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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.
and water — must remain in equilibrium. If one element as a sign that becoming a druid
were to gain power over the others, the world could be was part of your character's destiny.
destroyed, drawn into one of the elemental planes and Have you always been an adventurer
broken apart into its component elements. Thus, druids as part of your druidic calling, or did you
oppose cults of Elemental Evil and others who promote first spend time as a caretaker of a sacred
one element to the exclusion of others. grove or spring? Perhaps your homeland was
Druids are also concerned with the delicate ecological befouled by evil, and you took up an adventuring life in
balance that sustains plant and animal life, and the need hopes of finding a new home or purpose.
for civilized folk to live in harmony with nature, not in
opposition to it. Druids accept that which is cruel in QUICK BUILD
nature, and they hate that which is unnatural, including You can make a druid quickly by following these
aberrations (such as beholders and mind flayers) suggestions. First, Wisdom should be your highest
and undead (such as zombies and vampires). Druids ability score, followed by Constitution. Second, choose
sometimes lead raids against such creatures, especially the hermit background.
when the monsters encroach on the druids' territory.
Druids are often found guarding sacred sites or CLASS FEATURES
watching over regions of unspoiled nature. But when a As a druid, you gain the following class features.
significant danger arises, threatening nature's balance
or the lands they protect, druids take on a more active HIT POINTS
role in combating the threat, as adventurers. Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
CREATING A DRUID Hit Points at Higher Levels: 1d8 (or 5) + your
When making a druid, consider why your character has Constitution modifier per druid level after 1st
such a close bond with nature. Perhaps your character
lives in a society where the Old Faith still thrives, or was PROFICIENCIES
raised by a druid after being abandoned in the depths Armor: Light armor, medium armor, shields (druids will
of a forest. Perhaps your character had a dramatic not wear armor or use shields made of metal)
encounter with the spirits of nature, coming face to Weapons: Clubs, daggers, darts, javelins, maces,
face with a giant eagle or dire wolf and surviving the quarterstaffs, scimitars, sickles, slings, spears
experience. Maybe your character was born during an Tools: Herbalism kit
epic storm or a volcanic eruption, which was interpreted Saving Throws: lntelligence, Wisdom
i'.‘1-! I I- I AS51-.
6i
Skills: Choose two from Arcana, Animal one spell). The spells must be of a levet for which you
Handling. lnsight, Medicine, Nature, Perception, have spell slots.
Religion, and Survival For example, if you are a 3rd-level druid, you have four
1st-level and two 2nd-level spell slots. With a Wisdom
EQUIPMENT of 16, your list of prepared spells can include six spells
You start with the following equipment, in addition to of 1st or 2nd level, in any combination. If you prepare
the equipment granted by your background: the 1st-level spell cure wounds, you can cast it using
• (a) a wooden shield or (b) any simple weapon a 1st-level or 2nd-level slot. Casting the spell doesn't
• (a) a scimitar or (b) any simple melee weapon remove it from your list of prepared spells.
• Leather armor, an explorer's pack, and a druidic focus You can also change your list of prepared spells when
you finish a long rest. Preparing a new list of druid
DRUIDIC spells requires time spent in prayer and meditation: at
least 1 minute per spell level for each spell on your list.
You know Druidic, the secret language of druids. You
can speak the language and use it to leave hidden SPELLCASTING ABILITY
messages. You and others who know this language Wisdom is your spellcasting ability for your druid
automatically spot such a message. Others spot the spells, since your magic draws upon your devotion and
message's presence with a successful DC 15 Wisdom attunement to nature. You use your Wisdom whenever
(Perception) check but can't decipher it without magic. a spell refers to your spellcasting ability. In addition,
you use your Wisdom modifier when setting the saving
SPELLCASTING throw DC for a druid spell you cast and when making an
Drawing on the divine essence of nature itself, you attack roll with one.
can cast spells to shape that essence to your will. See
Spell save DC = 8 your proficiency bonus +
chapter 10 for the general rules of spellcasting and
your Wisdom modifier
chapter 11 for the druid spell list.
Spell attack modifier = your proficiency bonus +
CANTRIPS your Wisdom modifier
At 1st level, you know two cantrips of your choice from
the druid spell list. You learn additional druid cantrips RITUAL CASTING
of your choice at higher levels, as shown in the Cantrips You can cast a druid spell as a ritual if that spell has the
Known column of the Druid table. ritual tag and you have the spell prepared.
