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D&D 5e (2014) Class GuideDruid Guide: Build, Spells and Ratings

The best races, feats and spells for a 2014 rules druid, two ready-made builds, and what to pick at every level from 1 to 20.

2024 RULES 2014 RULES

Overview

At a glance
Hit die
d8
Saving throws
Int, Wis
Primary ability
Wisdom
Armor
Light, medium (no metal)
Difficulty
Moderate
SRD subclass
Circle of the Land
ControllerHealerUtility
Role ratings
Damage Control Survival Utility Party support

The druid is a full caster that prepares spells each day from the druid list and can turn into animals. Its spells are about the battlefield: thorns, vines, storms and summoned beasts that change where enemies can go. The Circle of the Land keeps you casting, with spell slots back on a Short Rest and extra always-prepared spells chosen by your land.

Thrain's take

Druids win fights by making the ground the enemy's problem. EntangleEntangle1st-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveStrengthGrasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain. at level 1, Spike GrowthSpike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. at 3, a pack of summoned beasts at 5. Wild Shape is for scouting and getting through the cracks in the wall. Let the party do the bleeding.

Strengths
  • Strong area control: EntangleEntangle1st-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveStrengthGrasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain., Spike GrowthSpike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels., Sleet StormSleet Storm3rd-level ConjurationConcentrationCastingActionRange150 feetDuration1 minuteSaveDexterityUntil the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
  • Conjure AnimalsConjure Animals3rd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourYou summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. puts several extra bodies on the field at level 5
  • Natural RecoveryNatural RecoveryLevel 2 featureStarting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. gets spell slots back on a Short Rest
  • Wild ShapeWild ShapeLevel 2 featureStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. solves scouting, stealth and squeezing through gaps
Weaknesses
  • Few damage cantrips worth casting
  • No metal armor or shields, so armor class stays modest
  • Wild Shape is a weak combat form for a Land druid
  • Concentration spells end when you take a hard hit

Ability Scores

Wisdom, then Constitution, then Dexterity. Wisdom powers your spells. Constitution keeps your concentration up. Dexterity adds to your armor class in hide or leather. In the 2014 rules your race gives the ability score increases. With the standard array and a Hill Dwarf (+2 Constitution, +1 Wisdom), you start with:

8STR
13DEX
16CON
12INT
16WIS
10CHA

Hide armor and a wooden shield give you 15 AC. Put your level 4 Ability Score Improvement into Wisdom (to 18), or take a feat. Reach 20 Wisdom by level 8.

Best Races for a Druid

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Dwarf (Hill Dwarf)
+2 Constitution and +1 Wisdom, plus an extra hit point per level. Exactly the scores a druid wants.
Legendary
Human
+1 to every score. If your table allows the variant human from the Player's Handbook, it becomes Legendary: War Caster at level 1.
Rare
Half-Elf
The two floating +1s go to Wisdom and Constitution, and Skill Versatility adds two skills. The +2 Charisma is wasted.
Rare
Halfling (Lightfoot)
Lucky is great on concentration saves and +2 Dexterity helps your armor class, but no Wisdom.
Uncommon
Elf (High Elf)
+2 Dexterity for armor class and Perception proficiency. The Intelligence and wizard cantrip are nice extras.
Uncommon
Gnome (Rock Gnome)
+1 Constitution and Advantage on mental saves against magic. The Intelligence does little.
Uncommon
Half-Orc
+1 Constitution and Relentless Endurance. The Strength is wasted.
Common
Dragonborn
Strength and Charisma, both wasted on a druid.
Common
Tiefling
Charisma and Intelligence. Fire resistance is the only part a druid uses.
Common

Best Feats

Feats are optional in the 2014 rules and only one is in the free SRD, so these come from the Player's Handbook. Ask your DM before you plan around one.

War Caster
Advantage on concentration saves. Your Spike Growth or Conjure Animals survives the first hit.
Legendary
Resilient (Constitution)
+1 Constitution and proficiency in Constitution saves. Better than War Caster from about level 9.
Epic
Alert
+5 to initiative and you cannot be surprised. Control spells work best before the enemy moves.
Rare
Lucky
Three rerolls a day on attacks, checks or saves. Good on any class.
Rare
Grappler
The one feat in the SRD. Not a druid's job.
Common

Subclass: Circle of the Land

The Circle of the Land is the druid circle in the free 2014 rules. You choose it at level 2, along with the land you are tied to: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp or Underdark.

Bonus CantripLEVEL 2

One extra druid cantrip. Take GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. if you have not already.

Natural RecoveryLEVEL 2

Once per Long Rest, during a Short Rest, recover spell slots with a combined level of up to half your druid level, rounded up. No slots of 6th level or higher.

Circle SpellsLEVEL 3

Your land adds two always-prepared spells at levels 3, 5, 7 and 9. Grassland gives InvisibilityInvisibility2nd-level IllusionConcentrationCastingActionRangeTouchDuration1 hourA creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. and HasteHaste3rd-level TransmutationConcentrationCastingActionRange30 feetDuration1 minuteSaveDexterityChoose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns.. Coast gives Mirror ImageMirror Image2nd-level IllusionCastingActionRangeSelfDuration1 minuteThree illusionary duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. and Misty StepMisty Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see..

