Druids are the most versatile nature-focused spellcasters. They support allies who draw on animals and the natural world, with magic for utility, healing, animal allies, elemental force, and transformation. A Druid’s circle develops one of these strengths without replacing the class’s broad nature magic.
| Statistic | Value |
|---|---|
| Hit Die | d8 |
| Base attack bonus | Medium progression |
| Good saves | Fortitude, Will |
| Poor save | Reflex |
| Skill ranks per level | 4 + Intelligence modifier (minimum 1) |
| Class skills | Athletics, Handle Animal, Heal, Lore (Geography), Lore (Nature), Perception, Stealth, Survival |
| Armor proficiency | Light and medium nonmetal armor; shields subject to the same material restriction |
| Weapon proficiency | Simple weapons and nature-associated weapons |
A Druid cannot wield or wear items made primarily of metal, or actively use a metal item as equipment or a tool. Carrying coins or incidental metal objects does not count as using them. This restriction applies in addition to the Druid’s armor and shield proficiencies. The Ironwood spell can make wooden equipment as durable as steel without making it metal.
A Druid must have a non-lawful alignment. See Alignment.
Choose a circle at 1st level. Circle features are gained at Druid levels 1, 6, 10, 14, 18, and 20.
| Level | BAB | Fort | Ref | Will | Class features |
|---|---|---|---|---|---|
| 1 | +0 | +2 | +0 | +2 | Druidic; Wild Shape (except Storm); circle feature; 1st-level spells |
| 2 | +1 | +3 | +0 | +3 | Nature’s Stride |
| 3 | +2 | +3 | +1 | +3 | 2nd-level spells |
| 4 | +3 | +4 | +1 | +4 | Wild Shape improvement (Storm replacement feature) |
| 5 | +3 | +4 | +2 | +4 | 3rd-level spells |
| 6 | +4 | +5 | +2 | +5 | Circle feature |
| 7 | +5 | +5 | +3 | +5 | 4th-level spells |
| 8 | +6 / +1 | +6 | +3 | +6 | Improved Nature’s Stride |
| 9 | +6 / +1 | +6 | +4 | +6 | 5th-level spells |
| 10 | +7 / +2 | +7 | +4 | +7 | Circle feature |
| 11 | +8 / +3 | +7 | +5 | +7 | 6th-level spells |
| 12 | +9 / +4 | +8 | +5 | +8 | Wild Shape improvement (Storm replacement feature) |
| 13 | +9 / +4 | +8 | +6 | +8 | 7th-level spells |
| 14 | +10 / +5 | +9 | +6 | +9 | Circle feature |
| 15 | +11 / +6 / +1 | +9 | +7 | +9 | 8th-level spells |
| 16 | +12 / +7 / +2 | +10 | +7 | +10 | A Thousand Faces |
| 17 | +12 / +7 / +2 | +10 | +8 | +10 | 9th-level spells |
| 18 | +13 / +8 / +3 | +11 | +8 | +11 | Timeless Body; circle feature |
| 19 | +14 / +9 / +4 | +11 | +9 | +11 | - |
| 20 | +15 / +10 / +5 | +12 | +9 | +12 | Circle capstone |
Druids prepare divine spells using Wisdom. Their spell list focuses on nature, weather, healing, summoning, and transformation. The Druid uses the shared full-caster spell-level progression in Classes. Spell slots, preparation limits, and recovery are class-specific. See the Druid spell list for available spells and individual spell rules.
At 1st level, you learn Druidic, a private language of speech, signs, and lore shared by Druids.
At 1st level, you learn to transform into an animal. You can use Wild Shape twice per Short Rest. Transforming or returning to your normal form is a Standard Action. A transformation lasts up to 1 hour, or until you end it as a Free Action or become unconscious.
Wild Shape is a class feature, separate from the Druid’s Beast Shape I-VI Polymorph spells.
Your ordinary Wild Shape forms are Small or Medium land animals. While transformed, apply the shared Transformation Rules: your ancestry traits are replaced by the form’s traits, and your worn and carried items meld into the form. You retain your hit points, ability scores, class features, and spellcasting ability. Without the Natural Spell feat, you cannot cast spells while in animal form.
At 4th level, your Wild Shape can assume Tiny forms. At 12th level, you can use Wild Shape three times per Short Rest. Circle of the Moon grants additional form options.
At 2nd level, nonmagical natural undergrowth and similar plant growth do not reduce your movement or prevent you from moving through it.
At 8th level, you and allies within 10 feet of you can move through nonmagical natural undergrowth without reduced movement.
At 16th level, you can use nature magic to alter your appearance. You can change your apparent age, height, build, and other superficial features, but not your size category, creature type, or game statistics. This is a supernatural effect and does not change your voice, clothing, or equipment.
At 18th level, you no longer age and do not suffer age-related penalties. This does not extend your natural lifespan; you still die when you would have reached its natural end.
Choose one circle at 1st level. Its features are gained at levels 1, 6, 10, 14, 18, and 20.
| Circle | Focus | Circle feature progression |
|---|---|---|
| Circle of the Land | Utility, travel, and environmental mastery | Terrain affinity; Green Passage; Natural Recovery; Land’s Shelter; Master of the Land; Land’s Renewal |
| Circle of the Moon | Expanded Wild Shape and lunar magic | Moon-Touched Forms; Fluid Shifting; Moonbeam; True Form; Lunar Mastery; Archdruid |
| Circle of the Shepherd | Animal communication, companions, and protection | Wild Communion; animal companion; shared senses; guardian beasts; Shepherd of the Wild; Master Shepherd |
| Circle of the Storm | Elemental wrath and battlefield control | Storm Affinity; Storm’s Reach; Elemental Resistance; Tempest’s Wrath; Tempest Stride; Storm’s Mantle; Avatar of the Storm; Living Tempest |
Circle of the Storm does not gain Wild Shape. Its elemental features replace the Druid’s Wild Shape feature and its improvements at levels 1, 4, and 12.
Related: Transformation Rules · Natural Spell