PREPARING AND CASTING SPELLS SPELLCASTING Focus
The Druid table shows how many spell slots you have You can use a druidic focus (found in chapter 5) as a
to cast your spells of 1st level and higher. To cast one of spellcasting focus for your druid spells.
these druid spells, you must expend a slot of the spell's
level or higher. You regain all expended spell slots when WILD SHAPE
you finish a long rest.
You prepare the list of druid spells that are available Starting at 2nd level, you can use your action to
for you to cast, choosing from the druid spell list. When magically assume the shape of a beast that you have
you do so, choose a number of druid spells equal to seen before. You can use this feature twice. You regain
your Wisdom modifier + your druid level (minimum of 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
SACRED PLANTS AND WOOD
2nd level, for example, you can transform into any beast
A druid holds certain plants to be sacred, particularly alder,
that has a challenge rating of 1/4 or lower that doesn't
ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan,
willow, and yew. Druids often use such plants as part of a
have a flying or swimming speed.
spellcasting focus, incorporating lengths of oak or yew or
sprigs of mistletoe. BEAST SHAPES
Similarly, a druid uses such woods to make other objects, Level Max. CR Limitations Example
such as weapons and shields. Yew is associated with death
2nd 1/4 No flying or swimming speed Wolf
and rebirth, so weapon handles for scimitars or sickles might
be fashioned from it. Ash is associated with life and oak 4th 1/2 No flying speed Crocodile
with strength. These woods make excellent hafts or whole 8th 1 Giant eagle
weapons, such as clubs or quarterstaffs, as well as shields.
Alder is associated with air, and it might be used for thrown You can stay in a beast shape for a number of hours
weapons, such as darts or javelins. equal to half your druid level (rounded down). You then
Druids from regions that lack the plants described here revert to your normal form unless you expend another
have chosen other plants to take on similar uses. For use of this feature. You can revert to your normal
instance, a druid of a desert region might value the yucca form earlier by using a bonus action on your turn. You
tree and cactus plants. automatically revert if you fall unconscious, drop to
0 hit points, or die.
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of TIMELESS BODY
the beast, but you retain your alignment, personality,
and Intelligence, Wisdom, and Charisma scores. You Starting at 18th level, the primal magic that you wield
also retain all of your skill and saving throw proficien- causes you to age more slowly. For every 10 years that
cies, in addition to gaining those of the creature. If pass, your body ages only 1 year.
the creature has the same proficiency as you and the
bonus in its stat block is higher than yours, use the BEAST SPELLS
creature's bonus instead of yours. If the creature has Beginning at 18th level, you can cast many of your druid
any legendary or lair actions, you can't use them. spells in any shape you assume using Wild Shape. You
• When you transform, you assume the beast's hit can perform the somatic and verbal components of a
points and Hit Dice. When you revert to your normal druid spell while in a beast shape, but you aren't able to
form, you return to the number of hit points you had provide material components.
before you transformed. However, if you revert as a
result of dropping to 0 hit points, any excess damage ARCHDRUID
carries over to your normal form. For example, if you At 20th level, you can use your Wild Shape an unlimited
take 10 damage in animal form and have only 1 hit number of times.
point left, you revert and take 9 damage. As long as
the excess damage doesn't reduce your normal form
to 0 hit points, you aren't knocked unconscious.
• You can't cast spells, and your ability to speak or
take any action that requires hands is limited to the
capabilities of your beast form. Transforming doesn't
break your concentration on a spell you've already
cast, however, or prevent you from taking actions that
are part of a spell, such as call lightning, that you've
already cast.
• You retain the benefit of any features from your class,
race, or other source and can use them if the new
form is physically capable of doing so. However, you
can't use any of your special senses, such as darkvi-
sion, unless your new form also has that sense.
You choose whether your equipment falls to the
ground in your space, merges into your new form, or
is worn by it. Worn equipment functions as normal,
but the DM decides whether it is practical for the new
form to wear a piece of equipment, based on the 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.
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.
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.
