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Ability
Archive Status
Public
Last Revision
14 Jun 2026
Campaign
Shivath
Source: Player's Handbook (2024) (2024-09-17)
| Level | PB | Features | Wild Shape | Cantrips | Prepared Spells |
|---|---|---|---|---|---|
| 1st | +2 | Druidic; Primal Order; Spellcasting | — | 2 | 4 |
| 2nd | +2 | Wild Companion; Wild Shape | 2 | 2 | 5 |
| 3rd | +2 | Druid Subclass | 2 | 2 | 6 |
| 4th | +2 | Ability Score Improvement | 2 | 3 | 7 |
| 5th | +3 | Wild Resurgence | 2 | 3 | 9 |
| 6th | +3 | Subclass Feature | 3 | 3 | 10 |
| 7th | +3 | Elemental Fury | 3 | 3 | 11 |
| 8th | +3 | Ability Score Improvement | 3 | 3 | 12 |
| 9th | +4 | — | 3 | 3 | 14 |
| 10th | +4 | Subclass Feature | 3 | 4 | 15 |
| 11th | +4 | — | 3 | 4 | 16 |
| 12th | +4 | Ability Score Improvement | 3 | 4 | 16 |
| 13th | +5 | — | 3 | 4 | 17 |
| 14th | +5 | Subclass Feature | 3 | 4 | 17 |
| 15th | +5 | Improved Elemental Fury | 3 | 4 | 18 |
| 16th | +5 | Ability Score Improvement | 3 | 4 | 18 |
| 17th | +6 | — | 4 | 4 | 19 |
| 18th | +6 | Beast Spells | 4 | 4 | 20 |
| 19th | +6 | Epic Boon | 4 | 4 | 21 |
| 20th | +6 | Archdruid | 4 | 4 | 22 |
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | 2 | — | — | — | — | — | — | — | — |
| 2nd | 3 | — | — | — | — | — | — | — | — |
| 3rd | 4 | 2 | — | — | — | — | — | — | — |
| 4th | 4 | 3 | — | — | — | — | — | — | — |
| 5th | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
You 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. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.
You have dedicated yourself to one of the following sacred roles of your choice.
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. The bonus equals your Wisdom modifier (minimum bonus of +1).
Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.
You have learned to cast spells through studying the mystical forces of nature. See chapter 7 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.
You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.
Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.
When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.
The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.
The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.
Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.
Wisdom is your spellcasting ability for your Druid spells.
You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.
You 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.
When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.
The 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). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.
You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see appendix B for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.
Beast Shapes
| Druid Level | Known Forms | Max CR | Fly Speed |
|---|---|---|---|
| 2 | 4 | 1/4 | No |
| 4 | 6 | 1/2 | No |
| 8 | 8 | 1 | Yes |
While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.
Once 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).
In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest.
The might of the elements flows through you. You gain one of the following options of your choice.
Add your Wisdom modifier to the damage you deal with any Druid cantrip.
Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
The option you chose for Elemental Fury grows more powerful, as detailed below.
When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet.
The extra damage of your Primal Strike increases to 2d8.
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
While 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.
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
The vitality of nature constantly blooms within you, granting you the following benefits.
Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.
You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest.
The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.