Druid (One)
Druid class [1]
Class Group: Priest
Primary Abiliy: Wisdom
Design Notes: Druid Updates
+ Here are the main updates in this class since its last playtest version:
- Channel Nature has been cut in favor of restoring Wild Shape at 2nd level.
- Druidic now also makes sure you always have Speak with Animals prepared.
- Primal Order is a new 1st-level feature, which lets you improve your armor and weapon proficiencies or your spellcasting.
- Wild Shape has returned to 2nd level. The feature has returned to using Beast stat blocks and has new rules for how you interact with those stat blocks. In addition, using Wild Shape is now a Bonus Action for all Druids, and Swim Speeds are available from the beginning.
- Spellcasting has one noteworthy change: spell preparation is no longer tied to the level of your spell slots.
- Wild Resurgence has moved from 15th level to 5th level and has been redesigned. The new feature answers the desire to have more flexibility between using Wild Shape and spells.
- Elemental Fury is a new 7th-level feature, allowing the Druid to increase the effectiveness of their cantrips or their attacks with weapons and Wild Shape.
- Commune with Nature is a new 9th-level feature.
- Improved Elemental Fury is a new 15th-level feature, improving whatever option the Druid chose for Elemental Fury.
- Archdruid now includes the ability to turn unexpended uses of Wild Shape into a spell slot. It’s also returned to 20th level, replacing Epic Boon (Epic Boon feats will return in a future UA, but they won’t be built into a class’s level progression).
Unofficial Description: This class taps into the Primal power of nature to perform magic.
Level | Proficiency Bonus |
Class Features | Wild Shape |
Cantrips | Prepared Spells |
—Prepared Spells per Spell Level— | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||
1st | +2 | Druidic, Primal Order, Spellcasting | — | 2 | 4 | 2 | — | — | — | — | — | — | — | — | |
2nd | +2 | Wild Companion, Wild Shape | 2 | 2 | 5 | 3 | — | — | — | — | — | — | — | — | |
3rd | +2 | Druid Subclass | 2 | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — | |
4th | +2 | Ability Score Improvement | 2 | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — | |
5th | +3 | Wild Resurgence | 2 | 3 | 9 | 4 | 3 | 2 | — | — | — | — | — | — | |
6th | +3 | Subclass Feature | 3 | 3 | 10 | 4 | 3 | 3 | — | — | — | — | — | — | |
7th | +3 | Elemental Fury | 3 | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — | |
8th | +3 | Ability Score Improvement | 3 | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — | |
9th | +4 | Commune with Nature | 3 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | |
10th | +4 | Subclass Feature | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | |
11th | +4 | — | 3 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
12th | +4 | Ability Score Improvement | 3 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
13th | +5 | — | 3 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
14th | +5 | Subclass Feature | 3 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
15th | +5 | Improved Elemental Fury | 3 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
16th | +5 | Ability Score Improvement | 3 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
17th | +6 | — | 4 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Beast Spells | 4 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | Ability Score Improvement | 4 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | Archdruid | 4 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating a Druid
[1] Class Group: Priests
Primary Ability: Wisdom
To create a Druid, consult the following lists, which provide Hit Points, Proficiencies, and Armor Training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Druid” section.
Then look at the Druid table to see the Class Features you get at each level in this Class. The descriptions of those features appear in the “Druid Class Features” section.
Hit Points
Hit Dice: 1d8 per Druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier
Proficiencies
Saving Throws: Intelligence, Wisdom.
Skills: Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival).
Weapons: Simple Weapons
Tools: Herbalism Kit
Armor Training
Starting Equipment
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 50 GP on equipment of your choice. Druidic Focus (Quarterstaff), Explorer's Pack, Hervalism Kit, Leather Armor, Shield, Sickle, 9 GP
Multiclassing and the Druid
If your group uses the multiclassing rules in the Player's Handbook, here’s what you need to know if you choose Druid as one of your Classes.
Ability Score Minimum. 1+ Wisdom
Proficiencies.
Armor Training. Light Armor and Shields.
Spell Slots. Add all your Druid levels
Druid Class Features
Druidic
1st level
Summary: Gain the Druidic secret language. Always have Speak with Animals prepared.
Primal Order
1st level
Summary: You choose an order:
- Magician. Bonus Primal cantrip. Buff to Intelligence (Nature) checks.
- Warden. Gain Martial Weapon and Medium Armor proficiencies.
Spellcasting
Also see: Druid (One)/Spell |
1st level
Summary: You can cast Primal spells.
- Cantrips. Know 2 Primal Template:Onecls (more as you gain levels)
- Spell Slots. See Druid table for number and level of spell slots.
- Prepared Spells of 1st+ Level. See Druid table for number of spells you have prepared each day. (increases with Druid level). Other features may grant extra prepared spells that don't count against this limit.
- Changing Your Prepared Spells. After a Long Rest you may change which spells are prepared. Changes take 1 minute per spell level.
- Spellcasting Ability. Wisdom.
- Spellcasting Focus. Druidic Focus.
Wild Companion
2nd Level
Summary: Using a Magic action and expending either a Wild Shape use or a spell slot, you cast Find Familiar without material components. The companion if a Fey and lasts until you finish a Long Rest.
