Druid

Druids are guardians of nature and its primal forces, tapping into the ancient magic that flows through the natural world. These wise and mystic individuals have a deep connection to the elements, plants, and animals, granting them unique abilities to shape-shift, commune with nature, and cast spells. Embracing their role as protectors, druids can transform into various animal forms, granting them versatility in combat and allowing them to explore environments with enhanced senses. They wield potent nature-based magic, capable of healing wounds, summoning creatures, and manipulating the elements to both aid allies and hinder enemies. Respecting the balance of the natural order, druids advocate for ecological harmony and stand against those who threaten it. Through their reverence for nature’s wonders, druids offer a profound understanding of the world’s interconnectedness, serving as stewards of the wild and defenders of its sanctity.

Class Features

As a druid, you gain the following features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor, Shield. Druids will not wear armor or use shields made of metal

Weapon: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Tool: Herbalism kit

Saving Throw: Intelligence, Wisdom

Skills: You have 2 of the following skills: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, Survival.

Starting Gold

You start with 2d4 x 10 gold pieces (GP) unless you choose to take the equipment below

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) shield or (b) any simple weapon
  • (a) scimitar or (b) any simple melee weapon
  • (a) any druidic foci
  • leather armor
  • explorer's pack

Druid Features Table

LVL Pro+ Features Cantrips Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 Druidic, Spellcasting 2 2
2nd +2 Wild Shape, Druid Circle, Druid Circle Feature 2 3
3rd +2 2 4 2
4th +2 Wild Shape Improvement, Ability Score Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Druid Circle Feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Wild Shape Improvement, Ability Score Improvement 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Druid Circle Feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Druid Circle Feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

Class Features at Level

Level 1

Druidic

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.

Level 1

Spellcasting

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

Cantrips

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 the Druid table.

Preparing and Casting Spells

The Druid table 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 chapter 5, “Equipment”) as a spellcasting focus for your druid spells.

Level 2

Wild Shape

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.

Beast Shapes

Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 Giant 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.

Level 2

Druid Circle

You choose to identify with a circle of druids, such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Level 2

Druid Circle Feature

Your Druid Circle grants you abilities at this level.

Level 4

Wild Shape Improvement

You can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying speed.

Level 4

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 6

Druid Circle Feature

Your Druid Circle grants you abilities at this level.

Level 8

Wild Shape Improvement

You can transform into any beast that has a challenge rating of 1 or lower.

Level 8

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 10

Druid Circle Feature

Your Druid Circle grants you abilities at this level.

Level 12

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 14

Druid Circle Feature

Your Druid Circle grants you abilities at this level.

Level 16

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 18

Timeless Body

The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Level 18

Beast Spells

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.

Level 19

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Archdruid

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.

Sacred Plants and Wood

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.

Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.

Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.

Druids and the Gods

Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix PH- B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.

Druid Circle

Druid Circles are subgroups or orders within the druidic tradition, each focusing on a specific aspect of nature or a particular philosophy. When a druid reaches 2nd level, they choose to join one of these Circles, which guides their future development and grants them unique abilities related to their chosen focus.

Circle of the Eternal Flame

Circle of the Eternal Flame

Druids of the Circle of the Eternal Flame are keepers of the primal, cleansing force of fire. They see fire not as a force of destruction, but as a purifying and transformative energy vital for new growth. Often serving deities of fire, sun, or rebirth, these druids are a beacon of light in the darkest times.

