Overview
At a glance
- Hit die
- d8
- Saving throws
- Int, Wis
- Primary ability
- Wisdom
- Armor
- Light, Shields (Medium with Warden)
- Difficulty
- Moderate
- SRD subclass
- Circle of the Land
ControllerHealerUtility
Role ratings
Damage
Control
Survival
Utility
Party support
The druid is a full spellcaster with the best battlefield control in the free rules outside the wizard, plus healing and a lot of out-of-combat utility. You prepare spells from the whole druid list after every Long Rest. From level 2,
Wild Shape
Wild ShapeLevel 2 featureThe power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). turns you into a beast as a Bonus Action, and its uses also fuel other features.
The 2024 rules give every druid a choice at level 1. Magician adds a cantrip and a bonus to Arcana and Nature checks. Warden adds Martial weapons and Medium armor. The Circle of the Land caster wants Magician; a druid who plans to fight up close wants Warden.
Strengths
- Excellent control spells:
Entangle
Entangle1st-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveStrengthGrasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.,
Spike Growth
Spike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot-radius Sphere centered on a point within range 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 Storm
Sleet Storm3rd-level ConjurationConcentrationCastingActionRange150 feetDuration1 minuteSaveDexterityUntil the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain. - Healing as well as control, with
Healing Word
Healing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. and
Goodberry
Goodberry1st-level ConjurationCastingActionRangeSelfDuration24 hoursTen berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus 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. - Circle of the Land adds wizard spells like
Misty Step
Misty Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see. and
Fireball
Fireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. to your list
Wild Shape
Wild ShapeLevel 2 featureThe power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). is a scout, a disguise and a spare body all in one
Weaknesses
- Light armor and Shields only unless you take Warden
- Most of your best spells need Concentration, so you can run one at a time
- Few damage cantrips that keep up past level 5
- Lots of options, which slows down new players
Ability Scores
Wisdom, then Constitution, then Dexterity. Wisdom powers your spell save DC and most of your features. Constitution keeps Concentration up, and you will almost always be concentrating on something. Dexterity sets your AC in light armor. Strength and Charisma can be your lowest scores. A little Intelligence pays off with Magician, which already boosts Arcana and Nature.
In the 2024 rules your ability score increases come from your background, not your species. With the standard array and the Sage background (+2 Wis, +1 Con), assign 15 Wis, 14 Dex, 13 Con, 12 Int, 10 Cha and 8 Str, and you start with:
8STR
14DEX
14CON
12INT
17WIS
10CHA
Take the Ability Score Improvement feat at level 4 for Wisdom 19, and again at level 8 for 20. War Caster from the Player's Handbook is a strong alternative at 8 if you lose Concentration often.
Best Species for a Druid
Legendary: build around it
Epic: excellent
Rare: good
Uncommon: works
Common: weak fit
Dwarf
Dwarven Toughness adds a hit point every level. Wild Shape now uses your own hit points plus Temporary Hit Points, so that bonus counts in beast form too. Poison resistance and Tremorsense are a bonus.
Legendary
Human
Versatile adds a second Origin feat.
AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. lets you drop
Entangle
Entangle1st-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveStrengthGrasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. before the enemy moves.
Epic
Gnome
Advantage on Intelligence, Wisdom and Charisma saves keeps you from being charmed or frightened out of a fight. Forest Gnome adds
Speak with Animals
