Level Proficiency Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 Druidic, Spellcasting 2 2 - - - - - - - -
2 2 Druid Archetype, Wild Shape 2 3 - - - - - - - -
3 2 - 2 4 2 - - - - - - -
4 2 Wild Shape, Ability Score Improvement 3 4 3 - - - - - - -
5 3 - 3 4 3 2 - - - - - -
6 3 Druid Archetype Feature 3 4 3 3 - - - - - -
7 3 - 3 4 3 3 1 - - - - -
8 3 Wild Shape, Ability Score Improvement 3 4 3 3 2 - - - - -
9 4 - 3 4 3 3 3 1 - - - -
10 4 Druid Archetype Feature 4 4 3 3 3 2 - - - -
11 4 - 4 4 3 3 3 2 1 - - -
12 4 Ability Score Improvement 4 4 3 3 3 2 1 - - -
13 5 - 4 4 3 3 3 2 1 1 - -
14 5 Druid Archetype Feature 4 4 3 3 3 2 1 1 - -
15 5 - 4 4 3 3 3 2 1 1 1 -
16 5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 -
17 6 - 4 4 3 3 3 2 1 1 1 1
18 6 Timeless Body, Beast Spells 4 4 3 3 3 2 1 1 1 1
19 6 Ability Score Improvement 4 4 3 3 3 2 2 1 1 1
20 6 Archdruid 4 4 3 3 3 2 2 2 1 1

Hit Points

Hit Dice: 1d8 per your Druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d (or 5) + 'your Constitution modifier per Druid level after 1st


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: Choose one of the following: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two of the following: Arcana, Survival, Religion, Perception, Nature, Medicine, Insight, and Animal Handling

Druidic Level: 1

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting Level: 1

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.


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 Table: The Druid.

Preparing and Casting Spells

Table: The Druid 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.

Druid Archetype Level: 2

At 2nd level, you choose to identify with a circle of druids. The circles are described in the official source material, as well as detailed below.. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wild Shape Level: 2

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 Table: Beast Shapes. 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.

LevelMax. CRLimitationsExample
2nd1/4No flying or swimming speedWolf
4th1/2No flying speedCrocodile
8th1Giant 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.

Timeless Body Level: 18

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 Level: 18

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 Level: 20

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.

Spell List

  • Cantrips
    • Guidance
    • Mending
    • Produce Flame
    • Resistance
    • Shillelagh
    • Create bonfire (EE)
    • Control flames (EE)
    • Frostbite (EE)
    • Gust (EE)
    • Magic stone (EE)
    • Mold earth (EE)
    • Shape water (EE)
    • Thunderclap (EE)
  • 1st Level
    • Charm Person
    • Create or Destroy Water
    • Cure Wounds
    • Detect Magic
    • Detect Poison and Disease
    • Entangle
    • Faerie Fire
    • Fog Cloud
    • Healing Word
    • Jump
    • Longstrider
    • Purify Food and Drink
    • Speak with Animals
    • Thunderwave
    • Absorb elements (EE)
    • Beast bond (EE)
    • Ice knife (EE)
    • Earth tremor (EE)
  • 2nd Level
    • Animal Messenger
    • Barkskin
    • Darkvision
    • Enhance Ability
    • Find Traps
    • Flame Blade
    • Flaming Sphere
    • Gust of Wind
    • Heat Metal
    • Hold Person
    • Lesser Restoration
    • Locate Animals or Plants
    • Locate Object
    • Moonbeam
    • Pass without Trace
    • Protection from Poison
    • Spike Growth
    • Dust devil (EE)
    • Earthbind (EE)
    • Skywrite (EE)
    • Warding wind (EE)
  • 3rd Level
    • Call Lightning
    • Conjure Animals
    • Daylight
    • Dispel Magic
    • Meld into Stone
    • Plant Growth
    • Protection from Energy
    • Sleet Storm
    • Speak with Plants
    • Water Breathing
    • Water Walk
    • Wind Wall
    • Erupting earth (EE)
    • Flame arrows (EE)
    • Tidal wave (EE)
    • Wall of water (EE)
  • 4th Level
    • Blight
    • Confusion
    • Conjure Minor Elementals
    • Conjure Woodland Beings
    • Control Water
    • Dominate Beast
    • Freedom of Movement
    • Giant Insect
    • Hallucinatory Terrain
    • Ice Storm
    • Locate Creature
    • Polymorph
    • Stone Shape
    • Stoneskin
    • Wall of Fire
    • Elemental bane (EE)
    • Watery sphere (EE)
  • 5th Level
    • Antilife Shell
    • Awaken
    • Commune with Nature
    • Conjure Elemental
    • Contagion
    • Geas
    • Greater Restoration
    • Insect Plague
    • Mass Cure Wounds
    • Planar Binding
    • Reincarnate
    • Scrying
    • Tree Stride
    • Wall of Stone
    • Control winds (EE)
    • Maelstrom (EE)
    • Transmute rock (EE)
  • 6th Level
    • Conjure Fey
    • Find the Path
    • Heal
    • Heroes’ Feast
    • Move Earth
    • Sunbeam
    • Transport via Plants
    • Wall of Thorns
    • Wind Walk
    • Bones of the earth (EE)
    • Investiture of flame (EE)
    • Investiture of ice (EE)
    • Investiture of stone (EE)
    • Investiture of wind (EE)
    • Primordial ward (EE)
  • 7th Level
    • Fire Storm
    • Mirage Arcane
    • Plane Shift
    • Regenerate
    • Reverse Gravity
    • Whirlwind (EE)
  • 8th Level
    • Animal Shapes
    • Antipathy/Sympathy
    • Control Weather
    • Earthquake
    • Feeblemind
    • Sunburst
  • 9th Level
    • Foresight
    • Shapechange
    • Storm of Vengeance
    • True Resurrection
Select an archetype above to view it's features

The circle of spirits is a collection of druids who have sworn to address the plight of the spirits that still linger across the realm. Most of these druids see themselves as the shepherds for the lost or lingering souls, providing guidance, understandintrueg, and release. These druids invoke their magic to create powerful pyres that allow them to commune with spirits to seek guidance. The pyres attract the spirits of ancient kings, regretful commoners, or even mystical monstrosities. While some of these druids may fall from the original noble ideals, most follow the precepts of the circle as best they can.

