Druid: Difference between revisions
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Added a note indicating that druids cannot use metal armour. |
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==='''Proficiencies'''=== | ==='''Proficiencies'''=== | ||
* Shields | * Shields | ||
* Light Armor | * Light Armor* | ||
* Medium Armor | * Medium Armor* | ||
* Clubs | * Clubs | ||
* Daggers | * Daggers | ||
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* Scimitars | * Scimitars | ||
* Spears | * Spears | ||
* '''Note: Druids are unable to use armour made of metal materials as it interferes with their magic ability.''' | * '''*Note: Druids are unable to use armour made of metal materials as it interferes with their magic ability.''' | ||
===Spellcasting Ability=== | ===Spellcasting Ability=== | ||
Revision as of 02:05, 31 March 2026

| Druid | |
|---|---|
| Hit Points | 80 |
| Saving Throws | Intelligence, Wisdom |
| Class Resources | 2 SR or LR |
| Spell Slots | |
Druid Spell List
| |
| External Links | |
| Druid on D&D 5e Wiki | |
| Druid on Forgotten Realms Wiki | |
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.
Class Features
Extra Language
Druidic
Proficiencies
- Shields
- Light Armor*
- Medium Armor*
- Clubs
- Daggers
- Javelins
- Maces
- Quarterstaves
- Sickles
- Scimitars
- Spears
- *Note: Druids are unable to use armour made of metal materials as it interferes with their magic ability.
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 + Wisdom modifier + Proficiency Bonus Spell attack modifier = Wisdom modifier + Proficiency Bonus
You may memorize 14 spells and 4 cantrips to call upon from the Druid Spell List.
At the cost of an action, you can use your action to magically assume the shape of a beast. You can use this feature twice, and you regain expended uses when you take a Long or Short Rest.
Wild Shape: Wolf
Wild Shape: Bear
Wild Shape: Panther
At the cost of a Level 2 Spell Slot, you may recover 3 Wounds. You may upcast this using higher level Spell Slots to heal a further 1 Wound per Spell Slot Level.