TREASURED ITEMS
d6 Item
1 A twig from the meeting tree that stands in the
center ofyour village
A vial ofwater from the source ofa sacred river
G‘U'l-P‘LUJN
Special herbs tied together in a bundle
A small bronze bowl engraved with animal images
DRUID A rattle made from a dried gourd and holly berries
Evert [N DEATH, eaCH CREATURE PLAYS ITS PART IN
A miniature golden sickle handed down to you by
your mentor
maintaining the Great Balance. But now an imbalance
grows, aforce that seeks to hold svvay over nature. This is
GUIDING ASPECT
the destructive behavior of the mortal races. Thejarther
Many druids feel a strong link to a specific aspect of the
atvayfrom nature their actions take them. the more car— natural world, such as a body of water, an animal, a type
rupting their influence becomes. As druids, we seek mainly of tree, or some other sort of plant. You identify with
to protect and educate, to preserve the Great Balance, but your chosen aspect; by its behavior or its very nature, it
sets an example that you seek to emulate.
there are times when we must rise up against danger and
eradicate it. GUIDING ASPECTS
—Safhran, archdruid d6 Guiding Aspect
1 Yew trees remind you of renewing your mind and
Druids are the caretakers of the natural world, and it is spirit, letting the old die and the new spring forth.
said that in time a druid becomes the voice of nature, 2 Oak trees represent strength and vitality. Medi-
speaking the truth that is too subtle for the general pop—
tating under an oak fills your body and mind with
ulace to hear. Many who become druids find that they
resolve and fortitude.
naturally gravitate toward nature; its forces, cycles, and
3 The river’s endless flow reminds you ofthe great
movements fill their minds and spirits with wonder and
insight. Many sages and wise folk have studied nature, span ofthe world. You seek to act with the long-
writing volumes about its mystery and power, but druids term interests of nature in mind.
are a special kind of being: at some point, they begin 4 The sea is a constant, churning cauldron of power
to embody these natural forces, producing magical and chaos. It reminds you that accepting change is
phenomena that link them to the spirit of nature and necessary to sustain yourselfin the world.
the flow of life. Because of their strange and mysterious 5 The birds in the sky are evidence that even the
power, druids are often revered, shunned, or considered smallest creatures can survive ifthey remain above
dangerous by the people around them. the fray.
Your druid character might be a true worshiper of na—
6 As demonstrated by the actions ofthe wolf, an
ture, one who has always scorned civilization and found
individual’s strength is nothing compared to the
solace in the wild. Or your character could be a child of
power ofthe pack.
the city who now strives to bring the civilized world into
harmony with the wilderness. You can use the sections
that follow to flesh out your druid, regardless of how MENTOR
your character came to the profession. It’s not unusual for would-be druids to seek out (or be
sought out by) instructors or elders who teach them the
TREASURED ITEM basics of their magical arts. Most druids who learn from
Some druids carry one or more items that are sacred a mentor begin their training at a young age, and the
to them or have deep personal significance. Such items mentor has a vital role in shaping a student’s attitudes
are not necessarily magical, but every one is an object and beliefs.
whose meaning connects the druid’s mind and heart to If your character received training from someone
a profound concept or spiritual outlook. else, who or what was that individual, and what was the
When you decide what your character’s treasured nature of your relationship? Did your mentor imbue you
item is, think about giving it an origin story: how did you with a particular outlook or otherwise influence your
come by the item, and why is it important to you? approach to achieving the goals of your chosen path?
CIRCLE OF DREAMS
Druids who are members of the Circle of Dreams hail
from regions that have strong ties to the Feywild and
its dreamlike realms. The druids’ guardianship of the
natural world makes for a natural alliance between
them and good-aligned fey. These druids seek to fill the
world with dreamy wonder. Their magic mends wounds
and brings joy to downcast hearts, and the realms they
protect are gleaming, fruitful places, where dream and
reality blur together and where the weary can find rest.
HIDDEN PATHS
DRUID CIRCLES Starting at 10th level, you can use the hidden, magical
At 2nd level, a druid gains the Druid Circle feature. The pathways that some fey use to traverse space in the
following options are available to a druid, in addition blink of an eye. As a bonus action on your turn, you can
to those offered in the Player’s Handbook: the Circle of teleport up to 60 feet to an unoccupied space you can
Dreams and the Circle of the Shepherd. see. Alternatively, you can use your action to teleport
one willing creature you touch up to 30 feet to an unoc-
'
.._.___. _______._.___.-.._______
cupied space you can see.
