Druid 5e (5th Edition) Class in D&D

Druids are a very versatile class. Between their handy archetypes, they’re capable to serve combined roles as scouts, strikers, blasters, help casters, and controllers. Their spell listing has a lot of special options. There is a sturdy emphasis on region manipulate spells, and most of the Druid’s excellent spells require Concentration. By spellcaster standards, the Druid is pretty easy to play due to the fact you so hardly ever want to music extra than one ongoing spell effect, however, it honestly does not make them much less enjoyable or much less powerful.

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druid 5e

Druid 5e

Level
Proficiency BonusFeaturesCantrips KnownSpell Slots, Spell Level
1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22--------
2nd+2Wild Shape, Druid, Circle23--------
3rd+2-242-------
4th+2Wild Shape improvement, Ability Score Improvement
343-------
5th+3-3432------
6th+3Druid Circle feature3433------
7th+3-34331-----
8th+3Wild Shape improvement, Ability Score Improvement
34332-----
9th+4-343331----
10th+4Druid Circle feature443332----
11th+4-4433321---
12th+4Ability Score Improvement4433321---
13th+5-44333211--
14th+5Druid, Circle feature44333211--
15th+5-443332111-
16th+5Ability Score Improvement443332111-
17th+6-4433321111
18th+6Timeless Body, Spells4433331111
19th+6Ability Score Improvement4433332111
20th+6Archdruid4433332211

The Druid class is mainly a spell caster, and fills a position in the celebration comparable to the Cleric, serving as a Healer, Support, and Utility caster. However, their competencies do not stop there. Several subclasses additionally enable the Druid to serve as a tremendous Defender or Striker is an impressively vast and special variety of ways.

Hit Points

  • Hit Dice: 1d8 per druid level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + 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, and Survival

Equipment

You start with the following equipment…

  • (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

Druids journey a dramatic energy spike at the 2nd degree when they achieve their subclass, and the Circle of the Moon Druid stays amongst the most effective builds at degree two numerous years after the guide of the core rules. However, no matter their strengths, the Druid is no longer except for problems. Druid subclasses differ wildly in complexity, and some druid subclasses like Circle of Spores are pretty challenging to construct and play effectively, whilst some subclasses like Circle of the Land are extraordinarily easy to play so long as the participant is cozy managing their spells. Beyond the fluctuating complexity, druids additionally have notoriously negative AC due to their incapability to put on metallic armor, and with solely d8 hit points, they can be frail in contrast to comparable lessons like the Cleric.

Attributes

Hit Died8
Spellcasting AbilityWisdom
Starting Gold2d4 x 10
Subclass NameDruid Circle
Suggested AbilitiesWisdom, Constitution

Arctic

3rdHold Person, Spike Growth
5thSleet Storm, Slow
7thFreedom of Movement, Ice Storm
9thCommune with Nature, Cone of Cold

Coast

3rdMirror Image, Misty Step
5thWater Breathing, Water Walk
7thControl Water, Freedom of Movement
9thConjure Elemental, Scrying

Desert

Druid SpellsCircle Spells
3rdBlur, Silence
5thCreate Food and Water, Protection from Energy
7thBlight, Hallucinatory Terrain
9thInsect Plague, Wall of Stone

Forest

Druid SpellsCircle Spells
3rdBarkskin, Spider Climb
5thCall Lightning, Plant Growth
7thDivination, Freedom of Movement
9thCommune with Nature, Tree Stride

Grassland 

Druid SpellsCircle Spells
3rdInvisibility, Pass without Trace
5thDaylight, Haste
7thDivination, Freedom of Movement
9thDream, Insect Plague

Mountain

Druid SpellsCircle Spells
3rdSpider Climb, Spike Growth
5thLightning Bolt, Meld into Stone
7thStone Shape, Stoneskin
9thPasswall, Wall of Stone

Swamp 

Druid SpellsCircle Spells
3rdAcid Arrow, Darkness
5thWater Walk, Stinking Cloud
7thFreedom of Movement, Locate Creature
9thInsect Plague, Scrying

Despite all of that, the Druid can be a lot of exciting to play, and if you stick to one of the low-complexity subclasses the Druid 5e is amongst the best spellcaster training to play. For new gamers searching to strive for their first spellcaster, Circle of the Land can be a top-notch introduction to the complexities of managing spellcasters.