LVL Spells
2nd Burning Hands, Searing Smite
3rd Scorching Ray, Flame Blade
5th Fireball, Flame Arrows
7th Wall of Fire, Fire Shield
9th Flame Strike, Immolation

Circle of the Eternal Flame Features Table

LVL Pro+ Features Cantrips Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 2 2
2nd +2 Embers of Life 2 3
3rd +2 2 4 2
4th +2 3 4 3
5th +3 3 4 3 2
6th +3 Pyrokinetic Shield 3 4 3 3
7th +3 3 4 3 3 1
8th +3 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Ashes to Ashes 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Phoenix Rebirth 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 4 4 3 3 3 3 1 1 1 1
19th +6 4 4 3 3 3 3 2 1 1 1
20th +6 4 4 3 3 3 3 2 2 1 1
Level 2

Embers of Life

Starting at 2nd level, you can use your action to touch a dead small plant, reviving it and causing it to burst into a harmless, warm flame. You can maintain a number of these flame-lit plants equal to your Wisdom modifier. While within 10 feet of one or more of these plants, you and your allies gain temporary hit points equal to your Wisdom modifier at the start of each of your turns.

Level 6

Pyrokinetic Shield

At 6th level, when you or an ally within 30 feet takes damage, you can use your reaction to summon a shield of fire around the target. The shield absorbs damage equal to your druid level + your Wisdom modifier, turning it into harmless light.

Level 10

Ashes to Ashes

Starting at 10th level, whenever you deal fire damage to a creature, you can choose to turn the fire into a purifying blaze. The creature must make a Constitution saving throw against your spell save DC or be stunned until the end of its next turn as it’s momentarily consumed by cleansing fire.

Level 14

Phoenix Rebirth

At 14th level, the first time you are reduced to 0 hit points but are not killed outright, you can choose to be engulfed in a fiery explosion. You revive with half of your hit points, and each creature within 20 feet must make a Dexterity saving throw against your spell save DC, taking fire damage equal to double your druid level on a failed save, or half as much damage on a successful one.

After you use your Phoenix Rebirth, you can’t use it again until you complete a long rest.

Circle of the Land

Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

Circle of the Land Features Table

LVL Pro+ Features Cantrips Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 2 2
2nd +2 Bonus Cantrip, Natural Recovery 2 3
3rd +2 Circle Spells 2 4 2
4th +2 3 4 3
5th +3 3 4 3 2
6th +3 Land’s Stride 3 4 3 3
7th +3 3 4 3 3 1
8th +3 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Nature’s Ward 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Nature’s Sanctuary 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 4 4 3 3 3 3 1 1 1 1
19th +6 4 4 3 3 3 3 2 1 1 1
20th +6 4 4 3 3 3 3 2 2 1 1
Level 2

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Level 2

Natural Recovery

You can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th‑level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd‑level slot or two 1st‑level slots.

Level 3

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, or swamp—and consult the associated list of spells.

Once you gain access to a circle spell, 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.

Arctic Spells

Druid Level Circle Spells
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold

Coast Spells

Druid Level Circle Spells
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying

Desert Spells

Druid Level Circle Spells
3rd Blur, Silence
5th Create Food and Water, Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone

Forest Spells

Druid Level Circle Spells
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune with Nature, Tree Stride

Grassland Spells

Druid Level Circle Spells
3rd Invisibility, Pass Without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague

Mountain Spells

Druid Level Circle Spells
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone

Swamp Spells

Druid Level Circle Spells
3rd Acid Arrow, Darkness
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying

Level 6

Land’s Stride

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.

Level 10

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Level 14

Nature’s Sanctuary

Creatures of the natural world sense your connection to 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.

Circle of the Mirage

Circle of the Mirage

Druids of the Circle of the Mirage master the art of illusion and environmental manipulation. By altering the perception of reality, they can create deceptive landscapes and phantasmal creatures, bending the boundary between what is real and what is imagined. These druids often serve deities of trickery, illusion, or nature, and they see illusion as another natural force, like wind or water.

