Druid
Class Features
As a druid, you gain the following class features.
Hit Points
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Proficiencies
Armor: None
Weapons: Blowguns, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Perception, Religion, and Survival
Equipment
You start with 80 gp, in addition to the equipment granted by your background. The following are good starting items for druids:
- a wooden shield or any simple weapon
- a scimitar or any simple melee weapon
- Studded leather armor, an explorer's pack, and a druidic focus
- A healers kit and an herbalism kit
Level | Features | Secrets Known | Cantrips Known | Mana Pool | Max Spell Level |
---|---|---|---|---|---|
1st | Druidic Training, Spellcasting, Druidic Defense,Secrets of Nature | 2 | 2 | 2 | 1st |
2nd | Druid Circle, Wild Companion, Wild Shape | 2 | 2 | 4 | 1st |
3rd | Student of Nature | 2 | 2 | 8 | 2nd |
4th | Ability Score Improvement, Wild Shape Improvement | 2 | 3 | 12 | 2nd |
5th | Land's Stride | 3 | 3 | 15 | 3rd |
6th | Druid Circle feature | 3 | 3 | 19 | 3rd |
7th | Druidic Lore | 3 | 3 | 23 | 4th |
8th | Ability Score Improvement, Wild Shape Improvement | 3 | 3 | 29 | 4th |
9th | Nature's Balance | 4 | 3 | 35 | 5th |
10th | Druid Circle feature | 4 | 4 | 41 | 5th |
11th | Improved Wild Companion | 4 | 4 | 47 | 6th |
12th | Ability Score Improvement, Wild Shape Improvement | 4 | 4 | 50 | 6th |
13th | Wild Resurgence | 5 | 4 | 54 | 7th |
14th | Druid Circle feature | 5 | 4 | 58 | 7th |
15th | Concordance of Nature | 5 | 4 | 62 | 8th |
16th | Ability Score Improvement, Wild Shape Improvement | 5 | 4 | 66 | 8th |
17th | Greater Wild Companion | 6 | 4 | 71 | 9th |
18th | Greater Druidic Lore | 6 | 4 | 76 | 9th |
19th | Ability Score Improvement | 6 | 4 | 82 | 9th |
20th | Archdruid, Wild Shape Improvement | 6 | 4 | 89 | 9th |
Level | Features | Secrets Known | Cantrips Known | Mana Pool | Max Spell Level |
---|---|---|---|---|---|
21st | Epic Ability Score Improvement, Druid Circle feature | 7 | 5 | 95 | 9th |
22nd | Mindfulness | 7 | 5 | 98 | 9th |
23rd | Greater Wild Resurgence | 7 | 5 | 102 | 9th |
24th | Primeval Gift | 7 | 5 | 106 | 9th |
25th | Epic Ability Score Improvement, Druid Circle feature | 8 | 5 | 110 | 9th |
26th | Mindfulness | 8 | 6 | 114 | 9th |
27th | Essence of the Wild | 8 | 6 | 119 | 9th |
28th | Druid Circle feature | 8 | 6 | 129 | 10th |
29th | Epic Ability Score Improvement, Mindfulness | 9 | 6 | 140 | 11th |
30th | Elder Spell | 9 | 6 | 152 | 12th |
Secrets of Nature
1st-level Druid feature
During your druidic training and exploration of nature you pick up several methods of surviving in the wilderness. You gain two secrets of nature of your choice, detailed on the Secrets of Nature page. The Secrets Known column of the Druid table shows when you learn more secrets of nature. Unless otherwise noted, you can gain each secret only once.
Additionally, when you gain a level in this class, you can choose one of the Secrets of Nature you know and replace it with another Secret of Nature that you could learn at that level.
Druidic Training
1st-level Druid feature
All druids are taught to commune with nature, to become a conduit for natural power, and to maintain the secrets of their druid circle. You gain proficiency with Nature.
You 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. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Spellcasting
1sth-level Druid feature
Drawing 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 as well as the druidcraft cantrip. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Starting at 4th level, whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list. However, you cannot replace druidcraft.
