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Druid

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Key Ability

Wisdom: At 1st level, your class gives you an ability boost to Wisdom.

Hit Points

8 plus your Constitution modifier: You increase your maximum number of HP by this number at 1st level and every level thereafter.

 

 

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

 

 

Perception

Trained in Perception

 

 

Saving Throws

Trained in Fortitude
Trained in Reflex
Expert in Will

 

 

Skills

Trained in Nature
Trained in one skill determined by your druidic order
Trained in a number of additional skills equal to 2 plus your Intelligence modifier

 

 

Attacks

Trained in simple weapons
Trained in unarmed attacks

 

 

Defenses

Trained in light armor
Trained in medium armor
Trained in unarmored defense

 

 

Spells

Trained in primal spell attacks
Trained in primal spell DCs

 

 

During combat encounters…

You call upon the forces of nature to defeat your enemies and protect your allies. You cast spells that draw upon primal magic to protect yourself and your friends, heal their wounds, or summon deadly animals to fight at your side. Depending on your bond to nature, you might call upon powerful elemental magic or change shape into a terrifying beast.

 

 

During social encounters…

You represent balance and a reasoned approach to problems, looking for solutions that not only are best for the natural world, but also allow the creatures within it to live in harmony and peace. You often propose compromises that allow both sides to gain what they truly need, even if they can’t have all that they desire.

 

 

While exploring…

Your nature skills are invaluable. You track down enemies, navigate the wilderness, and use spells to detect magical auras around you. You might even ask wild animals to lend their extraordinary senses and scouting abilities to your group.

 

 

In downtime…

You might craft magic items or potions. Alternatively, your tie to nature might lead you to tend a wilderness area, befriending beasts and healing the wounds caused by civilization. You might even teach sustainable farming and animal husbandry techniques that allow others to subsist off the land without harming the natural balance.

 

 

You Might…

  • Have a deep and meaningful respect for the power of nature.
  • Be in constant awe of the natural world, eager to share it with others but wary of their influence upon it.
  • Treat plants and animals as allies, working with them to reach your goals.

Others Probably…

 

  • View you as a representative of nature, and are sure you can control it.
  • Assume you’re a recluse who avoids society and cities and prefers to live in the wild.
  • Consider you a mystic, similar to a priest, but answering only to the forces of nature.

 

Table 3–10: Druid Advancement

 

Your Level Class Features
1 Ancestry and background, initial proficiencies, primal spellcasting, anathema, Druidic language, druidic order, Shield Block, wild empathy
2 Druid feat, skill feat
3 2nd-level spells, alertness, general feat, great fortitude, skill increase
4 Druid feat, skill feat
5 3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase
6 Druid feat, skill feat
7 4th-level spells, expert spellcaster, general feat, skill increase
8 Druid feat, skill feat
9 5th-level spells, ancestry feat, skill increase
10 Ability boosts, druid feat, skill feat
11 6th-level spells, druid weapon expertise, general feat, resolve, skill increase
12 Druid feat, skill feat
13 7th-level spells, ancestry feat, medium armor expertise, skill increase, weapon specialization
14 Druid feat, skill feat
15 8th-level spells, ability boosts, general feat, master spellcaster, skill increase
16 Druid feat, skill feat
17 9th-level spells, ancestry feat, skill increase
18 Druid feat, skill feat
19 General feat, legendary spellcaster, skill increase
20 Ability boosts, druid feat, skill feat

 

Table 3–11: Druid Spells per Day

 

Spell Level
Your Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 5 2
2 5 3
3 5 3 2
4 5 3 3
5 5 3 3 2
6 5 3 3 2
7 5 3 3 3 2
8 5 3 3 3 3
9 5 3 3 3 3 2
10 5 3 3 3 3 3
11 5 3 3 3 3 3 2
12 5 3 3 3 3 3 3
13 5 3 3 3 3 3 3 2
14 5 3 3 3 3 3 3 3
15 5 3 3 3 3 3 3 3 2
16 5 3 3 3 3 3 3 3 3
17 5 3 3 3 3 3 3 3 3 2
18 5 3 3 3 3 3 3 3 3 3
19 5 3 3 3 3 3 3 3 3 3 1*
20 5 3 3 3 3 3 3 3 3 3 1*

 

* The primal hierophant class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.