Speak with Animals1st-level DivinationRitualCastingActionRangeSelfDuration10 minutesFor the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them., which a druid already has.
Epic
Elf (Wood Elf)
35-foot speed and a free daily
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks. at level 5. The druid can already prepare it, but a free cast saves a slot.
Rare
Halfling
Luck rerolls a 1 on any d20 Test, including Concentration saves.
Rare
Goliath
Speed and a giant ancestry boon. Stone Giant's damage reduction helps a Warden in melee.
Rare
Tiefling
Free spells cast with Wisdom and a damage resistance. Nice value, nothing that changes how you play.
Rare
Orc
Relentless Endurance and 120-foot Darkvision. The rest is built for melee.
Uncommon
Dragonborn
A breath weapon and one resistance. Flight at level 5 is the best part.
Uncommon
Best Backgrounds
S
Sage
Wisdom and Constitution increases and
Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Wizard). Take
Shield
Shield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. for an emergency defense, plus two wizard cantrips.
Legendary
A
Acolyte
Wisdom increase and
Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Cleric) for
Bless
Bless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. once a day. No Constitution, so your Concentration suffers a little.
Epic
C
Criminal
Dexterity, Constitution and AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll., but no Wisdom. Only for initiative-first players.
Uncommon
S
Soldier
Strength and Savage Attacker do little for a druid.
Common
From the full Player's Handbook, Guide (Dex, Con, Wis, with Magic Initiate from the druid list) is the ideal druid background. Hermit (Con, Wis, Cha, with the Healer feat) is a close second.
Best Feats
Origin feats (level 1)
A
Alert
Add your Proficiency Bonus to initiative. Control spells matter most before the enemy has moved.
Epic
M
Magic Initiate
Two cantrips and a free 1st-level spell. Wizard for Shield, or Cleric for Bless.
Epic
S
Skilled
Three proficiencies. Fine for a scout druid who wants Stealth and Perception.
Uncommon
Later feats
A
Ability Score Improvement
Wisdom to 20 by level 8 raises every save DC you force.
Legendary
W
War Caster (Player's Handbook)
Advantage on Concentration saves. A druid concentrates on something in almost every fight.
Epic
Epic boons (level 19)
B
Boon of Spell Recall
A chance to keep the slot whenever you cast with a level 1 to 4 slot.
Epic
B
Boon of Dimensional Travel
The boon the druid class recommends: a short teleport after you take the Attack or Magic action. Good for escaping melee.
Rare
Subclass: Circle of the Land
The Circle of the Land is the druid subclass in the free 2024 rules. It adds a set of always-prepared spells that you change after each Long Rest, and spends Wild Shape uses on healing and damage.
Land's AidLEVEL 3
Spend a Wild Shape use: a burst that deals Necrotic damage to creatures you choose in the area (a successful Con save avoids it), and heals one creature in it. A good use for Wild Shape when you are not shape-shifting.
Natural RecoveryLEVEL 6
Once per Long Rest, cast one of your circle spells without a slot. Separately, once per Long Rest, recover some expended slots on a Short Rest.
Nature's WardLEVEL 10
Immunity to the Poisoned condition, plus Resistance to a damage type tied to your current land: Fire for arid, Cold for polar, Lightning for temperate, Poison for tropical.
Nature's SanctuaryLEVEL 14
Spend a Wild Shape use to raise spectral trees in a 15-foot Cube for 1 minute. You and your allies inside have Half Cover, and your allies gain your Nature's Ward resistance.
The 2024 Player's Handbook also has the Circles of the Moon, Sea and Stars. They are not in the free rules, so this guide does not cover them.
Best Druid Spells
Ratings assume a Circle of the Land druid in a party of three to five. Your circle spells change with your land and are not counted here. Hover or tap a spell for its details.
Cantrips
Pick 2 at level 1 (3 with Magician)

GuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
Guidance
GuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
Add 1d4 to any skill check

Starry WispEvocation cantripCastingActionRange60 feetDurationInstantaneousDamage1d8 RadiantYou launch a mote of light at one creature or object within range. Make a ranged spell attack against the target.
Starry Wisp
Starry WispEvocation cantripCastingActionRange60 feetDurationInstantaneousDamage1d8 RadiantYou launch a mote of light at one creature or object within range. Make a ranged spell attack against the target.
Ranged attack that reveals the invisible

Produce FlameConjuration cantripCastingBonus ActionRangeSelfDuration10 minutesDamage1d8 FireA flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.
Produce Flame
Produce FlameConjuration cantripCastingBonus ActionRangeSelfDuration10 minutesDamage1d8 FireA flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.
Light source and ranged attack

ShillelaghTransmutation cantripCastingBonus ActionRangeSelfDuration1 minuteDamageForceA Club or 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.
Shillelagh
ShillelaghTransmutation cantripCastingBonus ActionRangeSelfDuration1 minuteDamageForceA Club or 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.
For a Warden who fights in melee
1st Level
From level 1

Entangle1st-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveStrengthGrasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Entangle
Entangle1st-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveStrengthGrasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Restrains a group of enemies

Healing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Healing Word
Healing Word1st-level AbjurationCastingBonus ActionRange60 feetDurationInstantaneousDamage2d4A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Bonus Action, picks up a downed ally

Faerie Fire1st-level EvocationConcentrationCastingActionRange60 feetDuration1 minuteSaveDexterityObjects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw.
Faerie Fire
Faerie Fire1st-level EvocationConcentrationCastingActionRange60 feetDuration1 minuteSaveDexterityObjects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw.
Advantage for the whole party

Goodberry1st-level ConjurationCastingActionRangeSelfDuration24 hoursTen berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus 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.
Goodberry
Goodberry1st-level ConjurationCastingActionRangeSelfDuration24 hoursTen berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus 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, cheap out-of-combat healing

Thunderwave1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveConstitutionDamage2d8 ThunderYou unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you.
Thunderwave
Thunderwave1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveConstitutionDamage2d8 ThunderYou unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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

Fog Cloud1st-level ConjurationConcentrationCastingActionRange120 feetDuration1 hourYou create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Fog Cloud
Fog Cloud1st-level ConjurationConcentrationCastingActionRange120 feetDuration1 hourYou create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Blocks sight lines and archers
2nd Level
From level 3

Spike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot-radius Sphere centered on a point within range 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.
Spike Growth
Spike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot-radius Sphere centered on a point within range 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 costs them damage

Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Pass without Trace
Pass without Trace2nd-level AbjurationConcentrationCastingActionRangeSelfDuration1 hourYou radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
+10 Stealth for the party

Moonbeam2nd-level EvocationConcentrationCastingActionRange120 feetDuration1 minuteSaveConstitutionDamage2d10 RadiantWhen the Cylinder appears, each creature in it makes a Constitution saving throw.
Moonbeam
Moonbeam2nd-level EvocationConcentrationCastingActionRange120 feetDuration1 minuteSaveConstitutionDamage2d10 RadiantWhen the Cylinder appears, each creature in it makes a Constitution saving throw.
Movable damage zone

Heat 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.
Heat Metal
Heat 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 an armored enemy's day

Lesser Restoration2nd-level AbjurationCastingBonus ActionRangeTouchDurationInstantaneousYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Lesser Restoration
Lesser Restoration2nd-level AbjurationCastingBonus ActionRangeTouchDurationInstantaneousYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Ends poison, blindness, paralysis
3rd Level
From level 5

Conjure Animals3rd-level ConjurationConcentrationCastingActionRange60 feetDuration10 minutesSaveStrengthDamage3d10 SlashingYou conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.
Conjure Animals
Conjure Animals3rd-level ConjurationConcentrationCastingActionRange60 feetDuration10 minutesSaveStrengthDamage3d10 SlashingYou conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.
A spirit pack that mauls nearby enemies

Sleet Storm3rd-level ConjurationConcentrationCastingActionRange150 feetDuration1 minuteSaveDexterityUntil the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain.
Sleet Storm
Sleet Storm3rd-level ConjurationConcentrationCastingActionRange150 feetDuration1 minuteSaveDexterityUntil the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain.
Breaks enemy Concentration and footing

Call Lightning3rd-level ConjurationConcentrationCastingActionRange120 feetDuration10 minutesSaveDexterityDamage3d10 LightningA storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point.
Call Lightning
Call Lightning3rd-level ConjurationConcentrationCastingActionRange120 feetDuration10 minutesSaveDexterityDamage3d10 LightningA storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point.
Repeatable damage every turn

Dispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level).
Dispel Magic
Dispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level).
Ends enemy spells and curses

Revivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.
Revivify
Revivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.
Druids can raise the dead now
Druid Builds
Beginner friendlyThe Field Controller
- Species
- Human (Versatile: AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
- Background
- Sage (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
- Primal Order
- Magician
- Subclass
- Circle of the Land (temperate)
8STR
14DEX
14CON
12INT
17WIS
10CHA
Acts first and locks down the fight with
Entangle
Entangle1st-level ConjurationConcentrationCastingActionRange90 feetDuration1 minuteSaveStrengthGrasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. and
Spike Growth
Spike Growth2nd-level TransmutationConcentrationCastingActionRange150 feetDuration10 minutesDamage2d4 PiercingThe ground in a 20-foot-radius Sphere centered on a point within range 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.. Temperate land adds
Misty Step
Misty Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see. for when someone reaches you.
Build this druid
Free to start. No card needed.
DurableThe Stonebark Warden
- Species
- Dwarf
- Background
- Sage (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
- Primal Order
- Warden
- Subclass
- Circle of the Land (arid)
8STR
14DEX
14CON
12INT
17WIS
10CHA
Medium armor, a shield and extra hit points. Holds
Moonbeam
Moonbeam2nd-level EvocationConcentrationCastingActionRange120 feetDuration1 minuteSaveConstitutionDamage2d10 RadiantWhen the Cylinder appears, each creature in it makes a Constitution saving throw. or
Conjure Animals
Conjure Animals3rd-level ConjurationConcentrationCastingActionRange60 feetDuration10 minutesSaveStrengthDamage3d10 SlashingYou conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds. from the middle of the fight, and spends Wild Shape uses on Land's Aid.
Build this druid
Free to start. No card needed.
Druid Features by Level
| Lvl | PB | Features |
Cantrips | Prepared Spells | Wild Shape |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 1 |
+2 |
Druidic DruidicLevel 1 featureYou know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared. You can use Druidic to leave hidden messages.
Primal Order Primal OrderLevel 1 featureYou have dedicated yourself to one of the following sacred roles of your choice. Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks.
Spellcasting SpellcastingLevel 1 featureYou have learned to cast spells through studying the mystical forces of nature. See "Spells" for the rules on spellcasting. 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.
|
2 |
4 |
– |
2 |
– |
– |
– |
– |
– |
– |
– |
– |
| 2 |
+2 |
Wild Companion Wild CompanionLevel 2 featureYou can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.
Wild Shape Wild ShapeLevel 2 featureThe power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below).
|
2 |
5 |
2 |
3 |
– |
– |
– |
– |
– |
– |
– |
– |
| 3 |
+2 |
Druid SubclassDruid SubclassLevel 3 featureYou gain a Druid subclass of your choice. The Circle of the Land subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Druid levels.
Circle of the Land SpellsCircle of the Land SpellsLevel 3 featureWhenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Land's Aid Land's AidLevel 3 featureAs a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point.
|
2 |
6 |
2 |
4 |
2 |
– |
– |
– |
– |
– |
– |
– |
| 4 |
+2 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.
|
3 |
7 |
2 |
4 |
3 |
– |
– |
– |
– |
– |
– |
– |
| 5 |
+3 |
Wild Resurgence Wild ResurgenceLevel 5 featureOnce on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).
|
3 |
9 |
2 |
4 |
3 |
2 |
– |
– |
– |
– |
– |
– |
| 6 |
+3 |
Natural Recovery Natural RecoveryLevel 6 featureYou can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition, when you finish a Short Rest, you can choose expended spell slots to recover.
|
3 |
10 |
3 |
4 |
3 |
3 |
– |
– |
– |
– |
– |
– |
| 7 |
+3 |
Elemental Fury Elemental FuryLevel 7 featureThe 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.
|
3 |
11 |
3 |
4 |
3 |
3 |
1 |
– |
– |
– |
– |
– |
| 8 |
+3 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.
|
3 |
12 |
3 |
4 |
3 |
3 |
2 |
– |
– |
– |
– |
– |
| 9 |
+4 |
|
3 |
14 |
3 |
4 |
3 |
3 |
3 |
1 |
– |
– |
– |
– |
| 10 |
+4 |
Nature's Ward Nature's WardLevel 10 featureYou are immune to the Poisoned condition, and you have Resistance to the damage type tied to your current land choice: Fire (arid), Cold (polar), Lightning (temperate) or Poison (tropical).
|
4 |
15 |
3 |
4 |
3 |
3 |
3 |
2 |
– |
– |
– |
– |
| 11 |
+4 |
|
4 |
16 |
3 |
4 |
3 |
3 |
3 |
2 |
1 |
– |
– |
– |
| 12 |
+4 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.
|
4 |
16 |
