The Druid

The druid, a class for those in tune with nature, and for those with intrests in a more combative magic class. This balance makes it one of the most versitile of the classes, though you can chose to depend on one side more than the other. Druids, as the name sugests, are creatures of nature, which is actually from where they draw all their power. Because of this, they usually like to be near flauna and flora, though this doesn't really have any effect unless you want it to.

Fighting and Stats

Out of the 6 different stats, strength, dexterity, constitution, intelligence, wisdom, and charisma, the druid's best stat should be wisdom, but because of the previously mentioned versitiliy the second best stat really depends on you. Do you want more health? More powerful attacks? Higher inititive? It all depends on you. Now, when it comes to the fighting style of this class, its a whole different level. Although the stat changes don't really make too mcuh of a difference, the sections of the class can massively change the character. That doesn't mean that you should change how the class is meant to be used though, as is specifically a more support based class. What I meant is you can change whether you want to be more support based, attack based, magic based, etc. You should always keep in mind while playing that you are there to help, not through healing spells like clerics, but through your own defense and attacks. The reason why I include defense into this, even though the druid is not a tank class, is that it has one very important spell. This spell is wild shape, the ability to turn into beasts depending on your own level. In short, wild shape gives you makes you a different being, with a different health pool, attack sets, etc. During later levels this changes, but that is for a different section of this breakdown. The druid is very comparable to the paladin, which is basically a mix between the cleric and the fighter classes, as the druid is basically a more close range variation of the ranger. This actually makes a lot of sense seeing as they share very similar spells.

Health Features

HP Dice= 1d8 per druid level

HP at first level= 8 + CON modifier

HP at higher level= 1d8 + CON modifier

Proficiencies

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Armor= Light armor, medium armor, shields (CLASS SPECIFIC: Nothing of the metal variety)

Weapons= Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Tools= Herbalism Kit

Saving throws= Intelligence, Wisdom

Skills:Choose two-Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

Along with equipment recived from your chosen background, you get the following items

(a) a wooden shield or (b) any simple weapon

(a) a scimitar or (b) any simple melee weapon

Leather armor, an explorer’s pack, and a druidic focus

Druidic

The druids are one of the only ones who know this language, which means it can be used to send secret messages. The only way people who don't know this language can even see it, they need to succeed on a DC 15 perception saving throw.

Spell casting

Druids use wisdom as their main magic modifiers and save DC against spells. This is determind by adding your profiencies modifier and the wisdom modifier for your spell attack mod, and doing 8 + your proficiency bonus, along with your Wisdom mod for the spell save DC. This increases as the class grows, which is shown at the bottom of this class breakdown. This is also the similar for regular spells, as the higher the level, the more spell slots you have. The actual number of spells you have depends on your wisdom modifier + your druid level. When you use spell slots, they can be regained mainly by taking a long rest, though there are other methods. While i'm on the subject of long rests, you can also change your list of spells when you take one. Along with this, you can also use ritual casting, which makes it to where you don't spend a spell slot, but each spell takes 10 minutes to cast. Overall, this really isn't that usefull in a combat sense seeing as each turn is about 10 seconds, but it can still be very useful outside of it.

Class Upgrades

Finally we get to the brunt of the class, as these are all the changes the base class goes through depending on your level.

Wild Shape

One of the most important spells in this class, 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, and you regain expended uses after you finish either a short or long rest. The power of this spell increases at higher levels, as it mainly depends on a creature's CR rates. Challenge Ratings(CR) are basically the quantified trouble a creature will cause, and wild shape's creatures are limited to a CR of 1 or less(unless you choose the Circle of the moon, more information of that at the bottom). There are specific creatures that you able to turn into, but if you don't have a strict DM, then you really don't need to follow that rule. Speaking of rules, there are very specific things you should know about wild shape, which can be changed slightly depending on the cirle you choose.

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 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.

Level Challange Rating Creature Traits
2 1/4 No swiming, No Flying
4 1/2 No Flying
8 1 Any

Druid Circle

At 2nd level, you choose to be part of one specific druid circle detailed at the end of the class description, and can change your style of gameplay pretty rapidly. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

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, though you can’t increase an ability score above 20 using this feature. If you want, you can chose to learn a feat instead of increasing your ability scores.

Timeless Body

Starting at 18th level, the magic that you wield becuase of nature causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. This basically means that your max age is multiplied by 10.

Beast Spells

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. The spell components part doesn't really matter though, unless you want to play more seriously.