Class Features

You gain these abilities as a druid. Abilities gained at higher levels list the level at which you gain them next to the features’ names.

 

 

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

 

 

Initial Proficiencies

At 1st level you gain a number of proficiencies, representing your basic training. These proficiencies are noted at the start of this class.

 

 

Primal Spellcasting

The power of the wild world flows through you. You can cast primal spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells). Because you’re a druid, you can usually hold a primal focus (such as holly and mistletoe) for spells requiring material components instead of needing to use a spell component pouch.

 

At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the primal spell list in this book, or from other primal spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3–11: Druid Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear in General Rules.

 

Heightening Spells

When you gain spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

 

 

Cantrips

A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up, which equals the highest-level of druid spell slot you have. For example, as a 1st-level druid, your cantrips are 1st-level spells, and as a 5th-level druid, your cantrips are 3rd-level spells.

 

 

Anathema

As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual.

 

The following acts are anathema to all druids:

  • Using metal armor or shields.
  • Despoiling natural places.
  • Teaching the Druidic language to non-druids.

Each druidic order also has additional anathema acts, detailed in the order’s entry.

 

Druidic Language

You know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema.

 

Druidic Order

Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you’ll always be a member of your initial order, it’s not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.

 

Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots to cast, and you can’t cast them using spell slots. Selecting druid feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules for focus spells appear in Chapter 7 under Focus Spells.

 

Animal

You have a strong connection to beasts, and you are allied with a beast companion. You are trained in Athletics. You also gain the Animal Companion druid feat. You gain the heal animal order spell. Committing wanton cruelty to animals or killing animals unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against animals or killing them cleanly for food.)

 

 

Leaf

You revere plants and the bounty of nature, acting as both a gardener and warden for the wilderness, teaching sustainable techniques to communities, and helping areas regrow after disasters or negligent humanoid expansion. You are trained in Diplomacy. You also gain the Leshy Familiar druid feat. You gain the goodberry order spell, and you increase the number of Focus Points in your focus pool by 1. Committing wanton cruelty to plants or killing plants unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against plants or harvesting them when necessary for survival.)

 

 

Storm

You carry the fury of the storm within you, channeling it to terrifying effect and riding the winds through the sky. You are trained in Acrobatics. You also gain the Storm Born druid feat. You gain the tempest surge order spell, and you increase the number of Focus Points in your focus pool by 1. Polluting the air or allowing those who cause major air pollution or climate shifts to go unpunished is anathema to your order. (This doesn’t force you to take action against merely potential harm to the environment or to sacrifice yourself against an obviously superior foe.)

 

 

Wild

The savage, uncontrollable call of the natural world infuses you, granting you the ability to change your shape and take on the ferocious form of a wild creature. You are trained in Intimidation. You also gain the Wild Shape druid feat. You gain the wild morph order spell. Becoming fully domesticated by the temptations of civilization is anathema to your order. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.)

 

 

Shield Block

You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

 

 

Wild Empathy

You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.

Druid Feats (2nd)

At 2nd level and every even-numbered level, you gain a druid class feat.

 

 

Skill Feats (2nd)

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

 

 

Alertness (3rd)

Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.

 

 

General Feats (3rd)

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

 

 

Great Fortitude (3rd)

Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

 

 

Skill Increases (3rd)

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

 

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

 

Ability Boosts (5th)

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

 

 

Ancestry Feats (5th)

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

 

 

Lightning Reflexes (5th)

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

 

 

Expert Spellcaster (7th)

Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for primal spell attack rolls and spell DCs increase to expert.

 

 

Druid Weapon Expertise (11th)

You have become thoroughly familiar with the weapons of your trade. Your proficiency ranks for all simple weapons and unarmed attacks increase to expert.

