\section{Druid}\label{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.

\subsection{Background}\label{background}

\subsubsection{Power of Nature}\label{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.

\subsubsection{Preserve the Balance}\label{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.

\subsubsection{Sacred Plants and Wood}\label{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 ofa 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 and oak with strength. These woods make excellent
hatts or whole weapons, such as clubs or quarterstaffs, as well as
shields. Alder is associated with air, and it might be used forthrown
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 ofa desert
region might value the yucca tree and cactus plants.

\subsubsection{Druids and the Gods}\label{druids-and-the-gods}

Some druids venerate the forces ofnature themselves, but most druids are
devoted to one ofthe many nature deities worshiped in the multiverse
(the lists of gods in appendix

B include many such deities). The worship ofthese deities is often
considered a more ancient tradition than the faiths ofclerics and
urbanized peoples. In fact, in the world of Greyhawk, the druidic faith
is called the Old Faith, and it claims many adherents among farmers,
foresters, ﬁshers, and others who live closely with nature. This
tradition includes the worship of Nature as a primal force beyond
personification, but also encompasses the worship of Beory, the Oerth
Mother, as well as devotees ofObad-Hai, Ehlonna, and Ulaa.

In the worlds ofGreyhawk and the Forgotten Realms, druidic circles are
not usually connected to the faith ofa single nature deity. Any given
circle in the Forgotten Realms, for example, might include druids who
revere Silvanus, Mielikki, Eldath, Chauntea, or even the harsh Gods of
Fury: Talos, Malar, Auril, and Umberlee. These nature gods are often
called the First Circle, the first among the druids, and most druids
count them all (even the violent ones) as worthy ofveneration.

The druids of Eberron hold animistic beliefs completely unconnected to
the Sovereign Host, the Dark Six, or any of the other religions ofthe
world. They believe that every living thing and evew natural
phenomenon---sun, moon, wind, fire, and the world itself---has a spirit.
Their spells, then, are a means to communicate with and command these
spirits. Diﬁferent druidic sects, though, hold diﬁerent philosophies
about the proper relationship ofthese spirits to each other and to the
forces ofcivilization. The Ashbound, for example, believe that arcane
magic is an abomination against nature, the Children ofWinter venerate
the forces of death, and the Gatekeepers preserve ancient traditions
meant to protect the world from the incursion of aberrations.

\subsubsection{Creating a Druid}\label{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.

\paragraph{Quick Build}\label{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.

\subsection{Class Features}\label{class-features}

\subsubsection{Baseline}\label{baseline}

As a druid, you gain the following class features.

\paragraph{Hit Points}\label{hit-points}

\textbf{Hit Dice:} 1d8 per druid level

\textbf{Hit Points at lst Level:} 8 + your Constitution modiﬁer

\textbf{Hit Points at Higher Levels:} 1d8 (or 5) + your Constitution
modiﬁer per druid level after lst

\paragraph{Proficiencies}\label{proficiencies}

\textbf{Armor:} Light armor, medium armor. shields (druids will not wear
armor or use shields made of metal)

\textbf{Weapons:} Clubs, daggers. darts. javelins, maces, quarterstaffs.
scimitars, sickles, slings, spears

\textbf{Tools:} Herbalism kit

\textbf{Saving Throws:} Intelligence. Wisdom

\textbf{Skills:} Choose two from Arcana, Animal Handling, Insight,
Medicine, Nature, Perception, Religion, and Survival

\paragraph{Equipment}\label{equipment}

You start with the following equipment, in addition to the equipment
granted by your background:

\begin{itemize}
\tightlist
\item
  \emph{(a)} a wooden shield or \emph{(b)} any simple weapon
\item
  \emph{(a)} a scimitar or \emph{(b)} any simple melee weapon
\item
  Leather armor, an explorer's pack, and a druidic focus
\end{itemize}

\paragraph{Druidic}\label{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.

\subsubsection{Spellcasting}\label{spellcasting}

Drawing on the divine essence of nature itself, you can cast spells to
shape that essence to your will. See chapter 10 for the general rules of
spellcasting and chapter 11 for the druid spell list.

\paragraph{Cantrips}\label{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.

\paragraph{Preparing and Casting
Spells}\label{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.

For example, if you are a 3rd---1evel druid. you have four lst---level
and two 2nd---level spell slots. With a Wisdom of 16, your list of
prepared spells can include six spells of 1st or 2nd level, in any
combination. If you prepare the lst---level spell cure wounds, you can
cast it using a lst---level or 2nd-level slot. 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.

\paragraph{Spellcasting Ability}\label{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.