3 |
4 |
3 |
3 |
3 |
2 |
1 |
– |
– |
– |
| 13 |
+5 |
|
4 |
17 |
3 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
– |
| 14 |
+5 |
Nature's Sanctuary Nature's SanctuaryLevel 14 featureAs a Magic action, you can expend a use of your Wild Shape to raise spectral trees and vines in a 15-foot Cube within 120 feet for 1 minute. You and your allies have Half Cover in the area, and your allies gain your Nature's Ward Resistance there.
|
4 |
17 |
3 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
– |
| 15 |
+5 |
Improved Elemental Fury Improved Elemental FuryLevel 15 featureThe option you chose for Elemental Fury grows more powerful, as detailed below. Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet. Primal Strike. The extra damage of your Primal Strike increases to 2d8.
|
4 |
18 |
3 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
– |
| 16 |
+5 |
Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.
|
4 |
18 |
3 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
– |
| 17 |
+6 |
|
4 |
19 |
4 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
| 18 |
+6 |
Beast Spells Beast SpellsLevel 18 featureWhile 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.
|
4 |
20 |
4 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
| 19 |
+6 |
Epic BoonEpic BoonLevel 19 featureYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
|
4 |
21 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
| 20 |
+6 |
Archdruid ArchdruidLevel 20 featureThe vitality of nature constantly blooms within you, granting you the following benefits. Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it. Nature Magician.
|
4 |
22 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
Leveling Your Druid, 1 to 20
Primal Order: Magician for a caster, Warden for armor. Cantrips: Guidance, Starry Wisp (and Produce Flame with Magician). Prepare Entangle, Healing Word, Faerie Fire and Goodberry. Druidic keeps Speak with Animals prepared.
Wild Shape: two uses, one back on a Short Rest. Turning into a beast gives you Temporary Hit Points and a scout form. Wild Companion spends a use to cast Find Familiar.
Choose Circle of the Land. Land's Aid turns a spare Wild Shape use into damage and healing. Add Spike Growth and Moonbeam, and swap in Pass without Trace when the party needs to sneak.
Ability Score Improvement: +2 Wisdom to 19. Third cantrip. Wild Shape now reaches stronger beasts.
3rd-level slots. Conjure Animals and Sleet Storm, plus your land's 3rd-level circle spell. Wild Resurgence turns a slot into a Wild Shape use, or a use into a slot.
Natural Recovery: a free circle spell each day and slots back on a Short Rest.
Elemental Fury: Potent Spellcasting adds Wisdom to cantrip damage. Warden builds that swing weapons can take Primal Strike instead. 4th-level slots: Polymorph, Wall of Fire or Ice Storm.
Ability Score Improvement: Wisdom to 20, or War Caster. Wild Shape forms can now fly.
5th-level slots. Wall of Stone, Insect Plague, Tree Stride or Mass Cure Wounds.
Nature's Ward: immune to Poisoned and resistant to the damage type of your land. Fourth cantrip.
6th and 7th-level slots. Heal, Sunbeam and Wall of Thorns, then Fire Storm or Regenerate. Nature's Sanctuary at 14.
8th and 9th-level slots. Improved Elemental Fury at 15. Beast Spells at 18 lets you cast while in Wild Shape. An Epic Boon at 19, and Archdruid at 20 gives back a Wild Shape use when you roll initiative with none left, and turns Wild Shape uses into spell slots.
Druid FAQ
Is the druid good in D&D 2024?
Yes. The 2024 druid has some of the best control spells in the game, healing, and a reworked Wild Shape that uses your own hit points plus Temporary Hit Points. The Circle of the Land adds wizard spells like Misty Step and Fireball.
What is the best species for a druid in D&D 2024?
Dwarf is the strongest pick, because Dwarven Toughness adds hit points that also count while you are in Wild Shape. Human and Gnome are close behind. Any species works, because your ability scores come from your background.
Should I pick Magician or Warden?
Magician if you plan to cast from the back line, which suits the Circle of the Land. Warden if you want Medium armor and Martial weapons to fight up close.
Can a druid cast spells in Wild Shape?
Not until level 18, when Beast Spells lets you. Changing shape does not break Concentration on a spell you already cast, so a common trick is to cast a Concentration spell, then shape-shift.
Take your druid into a campaign
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This guide includes material from the System Reference Document 5.2
by Wizards of the Coast LLC, licensed under the
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