITH NATURAL RECOVERY

Natural Recovery explicitly excludes:

LEVEL 6+ SLOTS


MISTAKE 25 — USING NATURAL RECOVERY'S SLOT RECOVERY MULTIPLE TIMES BEFORE A LONG REST

Once you use that part:

LONG REST REQUIRED

before doing so again.


MISTAKE 26 — FORGETTING NATURE'S WARD CHANGES WITH LAND

The Resistance depends on your:

CURRENT CIRCLE SPELLS LAND


MISTAKE 27 — THINKING NATURE'S SANCTUARY IS IMMOBILE

You can move its Cube:

60 FEET

as a:

BONUS ACTION

to valid ground within 120 feet.


LESSON 42 — KEY TAKEAWAYS

PRIMARY ABILITY

WISDOM


HIT DIE

D8


SAVING THROW PROFICIENCIES

INTELLIGENCE

WISDOM


WEAPONS

SIMPLE WEAPONS


TOOL

HERBALISM KIT


ARMOR

LIGHT ARMOR

SHIELDS


PRIMAL ORDER

Choose:

MAGICIAN

for an extra Cantrip and improved Arcana/Nature checks

or:

WARDEN

for Martial weapons and Medium Armor.


DRUIDIC

Gives:

SECRET DRUID LANGUAGE

and:

SPEAK WITH ANIMALS ALWAYS PREPARED


WILD SHAPE

Begins at:

LEVEL 2

Uses:

BONUS ACTION

Transform into:

KNOWN ELIGIBLE BEAST FORMS


BEAST SHAPE PROGRESSION

Level 2

4 FORMS, CR 1/4, NO FLY

Level 4

6 FORMS, CR 1/2, NO FLY

Level 8

8 FORMS, CR 1, FLY ALLOWED


WHILE WILD SHAPED

You retain:

PERSONALITY

MEMORIES

SPEECH

CREATURE TYPE

HP

HIT DICE

INT / WIS / CHA

CLASS FEATURES

LANGUAGES

FEATS

SKILL AND SAVE PROFICIENCIES

and gain:

TEMPORARY HP = DRUID LEVEL


WILD COMPANION

Spend:

SPELL SLOT OR WILD SHAPE

to cast:

FIND FAMILIAR

without Material components.

The familiar is:

FEY

and disappears after your Long Rest.


WILD RESURGENCE

Can exchange:

SPELL SLOT → WILD SHAPE

and:

WILD SHAPE → LEVEL 1 SPELL SLOT

under its restrictions.


ELEMENTAL FURY

Choose:

POTENT SPELLCASTING

or:

PRIMAL STRIKE


BEAST SPELLS

At level 18:

CAST SPELLS WHILE WILD SHAPED

except qualifying costly or consumed Material-component spells.


ARCHDRUID

At level 20:

EVERGREEN WILD SHAPE

NATURE MAGICIAN

LONGEVITY


CIRCLE OF THE LAND

Choose after every Long Rest:

ARID

POLAR

TEMPERATE

TROPICAL

Your choice determines:

CIRCLE SPELLS

and later:

NATURE'S WARD RESISTANCE


CIRCLE FEATURES

Level 3

CIRCLE SPELLS

LAND'S AID

Level 6

NATURAL RECOVERY

Level 10

NATURE'S WARD

Level 14

NATURE'S SANCTUARY


COMPLETE DRUID SPELL LIST

This lesson has included every spell on the SRD Druid Spell List from:

CANTRIPS

through:

LEVEL 9

including each spell's:

SCHOOL

and:

C / R / M MARKERS

The complete description of every individual spell will be covered later in:

LESSONS 79–85


NEXT LESSON

LESSON 43 — FIGHTER AND THE CHAMPION

The Druid combines:

MAGIC AND TRANSFORMATION

The next Class focuses almost entirely on:

MARTIAL MASTERY

Lesson 43 will completely cover:

FIGHTER

including:

  • Core Fighter Traits

  • Fighting Style

  • Second Wind

  • Weapon Mastery

  • Action Surge

  • Tactical Mind

  • Fighter Subclass

  • Ability Score Improvement

  • Extra Attack

  • Tactical Shift

  • Indomitable

  • Tactical Master

  • Two Extra Attacks

  • Studied Attacks

  • Three Extra Attacks

  • Epic Boon

  • the complete Fighter progression

  • every Champion feature

  • Improved Critical

  • Remarkable Athlete

  • Additional Fighting Style

  • Heroic Warrior

  • Superior Critical

  • Survivor

The Fighter will show how far a character can go through:

PURE MARTIAL TRAINING

without depending on a full spellcasting progression.


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.