\textbf{Spell save DC} = 8 + your proficiency bonus + your Wisdom
modifier

\textbf{Spell attack modiﬁer} = your proficiency bonus + your Wisdom
modifier

\paragraph{Ritual Casting}\label{ritual-casting}

You can cast a druid spell as a ritual if that spell has the ritual tag
and you have the spell prepared.

\paragraph{Spellcasting Focus}\label{spellcasting-focus}

You can use a druidic focus (found in chapter 5) as a spellcasting focus
for your druid spells.

\subsubsection{Wild Shape}\label{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. At 2nd level. for example, you can transform
into any beast that has a challenge rating of 1/4 or lower that doesn't
have a ﬂying or swimming speed.

\textbf{Beast Shapes}

\begin{longtable}[c]{@{}llll@{}}
\toprule
Level & Max CR & Limitations & Example\tabularnewline
\midrule
\endhead
2nd & 1/4 & No flying or swimming speed & Wolf\tabularnewline
4th & 1/2 & No flying speed & Crocodile\tabularnewline
8th & 1 & --- & Giant Eagle\tabularnewline
\bottomrule
\end{longtable}

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.

While you are transformed, the following rules apply:

\begin{itemize}
\tightlist
\item
  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
  proﬁcien cies, 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.
\item
  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 cal{]} lightning, that you've already cast.
\item
  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
  darkvi--- sion, unless your new form also has that sense.
\item
  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 crea--- ture'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.
\end{itemize}

\subsubsection{Druid Circle}\label{druid-circle}

At 2nd level, you choose to identify with a circle of druids: the Circle
of the Land or 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.

\subsubsection{Ability Score
Improvement}\label{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.

\subsubsection{Timeless Body}\label{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.

\subsubsection{Beast Spells}\label{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
arenlt able to provide material components.

\subsubsection{Archdruid}\label{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.

\subsection{Druid Circles}\label{druid-circles}

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 an 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.

\subsubsection{Circle of the Land}\label{circle-of-the-land}

The Circle of the Land is made up of mystics and sages who safeguard
ancient knowledge and rites through a vast oral tradition. These druids
meet Within sacred circles of trees or standing stones to whisper primal
secrets in Druidic. The circles wisest members preside as the chief
priests of communities that hold to the Old Faith and serve as advisors
to the rulers of those folk. As a member of this circle, your magic is
inﬂuenced by the land Where you were initiated into the circle's
mysterious rites.

\paragraph{Bonus Cantrip}\label{bonus-cantrip}

When you choose this circle at 2nd level, you learn one additional druid
cantrip of your choice.

\paragraph{Natural Recovery}\label{natural-recovery}

Starting at 2nd level, you can regain some of your magical energy by
sitting in meditation and communing with nature. During a short rest,
you choose expended spell slots to recover. The spell slots can have a
combined level that is equal to or less than half your druid level
(rounded up), and none of the slots can be 6th level or higher. You
can't use this feature again until you finish a long rest

For example, when you are a 4th-level druid, you can recover up to two
levels worth of spell slots. You can recover either a 2nd---level slot
or two lst---level slots.

\paragraph{Circle Spells}\label{circle-spells}

Your mystical connection to the land infuses you with the ability to
cast certain spells. At 3rd, 5th. 7th, and 9th level you gain access to
circle spells connected to the land where you became a druid. Choose
that land---arctic, coast, desert, forest, grassland. mountain, swamp,
or Underdark---and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and
it doesn't count against the number of spells you can prepare each day.
If you gain access to a spell that doesn't appear on the druid spell
list. the spell is nonetheless a druid spell for you.

\textbf{Arctic}

\begin{longtable}[c]{@{}ll@{}}
\toprule
Druid Level & Circle Spells\tabularnewline
\midrule
\endhead
3rd & hold person, spike growth\tabularnewline
5th & sleet storm, slow\tabularnewline
7th & freedom ofmovement, ice storm\tabularnewline
9th & commune with nature, cone of cold\tabularnewline
\bottomrule
\end{longtable}

\textbf{Coast}

\begin{longtable}[c]{@{}ll@{}}
\toprule
Druid Level & Circle Spells\tabularnewline
\midrule
\endhead
3rd & mirror image, misty step\tabularnewline
5th & water breathing, water walk\tabularnewline
7th & control water, freedom of movement\tabularnewline
9th & conjure elemental, scrying\tabularnewline
\bottomrule
\end{longtable}

\textbf{Desert}

\begin{longtable}[c]{@{}ll@{}}
\toprule
Druid Level & Circle Spells\tabularnewline
\midrule
\endhead
3rd & blur, silence\tabularnewline
5th & create food and water, protection from energy\tabularnewline
7th & blight, hallucinatory terrain\tabularnewline
9th & insect plague, wall of stone\tabularnewline
\bottomrule
\end{longtable}