You can use this feature a number of times equal to
_ ...-..,,._.,.__-___ ___.__..._..._..._._._......_...'
your Wisdom modifier (minimum of once), and you re-
gain all expended uses of it when you finish a long rest.
WALKER IN DREAMS
At 14th level, the magic of the Feywild grants you
the ability to travel mentally or physically through
dreamlands.
When you finish a short rest, you can cast one of the
following spells, without expending a spell slot or re-
quiring material components: dream (with you as the
messenger), scrying, or teleportation circle.
This use of teleportation circle is special. Rather than
opening a portal to a permanent teleportation circle, it
opens a portal to the last location where you finished
a long rest on your current plane of existence. If you
haven*t taken a long rest on your current plane, the
spell fails but isn’t wasted.
Once you use this feature, you can’t use it again
until you finish a long rest.
____”:_. _...
from encroaching on rare animal habitats and on sites SPIRIT TOTEM
sacred to the fey. Many of these druids are happiest far Starting at 2nd level, you can call forth nature spirits to
from cities and towns, content to spend their days in the influence the world around you. As a bonus action, you
_
company of animals and the fey creatures of the wilds. can magically summon an incorporeal spirit to a point
Members of this circle become adventurers to oppose you can see within 60 feet of you. The spirit creates an
forces that threaten their charges or to seek knowledge aura in a 30-foot radius around that point. It counts as
and power that will help them safeguard their charges neither a creature nor an object, though it has the spec-
better. Wherever these druids go, the spirits of the wil— tral appearance of the creature it. represents.
derness are with them. As a bonus action, you can move the spirit up to 60
feet to a point you can see.
CIRCLE OF THE SHEPHERD FEATURES The spirit persists for 1 minute or until you’re incapac—
Druid Level Feature itated. Once you use this feature, you can’t use it again
2nd Speech ofthe Woods, Spirit Totem until you finish a short or long rest.
6th Mighty Summoner The effect of.the spirit’s aura depends on the type of
spirit you summon from the options below.
10th Guardian Spirit
Bear Spirit. The bear spirit grants you and your allies
14th Faithful Summons
its might and endurance. Each creature of your choice
in the aura when the spirit appears gains temporary
SPEECH or THE Woons hit points equal to 5 + your druid level. In addition, you
At 2nd level, you gain the ability to converse with beasts and your allies gain advantage on Strength checks and
and many fey. Strength saving throws while in the aura.
You learn to speak, read, and write Sylvan. In addi‘ Hawk Spirit. The hawk spirit is a consummate
tion, beasts can understand your speech, and you gain hunter, aiding you and your allies with its keen sight.
the ability to decipher their noises and motions. Most When a creature makes an attack roll against a target
beasts lack the intelligence to convey or understand in the spirit’s aura, you can use your reaction to grant
sophisticated concepts, but a friendly beast could relay advantage to that attack roll. In addition, you and your
what it has seen or heard in the recent past. This ability allies have advantage on Wisdom (Perception) checks
doesn’t grant you friendship with beasts, though you can while in the aura.
ti l-l .‘~. l’i" in E3. 1 I..ii_". it .‘~.I.' ii F3, i 3 PT i (I j.‘ .“x'. 3'
_ _.-..—..-_—.—-..-—.—..__._
FOREST GRASSLAND
CR Beast Fly/Swim Beast Fly/Swim
0 Baboon Cat
0 Badger Deer
0 Cat Eagle Fly
0 Deer Goat
0 Hyena Hyena
0 Owl Fly Jackal
1/8 Blood hawk Fly Vulture
1/8 Flying snake Fly Blood hawk
1/8 Giant rat Flying snake
1/8 Giant weasel Giant weasel
1/8 Poisonous snake Swim Poisonous snake
1/8 Mastiff Stirge
1/8 Stirge Fly Axe beak
1/4 Boar Boar
1/4 Constrictor snake Swim Elk
1/4 Elk Giant poisonous snake
1/4 Giant badger Giant wolfspider
1/4 Giant bat Fly Panther (leopard)
1/4 Giant frog Swim 1/4 Pteranodon
1/4 Giant lizard 1/4 Riding horse
1/4 Giant owl Fly 1/4 Wolf
1/4 Giant poisonous snake Swim 1/2 Giant goat
1/4 Giant wolfspider 1/2 Giant wasp
1/4 Panther Giant eagle
_.I
MOUNTAIN
CR Beast Fly/Swim UNDERWATER
0 Eagle F'Y CR Beast Fly/Swim
0 Goat — 0 Quipper Swim
1/8 Blood hawk Fly 1/4 Constrictor snake Swim
1/3 Stirge Fly 1/2 Giant sea horse Swim
1/4 Pteranodon Fly 1/2 Reelc shark Swim
1/2 Giant goat — 1 Giant octopus Swim
1 Giant eagle Fly Giant constrictor snake Swim
mwNNN
DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra ld8 psychic damage to
the target. When you reach 14th level, the extra damage
increases to 2d8.