LVL Spells
2nd Mirror Image, Misty Step
3rd Major Image, Nondetection
5th Hallucinatory Terrain, Dimension Door
7th Mislead, Seeming
9th Mirage Arcane, Project Image

Circle of the Mirage Features Table

LVL Pro+ Features Cantrips Known Spell Slots per Spell Level
1st2nd3rd4th5th6th7th8th9th
1st +2 2 2
2nd +2 Phantasmal Wilds 2 3
3rd +2 2 4 2
4th +2 3 4 3
5th +3 3 4 3 2
6th +3 Mirage Step 3 4 3 3
7th +3 3 4 3 3 1
8th +3 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Unsettling Terrain 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Master of Illusion 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 4 4 3 3 3 3 1 1 1 1
19th +6 4 4 3 3 3 3 2 1 1 1
20th +6 4 4 3 3 3 3 2 2 1 1
Level 2

Phantasmal Wilds

Starting at 2nd level, you can use your action to create a minor illusionary effect within a 30-foot radius around you. This could be anything from making small plants appear to shifting the terrain slightly. These illusions last for 1 minute and can be seen through with a successful Wisdom (Insight) check against your spell save DC.

Level 6

Mirage Step

At 6th level, whenever an attack targets you and misses, you can use your reaction to teleport up to 30 feet to an unoccupied space that you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.

Level 10

Unsettling Terrain

Starting at 10th level, you can use your action to transform a 20-foot-radius area within 60 feet into difficult terrain for your enemies. You can choose to make it look like a bog, a tangle of roots, or some other natural hazard. This illusion lasts for 1 minute and requires concentration as if it were a spell.

Level 14

Master of Illusion

At 14th level, your illusions become nearly indistinguishable from reality. When you cast a spell from your Circle Spells list, it requires an Investigation check against your spell save DC to see through it, rather than a Wisdom (Insight) check. Additionally, any attacks or abilities that originate from your illusions are treated as real, dealing psychic damage equivalent to the expected damage type.

