Druid
Druids are the guardians of the natural world, but their power does not come from study or faith. It comes from a Pact with the Fae or a deep, primal connection to the Fae Realms. They use Fae Magic, the magic of Growth and Life, to shape-shift into beasts and command the forces of nature.
Important: Druids use Fae Magic and Spell Slots. They are Full-Casters (full spell-slot progression), and gain bonus spell slots on top from their Fae Relationships (patrons). (Canon ruling 2026-06-21.)
Class Features
As a Druid, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per Druid level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Druid level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
- Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
- Tools: Herbalism kit
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival, Spellcraft, and Infernallia.
Equipment
You start with the following equipment, in addition to the equipment granted by your background: - (a) a wooden shield or (b) any simple weapon - (a) a scimitar or (b) any simple melee weapon - Leather armor, an explorer's pack, and a druidic focus
The Druid
Full-caster spell-slot progression (matches the app's FULL_CASTER_SLOTS). Fae Relationships grant additional slots on top of this base.
| Level | Proficiency Bonus | Features | Cantrips Known | Wild Shape Uses | Wild Shape CR | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Primal Savagery, Fae Magic, Fae Relationship | 2 | - | - | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Wild Shape, Wild Companion | 2 | 2 | 1/2 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | Druid Circle | 2 | 2 | 1 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 3 | 2 | 1 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | Elemental Fury, Fae Relationship | 3 | 2 | 2 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Circle Feature | 3 | 3 | 2 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | Fae Touched Transformation | 4 | 3 | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | Flying Transformation | 4 | 3 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Circle Feature, Fae Relationship | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | Improved Elemental Fury | 5 | 4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | Beastcaller | 6 | 4 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | Circle Feature | 6 | 5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | Mythical Transformation, Fae Relationship | 6 | 5 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | +5 | Ability Score Improvement | 7 | 5 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +5 | Ravenous Grasp | 7 | 5 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | True Wild Shape | 7 | 6 | 8 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Epic Boon | 8 | 6 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Archdruid, Fae Relationship | 8 | 6 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Fae Magic (Spellcasting)
As a guardian of the Fae Realms, you have a grimoire of the wild containing spells that channel the power of nature.
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 Druid table.
Starting Spells Known At 1st level, you know a number of 1st-level Fae spells equal to 4 + your Wisdom modifier.
Fae Mana The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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. For purposes of your aura, you have an amount of Fae Mana in your Aura equal to the sum of the spell level and spell slots you have expended that day. For instance if you have used a 3rd level spell slot, you have added three Fae Mana to your Aura.
Learning New Spells Each time you gain a Druid level, you can add a number of Fae spells of your choice to your grimoire equal to (your Proficiency Bonus + your Wisdom modifier) / 2 Rounded Down. Each of these spells must be of a level below or equal to your max available spell slot (see Table: The Druid).
Spellcasting Ability Wisdom is your spellcasting ability for your Druid spells, since your magic draws upon your devotion and attunement to nature. - Spell save DC = 8 + your proficiency bonus + your Wisdom modifier - Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting You can cast a Fae spell as a ritual if that spell has the ritual tag and you know the spell.
Spellcasting Focus You can use a druidic focus (such as an uncut crystal, a totem, or a wooden staff) as a spellcasting focus for your Druid spells.
Fae Relationships
Your power as a Druid comes from relationships you form with Fae beings. At 1st, 5th, 10th, 15th, and 20th level, you automatically gain a new Fae Relationship, representing your deepening connection to the Fey Realm and nature itself.
Each Fae Relationship grants you: - Additional Spell Slots: Bonus spell slots beyond your base progression - Expanded Spell List: Access to specific spells from your fae patron - Special Abilities: Unique powers reflecting the fae's nature
Work with your DM to determine which type of Fae entity you form a relationship with (see Magical Patrons/Fae/Fae Beings). Options include Kitsune, Valkyries, Dryads, Pixies, Elementals, and many others. Each relationship should be earned through roleplay, quests, offerings, or protecting natural areas.
Primal Savagery
At 1st level, your connection to beasts allows you to fight like one. When you make an unarmed strike, you can deal 1d10 slashing damage. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
Wild Shape
At 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. - Uses: You can use this feature twice. You regain expended uses when you finish a Short or Long Rest. - CR Limit: See the Druid table for the maximum CR of the beast you can transform into. - Duration: Half your Druid level in hours. - Statistics: 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 proficiencies, in addition to gaining those of the creature. - HP: You gain temporary hit points equal to the beast's HP. When these run out, you revert to your normal form.
Wild Companion
At 2nd level, you can expend one use of your Wild Shape to cast the find familiar spell, without material components. The familiar is a fey.
Druid Circle
At 3rd level, you choose a Druid Circle: Circle of the Land, Circle of Dreams, Circle of the Shaman, Circle of the Witch, or Circle of the Grove.
Elemental Fury
At 5th level, you can channel primal energy into your attacks. Once per turn, when you hit a creature with a weapon attack or an unarmed strike (including in Wild Shape), you can deal an extra 1d8 damage of a type chosen from Cold, Fire, Lightning, or Thunder.