Land's StrideLEVEL 6

Nonmagical difficult terrain costs no extra movement, and nonmagical plants cannot slow or hurt you.

Nature's WardLEVEL 10

Immune to poison and disease, and elementals and fey cannot charm or frighten you.

Nature's SanctuaryLEVEL 14

Beasts and plant creatures must make a Wisdom save before they can attack you.

The Player's Handbook adds the Circle of the Moon, built around fighting in Wild Shape. It is not in the free rules, so this guide does not cover it.

Wild Shape for a Land Druid

Wild ShapeWild ShapeLevel 2 featureStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. turns you into a beast you have seen, twice per Short Rest. At level 2 the beast can be challenge rating 1/4 at most, with no flying or swimming speed. At 4 it can be challenge rating 1/2 and swim, and at 8 challenge rating 1 and fly.

A Land druid should treat it as a tool, not a fighting form. Turn into a spider or a cat to scout, a mole to dig, a fish to cross water. You cannot cast spells in beast form until level 18, but a spell you are already concentrating on keeps going, so cast Spike GrowthSpike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. or Conjure AnimalsConjure Animals3rd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourYou summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. first and then shift to soak a few hits.

Best Druid Spells

Each day you prepare a number of druid spells equal to your Wisdom modifier plus your druid level. Ratings assume a Land druid in a party of three to five.

Cantrips

Pick 2 at level 1
GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteYou touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. +1d4 to the party's checks
Produce FlameProduce FlameConjuration cantripCastingActionRangeSelfDuration10 minutesDamage1d8 FireA flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Your ranged attack, and a light
Poison SprayPoison SprayConjuration cantripCastingActionRange10 feetDurationInstantaneousSaveConstitutionYou extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. Big damage die, short range
ShillelaghShillelaghTransmutation cantripCastingBonus ActionRangeTouchDuration1 minuteThe wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. Only if you plan to fight in melee

1st Level

From level 1
EntangleEntangle1st-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveStrengthGrasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain. Restrains a crowd at level 1
Healing WordHealing Word1st-level EvocationCastingBonus ActionRange60 feetDurationInstantaneousA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Bonus action, 60 feet, gets allies up from 0
Faerie FireFaerie Fire1st-level EvocationConcentrationCastingActionRange60 feetDuration1 minuteSaveDexterityEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. Advantage on attacks for the whole party
GoodberryGoodberry1st-level TransmutationCastingActionRangeTouchDurationInstantaneousUp to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. Ten berries of healing between fights
ThunderwaveThunderwave1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveConstitutionDamage2d8 ThunderA wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. Pushes enemies off you

2nd Level

From level 3
Spike GrowthSpike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. Every step through it hurts
Pass without TracePass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourA veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. +10 to the party's Stealth
MoonbeamMoonbeam2nd-level EvocationConcentrationCastingActionRange120 feetDuration1 minuteSaveConstitutionDamage2d10 RadiantA silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. Damage you can move each turn
Heat MetalHeat Metal2nd-level TransmutationConcentrationCastingActionRange60 feetDuration1 minuteSaveConstitutionDamage2d8 FireChoose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Ruins anyone in metal armor

3rd Level

From level 5
Conjure AnimalsConjure Animals3rd-level ConjurationConcentrationCastingActionRange60 feetDuration1 hourYou summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Up to eight beasts on your side
Sleet StormSleet Storm3rd-level ConjurationConcentrationCastingActionRange150 feetDuration1 minuteSaveDexterityUntil the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. Prone, slowed, concentration broken
Call LightningCall Lightning3rd-level ConjurationConcentrationCastingActionRange120 feetDuration10 minutesSaveDexterityDamage3d10 LightningA storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. Damage every turn, better outdoors in a storm
Dispel MagicDispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. Ends a curse or an enemy's buff

Druid Builds

Dwarf druid
Beginner friendlyThe Dwarven Warden
Race
Hill Dwarf
Subclass
Circle of the Land (Forest)
First spells
EntangleEntangle1st-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveStrengthGrasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain., Healing WordHealing Word1st-level EvocationCastingBonus ActionRange60 feetDurationInstantaneousA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
8STR
13DEX
16CON
12INT
16WIS
10CHA

Hard to knock out of concentration and hard to kill. Locks enemies in place with Entangle, then Spike Growth, then summoned beasts.

Build this druid
Free to start. No card needed.
Human druid
ControlThe Grassland Strategist
Race
Human
Subclass
Circle of the Land (Grassland)
First spells
Faerie FireFaerie Fire1st-level EvocationConcentrationCastingActionRange60 feetDuration1 minuteSaveDexterityEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw., EntangleEntangle1st-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveStrengthGrasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
9STR
14DEX
15CON
13INT
16WIS
11CHA

Grassland adds InvisibilityInvisibility2nd-level IllusionConcentrationCastingActionRangeTouchDuration1 hourA creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. at 3 and HasteHaste3rd-level TransmutationConcentrationCastingActionRange30 feetDuration1 minuteSaveDexterityChoose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. at 5, two spells druids never get otherwise. A druid that controls the field and buffs the fighter.