Druid Spells

L Title Class Range
1 Animal Friendship Bard, Druid, Ranger 30 feet
2 Animal Messenger Bard, Druid, Ranger 30 feet
8 Animal Shapes Druid 30 feet
5 Antilife Shell Druid Self
8 Antipathy/Sympathy Druid, Wizard 60 feet
5 Awaken Bard, Druid Touch
2 Barkskin Druid, Ranger Touch
4 Blight Druid, Sorcerer, Warlock, Wizard 30 feet
3 Call Lightning Druid 120 feet
1 Charm Person Bard, Druid, Sorcerer, Warlock, Wizard 30 feet
5 Commune With Nature Druid, Ranger Self
4 Confusion Bard, Druid, Sorcerer, Wizard 90 feet
3 Conjure Animals Druid, Ranger 60 feet
5 Conjure Elemental Druid, Wizard 90 feet
6 Conjure Fey Druid, Warlock 90 feet
4 Conjure Minor Elementals Druid, Wizard 90 feet
4 Conjure Woodland Beings Druid, Ranger 60 feet
5 Contagion Cleric, Druid Touch
4 Control Water Cleric, Druid, Wizard 300 feet
8 Control Weather Cleric, Druid, Wizard Self
1 Create or Destroy Water Cleric, Druid 30 feet
1 Cure Wounds Bard, Cleric, Druid, Paladin, Ranger Touch
2 Darkvision Druid, Ranger, Sorcerer, Wizard Touch
3 Daylight Cleric, Druid, Paladin, Ranger, Sorcerer 60 feet
1 Detect Magic Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard Self
1 Detect Poison and Disease Cleric, Druid, Paladin, Ranger Self
3 Dispel Magic Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard 120 feet
4 Dominate Beast Druid, Sorcerer 60 feet
0 Druidcraft Druid 30 feet
8 Earthquake Cleric, Druid, Sorcerer 500 feet
2 Enhance Ability Bard, Cleric, Druid, Sorcerer Touch
1 Entangle Druid 90 feet
1 Faerie Fire Druid 60 feet
8 Feeblemind Bard, Druid, Warlock, Wizard 150 feet
6 Find the Path Bard, Cleric, Druid Self
2 Find Traps Cleric, Druid, Ranger 120 feet
7 Fire Storm Cleric, Druid, Sorcerer 150 feet
2 Flame Blade Druid Self
2 Flaming Sphere Druid, Wizard 60 feet
1 Fog Cloud Druid, Ranger, Sorcerer, Wizard 120 feet
9 Foresight Bard, Druid, Warlock, Wizard Touch
4 Freedom of Movement Bard, Cleric, Druid, Ranger Touch
5 Geas Bard, Cleric, Druid, Paladin, Wizard 60 feet
4 Giant Insect Druid 30 feet
1 Goodberry Druid, Ranger Touch
5 Greater Restoration Bard, Cleric, Druid Touch
0 Guidance Cleric, Druid Touch
2 Gust of Wind Druid, Sorcerer, Wizard Self
4 Hallucinatory Terrain Bard, Druid, Warlock, Wizard 300 feet
6 Heal Cleric, Druid 60 feet
1 Healing Word Bard, Cleric, Druid 60 feet
2 Heat Metal Bard, Druid 60 feet
6 Heroes' Feast Cleric, Druid 30 feet
2 Hold Person Bard, Cleric, Druid, Sorcerer, Warlock, Wizard 60 feet
4 Ice Storm Druid, Sorcerer, Wizard 300 feet
5 Insect Plague Cleric, Druid, Sorcerer 300 feet
1 Jump Druid, Ranger, Sorcerer, Wizard Touch
2 Lesser Restoration Bard, Cleric, Druid, Paladin, Ranger Touch
2 Locate Animals or Plants Bard, Druid, Ranger Self
4 Locate Creature Bard, Cleric, Druid, Paladin, Ranger, Wizard Self
2 Locate Object Bard, Cleric, Druid, Paladin, Ranger, Wizard Self
1 Longstrider Bard, Druid, Ranger, Wizard Touch
5 Mass Cure Wounds Bard, Cleric, Druid 60 feet
3 Meld Into Stone Cleric, Druid Touch
0 Mending Bard, Cleric, Druid, Sorcerer, Wizard Touch
7 Mirage Arcane Bard, Druid, Wizard Sight
2 Moonbeam Druid 120 feet
6 Move Earth Druid, Sorcerer, Wizard 120 feet
2 Pass Without Trace Druid, Ranger Self
5 Planar Binding Bard, Cleric, Druid, Wizard 60 feet
7 Plane Shift Cleric, Druid, Sorcerer, Warlock, Wizard Touch
3 Plant Growth Bard, Druid, Ranger 150 feet
0 Poison Spray Sorcerer, Warlock, Wizard, Druid 10 feet
4 Polymorph Bard, Druid, Sorcerer, Wizard 60 feet
0 Produce Flame Druid Self
3 Protection From Energy Cleric, Druid, Ranger, Sorcerer, Wizard Touch
2 Protection from Poison Cleric, Druid, Paladin, Ranger Touch
1 Purify Food and Drink Cleric, Druid, Paladin 10 feet
7 Regenerate Bard, Cleric, Druid Touch
5 Reincarnate Druid Touch
0 Resistance Cleric, Druid Touch
7 Reverse Gravity Druid, Sorcerer, Wizard 100 feet
5 Scrying Bard, Cleric, Druid, Warlock, Wizard Self
9 Shapechange Druid, Wizard Self
0 Shillelagh Druid Touch
3 Sleet Storm Druid, Sorcerer, Wizard 150 feet
1 Speak with Animals Bard, Druid, Ranger Self
3 Speak with Plants Bard, Druid, Ranger Self
2 Spike Growth Druid, Ranger 150 feet
4 Stone Shape Cleric, Druid, Wizard Touch
4 Stoneskin Druid, Ranger, Sorcerer, Wizard Touch
9 Storm of Vengeance Druid Sight
6 Sunbeam Druid, Sorcerer, Wizard Self
8 Sunburst Druid, Sorcerer, Wizard 150 feet
1 Thunderwave Bard, Druid, Sorcerer, Wizard Self
6 Transport via Plants Druid 10 feet
5 Tree Stride Druid, Ranger Self
9 True Resurrection Cleric, Druid Touch
4 Wall of Fire Druid, Sorcerer, Wizard 120 feet
5 Wall of Stone Druid, Sorcerer, Wizard 120 feet
6 Wall of Thorns Druid 120 feet
3 Water Breathing Druid, Ranger, Sorcerer, Wizard 30 feet
3 Water Walk Cleric, Druid, Ranger, Sorcerer 30 feet
6 Wind Walk Druid 30 feet
3 Wind Wall Druid, Ranger 120 feet

Lore

The Stream

Credits: SRD 5.1

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This is where you input the name of the class, such as "Sorcerer". It should be unique and descriptive of the roles and abilities the class encompasses.

Parent Class

If the class you're creating is a subclass, you would use this field to select its Parent Class. This establishes a hierarchical relationship where the subclass inherits characteristics from the parent. If the class is not a subclass, leave this field blank.

Subtypes

Subtypes provide a mechanism to add further classification within a class, enhancing the specificity and lore of a character's abilities and origin.

  • To add a Subtype, click on the "ADD SUBTYPE ROW" button.
  • Enter the name of the Subtype in the 'Name' field.
  • Specify the nature or element of the Subtype in the 'Type' field, such as 'Cold' for a Silver Sorcerer.
  • To remove a Subtype, click the "X" next to the corresponding row.

Note: Subtypes are distinct from Subclasses; they do not inherit properties from a Parent Class but rather provide a thematic or elemental distinction within the main Class.

About

The About section is where you provide a detailed description of the class. This narrative should explain the class's origins, capabilities, and role within the game world.

Describe the intrinsic qualities, such as how the class's magic works (innate spellcasters, connection to magic through bloodlines), their growth in abilities (access to diverse spells), and any special mechanics (manipulation of reality, limited spell selection).

Description Prompt

The Description Prompt is a concise summary of the class, intended for AI use when generating backstories or images for characters of this class. Craft a brief description of the class in 120 characters or less. This should be evocative and descriptive, capturing the essence of the class's role or abilities. This prompt is crucial for the AI's understanding and will influence the generated narrative for characters, so choose words that strongly reflect the class's identity.

For example, to describe a Barbarian, you would say "Fierce warrior channeling primal rage for unmatched strength."

Preferred Backgrounds

This section allows Game Masters to associate certain backgrounds with a class, prioritizing these backgrounds when the Game Squire auto-generates characters.

Subclasses

Subclasses Name

This field is used to define the overarching group name for the subclasses associated with a main class (i.e. Primal Path for Barbarians). The name should be broad enough to cover all possible subclasses within the category but specific enough to provide a clear thematic link.

Subclasses Description

The description should give a brief overview of the commonalities between the subclasses. For example, the Barbarian Subclass Description is:

"At 3rd level, you choose a path that shapes the nature of your rage. Choose from the paths below. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels."

Subclasses List

This list shows all subclasses that are children of this class (defined by selecting this class as Parent when creating the subclass).

  • To remove a subclass from this class, edit the particular subclass and select a different parent (or none).
  • This checklist will automatically update the available options for characters within the main class, based on the selected subclasses.
  • To delete a subclass, edit the class and choose Delete at the bottom of the form.

Hit Points

Hit Points determine the health and survivability of a class. This is crucial as it impacts how a character can withstand damage in the course of their adventures.

Hit Die

Represents the type of die used to calculate hit points. This value is fundamental as it determines the base health pool for the class.

Input the number that corresponds to the type of die used for the class's hit points. For example, "6" indicates a six-sided die (d6).

Hit Dice (roll)

Specifies the amount of hit die a character gets to roll for hit points per level.

Enter the formula representing how many and what type of dice a character rolls to determine their hit points each level after first. For instance, "1d6 per sorcerer level" means one six-sided die is rolled for each level the character has attained.

HP Bonus

Any additional hit points that may be added to the character's hit points due to class-specific abilities.

HP at 1st Level

Defines the starting hit points for a character of this class at first level.

Detail the exact formula, which typically includes the maximum value of the hit die plus the character's Constitution modifier. For example, "6 + your Constitution modifier" would be used for a class with a six-sided hit die.

HP at Higher Levels Field

Indicates how hit points are determined at each level beyond the first.

Provide the formula that should be used when the character gains a level. This often includes rolling a hit die plus adding the Constitution modifier.

Alternatively, you can provide an average number that can be used instead of rolling to streamline gameplay. For instance, "1d6 (or 4) + your Constitution modifier per level" allows for either rolling a die or taking the average number, four, for more consistent hit point gains.

It is important to balance these values to ensure that the class fits well with the intended difficulty and play style of the game. Hit points are a key factor in a character's longevity and capacity to engage in combat and other perilous situations, so these fields must be filled out with careful consideration of the class's role in the game.

Proficiencies

Saving Throws

Identifies which abilities are key to the class's defense mechanisms, determining the saving throw proficiencies.

Select the abilities from the dropdown that the class will have proficiency in for saving throws. For example, "Constitution" and "Charisma" are chosen for classes that rely on innate resilience and personal magnetism. These selections should align with the class's thematic strengths and playstyle.

Armor

Defines what type of armor the class is proficient in wearing.

List the categories of armor the class can wear without penalty. Armor proficiencies impact the character's defense and mobility, so choose appropriately for the class's role.

Armor Description is added to the display of selected armor types. Use it to to describe or clarify what the class may choose.

Weapons

Specifies the class's proficiency with certain types of weapons.

Enter the weapons that the class is skilled in using, such as "Daggers, darts, slings, quarterstaffs, light crossbows". Weapon proficiencies should reflect the class's combat style and historical or cultural background.

Weapons Description is added to the display of selected weapon types. Use it to to describe or clarify what the class may choose.

Tools

Identifies any tool proficiencies the class possesses.

List any tools the class is proficient with. Tool proficiencies can enhance role-playing and non-combat scenarios, offering characters additional skills and utility.

Tools Description is added to the display of selected tool types. Use it to to describe or clarify what the class may choose.

Number of Starting Skills

Determines how many skills a character of this class can be proficient in from the start.

Input the number that reflects how many skills a character can choose upon creation. For example, "2" would mean the character can select two skills to be proficient in.

Starting Skills Choices

This field provides a list of skills that a character of this class can choose from when allocating their starting skill proficiencies.

Select the skills available for new characters of this class to choose from. If this list is left empty, it implies that a character can choose from all available skills.

Skills chosen should be relevant to the class's typical activities and strengths.

Equipment

Starting Gold (d4 rolls)

Determines the amount of starting gold a character has, based on dice rolls.

Enter the number of four-sided dice (d4) that a player will roll to calculate their starting gold. For example, "3" means the player will roll three d4 dice. The total number from the rolls, multiplied by 10, will be the amount of gold pieces (GP) the character starts with.

Equipment Description

Use this to add detail or context to the equipment the class may start with.

Starting Equipment Options

Lists specific equipment items that a character of this class begins with. This will create a list of options.

  • To add an option, click 'Add Option Row'.
  • Click 'Add Equipment Row' to add the first thing.
    • To add a specific item (such as a 'Light Crossbow'), select from the 'Items' field and specify the quantity in the 'Qty' field.
    • If the player can choose any item from a category (such as 'Simple Weapons') choose from the Category field and enter a quantity.
    • If the player must choose between two things like a Light Crossbow OR any Simple Weapon, first enter the Light Crossbow, then add a second Equipment Row with the Simple Weapon category.
  • Use the "ADD EQUIPMENT ROW" to add more items.
  • To remove an Equipment Row, click the "X" next to the corresponding row.
  • To remove an Option Row, click the "X" in the row header.
  • Provide a variety of starting equipment options to allow for different character builds and preferences.

Remember to consider the balance of the game when assigning starting equipment. Equipment should complement the class's abilities and typical adventuring style, providing them with the tools necessary to undertake their quests effectively.

Spellcasting

Spellcasting Ability

Determines which ability score is used for spellcasting proficiencies, including spell attack rolls and saving throw DCs. Selecting any value here will define the class as having spellcasting abilities. This ability often reflects the source of the class's magic, like innate talent or learned skill.

Spells Known by Level

Allows Game Masters to specify if the class has a set number of spells known at each level, or if it uses a different system, like spell points or invocations.

Uses Invocations

Toggle the switch on if the class uses invocations or a similar system instead of a traditional spell slots mechanism. If the toggle is off, the class will follow the standard spells known and spell slots progression.

Spell Table

This table is used to outline the progression of spells available to the class as they level up, including cantrips known, spells known, and spell slots.

  • For each class level, input the number of cantrips and spells known at that level, as well as any points or special casting resources.
  • Under 'Spell Level', add the number of spell slots available for each spell level. Use the "ADD SLOT" button to add more spell levels as needed.
  • If the class can cast spells at a higher level than the spell's original level (for example, casting a 1st-level spell using a 2nd-level slot), input the highest spell level that can be used in the 'Cast as Level' field.
  • If the class uses invocations, input the number in the '# of Invocations' field for each spell level.
  • Use the "ADD SPELL LEVEL" button to define spell slot progression for higher class levels.

This section is critical for defining how a class interacts with magic and shapes much of the gameplay experience for spellcasting classes. It should be meticulously detailed to ensure clarity and balance for the class's magical abilities as they progress.

Class Features

Class Table

The class table is used to list various attributes or points that a character acquires as they level up in their class.

Enter any points or attributes that increase with level, such as "Points" or other class-specific resources. Use the "ADD ROW" button to include additional levels and their corresponding values.

Class Features

This section is used to detail the unique abilities and traits that a class gains as they advance in levels.

  • For each class feature, enter the name of the feature in the 'Name' field.
  • Specify the level at which the feature is gained in the 'Level' field.
  • Provide a detailed description of the feature in the 'Description' text box. This description should include how the feature affects gameplay, any choices the players must make regarding the feature, and how it interacts with the class's other abilities.
  • If a feature has multiple parts or evolves as the character levels up, ensure that each stage is clearly described.
  • Use the rich text editor tools to format the description for clarity and emphasis on important details.
  • To delete a feature, click on the "Delete Feature" button.

Notes for Game Masters

  • When adding or editing class features, consider how they will impact the character's role in the party and the overall balance of the class.
  • Each feature should contribute to the class's theme and playstyle, offering new and interesting choices for players as they progress.
  • It's essential to provide clear and precise descriptions so players understand the benefits and limitations of each feature.

Featured Image

Featured Images are a vital aspect of visually representing the various elements of your game, be it characters, monsters, spells, locations, campaigns, or items. We offer a flexible approach to creating these images, whether through our Squire's image generation service or personal uploads.

Squire-Generated Imagery

Using Tokens for Image Generation: Game Squire uses Tokens to generate images. For a square (1:1) image, you'll use 4 Tokens, while a wider (16:9), higher-resolution image requires 8 Tokens.

Timing and Details: For the best results, generate an image after you've entered all the basic features of the element (like a character's race, class, or a location's key traits). This ensures that the Squire can accurately create an image that reflects the specified attributes and style.

Image Tone: Setting the tone for your image is important. It will define the look (or looks) for your character, world or campaign. Be sure to set your tone before generating images. You can save as many tones as you like and quickly switch between them using the "Change Tone" link.

Image Prompt: If you aren't getting the result you expect for your generated image, try writing a short, clear prompt to help the Squire generate an image. This can help the Squire know what it should put into the image, and how to pose, or lay out the image. If you're getting unwanted text or words, entering a description of what you think the image should be can help. Avoid putting words in quotes and avoid using proper names because it can think these are important labels it should put into the image.

Personal Image Uploads

Uploading Your Own Images: If you have a specific image or artwork in mind, you can directly upload it. This option allows you to use custom or pre-made images that perfectly match your vision.

Flexibility in Representation: Personal uploads are ideal for users who prefer to have complete control over the visual representation of their game elements.

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Note: some features use AI, are in early development, and won’t always get it right.