Preparing and Casting Spells
The Druid table shows how much mana you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend mana from your mana pool. You regain all expended mana when you finish a long rest. The mana costs for spells can be found on the mana cost table.
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 can cast.
You can 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.
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.
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
Druidic Defense
1st-level Druid feature
The natural powers which guide you bestow a modicum of protection for your journey. Choose one of the following options.
Sentinel Training
You gain proficiency with light armor, medium armor, and simple and ranged martial weapons. Druids will usually not wear armor or use shields made of metal.
Warden Training
You gain proficiency with light armor, medium armor, shields. Druids will usually not wear armor or use shields made of metal.
Woad Armor
While you are not wearing any armor, wielding a shield, or in your Wild Shape, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Once you reach 3rd level, you always have the barkskin spell prepared, and it doesn’t count against the number of spells you can prepare each day.
Wild Shape
2nd-level Druid feature
As an action you can magically assume a form called a Wild Shape. You can use this feature a number of times equal to your proficiency bonus. You regain one expended use when you finish a short rest, and you all regain expended uses when you finish a long rest.
When you use this ability, you choose whether you want to be tiny, small, medium, or large. Each size uses a different template to determine its statistics. You must also choose to take a Beast or Plant shape. Your choice determines your creature type while in your Wild Shape, as well as its appearance.
Each time you use your Wild Shape ability, you choose an Exploration Trait and a Combat Trait. If a trait has a required creature type, movement speed, size, or other prerequisite trait, you must meet the prerequisites. You gain an additional Exploration Trait at 4th level, and an additional Combat Trait at 8th level. When you choose a Combat Trait, you may choose an Exploration Trait instead.
You decide the physical appearance of your Wild Shape, but the traits you select may inform it. For example, a Beast Wild Shape with the Web Sense trait may look like a spider, while a Plant Wild Shape with the Reach trait could look like a Vine Blight.
You can stay in a wild shape for a number of hours equal to your druid level. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you drop to 0 hit points, or die.
Level | Exploration Traits | Combat Traits | Armor Class |
---|---|---|---|
2nd | 1 | 1 | 12 |
4th | 2 | 1 | 13 |
8th | 2 | 2 | 14 |
12th | 2 | 2 | 15 |
16th | 2 | 2 | 16 |
20th | 2 | 2 | 17 |
While you are transformed, the following rules apply:
- You retain your hit points and hit dice, alignment, personality, the ability to speak and understand any languages you know, and your Constitution, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, as well as any movement speeds you have (provided your new form can utilized them.)
- When you transform, you gain a number of temporary hit points equal to your druid level. While in a wild shape your armor class equals 12 + ¼ your druid level (rounded down) as shown on the Wild Shapes table.
- Your Strength and Dexterity scores change according to the size template you chose. This change does not affect your movement speed or armor class.
- While in a wild shape you may only cast spells with a range of Self or Touch. You can perform the verbal and somatic components of such spells while in a wild shape and your wild shape itself acts as your spellcasting focus. Transforming doesn’t break your concentration on a spell you’ve already cast, nor does it prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. You also gain darkvision at a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Wild Shape Template
Tiny | Small | Medium | Large | Huge | |
---|---|---|---|---|---|
STR | Half base Str score | Full base Str score | Wisdom | Wisdom | Wisdom |
DEX | Wisdom | Wisdom | Wisdom | Full base Dex score | Full base Dex Score |
CON | Same as your base form | ||||
INT | Same as your base form | ||||
WIS | Same as your base form | ||||
CHA | Same as your base form |
Actions
You have a Bestial Strike attack, which deals bludgeoning, piercing, or slashing damage (your choice when you wild shape).
Tiny | Small | Medium | Large | Huge |
---|---|---|---|---|
1d4 + Wis | 1d6 + Wis | 1d8 + Wis | 2d6 + Wis | 2d8 + Wis |
Exploration Traits
You may select a number of exploration traits in accordance with your druid level as listed in the above table. Each of these traits may have further requirements based on your size, movement speed, or creature type.