Wild Shape
Also see: Druid (One)/Beast Shape |
2nd Level
Summary: Use a Bonus Action to take on a Druid/Beast Shape for a number of hours. The shapes you know is shown on the Beast Shapes table (as well as restrictions - number, CR, flight). The number of times you can use this is shown on the Druid Overview table (increases with Druid levels).
Beast Shapes [1] | |||
---|---|---|---|
Druid Level | Known Forms | Max CR | Fly Speed |
2nd | 3 | 1/4 | No |
4th | 4 | 1/2 | No |
8th | 5 | 1 | Yes |
Rules While Transformed. You retain your personality, memories, and ability to speak. Additional rules apply:
- Game Statistics. Keep Hit Points; Hit Dice; Intelligence, Wisdom, and Charisma scores; class features; species traits; languages; feats; skill and saving throws (may gain additional from form). If beast form's proficiency bonus is better, use it. Do not gain legendary or lair actions.
- No Spellcasting.
- Objects. Your equipment falls to the ground in your space, merges into your new form, or is worn by it. GM determines if the form can manipulate an object.
Druid Subclass
3rd Level (features at 3rd, 6th, 10th, 14th)
Summary: You gain a Druid subclass
List of Druid Subclasses
3 official and unofficial Druid subclasses.
Subclass | Summary | Canon | Source |
---|---|---|---|
Circle of the Land | This druid subclass focuses on harmony with the land. | false | UA 2023 Player's Handbook Playtest 6, "Varied" |
Circle of the Moon | This druid subclass draws on the power of the moon. This grants enhancement to Wild Shape and bestows other abilities. | false | "Varied", UA 2023 Player's Handbook Playtest 8 |
Circle of the Sea | This druid subclass draws on the power of the sea and storms. | false | UA 2023 Player's Handbook Playtest 6, "Varied" |
Ability Score Improvement
4th, 8th, 12th, 16th, and 19th Level
Template:RefstartYou gain the Ability Score Improvement Feat or another Feat of your choice for which you qualify.Template:Refend
Wild Resurgence
5th Level
Summary: When out of Wild Shape uses, you can spend a spell slot to gain 1 use. Also, once per day, may expend a Wild Shape use to create a 1st-level spell slot.
Elemental Fury
7th Level
Summary: Choose one option:
- Potent Spellcasting. Buff Primal cantrip damage.
- Primal Strike. Once per turn buff weapon or beast form's attack with Cold, Fire, Lightning, or Thunder damage.
Commune with Nature
9th Level
Summary: Always have Commune with Nature prepared.
Improved Elemental Fury
15th Level
Summary: Buff Elemental Fury
Beast Spells
18th Level
Summary: May cast spells in Beast Form (with some restrictions).
Archdruid
20th Level
Summary: Grants the following:
- Evergreen Wild Shape. Gain use of Wild Shape if you have not left at the start of a fight.
- Nature Magician. Convert uses of Wild Shape into a spell slot.
- Longevity. You age more slowly.
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Sources and Notes
- ↑ 1.0 1.1 1.2 1.3 Jeremy Crawford, WotC Development Team (29 June 2023). UA 2023 Player's Handbook Playtest 6. (Dungeons and Dragons One D&D) Wizards of the Coast. Licensed: © Wizards of the Coast (used under 'fair use' clause).
One D&D is Playtest Material Only These game mechanics are in draft form, usable in your D&D campaign but not refined by full game development and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events, nor are they available for use on D&D Beyond. |
— D&D Beyond One D&D Playtest material |
Unearthed Arcana The material in Unearthed Arcana is not Official Material. It is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game development and editing. They are not officially part of the game. For these reasons, material in this column is not legal in D&D Adventurers League events. |
—Notice on most 5e Unearthed Arcana PDFs |
Armor Type | Light Armor, Shields + |
Author | UA 2023 Player's Handbook Playtest 6 + and "Varied" + |
Canon | false + and true + |
Class Ability | Wisdom + |
Class Group | Priests + |
Equipment | Druidic Focus ([[Q … Sickle, 9 GP + |
Equipment Cost | 50 + |
Features | Intelligence, Wisdom + and Druidic, Primal Order, Spellcasting, Wild Companion, Wild Shape, Druid Subclass, Ability Score Improvement, Wild Resurgence, Elemental Fury, Commune with Nature, Improved Elemental Fury, Beast Spells, Archdruid + |
Hit Dice | 1d8 + |
Is Class | true + |
Length | 20 + |
MC Ability | 1+ Wisdom + |
MC Armor | Light Armor and Shields. + |
MC Spell Slots | Add all your Druid levels + |
Name | Druid + |
OneDnD Playtest | true + |
Publication | UA 2023 Player's Handbook Playtest 6 + and "Varied" + |
Save | Intelligence, Wisdom + |
Skill | Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival) + |
SortText | Druid One + |
Summary | This class taps into the Primal power of nature to perform magic. + |
Tools | Herbalism Kit + |
Unearthed Arcana | true + |
Weapon | Simple Weapons + |