\textbf{Forest}

\begin{longtable}[c]{@{}ll@{}}
\toprule
Druid Level & Circle Spells\tabularnewline
\midrule
\endhead
3rd & barkskin, spider climb\tabularnewline
5th & call lightning, plant growth\tabularnewline
7th & divination,freedom of movement\tabularnewline
9th & commune with nature, tree stride\tabularnewline
\bottomrule
\end{longtable}

\textbf{Grassland}

\begin{longtable}[c]{@{}ll@{}}
\toprule
Druid Level & Circle Spells\tabularnewline
\midrule
\endhead
3rd & invisibility, pass without trace\tabularnewline
5th & daylight, haste\tabularnewline
7th & divination,freedom of movement\tabularnewline
9th & dream, insect plague\tabularnewline
\bottomrule
\end{longtable}

\textbf{Mountain}

\begin{longtable}[c]{@{}ll@{}}
\toprule
Druid Level & Circle Spells\tabularnewline
\midrule
\endhead
3rd & spider climb, spike growth\tabularnewline
5th & lightning bolt, meld into stone\tabularnewline
7th & stone shape, stoneskin\tabularnewline
9th & passwall, wall of stone\tabularnewline
\bottomrule
\end{longtable}

\textbf{Swamp}

\begin{longtable}[c]{@{}ll@{}}
\toprule
Druid Level & Circle Spells\tabularnewline
\midrule
\endhead
3rd & darkness, Melf's acid arrow\tabularnewline
5th & water walk, stinking cloud\tabularnewline
7th & freedom of movement, locate creature\tabularnewline
9th & insect plague, scrying\tabularnewline
\bottomrule
\end{longtable}

\textbf{Underdark}

\begin{longtable}[c]{@{}ll@{}}
\toprule
Druid Level & Circle Spells\tabularnewline
\midrule
\endhead
3rd & spider climb, web\tabularnewline
5th & gaseous form, stinking cloud\tabularnewline
7th & greater invisibility, stone shape\tabularnewline
9th & cloudkill, insect plague\tabularnewline
\bottomrule
\end{longtable}

\paragraph{Land's Stride}\label{lands-stride}

Starting at 6th level, moving through nonmagical difﬁcult terrain costs
you no extra movement. You can also pass through nonmagical plants
without being slowed by them and without taking damage from them i they
have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are
magically created or manipulated to impede movement, such those created
by the entangle spell.

\paragraph{Nature's Ward}\label{natures-ward}

When you reach 10th level, you can't be charmed or frightened by
elementals or fey, and you are immune to poison and disease.

Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your
connection to nature and become hesitant to attack you. When a beast or
plant creature attacks you, that creature must make a Wisdom saving
throw against your druid spell save DC. On a failed save, the creature
must choose a different target, or the attack automatically misses. On a
successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against
you.

\subsubsection{Circle or the Moon}\label{circle-or-the-moon}

Druids of the Circle of the Moon are ﬁerce guardians

of the wilds. Their order gathers under the full moon to share news and
trade warnings. They haunt the deepest parts of the wilderness, Where
they might go for weeks

on end before crossing paths with another humanoid creature. let alone
another druid.

Changeable as the moon, a druid of this circle might prowl as a great
cat one night, soar over the treetops as an eagle the next day, and
crash through the undergrowth in bear form to drive off a trespassing
monster. The wild is in the druid's blood.

\paragraph{Combat wild shape}\label{combat-wild-shape}

When you choose this circle at 2nd level, you gain the ability to use
Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a
bonus action to expend one spell slot to regain 1d8 hit points per level
of the spell slot expended.

\paragraph{Circle Forms}\label{circle-forms}

The rites of your circle grant you the ability to transform into more
dangerous animal forms. Starting at 2nd level, you can use your Wild
Shape to transform into a beast with a challenge rating as high as 1
(you ignore the Max. CR column of the Beast Shapes table, but must abide
by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge
rating as high as your druid level divided by 3, rounded down.

\paragraph{Primal Strike}\label{primal-strike}

Starting at 6th level, your attacks in beast form count as magical for
the purpose of overcoming resistance and immunity to nonmagical attacks
and damage.

\paragraph{Elemental Wild Shape}\label{elemental-wild-shape}

At 10th level, you can expend two uses of Wild Shape at the same time to
transform into an air elemental, an earth elemental. a ﬁre elemental, or
a water elemental.

\paragraph{Thousand Forms}\label{thousand-forms}

By 14th level. you have learned to use magic to alter your physical form
in more subtle ways. You can cast the \emph{alter self} spell at will.

\subsection{Progression Summary}\label{progression-summary}
