FIRST-CLASS FRIDAYS: DRUID
Hi all, welcome to First-Class Fridays. This series will be my review of each basic D&D Fifth Edition player class. I will stress this is an ANALYSIS of this class, not a textbook recounting. Please consult your friendly neighborhood Player’s Handbook for more clarification.
STATS Let’s break down how the 6 stats relate to the Druid:
STRENGTH
Secondary Attack Stat
DEXTERITY
Primary Attack Stat
Secondary Attack Stat
CONSTITUTION
Average HP at d8
INTELLIGENCE
Saving Throw Proficiency
3/8 skills use this
WISDOM
Spellcasting Stat
Saving Throw Proficiency
Required Skill for multiclassing
5/8 skills use this
CHARISMA
Not really that much...
STARTING OUT
You start out with a (very specific) list of weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears. You can normally only wield armor and shields which are not metal. You gain these armor skills (?) if you multiclass.
You get proficiency in Herbalism! You only get this if you begin as a druid
Your opening kit guarantees a weapon & shield, leathers, an outdoors backpack, and a druid focus. You can reject this loot in favor of an average of 50 GP.
At level 1, you get the following stuff:
DRUIDIC
A Language you most often will not use
SPELLCASTING
You can cast Cantrips for free
You can cast spells using Spell Slots
You technically know ALL DRUID SPELLS
You can pick your spells to cast each day
You can cast Rituals
You use a druid focus to cast spells
LEVELING UP Basic stuff
You get 5 Ability Score Improvements: 4th, 8th, 12th, 16th, and 19th levels
You learn new spell levels at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th levels
Druid Circle (Subclass) starts at 2nd level and upgrades at 6th, 10th, and 14th levels
Level 2
WILD SHAPE
Shape-shift into BEAST!
You get to do this twice between rests, for a number of hours equal to half your druid level
Keep you “metal” stats while in Beast Mode
Gain the HP and Hit Die of your Beast, but any excess damage eats into your original HP
You can’t cast spells while in Beast Mode, but ongoing spells you cast prior to Beast Mode linger
You retain Class or Race abilities while in Beast Mode only if you can justify them
You Beastie attacks don’t count as weapon attacks
Start at 1/4 CR max
Upgrade to 1/2 CR max and get Swimming beasts at 4th Level
Upgrade to 1 CR max and get Flying beasts at 8th Level
Level 18
Your character will live to see everyone else die
You can cast spells while in Beast Mode
MAX LEVEL
You can shape-shift as often as you want
DRUID CIRCLES
LAND
2) Pick one of 8 Habitats for Extra Spells
2) +1 Druid Cantrips
2) Gain back some low-level spell slots each short rest
6) Move freely through difficult terrain and advantage against plants grabbing you
10) Immune to Elemental or Fey mind attacks, as well as getting sick
14) Beasts and plants don’t want to attack you
MOON
2) Wild Shape AS A BONUS ACTION 2) Spend spell slots in Beast Mode to heal yourself!! 2) Wild Shape Max CR becomes 1 6) Max Beast CR becomes 3, and your Beastie attacks become magical 10) Spend 2 Wild Shapes to turn into an Elemental! 14) ALTER SELF
SHEPARD (XANATHAR)
2) Learn the language of Beasts and Fey! 2) Summon a Spirit Animal to help you
BEAR: Gives Temp HP and Advantage to Strength
HAWK: Gives advantage to attacks, as well as Perception
Unicorn: Gives invisibility detection, and heals extra allies from your spells
6) Animals you summon with spells are tougher and have magic attacks 10) Your Spirit Animals heal your allies 14) When you drop to 0, you get 4 Beast Body Guards
DREAMS (XANATHAR)
2) Pool of d6 equal to your Druid Level 2) Spend up to half these dice to heal your allies 2) Channel Divinity: Charm beasts and plants 6) Create a bubble around your friends while you sleep which hides you and makes it easier for you to spot danger 10) Teleport yourself or an ally while in battle 17) DREAM, SCRYING, TELEPORTATION CIRCLE. The teleport sends you back to your last resting place.








