Druid 5e class
Druids draw their magic from nature itself. They prepare Wisdom spells, control the battlefield with elemental magic and can Wild Shape into beasts. Their circle decides whether they fight in beast form, command the elements or tend the land.
Jump to: Playing a druid · Druid table · Class features · Druid Circle options · What changed in 2024 · Common questions
Druid at a glance
- Hit die
- d8
- Hit points at 1st level
- 8 + Constitution modifier
- Hit points per level after 1st
- 1d8 (or 5) + Constitution modifier
- Saving throws
- Intelligence, Wisdom
- Armor
- Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
- Weapons
- Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
- Tools
- Herbalism kit
- Skills
- Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
- Spellcasting ability
- Wisdom
- Subclass
- Druid Circle at 2nd level
Planning ability scores? Try the point buy calculator or the 4d6 ability score roller. Multiclassing with another spellcaster? The multiclass spell slot calculator works out your combined slots.
What the druid is good at
The druid is a Wisdom full caster with some of the best battlefield control in the game (Entangle, Faerie Fire, Spike Growth, Moonbeam) plus healing and utility. Like a cleric, it prepares spells from its whole list each day: your Wisdom modifier plus your druid level in the 2014 rules.
From 2nd level, Wild Shape turns you into a beast you’ve seen, twice per short or long rest. The beast’s hit points act as a buffer: when they run out you change back, and only the extra damage carries over. Your level limits the beast: challenge rating 1/4 with no flying or swimming speed at 2nd level, 1/2 with no flying speed at 4th, and 1 at 8th. You can’t cast spells in beast form until 18th level, but transforming doesn’t end a spell you’re already concentrating on.
Choosing ability scores
Wisdom first for your spells, then Constitution to hold concentration, then Dexterity for your light or medium armor. In beast form your physical scores are the beast’s, so Strength matters little.
With the standard array: Wisdom 15, Constitution 14, Dexterity 13. The point buy calculator lets you try alternatives.
Picking a druid circle
You join a circle at 2nd level in the 2014 rules (level 3 in 2024). The SRD’s Circle of the Land is the caster’s circle: extra circle spells always prepared based on a land you choose, and Natural Recovery, which recovers spell slots on a short rest once between long rests.
The Player’s Handbook’s Circle of the Moon is the shapeshifter’s circle: Wild Shape as a bonus action and tougher beasts (challenge rating 1 from 2nd level). Later books add the Circles of Dreams, the Shepherd, Spores, Stars and Wildfire.
Common beginner mistakes
- Only playing the animal. Outside the Circle of the Moon, your spells are usually stronger than your beast forms. Wild Shape is great for scouting and for soaking a hit while you concentrate on a spell.
- Expecting to cast in beast form. You can’t cast spells while transformed until Beast Spells at 18th level.
- Wearing metal armor. The 2014 druid won’t wear armor or use shields made of metal; hide or leather armor and a wooden shield are the usual choices.
- Leaving control spells behind. A druid who prepares only healing wastes the class’s best tools.
Druid level progression
| Level | Proficiency bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Druidic, Spellcasting | 2 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Wild Shape, Druid Circle, Wild Companion† | 2 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | — | 2 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Wild Shape improvement, Ability Score Improvement, Cantrip Versatility† | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | — | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | — | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Wild Shape improvement, Ability Score Improvement, Cantrip Versatility† | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | — | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement, Cantrip Versatility† | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement, Cantrip Versatility† | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement, Cantrip Versatility† | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
The numbered columns are spell slots per spell level.
† Optional class features from Tasha’s Cauldron of Everything, which the builder offers if your table uses them: Wild Companion and Cantrip Versatility. They aren’t in the SRD, so their text isn’t on this page.
Druid class features (2014 rules, SRD 5.1)
As a druid, you gain the following class features. Each one shows the druid level you gain it at; features chosen at a later level (like your druid circle) add more as you go.
Spellcasting
1st level
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. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
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.