Fae Touched Transformation
At 7th level, you can transform into Fae Touched creatures (creatures touched by Fae magic, such as Owlbears or Displacer Beasts) with your Wild Shape, subject to the CR limits.
Flying Transformation
At 9th level, you can transform into beasts with a flying speed.
Improved Elemental Fury
At 11th level, your Elemental Fury damage increases to 2d8.
Beastcaller
At 13th level, beasts and Fae Touched creatures will not attack you unless you attack them first. You can expend a use of Wild Shape to charm a beast or Fae Touched creature.
Mythical Transformation
At 15th level, you can transform into Elementals or Fey creatures with your Wild Shape.
Ravenous Grasp
At 17th level, when you hit with an attack in Wild Shape, you can heal for half the damage dealt.
True Wild Shape
At 18th level, you can cast alter self at will.
Archdruid
At 20th level, you have unlimited uses of Wild Shape.
Druid Circles
Circle of the Shaman
Shamans are druids with a deep connection to spirit guides and fae divination. They excel at wild shape transformations and communicate with the spirits of nature for guidance and prophecy.
Bonus Cantrip
At 3rd level, you learn one additional druid cantrip of your choice.
Spirit Guide
At 3rd level, you form a bond with a spirit guide—a fae entity that aids you in your journeys. Choose one type of spirit guide (Kitsune, Valkyrie, Dryad, Pixie, or another Fae being). You can cast Augury and Speak with Animals without expending a spell slot a combined number of times equal to your Wisdom modifier (minimum once). You regain all expended uses on a long rest.
Enhanced Wild Shape
At 6th level, your spirit guide strengthens your wild shape transformations. While in wild shape, you gain temporary hit points equal to your druid level, and your natural attacks count as magical for the purpose of overcoming resistance.
Fae Divination
At 10th level, your connection to the fae grants you prophetic visions. You can cast Divination without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest. Additionally, when you finish a short rest, you can consult your spirit guide to gain advantage on the next ability check or saving throw you make.
Spirit Transformation
At 14th level, when you wild shape, you can choose to take on an ethereal spirit form instead. While in spirit form, you gain the benefits of your beast form plus: - You can move through other creatures and objects as if they were difficult terrain - You have resistance to all damage except force damage - You can communicate telepathically with creatures within 60 feet
Circle of the Witch
Witches are druids who have mastered the manipulation of elemental forces. They summon and command elementals, bend the elements to their will, and wield destructive natural magic.
Elemental Affinity
At 3rd level, choose an element: Fire, Water, Air, or Earth. You gain resistance to damage of that type. Additionally, when you cast a druid spell that deals damage of your chosen element, add your Wisdom modifier to one damage roll of that spell.
Summon Elemental
At 3rd level, you can use an action and expend a spell slot to summon an elemental of your chosen affinity. The elemental appears in an unoccupied space within 60 feet and obeys your commands. It remains for 1 hour, until it drops to 0 hit points, or until you dismiss it (no action required). - 1st-2nd level slot: Small elemental (CR 1/4) - 3rd-4th level slot: Medium elemental (CR 2) - 5th level slot: Large elemental (CR 5)
Elemental Manipulation
At 6th level, you can manipulate your chosen element with ease. You gain one of the following benefits based on your element: - Fire: You can cast Fireball once without expending a spell slot (regain on long rest) - Water: You can cast Tidal Wave once without expending a spell slot (regain on long rest) - Air: You can cast Fly on yourself at will - Earth: You can cast Meld into Stone at will
Dual Affinity
At 10th level, choose a second elemental affinity. You gain resistance to that damage type and can summon elementals of either type.
Elemental Mastery
At 14th level, when you summon an elemental, you can spend an additional spell slot of any level to enhance it. The elemental gains: - Temporary hit points equal to 5 × the additional slot's level - +2 to attack rolls and saving throws - Its attacks deal an extra 1d8 damage of its element type
Circle of the Grove
Druids of the Circle of the Grove are the ultimate guardians of life. They tend to the health of the forest and its inhabitants, using their magic to heal wounds, cure diseases, and protect their allies from harm. They are the heart of the forest, beating with the rhythm of life itself.
Circle Spells
Your connection to the grove grants you access to certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Grove Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
| Druid Level | Spells |
|---|---|
| 2nd | Cure Wounds, Goodberry |
| 3rd | Aid, Lesser Restoration |
| 5th | Mass Healing Word, Revivify |
| 7th | Aura of Life, Aura of Vitality |
| 9th | Greater Restoration, Mass Cure Wounds |
Grove's Balm
At 2nd level, you have a pool of fey energy represented by a number of d6s equal to your Druid level. As a bonus action, you can choose one creature you can see within 60 feet of you and spend a number of those dice equal to half your Druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain all expended dice when you finish a long rest.
Aura of Growth
At 6th level, you emit an aura of vitality. You and friendly creatures within 30 feet of you have resistance to necrotic and poison damage, and their hit point maximum cannot be reduced.
Walker in the Grove
At 10th level, you can step through the fae paths of the forest. Once on your turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger.
Sanctuary of the Wild
At 14th level, creatures of the natural world sense your connection to the grove and hesitate 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.