Ability | Creature Types | Movement Speeds | Size | Description |
---|---|---|---|---|
Requires Druid Level 2 | ||||
Camouflage | Any | Any | Any | You have Advantage on Dexterity (Stealth) checks made to Hide. |
Climber | Any | Any | Any | You gain a climb speed of 40 feet. |
False Appearance | Plant | Any | Any | While you remain motionless, you are indistinguishable from a normal plant. |
Great Leap | Any | Any | Any | You may use your Wisdom score to determine jump distance, and you always count as having without a running start. Additionally, whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover. This extra distance costs movement as usual. |
Keen Senses | Beast | Any | Any | You have Advantage on Wisdom (Perception) checks. |
Night Hunter | Beast | Any | Any | You gain proficiency in the Perception and Stealth skills. If you are already proficient in these skills, you add double your proficiency bonus to checks you make with it. |
Web Sense | Beast | Climb | Any | You can spin webs to climb upon. You ignore movement restrictions caused by webbing, and while in contact with a web, you know the exact location of any other creature in contact with the same web. Additionally, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. |
Requires Druid Level 4 | ||||
Blindsight | Any | Any | Any | You have blindsight with a range of 10 feet. Alternatively, you can have blindsight with a range of 60 feet, but are blind beyond this range. If you choose this option, you are otherwise immune to the Blinded condition. |
Burrower | Any | Any | Any | You gain a burrow speed of 20 feet. |
Swimmer | Any | Any | Any | You gain a swim speed of 40 feet, and you can breathe air and water. |
Tunneler | Any | Any | Any | You gain a burrow speed of 20 feet. When you burrow, you can choose to leave tunnels behind, allowing creatures to enter the tunnel behind you or bring creatures along with you. |
Requires Druid Level 8 | ||||
Echolocation | Beast | Fly, Swim | Any | As an Action, you can let out a subsonic sound. For the next minute, you have blindsight of 60 feet, which you can't use while Deafened. This action makes a loud sound that can be heard by creatures within 300 feet, but only if they have the Keen Hearing trait. |
Flier | Any | Any | Any | You gain a flying speed of 40 feet. |
Mimicry | Beast | Any | Any | You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier . |
Speed | Beast, Elemental | Any | Any | Any speed you have increases by 20 feet. If you have a burrow speed, it increases by 10 feet instead. |
Tremorsense | Any | Burrow | Any | You have tremorsense with a range of 60 feet. |
Combat Traits
You may select a number of combat traits in accordance with your druid level as listed in the above table. Each of these traits may have further requirements based on your size, movement speed, or creature type.
Ability | Creature Types | Movement Speeds | Size | Description |
---|---|---|---|---|
Requires Druid Level 2 | ||||
Charge | Any | Any | Large, Huge | If you move at least 20 feet straight toward a creature and then hit it with a Bestial Strike on the same turn, that creature must succeed on Strength saving throw or be knocked Prone. |
Gore | Beast | Any | Large, Huge | If you move at least 20 feet straight toward a creature and then hit it with a Bestial Strike on the same turn, the target takes an extra piercing damage equal to half your proficiency bonus. A Circle of the Moon druid may deal extra piercing damage equal to their proficiency bonus. |
Reach | Any | Any | Medium, Large, Huge | The reach of your Bestial Strike increases to 10 feet if you are medium or large, or 15 feet if you are Huge. |
Relentless | Beast | Any | Medium, Large, Huge | When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest, even if you retake your Wild Shape form. |
Sure-Footed | Any | Climb, Swim | Any | You have Advantage on Strength or Dexterity saving throws made against effects that would knock you Prone. |
Requires Druid Level 4 | ||||
Grab | Any | Any | Medium, Large, Huge | When you hit a creature with your Bestial Strike, you can grapple the creature. You have two grappling appendages, each of which can grapple only one target. |
Ink Cloud | Beast | Swim | Any | As an Action, you can emit a cloud of ink to aid you in escaping. This has a different effect depending on your location. While underwater, the ink spreads out in a 15-foot radius around you, heavily obscuring the area for 1 minute. While above water, you splash the ink on the ground around you in a 10-foot square, turning the area into difficult terrain for 1 minute. When it first appears, each creature in the area (including you) must succeed on a Dexterity saving throw or fall Prone. While it persists, a creature that enters the area or ends its turn there must also succeed on the Dexterity saving throw or fall Prone. You can use this ability a number of times equal to half your proficiency bonus (rounded down), after which you cannot do so again until you spend another Wild Shape to assume this form again. |