 

 

Resolve (11th)

You’ve steeled your mind with incredible resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

 

 

Medium Armor Expertise (13th)

You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

 

 

Weapon Specialization (13th)

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

 

 

Master Spellcaster (15th)

Primal magic answers your command. Your proficiency ranks for primal spell attack rolls and spell DCs increase to master.

 

 

Legendary Spellcaster (19th)

You have developed an unparalleled rapport with the magic of nature. Your proficiency ranks for primal spell attack rolls and spell DCs increase to legendary.

 

 

Primal Hierophant (19th)

You command the most potent forces of primal magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using primal spellcasting. You can’t use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots. Unlike with other spell slots, you don’t gain more 10th-level spells as you level up, though you can take the Hierophant’s Power feat to gain a second slot.

 

 

Key Terms

You’ll see the following key term in many druid class features.

 

Metamagic: Actions with the metamagic trait tweak the properties of your spells. These actions usually come from metamagic feats. You must use the metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell’s effect, not of the metamagic action itself.

Druid Feats

If you need to look up a druid feat by name instead of by level, use this table.

 

Feat Level
Animal Companion 1
Call of the Wild 2
Dragon Shape 12
Effortless Concentration 16
Elemental Shape 10
Enhanced Familiar 2
Ferocious Shape 8
Fey Caller 8
Form Control 4
Green Empathy 6
Green Tongue 12
Healing Transformation 10
Hierophant’s Power 20
Impaling Briars 16
Incredible Companion 8
Insect Shape 6
Invoke Disater 18
Leshy Familiar 1
Leyline Conduit 20
Mature Animal Companion 4
Monstrosity Shape 16
Order Explorer 2
Order Magic 4
Overwhelming Energy 10
Perfect Form Control 18
Plant Shape 10
Poison Resistance 2
Primal Focus 12
Primal Summons 12
Primal Wellspring 18
Reach Spell 1
Side by Side 10
Soaring Shape 8
Specialized Companion 14
Steady Spellcasting 6
Storm Born 1
Storm Retribution 6
Thousand Faces 4
Timeless Nature 14
True Shapeshifter 20
Verdant Metamorphosis 14
Widen Spell 1
Wild Shape 1
Wind Caller 8
Woodland Stride 4

Druid Feats

At every level that you gain a druid feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

 

1st Level

Animal Companion (Feat 1)

Druid
Prerequisites animal order

 

You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions for more information.

 

Leshy Familiar (Feat 1)

Druid
Prerequisites leaf order

 

You gain a leshy familiar, a Tiny plant that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars, which are detailed in Animal Companions and Familiars.

 

Reach Spell [one-action] (Feat 1)

Concentrate, Druid, Metamagic

 

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

 

Storm Born (Feat 1)

Druid
Prerequisites storm order

 

You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).

 

Widen Spell [one-action] (Feat 1)

Druid, Manipulate, Metamagic

 

You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

 

Wild Shape (Feat 1)

Druid
Prerequisites wild order

 

You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats.


 

2nd Level

Call of the Wild (Feat 2)

Druid

 

You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you’ve prepared in one of your druid spell slots with a summon animal or summon plant or fungus spell of the same level.

 

Enhanced Familiar (Feat 2)

Druid
Prerequisites a familiar

 

You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two.

 

Order Explorer (Feat 2)

Druid

 

You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose.

Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own.

 

Poison Resistance (Feat 2)

Druid

 

Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.


 

4th Level

Form Control [one-action] (Feat 4)

Druid, Manipulate, Metamagic
Prerequisites Strength 14, Wild Shape

 

With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast wild shape, wild shape’s spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell.

 

Mature Animal Companion (Feat 4)

Druid
Prerequisites Animal Companion

 

Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. See the animal companion rules for more information. Your animal companion is better trained than most. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike.

 

Order Magic (Feat 4)

Druid
Prerequisites Order Explorer

 

You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order.

Special You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer.

 

Thousand Faces (Feat 4)

Druid
Prerequisites Wild Shape

 

Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in humanoid form to your wild shape list.

 

Woodland Stride (Feat 4)

Druid
Prerequisites leaf order

 

You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don’t impede your progress.