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
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 (see "Equipment") as a spellcasting focus for your druid spells.
Druidic
1st level
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.
Wild Shape
2nd level (CR 1/4 or below, no flying or swim speed), 4th level (CR 1/2 or below, no flying speed) and 8th level (CR 1 or below)
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
| Level | Max. CR | Limitations | Example |
|---|---|---|---|
| 2nd | 1/4 | No flying or swimming speed | Wolf |
| 4th | 1/2 | No flying speed | Crocodile |
| 8th | 1 | — | Giant eagle |
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). 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 fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or 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. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- 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 GM 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.
Druid Circle
2nd level
At 2nd level, you choose to identify with a circle of druids, such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Ability Score Improvement
4th, 8th, 12th, 16th and 19th level
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.
Timeless Body
18th level
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Beast Spells
18th level
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
Archdruid
20th level
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, 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.
Druid Circle options
The builder offers 8 subclasses for the druid, and only shows the ones your build can take.
Official
- Circle of Dreams Xanathar's Guide to Everything
- Circle of Spores Guildmaster's Guide to Ravnica, Tasha's Cauldron of Everything
- Circle of Stars Tasha's Cauldron of Everything
- Circle of the Land SRD Player's Handbook
- Circle of the Moon Player's Handbook
- Circle of the Shepherd Xanathar's Guide to Everything
- Circle of Wildfire Tasha's Cauldron of Everything
Homebrew
- Circle Of The Forged Exploring Eberron
The SRD includes one druid circle in each edition, marked SRD above. The others are in the Player’s Handbook and later books, so this page gives their names only. The Circle of the Land page has its full text in both editions, a guide and what changed in 2024.
| Rules | SRD subclass | Features by level |
|---|---|---|
| 2014 (SRD 5.1) | Circle of the Land | Bonus Cantrip (2nd), Natural Recovery (2nd), Circle Spells (3rd, 5th, 7th and 9th), Land's Stride (6th), Nature's Ward (10th), Nature's Sanctuary (14th) |
| 2024 (SRD 5.2) | Circle of the Land | Circle of the Land Spells (3), Land's Aid (3), Natural Recovery (6), Nature's Ward (10), Nature's Sanctuary (14) |
What changed in 2024
The 2024 Player’s Handbook revised the druid, and the System Reference Document 5.2 has the new version. Here is the druid side by side in both editions, and what changed, worked out from the two SRDs.
| 2014 rules (SRD 5.1) | 2024 rules (SRD 5.2) | |
|---|---|---|
| Primary ability | — | Wisdom |
| Hit die | d8 | d8 |
| Saving throws | Intelligence and Wisdom | Intelligence and Wisdom |
| Skills | Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival | Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival |
| Armor | Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) | Light armor and Shields |
| Weapons | Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears | Simple weapons |
| Tools | Herbalism kit | Herbalism Kit |
| Subclass | Druid Circle at 2nd level | Druid subclass at level 3 |
| Spells | Prepares spells each day; how many depends on Wisdom and druid level | Prepares spells: 4 at level 1, 22 at level 20 |
| Cantrips at level 1 | 2 | 2 |
- You choose your subclass at level 3 instead of 2nd level, like every class in the 2024 rules.
- No more medium armor training.
- Ability Score Improvements become feats: at levels 4, 8, 12 and 16 you take the Ability Score Improvement feat or another feat you qualify for, and level 19 brings an Epic Boon feat instead of the last improvement.
- New features: Primal Order (level 1), Wild Companion (level 2), Wild Resurgence (level 5), Elemental Fury (level 7), Improved Elemental Fury (level 15).
- 2014 features with no 2024 feature of the same name (some were renamed or folded into others): Timeless Body.