Stench | Beast, Plant | Any | Any | Other creatures that start its turns within 5 feet of you must succeed on a Constitution saving throw or be Poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench for 1 hour. |
Trample | Any | Any | Large, Huge | You can make a Bestial Strike against a Prone target as a Bonus Action. |
Requires Druid Level 8 | ||||
Blood Frenzy | Beast, Plant | Any | Any | You have Advantage on melee attack rolls against any creature that doesn't have all its hit points. |
Constrict | Any | Any | Medium, Large, Huge | Requires Grab. When you grapple a creature, the creature is also Restrained. You can only grapple one creature at a time in this way. |
Flyby | Beast, Elemental | Fly | Any | You don't provoke opportunity attacks when you fly out of an enemy's reach. |
Pack Tactics | Beast | Any | Any | You have Advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't Incapacitated. |
Rampage | Beast | Any | Any | When you reduce a creature to 0 hit points with your Bestial Strike, you can take a Bonus Action to move up to half your speed and make another Bestial Strike. |
Shell Defense | Beast | Any | Any | You have a hard shell you can withdraw in to protect yourself. When you fall Prone, you can use your Reaction to withdraw into your shell. While in your shell, you gain a +5 bonus to your AC. While in your shell, your speed is 0 and can't increase. You can use an Action, Bonus Action, or Reaction to emerge from your shell, after which you can stand up from Prone. |
Venomous | Beast, Plant | Any | Any | A creature you hit with your Bestial Strike must make a Constitution saving throw. On a failed save, the creature takes 3d6 poison damage, or half as much on a success. A moon druid may instead inflict a number of d6 equal to their proficiency bonus. With your DM's permission, you might adjust this ability to better match your creature's particular venom. |
Web Launcher | Beast | Climb | Any | Requires Web Sense. You can entangle your foes with sticky webbing. You gain a special ranged weapon attack with a range of 30/60. If you hit a creature, it is Restrained by the web. As an action, the Restrained creature can make a Strength check, bursting the web on a success. The webbing can also be attacked and destroyed (AC 10; hp 5 times half your proficiency bonus, vulnerability to fire damage, immunity to bludgeoning, poison and psychic damage.) You can use this ability a number of times equal to half your proficiency bonus (rounded down), after which you cannot do so again until you spend another Wild Shape to assume this form again. |
Druid Circle
2nd-level Druid feature
You choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, 21st, 25th, and 28th level.
Circle of Blight | Tal'Dorei Campaign Setting Reborn. Altered. |
Circle of Dreams | Xanathar's Guide to Everything. New feature added. |
Circle of the Harvest | Unearthed Arcana. Renamed Twilight Subclass. Altered. |
Circle of the Land | Player's Handbook. Altered. |
Circle of the Moon | Player's Handbook. Altered. |
Circle of the Shepherd | Xanathar's Guide to Everything. Altered. |
Circle of Spores | Tasha's Cauldron of Everything. Altered. |
Circle of Stars | Tasha's Cauldron of Everything. Altered. |
Circle of Wildfire | Tasha's Cauldron of Everything. Altered. |
Circle of the Primeval | Unearthed Arcana. Circle spells and minor edit. |
Circle of the Witch | Unearthed Arcana. Renamed Witherbloom Subclass. Reworked to be druid-only. |
Wild Companion
2nd-level Druid feature
You gain the ability to summon spirits that assumes animal forms to aid you and your companions: you can expend a use of your Wild Shape feature to cast one of the following spells, without material components: alarm, find familiar, sudden awakening, unseen servant, or wild cunning.
The effects of these spells are carried out by harmless beasts, causing some of them to be altered in the following ways:
- Alarm: A loud beast, such as a rooster or fox, keeps watch over the area and alerts creatures when the spell is triggered. The alarm must be audible.
- Find familiar: The familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
- Sudden awakening: Loud beasts awaken sleeping creatures, and birds, insects, or other flying creatures help the targets stand up from prone.
