Druid
Hit Dice: 8
Proficiency Choices:
Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
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Arcana- Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
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Animal Handling- When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
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Insight- Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
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Medicine- A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
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Nature- Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
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Perception- Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
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Religion- Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
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Survival- The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
Proficiencies
- - Light Armor
- - Medium Armor
- - Shields
- - Clubs
- - Daggers
- - Javelins
- - Maces
- - Quarterstaffs
- - Sickles
- - Spears
- - Darts
- - Slings
- - Scimitars
- - Herbalism Kit
- - Saving Throw: INT
- - Saving Throw: WIS
Saving Throws
- - INT
- - WIS
Starting Equipment
- - Leather Armor
- - Explorer's Pack
Starting Equipment Options
- - (a) a wooden shield or (b) any simple weapon
- - (a) a scimitar or (b) any simple melee weapon
- - druidic focus
Multiclass Prerequsites
- - Minimum WIS score: 13
Multiclass Proficiencies
- - Light Armor
- - Medium Armor
- - Shields
Subclasses
- - Land
Spellcasting
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Cantrips
- - At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
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Preparing and Casting Spells
- - The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- - You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
- - For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
- - You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
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Spellcasting Ability
- - Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
- - Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
- - Spell attack modifier = your proficiency bonus + your Wisdom modifier.
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Ritual Casting
- - You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
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Spellcasting Focus
- - You can use a druidic focus (see chapter 5, "Equipment") as a spellcasting focus for your druid spells.