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.