- Unseen servant: The force summoned by this spell is visible, and takes the form of a Medium or smaller beast. It otherwise can accomplish the same tasks as normal.
Student of Nature
3rd-level Druid feature
You establish how you approach the natural world. Choose one of the following:
Firsthand Naturalist
You’ve learned the intricacies of nature through firsthand experience rather than academic study. You may always choose to use Wisdom when making Nature checks.
Leyline Awareness
Druidic rituals attune you to the leylines that course through the Material Plane. While you are on the Material Plane, you always know the following information:
- Which way is north.
- The direction of the nearest body of water, forest, and city or town within a number of miles equal to half your proficiency bonus.
- The general health of the local ecosystem, and if anything unnatural or magical is upsetting the natural order.
Scholar of Old Ways
Your circle taught the old magic at the root of all things, granting you eldritch insights beyond mundane arcane studies. You gain proficiency with Arcana. If you are already proficient in it, you may instead choose to use Wisdom when making Arcana checks.
Speech of the Woods
You gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. Additionally, you are under the constant effects of the speak with animals spell. This magical effect cannot be dispelled.
Ability Score Improvement
4th-level Druid feature
When 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.
Additionally, you can replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level. The proficiency you replace needn't be from this class.
Lastly, you can do one of the following, representing a shift in how you approach the natural world:
- Replace the option you chose for your Student of Nature feature with one of that feature’s other options
- Replace the option you chose for your Druidic Lore feature with one of that feature’s other options
- Replace the option you chose for your Nature’s Balance feature with one of that feature’s other options
- Replace the option you chose for your Concordance of Nature feature with one of that feature’s other options
Land’s Stride
5th-level Druid feature
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.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Druidic Lore
7th-level Druid feature
Your mastery of the natural world grows. Choose one of the following:
Force of Nature
You’re adept at covertly performing druidic magic without attracting attention. When you cast a druid spell, you may cast it without any somatic or verbal components. If you are in a Wild Shape, you may cast any druid spell regardless of range. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Natural Antivenom
You have Advantage on saving throws against poison, and you have resistance against poison damage. Additionally, you automatically know if any flora or fauna you see is poisonous or venomous.
Nature's Balance
9th-level Druid feature
You choose to embrace either the wild savagery of nature or the control you need to protect it. Choose one of the following:
Embraced Ferocity
The number of temporary hit points you gain when you Wild Shape becomes equal to twice Druid level. Additionally, you can attack twice, instead of once, whenever you take the Attack action on your turn while in Wild Shape. If you already can, your Bestial Strike does an additional die of damage.
Embraced Serenity
You have Advantage on concentration checks made to maintain spells. As a Bonus Action, you touch your druidic focus in meditation, expend a use of your Wild Shape, and regain mana equal to half your proficiency bonus (rounded up). You can use your Wild Shape in this way twice, and three times at 18th level. You regain all expended uses when you finish a long rest.
Improved Wild Companion
At 11th level your bond has grown and you are able to summon forth greater nature spirits. As an action, you can expend a use of Wild Shape to cast the animal messenger, conjure animals, flock of familiars, summon beast, or summon fey spell at 3rd level without material components.
Wild Resurgence
13th-level Druid feature
When you expend a use of your Wild Shape, primal magic radiates from you as a part of the same action. Choose a point within 30 feet of yourself, and spectral flowers appear for a moment in a 10-foot radius sphere centered on that point.
Roll a number of d4s equal to your Wisdom modifier (minimum of one die). You may choose to have those flowers bloom or wilt. If you cause them to bloom, creatures of your choice recover hit points equal to the result. If you cause them to wilt, creatures of your choice must make a Constitution saving throw or take necrotic damage equal to the result.
Concordance of Nature
15th-level Druid feature
You choose to harmonize with nature or become an avatar of it. Choose one of the following:
Apex Predator
The base armor class of your Wild Shape forms increases by 2. Additionally, you can attack twice, instead of once, whenever you take the Attack action on your turn while in Wild Shape. If you already can, your Bestial Strike scores a critical hit on a roll of 19 or 20.