For druid subclasses like Circle of Spores and Circle of the Moon which use the Wild Shape makes use of extra heavily, this is lots greater impactful. The circle of the Moon can change lower back into an animal shape at the starting of each and every turn, thereby making themselves extraordinarily challenging to damage. Circle of Spores can reactivate Symbiotic Entity at no price past spending an Action to do, permitting them to continue to be in their fight structure nearly endlessly and permitting you to refresh your pool of brief hit factors (which is eighty factors at this level) each time you have a second to do so, permitting you to stand nevertheless and shrug off upsettingly massive portions of injury at no price past your Action.

Druids do not get a lot of terrific selections with skills, however, because they want so few potential ratings they can have enough money a bit of Intelligence to returned up Knowledge skills, and they have the Wisdom to returned up necessary competencies like Insight and Perception. Unfortunately, Druids did not get any Face capabilities so even if you put some sources into Charisma you will want to scrape collectively ample talent proficiencies from your race and your heritage to get by.

Proficiencies are if truth be told the competencies that your druid will be ‘proficient’ at – some of these you’ll without a doubt get for your category – such as being knowledgeable at welding daggers and darts – whilst others you’ll have to select between. It’s vital to notice that druids by no means put on armor or use shields made of metal. Druids can use an extraordinarily extensive vary of weaponry, which includes clubs, daggers, darts, maces, and even a sling.

As for viable capabilities, you can pick your skill ability in, druids can pick out two from animal dealing with – maybe a top preference if your layout to be making any furry pals – insight, medicine, nature, perception, religion, and survival. Due to druids commonly being at their high-quality in the amazing outdoors, competencies such as nature, perception, and survival are all possibly correct bets. However, perception and medication are a great deal extra frequent when dealing with different people, which would possibly make for an extra well-rounded character.

Druids forged their spells with WIS and they are regarded as a full caster class. 5e Druids know, and can consequently prepare, any Druid spell that they are of an excessive sufficient degree to cast. If that wasn’t properly enough, some Druid Circles furnish “Circle Spells” which are continually organized for free. The Druid’s spell listing consists of a high-quality combination of healing, support, battlefield control, and injury to make for an extraordinarily well-rounded caster from the get-go.

Whenever you choose your druid to forged sure kinds of spells, the spell description will list whether or not your persona is rolling a spell assault in opposition to an AC and if the goal wishes to make a saving throw in opposition to it. As with weapon attacks, the spell attack ought to exceed an enemy AC in order to hit – with your spellcasting capacity offering a modifier to your roll.

Spell assault modifiers are calculated by including your standard scalability bonus to your Knowledge modifier. Your druid’s spellcasting store DC is what enemies have to roll in opposition to on every occasion they’re making a saving throw towards your spells. A druid’s spellcasting DC is calculated by including eight to their universal scalability bonus and their knowledge modifier.

As spellcasters druids are capable to put together which spells they design to use after each lengthy rest. Selecting from the listing of druid spells, your personality will be capable to pick out as many spells to put together as equal to their Wisdom modifier plus their contemporary level. The variety of spells per stage is decided by means of how many spell slots your druid has of every level.

Druids are in a position to radically change into animals and different beasts due to the fact of their connection to nature and its inhabitants. However, this, unfortunately, does no longer imply that they can shape special bonds with different animals as a human.

Whichever circle you pick out for your druid relies upon on each time you choose them to be a pure beast-transforming laptop or to have extra spellcasting preferences later down the line. Neither choice is an awful one, however, it will have a tremendous have an impact on how your druid develops with each and every stage increase, so it’s an essential decision.

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