Spirit Pyre Level: 2

Beginning at 2nd level, you gain a strong attunement to the realm of the lost, allowing you to create a connection with the spirits through a fire. If you spend at least 1 minute kindling and chanting over a fire, the fire begins a metamorphosis into a spirit pyre. In order to do this, the fire must meet all of the following requirements:

  • The fire must be stationary, such as a campfire, bonfire, or even fire place.
  • The fire must be sustained from organic matter, such as wood.

Once the spirit pyre is formed the spirits of the dead within a 1 mile radius are drawn towards it, and the pyre lasts until you extinguish it or leave a 90 foot radius of the pyre. The pyre shows a representation of the spirits desires ranging from hateful to benevolent by changing it’s color from a deep red to a vibrant violet based on the most common desire. A spirit pyre that has turned pure white only occurs when no spirits are in the radius.

You are able to provide guidance to the spirits that visit your spirit pyre and in exchange they give to you a power in the form of spirit fragments. When you take a short or long rest within 30 feet of your spirit pyre, you can gain a number of spirit fragments equal to your Wisdom modifier (minimum of 1), which are acquired from the ashes of the fire once it is extinguished. You may only hold up to your Wisdom modifier (minimum of 1) in spirit fragments at any one time.

Call Spirits Level: 2

Also at 2nd level, you are able to harness the will and strength of the spirits to provide you with guidance when needed. When you make an attack roll, ability check, or saving throw, you can expend one spirit fragment and gain advantage on a roll. The spirits are a source of knowledge and skills beyond your understanding.

Blessing of the Pyre Level: 2

At 2nd level, your spirit pyre is able to bless you and your companions with assistance. When you maintain your spirit pyre for the full duration of a long rest, you are able to acquire greater assistance with the spirits of the pyre. Any creatures of your choice, including yourself, that stayed within 30 feet of the spirit pyre for the duration of the long rest must make a Charisma saving throw against your spell save DC. A creature immune to possession always succeeds on this save while other creatures can choose to fail this saving throw. On a failed save, the creature is possessed by the spirits of your pyre. The possessed creature can choose any one skill of its choice to gain guidance with. As long as the creature is possessed by the spirits, it can use your Wisdom modifier instead of it’s own bonuses when making ability checks with the chosen skill.

After 24 hours, the spirits leave the body of its host and continues on to the afterlife.

Commune with the Spirits Level: 6

At 6th level, you have gained a greater understanding of the realm beyond, and are able to isolate a spirit to communicate with. If you spend 10 minutes chanting and kindling your spirit pyre, you are able to summon a projection of a random spirit from within your fire.

You are able to isolate the spirit projected by giving a single restriction to the spirit called. For instance, you could request the oldest spirit, or the spirit of an artisan. If you know the name of a spirit that you believe is within your spirit pyre, you can use the name as the restriction. If that spirit is within the pyre, it will be projected.

The projection remains for a number of minutes equal to your Wisdom modifier (minimum of 1) allowing you to ask it questions, or otherwise communicate with it. While this effect is active both you and the projected spirit can communicate through the Druidic language. The spirit is able to do so even if the spirit doesn’t know the druidic language or any other language.

While present, the spirit is under no obligation to reply to you, speak, or even be truthful. The spirit possesses the desires, opinions, and beliefs it had in life at the moment it died. Despite this, you are able to use your action and force the spirit to act as desired. You can force the spirit to make a Charisma saving throw against your spell save DC. The spirit uses the Charisma saving throw it had in life. On a failed save, you can force the creature to speak to you truthfully. If the spirit succeeds on this save more than once, the projection ends and the spirit returns to the pyre.

Once you use this feature, you can’t do so again until you complete a long rest.

Spirit Shape Level: 10

Starting at 10th level, you are able to call to the spirits to envelope you in a shroud of spiritual essence. When you use your Wild Shape feature, you can also expend two spirit fragments to transform into a spiritual form. This form takes on the appearance, and statistics of a Poltergeist (variant of the Specter in the Monster Manual pg. 279). While in this form, you retain the ability to cast any spells you know from the Necromancy school of magic.

The ability to cast Necromancy spells is intended to be a ribbon like ability for this form, as the Druid has very few Necromancy spells. However, a multiclassed Druid could make great use of this by gaining Necromancy magic from another classes spell list. There may also be homebrewed Necromancy spells for the Druid to gain.

Because of this, check with your Dungeon Master if they wish to remove the ability to cast Necromancy magic from this form, due to the above concerns.

Spirit Shroud Level: 14

At 14th level, the spirits you have joined with provide you protections from beyond. When you end your turn with 0 hit points, you can expend one spirit fragment to recover 3d8 + your Druid level in hit points. The spirits revitalize you.

Also, even the spirits trapped in the material world begin to see you as a paragon. Undead with the Incorporeal Movement feature will never initiate a fight against you or your companions, but will fight with its full strength if one of you initiates combat. The undead may give you cryptic warnings and messages, and some may ask for your help.

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