Harmony
When you finish a Long Rest, you may choose to meditate and harmonize with your surroundings. If you do, at the end of your rest you cast commune with nature, attuning to the area you commune with. While in your attuned area, you have Advantage on Nature, Perception, and Survival checks, and you have Blindsight out to a range of 30 feet. Once attuned to an area, you remain attuned to that location until you leave the area, use this ability again, or die.
Greater Wild Companion
17th-level Druid feature
Your bond expands to encompass the feywild and the elemental planes. As an action, you can expend a use of Wild Shape to cast a conjure or summon spell from the Druid spell list without material components. You may cast these and any other spells using your Wild Shape as if you cast it using a 5th-level spell slot. You may cast the spell at 6th level once. After you do, you cannot do so again until you finish a long rest.
Greater Druidic Lore
18th-level Druid feature
Your knowledge of druidic lore deepens. You gain one of the following abilities, based on the choice you made at 7th level for Druidic Lore:
- Greater Force of Nature. 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. You gain this benefit in both your normal shape and your beast shape from Wild Shape, and can cast any druid spell while in your Wild Shape.
- Natural Antitoxin. You are immune to poison and disease. Additionally, you automatically know if any flora or fauna you see is poisonous or venomous.
Archdruid
20th-level Druid feature
You have mastered druidic lore. You gain the following abilities (if you do not already have them):
- Evergreen Wild Shape. You may use your Wild Shape an unlimited number of times, but if you do not activate Wild Resurgence, you gain half the number of temporary hit points you normally would. You may activate Wild Resurgence as a part of your Wild Shape a number of times equal to your proficiency bonus. One you have, you must finish a long rest to do so again.
- Greater Force of Nature. 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. You gain this benefit in both your normal shape and your beast shape from Wild Shape, and can cast any druid spell while in your Wild Shape.
- Natural Antitoxin. You are immune to poison and disease. Additionally, you automatically know if any flora or fauna you see is poisonous or venomous.
- Timeless Body. The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Epic Level Druid: Epic Ability Score Improvement
21st-level Druid feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.
Epic Level Druid: Mindfulness
22nd-level Druid feature
The number of spells you can prepare increases by 3. This number increases by 3 at 24th, 26th, and 29th level.
Epic Level Druid: Greater Wild Resurgence
23rd-level Druid feature
Your Wild Resurgence ability improves in the following ways:
- The dice become d6s instead of d4s.
- The point can be within 60 feet instead of 30 feet, and the radius of the effect becomes 20 feet.
- When you cause the flowers to wilt, a creature takes half the necrotic damage on a success.
Epic Level Druid: Primeval Gift
24th-level Druid feature
Your veneration of nature has deepened your connection with the wilds. You gain the following benefits:
- Mindfulness. The number of spells you can prepare increases by 3.
- Greater Land's Stride. You are always under the effect of the freedom of movement and tree stride spells. These magical effects cannot be dispelled, but they are suppressed in an antimagic field.
Epic Level Druid: Essence of the Wild
27th-level Druid feature
You have become a spirit of the wilds. Your Ability Scores and maximum hit points can't be reduced, and no effect can cause you to be unable to regain hit points. Additionally, you cannot be possessed unless you are willing.
Epic Level Druid: Elder Spell
30th-level Druid feature
You have mastered the ancient rite of weaving powerful magic into your very being: an Elder Spell. Whenever you finish a long rest you can choose one of the following Elder Spells.
Antediluvian Ward
You can cast primordial ward at will, without spending mana. You can cast this spell as a Bonus Action, and when you cast it, it does not require concentration, and it lasts until dispelled or the spell ends.
Botanical Regeneration
At the beginning of your turn, you regain 10 hit points. If you are in direct sunlight or standing in water, you regain 10 additional hit points, to a maximum of 30. If you take fire or necrotic damage, you don't restore hit points at the start of your next turn.
Primordial Accession
You can cast investiture of flame, investiture of ice, investiture of stone, or investiture of wind at will, without spending mana. You can cast these spells and use their action abilities as a Bonus Action, and when you cast them, they do not require concentration, and last until dispelled, or until you end the spell (no action required).