Build this druid
Free to start. No card needed.

Druid Features by Level

LvlPBFeatures Cantrips Known 123456789
1 +2 DruidicDruidicLevel 1 featureYou know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. SpellcastingSpellcastingLevel 1 featureDrawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. 2 2 – – – – – – – –
2 +2 Druid CircleDruid CircleLevel 2 featureAt 2nd level, you choose to identify with a circle of druids such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Wild ShapeWild ShapeLevel 2 featureStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Bonus CantripBonus CantripLevel 2 featureWhen you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. Natural RecoveryNatural RecoveryLevel 2 featureStarting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. 2 3 – – – – – – – –
3 +2 Circle SpellsCircle SpellsLevel 3 featureYour mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. 2 4 2 – – – – – – –
4 +2 Wild ShapeWild ShapeLevel 2 featureStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 3 4 3 – – – – – – –
5 +3 Circle SpellsCircle SpellsLevel 3 featureYour mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. 3 4 3 2 – – – – – –
6 +3 Land's StrideLand's StrideLevel 6 featureStarting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. 3 4 3 3 – – – – – –
7 +3 Circle SpellsCircle SpellsLevel 3 featureYour mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. 3 4 3 3 1 – – – – –
8 +3 Wild ShapeWild ShapeLevel 2 featureStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 3 4 3 3 2 – – – – –
9 +4 Circle SpellsCircle SpellsLevel 3 featureYour mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. 3 4 3 3 3 1 – – – –
10 +4 Nature's WardNature's WardLevel 10 featureWhen you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. 4 4 3 3 3 2 – – – –
11 +4 4 4 3 3 3 2 1 – – –
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 4 3 3 3 2 1 – – –
13 +5 4 4 3 3 3 2 1 1 – –
14 +5 Nature's SanctuaryNature's SanctuaryLevel 14 featureWhen you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant 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. 4 4 3 3 3 2 1 1 – –
15 +5 4 4 3 3 3 2 1 1 1 –
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 4 3 3 3 2 1 1 1 –
17 +6 4 4 3 3 3 2 1 1 1 1
18 +6 Beast SpellsBeast SpellsLevel 18 featureBeginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components. Timeless BodyTimeless BodyLevel 18 featureStarting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. 4 4 3 3 3 3 1 1 1 1
19 +6 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 4 4 3 3 3 3 2 1 1 1
20 +6 ArchdruidArchdruidLevel 20 featureAt 20th level, you can use your Wild Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. 4 4 3 3 3 3 2 2 1 1

Leveling Your Druid, 1 to 20

LVL1
Cantrips: Guidance, Produce Flame. Prepare Entangle, Healing Word, Faerie Fire and Goodberry.
LVL2
Join the Circle of the Land and choose your land. Bonus Cantrip, Natural Recovery and Wild Shape.
LVL3
2nd-level slots and your first Circle Spells. Prepare Spike Growth, Pass without Trace and Moonbeam.
LVL4
Ability Score Improvement: Wisdom to 18, or War Caster if your table uses feats. Wild Shape into swimming beasts. Another cantrip.
LVL5
Conjure Animals and Sleet Storm. More Circle Spells.
LVL6
Land's Stride.
LVL7
4th-level slots. Polymorph turns an enemy into a toad or an ally into a large beast.
LVL8
Ability Score Improvement: Wisdom to 20. Wild Shape into flying beasts.
LVL9
5th-level slots. Wall of Stone and Insect Plague. Your last set of Circle Spells.
LVL10
Nature's Ward: immune to poison and disease. Another cantrip.
LVL11-14
6th and 7th-level slots: Heal, Sunbeam, Wall of Thorns, Fire Storm, Reverse Gravity. Nature's Sanctuary at 14.
LVL15-20
8th and 9th-level slots: Animal Shapes, Sunburst, Foresight, Shapechange. Beast Spells at 18 lets you cast in Wild Shape. Archdruid at 20: unlimited Wild Shape.

Druid FAQ

What is the best race for a druid in 5e?

Under the 2014 rules, Hill Dwarf is the strongest free option: +2 Constitution, +1 Wisdom and extra hit points. Human and Half-Elf are solid too. If your table allows the Player's Handbook variant human, a level 1 feat makes it a top pick.

Is Circle of the Land good?

Yes. It is the stronger spellcaster of the two Player's Handbook circles: Natural Recovery gives you extra slots every day, and your land adds spells druids cannot normally learn. Pick Circle of the Moon instead if you want to fight in Wild Shape.

Can druids wear metal armor?

The 2014 rules say druids will not wear armor or use shields made of metal. Hide armor and a wooden shield are the usual choice.

Should I play the 2014 or 2024 druid?

Play whichever rules your table uses. The 2024 druid gets ability increases from its background, a Primal Order at level 1, a reworked Wild Shape, and picks its subclass at level 3. See the 2024 druid guide for those rules.

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This guide includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.