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Druid

Class • WC5E

Druid Class Features

As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.

Spell Slots per Spell Level
LevelProficiency BonusFeaturesWild ShapeCantripsPrepared Spells123456789
1+2Spellcasting (Druid)-242--------
2+2Shapeshifting2253--------
3+2Subclass, Wild Affinities22642-------
4+2Ability Score Improvement (Level 4)23743-------
5+3-239432------
6+3-3310433------
7+3-33114331-----
8+3Ability Score Improvement (Level 8)33124332-----
9+4-331443331----
10+4-341543332----
11+4-3416433321---
12+4Ability Score Improvement (Level 12)3416433321---
13+5-34174333211--
14+5-34174333211--
15+5-341843332111-
16+5Ability Score Improvement (Level 16)341843332111-
17+6-4419433321111
18+6Timeless Body4420433331111
19+6Epic Boon4421433332111
20+6-4422433332211

Level 1: Spellcasting (Druid)

You have learned to cast spells through studying the mystical forces of nature. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class’s description.

Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.

Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.

When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.

Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Druid feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Level 2: Shapeshifting

Starting at 2nd level, you can use your action to magically assume a druidic shape. There is no limitation to how often you can shapeshift into a shape that you know.

Your druid level determines the shapes you can transform into, as shown in the Shapeshifts table. At 2nd level, for example, you can shapeshift into a cat or bear, among other shapeshifts.

Shapeshifts

LevelAvailable Shapeshifts
2ndCat, Bear
3rdMoonkin, Treant
4th Aquatic, Travel
8thFlight

There is no limit to how long you can stay shapeshifted, reverting to your normal form as a bonus action. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your retain your game statistics, alignment, and personality. While shapeshifted you are considered unarmored and calculate your Armor Class according to the shape. When you shapeshift your hit points does not change, and any damage taken whilst in a shape carries over to your normal form.
  • You can’t cast spells, unless the shape says otherwise, and your ability to speak or take any action that requires hands is limited to the capabilities of your shapeshift. However, transforming doesn’t break your concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell, such as moonbeam, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the shapeshift is physically capable of doing so, in addition to gaining those of the shape. However, you can’t use any of your special senses, such as darkvision, unless your new shape also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment merged with your form has no effect and cannot be activated until you leave the form, but any passive magical properties will still affect you.

Level 3: Subclass

You gain a subclass of your choice. A subclass is a specialization that grants you features at certain levels of this class. For the rest of your career, you gain each of your subclass’s features that are of your level or lower.

Level 3: Wild Affinities

Having accustomed yourself with the druidic forces, you have learnt how to harness the true potential of its powers and the potential of certain shapes.

At 3rd level, you gain two wild affinities of your choice. Your affinity options are detailed at the end of the class description. When you gain certain druid levels, you gain additional affinities of your choice, as shown in the Affinities Known column of the Druid table.

Additionally, when you gain a level in this class, you can choose one of the affinities you know and replace it with another affinities that you could learn at that level.

Level 4: Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at levels 8, 12, and 16.

Level 8: Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at levels 12 and 16.

Level 12: Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at level 16.

Level 16: Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify.

Level 18: Timeless Body

Starting at 18th level, the primal magic that you wield has caused you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Level 19: Epic Boon

You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify.