Skip to main content

Druid Changes

Relevant Universal Character Changes

Changes for all classes

Spellcaster General Changes

Class Changes

Primal Surge Wild Shape

2nd-level Druid feature

Natural magic exists everywhere, and you have gained the power to shape it to your will through your druidic training. You gain access to one of three features, described below: Wild Shape, Verdant Burst, and Wildling Favor. 

  • This feature can be used twice. You regain all expended uses when you finish a short or long rest.
  • Whenever a different feature states you can expend a use of Wild Shape to use it, you expend a use of Primal Surge instead.
  • When you level up you may exchange the feature you chose for another of the listed three.

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 the Beast Shapes table. 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.

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.

Wild Shape

2nd-level Druid feature

Starting at 2nd level, you can expend a use of your Primal Surge feature to use your action and magically assume the shape of a beast.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that is small size or larger.

Beast Shapes Table

LevelMax CRExample
2nd1/4Wolf
4th1/2Crocodile
8th1Giant Eagle

When you transform, you may choose to gain a number of temporary hit points equal to your druid level times 4. These temporary hit points are lost when you revert to your normal form. You can gain temporary hit points from transforming in this way only once, recovering all uses at the end of a short or long rest.

You can stay in a beast shape for one hour. 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 or 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 Dice, but not its hit points.
  • 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.
  • In addition, you may visually alter your transformation to appear as any creature with a similar body structure and size category (e.g. a bear could look like a dire wolf). This visual alteration can also be made to give your transformation a look which corresponds with the way your character connects with nature, this could be anything from an ethereal spiritual look, a crackling elemental form, or a vibrantly colored plant-based body structure from the feywild.

Starting at level 4 your AC equals 13+your Wisdom modifier when transformed, unless the creature you are shifted into has a higher AC. In addition, you have advantage on concentration checks made while transformed.

Starting at level 8 you gain the  precise control over your shapeshifting magic to transform into tiny beasts. In addition while transformed you may use a bonus action or action on your turn to transform into a different creature without expending a use of Wild Shape. This does not grant temporary hp again, nor does it reset the time until your transformation ends.

Verdant Burst

2nd-level Druid feature

As an action you can expend a use of your Primal Surge feature to create a burst of natural energy which heals allies and harms your foes at a point within 60 feet that you can see. This burst is a 15 foot square, and forces creatures of your choosing within its area to make a Constitution saving throw or suffer damage, taking half upon success. This damage is a number of d4s equal to your proficiency bonus, plus additional damage equal to your Wisdom modifier. The damage type can be your choice between Fire, Cold, Lightning, Thunder, Acid, or Poison. Other creatures of your choosing within the radius gain temporary hit points equal to a roll of the same number of d4s, plus additional temporary hit points equal to your Wisdom modifier.

You may also choose to use this feature using your bonus action instead, causing Verdant Burst to only affect one creature of your choice within 60 feet.

Starting at level 4, you can reduce the speed of creatures who fail their Constitution saving throw against this feature by 10 feet until the end of their next turn. 

Starting at level 8, you can remove a negative condition from each creature you give temporary hit points to. The negative conditions you can remove are as follows: Charmed, Frightened, or Poisoned.

Wildling Favor

2nd-level Druid feature

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Primal Surge feature to cast the find familiar spell as an action, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after one hour.

Alternatively when you use this feature you can reduce the time before your familiar disappears to 1 minute, channeling your elemental energy through your wild companion for a short time. This causes your familiar to gain the following benefits.

  • It grows to small or medium size (your choice).
  • You increase its current and maximum hit points by an amount equal to 3 times your Druid level.
  • Its AC increases by 2.
  • It does not suffer the negative effects of spells that you cast.
  • The familiar gains the ability to make attacks of opportunity against creatures it can see within 5 feet of it who fulfill the normal conditions of taking an attack of opportunity. This attack is a melee spell attack using your spell attack modifier. It deals 2d4+Wisdom Modifier force damage on a successful hit.

When empowering your familiar in this way, it is visually obvious that a large amount of untamed natural magic is flowing through it. This may show up in a number of ways, ranging from ethereal elements surrounding the familiar, to the familiar itself taking on a translucent appearance and glowing with magical power.

Starting at level 4, your familiar gains temporary hit points equal to 5 plus double your proficiency bonus when you empower it. In addition, if it uses the help action on its turn, and remains within 5 feet of the target it is harrying, you may choose up to two allies to gain the benefits of the help action versus this enemy rather than one.

Starting at level 8, your familiar gains a +1 bonus to its AC and can make saving throws using your bonus to the save when empowered by this feature. In addition, when it provides the help action against an enemy, that enemy has disadvantage on the next attack roll it makes against the familiar before the end of its next turn.

Wild Companion

2nd-level Druid feature

  • You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
  • When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Nature’s Lore

3rd-level Druid feature

Starting at level 3, your understanding of nature has increased. Whenever you make a Nature check, you gain a bonus to the check equal to your Wisdom Modifier (minimum of +1).

Primal Surge Improvement

4th-level Druid feature

Your growing mastery over natural magic has given your Primal Surges new capabilities, granting new benefits to Wild Shape, Verdant Burst, and Wildling Favor as listed in the features’ descriptions.

Second Primal Surge Improvement

8th-level Druid feature

Your growing mastery over natural magic has given your Primal Surges new capabilities, granting new benefits to Wild Shape, Verdant Burst, and Wildling Favor as listed in the features’ descriptions.

Harmonic Spellcasting Beast Spells

18th-level Druid feature

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using your Wild Shape Primal Surge feature. 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. In addition, when you use your action to use Verdant Burst or Wildling Favor, you can cast a spell with a casting time of 1 action at the same time.

Archdruid

20th-level Druid feature

At 20th level, you can use your Primal Surge Wild Shape an additional two unlimited number of times per short rest.

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 your Wild Shape Primal Surge feature.

Druid Subclass Changes

Druid – Circle of Dreams

  • Whims of the Fey
  • 2nd-level Circle of Dreams feature
    • Once per short rest you may use the Verdant Burst feature without consuming a use of Primal Surge. You do not need to have the Verdant Burst feature in order to use it in this way. Even if you do not have the Verdant Burst feature, you gain the benefits from reaching a higher level in the class as described in the Verdant Burst feature’s description, provided you meet those level prerequisites in this class.

Druid – Circle of Land

  • Leyline Conduit
  • 2nd-level Circle of the Land feature
    • Once per short rest you may use the Verdant Burst feature without consuming a use of Primal Surge. You do not need to have the Verdant Burst feature in order to use it in this way. Even if you do not have the Verdant Burst feature, you gain the benefits from reaching a higher level in the class as described in the Verdant Burst feature’s description, provided you meet those level prerequisites in this class.
  • Land’s Stride
  • 6th-level Circle of Land feature
    • 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 those created by the entangle spell.
    • In addition, your speed increases by 10 feet.
    • In addition, you gain a swimming and climbing speed equal to your walking speed.
  • Nature’s Ward
  • 10th-level Circle of Land feature
    • 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
  • 14th-level Circle of Land feature
    • When you reach 14th level, all creatures of the natural world sense your connection to the primordial power of 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.

Druid – Circle of the Moon

  • Combat Wild Shape
  • 2nd-level Circle of the Moon feature
    • You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
    • Once per short rest you may use the Wild Shape feature without consuming a use of Primal Surge. You do not need to have the Wild Shape feature in order to use it in this way. Even if you do not have the Wild Shape feature, you gain the benefits from reaching a higher level in the class as described in the Wild Shape feature’s description, provided you meet those level prerequisites in this class.
    • 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.
    • Additionally, when you use Wild Shape, you can gain temporary hit points from using the feature twice per short rest, rather than once.
  • Circle forms
  • 2nd-level Circle of the Moon feature
    • 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.

Circle of the Moon Beast Shapes

LevelMax CRLimitations
2nd1No flying or swimming speed
4th1No flying speed
6th2No flying speed
8th2
9th3
12th4
15th5
18th6
  • Unchained Vitality
  • 6th-level Circle of the Moon feature
    • While you are transformed by Wild Shape, you can use an action or bonus action to expend one spell slot to regain 2d4 hit points per level of the spell slot expended.
  • Elemental Wild Shape
  • 10-level Circle of the Moon feature
    • At 10th level, you can expend two uses of Wild Shape at the same time, or use the free Wild Shape usage from Combat Wild Shape, to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. 
    • If you expend two uses of Wild Shape to transform in this way, you gain double the number of temp HP as you usually do.

Druid – Circle of the Shepherd

  • Shepherd’s Companion
  • 2nd-level Circle of the Shepherd feature
    • Once per short rest you may use the Wildling Favor feature without consuming a use of Primal Surge. You do not need to have the Wildling Favor feature in order to use it in this way. Even if you do not have the Wildling Favor feature, you gain the benefits from reaching a higher level in the class as described in the Wildling Favor feature’s description, provided you meet those level prerequisites in this class.
  • Mighty Summoner
  • 6th-level Circle of the Shepherd feature
    • Starting 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 the following benefits:
      • The creature appears with more hit points than normal: 3 2 extra hit points per spell level Hit Die it has. A familiar enhanced through your Wildling Favor Primal Surge feature counts as being cast at a level equal to half your level in this class (rounded up) to a maximum of 9th level.
      • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
  • Faithful Summons
  • 14th-level Circle of the Shepherd feature
    • 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 the Summon Beast spell conjure animals as if it were cast using a 9th-level spell slot. It summons a beast of the environment and look of your choosing four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appears within 20 feet of you. If it they receives no commands from you, it they protects you from harm and attacks 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.

Druid – Circle of Spores

  • Halo of Spores
  • 2nd-level Circle of Spores feature
    • 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. On a successful save, the creature takes half as much damage. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
  • Symbiotic Entity
  • 2nd-level Circle of Spores feature
    • At 2nd level, you gain the ability to channel magic into your spores. As an action or bonus action, you can expend a use of your Primal Surge Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 24 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.
      • Once per turn when you hit a target with a Your melee weapon attacks, you may deal an additional extra 1d6 necrotic damage to the any target they hit.
      • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1).
    • These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Primal Surge Wild Shape in this way again.
    • Once per short rest you may use this feature without expending a use of Primal Surge.
  • Fungal Infestation
  • 6th-level Circle of Spores feature
    • At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast, monstrosity, plant, undead, or a 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 plus a number of temporary hit points equal to your level in this class plus your proficiency bonus. The creature uses the Skeleton zombie stat block in the Monster Manual, except it remains the same size as the creature which died. It remains animate for 1 hour, after which time it collapses and dies. If a creature dies from your Halo of Spores feature, it is immediately animated in this way.
    • In combat, the Skeleton’s zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
    • It gains a special bonus to its attack and damage rolls equal to your Proficiency Bonus, and its attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
    • 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.
  • Decaying Touch
  • 6th-level Circle of Spores feature
    • Starting at 6th level, the extra damage you deal with melee weapon attacks made while your symbiotic entity feature is active increases to 2d6.
  • Spreading Spores
  • 10th-level Circle of Spores feature
    • 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 of your choice 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. On a successful save, the creature takes half as much damage. 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.

Druid – Circle of Stars

  • Starry form
  • 2nd-level Circle of the Stars feature
    • As a bonus action, you can expend a use of your Primal Surge Wild Shape feature to take on a starry form, rather than transforming into a beast. Once per short rest you can use this feature without expending a use of Primal Surge.
    • While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
    • Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
      • Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
      • Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
      • Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
  • Cosmic Omen
  • 6th-level Circle of the Stars feature
    • Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:
      • Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
      • Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to force that creature to make a Wisdom saving throw against your spell save DC, on a failure roll a d6 and subtract the number rolled from the total.
    • You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If a creature targeted by Woe succeeds on its saving throw, that use of Cosmic Omen is not consumed.

Druid – Circle of Wildfire

  • Circle Spells
  • 2nd-level Circle of Wildfire feature
    • You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire 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.
Druid LevelCircle Spells
2ndBurning Hands, Cure Wounds
3rdFlaming Sphere, Scorching Ray
5thFireball Plant Growth, Revivify
7thAura of Life, Fire Shield
9thWrath of Nature Flame Strike, Mass Cure Wounds
  • Summon Wildfire Spirit
  • 2nd-level Circle of Wildfire feature
    • You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Primal Surge Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. Once per short rest you can use this feature without expending a use of Primal Surge.
    • The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
    • The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
    • In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
    • The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Spell Changes

New Spells

Relevant Spell Changes

Removed Spells

  • 3rd-level Spells
    • Conjure Animals
  • 4th-level Spells
    • Conjure Minor Elementals
    • Conjure Woodland Beings
  • 7th-level Spells
    • Plane Shift
  • 8th-level Spells
    • Feeblemind
Table of Contents