ORDER'S WRATH
Starting at J 7th level, enemies you designate for de-
struction wilt under the combined efforts of you and
your allies. If you deal your Divine Strike damage to a
creature on your turn, you can curse that creature until
the start of your next turn. The next time one of your
allies hits the cursed creature with an attack, the target
also takes 2d8 psychic damage, and the curse ends. You
can curse a creatu re in this way only once per turn.
Druid Level Spells If you have temporary hit points and receive more of them,
you don't add them together, unless a rule says you can.
3rd blindness/deafness, gentle repose Instead. you decide which temporary hit points to keep.
5th animate dead, gaseous form For more information on temporary hit points, see chapter
7th blight, confusion 9 of the Player's Handbook.
9th cloudkill, contagion
FUNGAL INFESTATION
HALO OF SPORES At 6th level, your spores gain the ability to infest a
Starting at 2nd level, you are surrounded by invisible. corpse and animate it. If a beast or a humanoid that is
necrotic spores that are harmless until you unleash Small or Medium dies within 10 feet of you, you can use
them on a creature nearby. When a creature you can see your reaction to animate it, causing ic to stand up imme-
moves into a space within 10 feet of you or starts its turn diately with 1 hit point. The creature uses the zombie
there, you can use your reaction to deal ld4 necrotic stat block in the Monster Manual. It remains animate for
damage to that creature unless it succeeds on a Consti- 1 hour, after which time it collapses and dies.
tution saving throw against your spell save DC. The ne- In combat, the zombie's turn comes immediately after
crotic damage increases to ld6 at 6th level, ld8 at 10th yours. lt obeys your mental commands, and the only
level, and ldlO at 14th level. action it can take is the Attack action, making one me-
lee attack.
SYMBIOTIC ENTITY
You can use this feature a number of times equal to
At 2nd level, you gain the ability to channel magic into your Wisdom modifier (minimum of once), and you re-
your spores. As an action, you can expend a use of your gain all expended uses of it when you finish a long rest.
Wild Shape feature to awaken those spores, rather
than transforming into a beast form, and you gain 4 SPREADING SPORES
temporary hit points for each level you have in this At 10th level, you gain the ability to seed an area with
class. While this feature is active, you gain the follow- deadly spores. As a bonus action while your Symbiotic
ing benefits: Entity feature is active, you can hurl spores up to 30 feet
• When you deal your Halo of Spores damage, roll the away. where they swirl in a 10-foot cube for 1 minute.
damage die a second time and add it to the total. The spores disappear early if you use this feature again,
• Your melee weapon attacks deal an extra ld6 poison if you dismiss them as a bonus action, or if your Symbi-
damage to any target they hit. otic Entity feature is no longer active.
Whenever a creature moves into the cube or starts
These benefits last for 10 minutes. until you lose all its turn there, that creature takes your Halo of Spores
these temporary hit points, or until you use your Wild damage, unless the creature succeeds on a Constitution
Shape again. saving throw against your spell save DC. A creature can
take this damage no more than once per turn.
While the cube of spores persists, you can't use your
Halo of Spores reaction.
FUNGAL BODY
At 14th level, the fungal spores in your body alter you:
you can't be blinded, deafened, frightened, or poisoned,
and any critical hit against you counts as a normal hit
instead, unless you're incapacitated.