 

6th Level

Green Empathy (Feat 6)

Druid
Prerequisites leaf order

 

You can communicate with plants on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them. Non-creature plants typically can’t fulfill most requests you might ask of them unless you have access to other magic such as speak with plants. Because of your affiliation with the leaf order, plants have a sense that you support them, so you gain a +2 circumstance bonus on your check to Make a Request of a plant using Green Empathy.

 

Insect Shape (Feat 6)

Druid
Prerequisites Wild Shape

 

Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the forms in insect form to your wild shape list. Whenever you use wild shape to polymorph into the non-flying insect form listed in pest form, the duration is 24 hours instead of 10 minutes.

 

Steady Spellcasting (Feat 6)

Druid

 

Confident in your technique, you don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.

 

Storm Retribution [reaction]Feat 6

Druid
Prerequisites storm order, tempest surge order spell
Trigger An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack.
Requirements You have at least 1 available Focus Point.

 

You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast tempest surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement.


 

8th Level

Ferocious Shape (Feat 8)

Druid
Prerequisites Wild Shape

 

You have mastered the shape of ferocious dinosaurs. Add the forms listed in dinosaur form to your wild shape list. Whenever you use wild shape to take a form that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.

 

Fey Caller (Feat 8)

Druid

 

You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add illusory disguise, illusory object, illusory scene, and veil to your spell list as primal spells.

 

Incredible Companion (Feat 8)

Druid
Prerequisites Mature Animal Companion

 

Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.

 

Soaring Shape (Feat 8)

Druid
Prerequisites Wild Shape

 

Wings free you from the shackles of the ground below. Add the bat and bird forms in aerial form to your wild shape list. If you have Insect Shape, you also add the wasp form to your wild shape list. If you have Ferocious Shape, you also add the pterosaur form to your wild shape list. Whenever you use wild shape to gain a form that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks.

 

Wind Caller (Feat 8)

Druid
Prerequisites storm order

 

You bid the winds to lift and carry you through the air. You gain the stormwind flight order spell. Increase the number of Focus Points in your focus pool by 1.


 

10th Level

Elemental Shape (Feat 10)

Druid
Prerequisites Wild Shape

 

You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the forms in elemental form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to fire.

 

Healing Transformation [one-action] (Feat 10)

Druid, Metamagic

 

You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell level to that creature. This is a healing effect.

 

Overwhelming Energy [one-action] (Feat 10)

Druid, Manipulate, Metamagic

 

With a complex gesture, you call upon the primal power of your spell to overcome enemies’ resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.

 

Plant Shape (Feat 10)

Druid
Prerequisites leaf order or Wild Shape

 

You can take the form of a plant creature. Add the forms listed in plant form to your wild shape list; if you don’t have wild shape, you can instead cast plant form once per day, heightened to the same level as your highest druid spell slot. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to poison.

 

Side by Side (Feat 10)

Druid
Prerequisites Animal Companion

 

You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.


 

12th Level

Dragon Shape (Feat 12)

Druid
Prerequisites Soaring Shape

 

You can take on the form of some of the world’s most fearsome creatures. Add the forms listed in dragon form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison.

 

Green Tongue (Feat 12)

Druid
Prerequisites Green Empathy

 

You share a special kinship with all things green and living. You (and your leshy familiar, if you have one) are constantly under the effects of speak with plants. Most non-creature plants recognize you as a druid of the leaf order and are friendly to you.

 

Primal Focus (Feat 12)

Druid

 

Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

 

Primal Summons (Feat 12)

Druid
Prerequisites Call of the Wild

 

Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell.


 

14th Level

Specialized Companion (Feat 14)

Druid
Prerequisites Incredible Companion

 

Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice. (See the Animal Companion section.)

Special You can select this feat up to three times. Each time, add a different specialization to your companion.

 

Timeless Nature (Feat 14)

Druid

 

With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic.

 

Verdant Metamorphosis (Feat 14)

Druid
Prerequisites leaf order

 

You transform into a plant version of yourself. You gain the plant trait and lose any trait that’s inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the concentrate trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30.

If you rest for 10 minutes while transformed into a non-creature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower.


