Table of Contents
Level 1
Spellcasting
You have learned to cast spells through studying the mystical forces of nature. 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. 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. You can prepare a number of Druid spells equal to your Druid level + your Wisdom modifier (minimum of 1).
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.
Druidic Initiate
You attempt to connect to the ancient nature of our world. You gain proficiency in Nature, and you can use Wisdom in place of Intelligence for Nature checks, and you learn either Fey Speak or Primordial.
While learning one of these ancient tongues, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.
Druid Archetype
You have dedicated yourself to one of the following sacred roles of your choice.
Shaman
You learn one extra cantrip from the Druid spell list. You always have the Find Familiar spell prepared, though it does not count towards your maximum prepared spells.
Warden
Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.
Level 2
Primal Connection
You learn to channel the elder power of nature to produce effects beyond those of spells. You know two Primal Connections of your choice from the options below. When you gain a Druid level, you can replace one of your chosen features with a different one.
You have two uses of this feature. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Druid levels, as shown in the Primal Connection column of the Druid table.
Primeaval Magick
Once per Short Rest, as a Magic action, you expend a use of your Primal Connection to cast a Druid spell of 5th-level or lower without expending a spell slot, and you can cast it this way even if you don't have it prepared. You can only cast spells that you would be able to cast using the spell slots you have.
Primeaval Ritual
As an action. you expend a use of your Primal Connection to immediately produce the effects of a Ritual spell you can cast.
Primeaval Creation
As an action, you expend a use of your Primal Connection to complete the crafting of a common or uncommon item instantly using the Herbalism Kit, Poisoner's Kit or Alchemist's Supplies. You must still consume the necessary ingredients.
Primeaval Knowledge
As an action, you expend a use of your Primal Connection to instantly unlock the Bestiary of any Beast you can currently see.
Primeaval Bond
As an action, you touch a non-hostile Beast or Plant of CR 1/8 or lower and expend a use of your Primal Connection to bond it to you as if using the Find Familiar spell. It retains its creature type, and it can't be sent to a pocket dimension. If it dies, you can use your action to touch it and expend a use of your Primal Connection to return it to life with maximum hit points.
The CR of Beasts and Plants you can bond with increases at Druid levels 4 (1/4) and 8 (1/2).
Wildshape
Your connection to primeaval forces allows you to assume the form of an animal. Pick a list of Beast Wildshapes from the options: Aquatic, Avian, Brute, Carnivore, Reptilian or Vermin Beasts.
As a Bonus Action, you shape-shift into a Beast from your chosen list of a CR equal or lower than 1/4. As you gain Druid levels, you gain access to higher CR Beasts from your chosen list, as shown in the "Wildshape CR" column of the Druid table. You stay in that form for a number of hours equal to half your Druid level (rounded down) or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
You gain an additional list of Beast Wildshapes of your choice at Druid levels 7, 11 and 15.
Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.
Learning New Beast Shapes. As an action, you can touch a friendly or incapacitated Beast that is not on any of your chosen lists of a CR you can Wildshape to and expend a use of your Wildshape to gain knowledge of its Beast shape. You add it as an option of Beast you can Wildshape into. You can learn a number of Beast Wildshapes in this way up to a number equal to your Druid level divided by 3 (rounded down, minimum of 1).
Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages (though you can't speak); and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.
No Spellcasting. You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.
Equipment & Objects. Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. 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 the form. Equipment that merges with the form has no effect while you're in that form.
Level 3
Druid Subclass
You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.
Level 7
Elemental Fury
The might of the elements flows through you. You gain one of the following options of your choice.
Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.
Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).
Level 9
Improved Wild Shape
Each of your attacks in a Wild Shape form can deal its normal damage type, Radiant or Necrotic damage. You make this choice each time you hit with those attacks.
Level 13
Primeaval Strength
When you make an Intelligence, Wisdom or Charisma saving throw, you can expend a use of your Primal Connection to give yourself advantage.
Level 17
Beast Spells
While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20
Archdruid
The vitality of nature constantly blooms within you, granting you the following benefits.
Nature Magician. You gain all Primal Connection features, and gain a charge at the start of each round.
Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.