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times. Along with this, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a currency cost and aren’t consumed by a spell. You can do this in both your normal shape and your beast shape.
Level Proficiency Bonus Known Cantrips Level 1 spell slots Level 2 spell slots Level 3 spell slots Level 4 spell slots Level 5 spell slots Level 6 spell slots Level 7 spell slots Level 8 spell slots Level 9 spell slots
1 2 2 2 0 0 0 0 0 0 0 0
2 2 2 3 0 0 0 0 0 0 0 0
3 2 2 4 2 0 0 0 0 0 0 0
4 2 3 4 3 0 0 0 0 0 0 0
5 3 3 4 3 2 0 0 0 0 0 0
6 3 3 4 3 3 0 0 0 0 0 0
7 3 3 4 3 3 1 0 0 0 0 0
8 3 3 4 3 3 2 0 0 0 0 0
9 4 3 4 3 3 3 1 0 0 0 0
10 4 4 4 3 3 3 2 0 0 0 0
11 4 4 4 3 3 3 2 1 0 0 0
12 4 4 4 3 3 3 2 1 0 0 0
13 5 4 4 3 3 3 2 1 1 0 0
14 5 4 4 3 3 3 2 1 1 0 0
15 5 4 4 3 3 3 2 1 1 1 0
16 5 4 4 3 3 3 2 1 1 1 0
17 6 4 4 3 3 3 2 1 1 1 1
18 6 4 4 3 3 3 3 1 1 1 1
19 6 4 4 3 3 3 3 2 1 1 1
20 6 4 4 3 3 3 3 2 2 1 1

Druid Cirles

Circle of Dreams

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain the expended dice when you finish a long rest.
Hearth of Moonlight and Shadow
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.
Hidden Paths
Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Walker in Dreams
At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest

Circle of the Moon

Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Elemental Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
Thousand Forms
By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.

Circle of the land

Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Artic
Level Spells
3 Hold Person, Spike Growth
5 Sleet Storm, Slow
7 Freedom of Movement, Ice Storm
9 Commune with Nature, Cone of Cold
Coast
Level Spells
3 Mirror Image, Misty Step
5 Water Breathing, Water Walk
7 Control Water, Freedom of Movement
9 Conjure Elemental, Scrying
Desert
Level Spells
3 Blur, Silence
5 Create Food and Water, Protection from Energy
7 Blight, Hallucinatory Terrain
9 Insect Plague, Wall of Stone
Forrest
Level Spells
3 Barkskin, Spider Climb
5 Call Lightning, Plant Growth
7 Divination, Freedom of Movement
9 Commune with Nature, Tree Stride
Grassland
Level Spells
3 Invisibility, Pass without Trace
5 Daylight, Haste
7 Divination, Freedom of Movement
9 Dream, Insect Plague
Mountain
Level Spells
3 Spider Climb, Spike Growth
5 Lightning Bold, Meld into Stone
7 Stone Shape, Stoneskin
9 Passwall, Wall of Stone
Swamp
Level Spells
3 Darkness, Melf's Acid Arrow
5 Water Walk, Stinking Cloud
7 Freedom of Movement, Locate Creature
9 Insect Plague, Scrying
Underdark
Level Spells
3 Spider Climb, Web
5 Gaseous Form, Stinking Cloud
7 Greater Invisibility, Stone Shape
9 Cloudkill, Insect Plague
Land's Stride
Starting at 6th level, 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 as those created by the Entangle spell.
Nature's Ward
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Nature's Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.

Circle of the Shepard

Speech of the Woods
At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Spirit Totem
Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
Bear Spirit
The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit
The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit
The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
Mighty Summoner
At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:

The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.

The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Guardian Spirit
Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
Faithful Summons
Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can’t use it again until you finish a long rest.

Circle of the Spores

Circle Spells
Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Level Spells
3 Blindness/Deafness, Gentle Repose
5 Animate Dead, Gaseous Form
7 Blight, Comfusion
9 Cloudkill, Contagion
Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Symbiotic Entity
At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 5 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.

Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Fungal Infestation
At 6th level, your spores gain the ability to infest a humanoid corpse and animate it.

If a beast or humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie statistics. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
Spreading Spores
At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can't use your Halo of Spores reaction.
Fungal Body
At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit, unless you are incapacitated.

Circle of Twilight(unofficial circle

Harvest's Scythe
Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.

When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead.

You regain the expended dice when you finish a long rest.
Speech Beyond the Grave
At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast Speak with Dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak. Once you use this feature, you can’t use it again until you finish a short or long rest.
Watcher at the Threshold
At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws.
Paths of the Dead
At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast Etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.