 

16th Level

Effortless Concentration [free-action] (Feat 16)

Druid
Trigger Your turn begins.

 

You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active druid spells.

 

Impaling Briars (Feat 16)

Druid
Prerequisites leaf order

 

You can fill an area with devastating briars that impale and impede your foes. You gain the impaling briars order spell. Increase the number of Focus Points in your focus pool by 1.

 

Monstrosity Shape (Feat 16)

Druid
Prerequisites Wild Shape

 

You can transform into a powerful magical creature. Add the purple worm and sea serpent forms listed in monstrosity form to your wild shape list. If you have Soaring Shape, also add the phoenix form to your wild shape list.


 

18th Level

Invoke Disaster (Feat 18)

Druid
Prerequisites Wind Caller

 

You can invoke nature’s fury upon your foes. You gain the storm lord order spell. Increase the number of Focus Points in your focus pool by 1.

 

Perfect Form Control (Feat 18)

Druid
Prerequisites Form Control, Strength 18

 

Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; you may have even forgotten your original form. When you use Form Control, instead of lasting 1 hour, wild shape is permanent until you Dismiss it.

 

Primal Wellspring (Feat 18)

Druid
Prerequisites Primal Focus

 

Your reservoir of Focus Points is a deep wellspring. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.


 

20th Level

Hierophant’s Power (Feat 20)

Druid

 

You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-level spell slot.

 

Leyline Conduit [one-action] (Feat 20)

Concentrate, Druid, Manipulate, Metamagic
Frequency once per minute

 

You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don’t expend the prepared spell as you cast it.

 

True Shapeshifter [two-actions] (Feat 20)

Concentrate, Druid
Prerequisites Dragon Shape, Wild Shape

 

You transcend the limitations of form. While under the effects of wild shape, you can change into any other form on your wild shape list; if the durations of the forms would vary, use the shorter of the two durations.

Once per day, you can transform into a kaiju, with the effects of nature incarnate; if you have Plant Shape, you can instead transform into a green man.

 

Sample Druids

Wild Druid

Taking on the forms of dangerous creatures, you fight with feral intensity. Though you trust your instincts, you might mistrust the ways of polite society.

Ability Scores

Prioritize Wisdom and Strength so you can cast spells and enter melee combat. You’ll also want Dexterity and Constitution to improve your defenses and survivability.

 

 

Skills

Acrobatics, Athletics, Intimidation, Nature

 

 

Order

Wild

 

 

Higher-Level Feats

Form Control (4th), Insect Shape (6th), Soaring Shape (8th), Plant Shape (10th), Monstrosity Shape (16th)

 

 

Prepared Spells

1st heal, magic fang; Cantrips dancing lights, detect magic, know direction, produce flame, tanglefoot

 

Storm Druid

You call upon the power of nature to let loose bolts of lightning, intense weather, and elemental spells.

Ability Scores

Prioritize Wisdom. You typically stay at range, so take a high Dexterity. You can choose whether to focus more on your health with Constitution or be more knowledgeable and skilled with Intelligence.

Skills

Acrobatics, Medicine, Nature, Survival

 

 

Order

Storm

 

 

Feats

Widen Spell (1st), Storm Retribution (6th), Wind Caller (8th), Primal Focus (12th), Invoke Disaster (18th)

 

 

Prepared Spells

1st burning hands, gust of wind; Cantrips detect magic, electric arc, know direction, light, ray of frost

Leaf Druid

You’re a nurturing caretaker in tune with the natural world and the magic of life. A little plant creature called a leshy accompanies you.

Ability Scores

Prioritize Wisdom. Take Dexterity and Constitution for your defenses, and Charisma to be more diplomatic or Strength if you want to deal more damage in melee.

 

 

Skills

Diplomacy, Medicine, Nature, Survival

 

 

Order

Leaf

 

 

Feats

Call of the Wild (2nd), Woodland Stride (4th), Green Empathy (6th), Plant Shape (10th), Green Tongue (12th)

 

 

Prepared Spells

1st heal, summon plant or fungus; Cantrips detect magic, know direction, light, stabilize, tanglefoot