Features by level, 2014 and 2024
| Level | 2014 features | 2024 features |
|---|---|---|
| 1 | Druidic, Spellcasting | Druidic, Primal Order, Spellcasting |
| 2 | Wild Shape, Druid Circle | Wild Shape, Wild Companion |
| 3 | — | Druid Subclass |
| 4 | Wild Shape improvement, Ability Score Improvement | Ability Score Improvement |
| 5 | — | Wild Resurgence |
| 6 | Druid Circle feature | Subclass feature |
| 7 | — | Elemental Fury |
| 8 | Wild Shape improvement, Ability Score Improvement | Ability Score Improvement |
| 9 | — | — |
| 10 | Druid Circle feature | Subclass feature |
| 11 | — | — |
| 12 | Ability Score Improvement | Ability Score Improvement |
| 13 | — | — |
| 14 | Druid Circle feature | Subclass feature |
| 15 | — | Improved Elemental Fury |
| 16 | Ability Score Improvement | Ability Score Improvement |
| 17 | — | — |
| 18 | Timeless Body, Beast Spells | Beast Spells |
| 19 | Ability Score Improvement | Epic Boon |
| 20 | Archdruid | Archdruid |
Druid class features in the 2024 rules (SRD 5.2)
As a druid, you gain these class features when you reach the listed Druid levels. They are listed in level order.
Level 1: Spellcasting
You 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. 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.
Spell Slots. 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.
Prepared Spells of Level 1+. 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.
Changing Your Prepared Spells. 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.
Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.
Level 1: Druidic
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.
Level 1: Primal Order
You 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. The bonus equals your Wisdom modifier (minimum bonus of +1).
Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.
Level 2: Wild Shape
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.
Number of Uses. 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.
Known Forms. 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 "Animals" in "Monsters" 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 other sources for eligible Beasts if the Game 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 |
Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
Game Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.
No Spellcasting. You can't cast spells, but shapeshifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.
Objects. Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. 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 the form. Equipment that merges with the form has no effect while you're in that form.
Level 2: Wild Companion
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.
Level 3: Druid Subclass
You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.
Level 4: Ability Score Improvement
You 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.
Level 5: Wild Resurgence
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.
Level 7: Elemental Fury
The 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. 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).
Level 15: Improved Elemental Fury
The 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.
Level 18: Beast Spells
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.
Level 19: Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20: Archdruid
The 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. 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.
Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.
Common questions
How many times can a druid Wild Shape?
Twice, regained on a short or long rest, in the 2014 rules (without limit at 20th level). The 2024 druid also starts with two uses and gains more at levels 6 and 17; it regains one on a short rest and all on a long rest.
Can a druid cast spells in Wild Shape?
Not until 18th level, when Beast Spells lets you cast many druid spells in beast form. You can keep concentrating on a spell you cast before transforming.
What happens when a Wild Shape form drops to 0 hit points?
You change back to your normal form. In the 2014 rules any extra damage carries over, so a 10-damage hit on a beast with 1 hit point left deals 9 to you.
Can druids wear metal armor?
The 2014 rules say druids will not wear armor or use shields made of metal. The 2024 druid’s traits list light armor and shields without that note.
What changed for the druid in 2024?
Wild Shape takes a bonus action, uses a set of known forms and gives temporary hit points equal to your druid level. Primal Order and Wild Companion are new, medium armor comes only from the Warden option, and the subclass moves to level 3.
The druid compared with similar classes
| Class | How it compares |
|---|---|
| Cleric | The other Wisdom full caster, with heavier armor, better healing and no shapeshifting. |
| Ranger | A nature-themed half caster that fights with weapons. |
| Wizard | A full caster with a bigger list and a spellbook; less durable, no beast forms. |
| Monk | If you want to fight without armor or weapons, but without the spellcasting. |
How to build a druid
Open the builder, choose the 2014 or 2024 rules on the first step, then pick Druid as your class. It fills in your hit points, saving throws and proficiencies, then walks you through race, druid circle, ability scores, background, skills, equipment and spells. Everything the rules can work out is computed for you: Armor Class from your armor, attack bonuses, spell save DC and every skill modifier.
Other classes: Artificer · Barbarian · Bard · Cleric · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Wizard