This Druid 5e Guide
This Druid 5e Guide will cover everything you need to know about the Druid Class in Dungeons & Dragons Fifth Edition. The advantages of the Druid will be highlighted in this Druid 5e Guide, as well as multi-classing options, the best Druid spells at each level, and other Druid abilities.
The Druid Class
The Druid class in D&D 5e is one that stands out as the most unique of all the classes. Druids tend to be connected with nature in some way, and thus most of their spells and abilities reflect their bond with the natural world. They possess desirable healing magic, and often specialize in communicating with and befriending wild animals.
As a Druid, you gain the following class features.
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
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: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
You start with the following equipment, in addition to the equipment granted by your background: * (a) a Wooden Shield or (b) any simple weapon * (a) a Scimitar or (b) any simple melee weapon * Leather Armor, an Explorer’s Pack, and a Druidic focus
The Druid is a class that offers many useful abilities and is capable of putting up a respectable fight in combat, but they lack social prowess and the ability to make a true difference in melee combat. As such, when considering multi-classing options for the Druid, look for social utility or combat expertise.
Fighter + Druid
The Fighter class is one that puts all of it’s energy into combat. A well constructed Fighter is an unstoppable force in combat, and this is one place the Druid struggles. Combined, the Druid can transform into a beast and rush towards danger, then transform back and use their Fighter abilities to end things quickly.
Rogue + Druid
The Rogue class is one that places most of its energy into either intrigue, social interaction, or stealth. Druids, often living on the outskirts of society, are not known for being charismatic — making the Rogue a great choice to combine with the Druid.
Barbarian + Druid
The Barbarian class is one that puts its energy directly into Strength and Constitution. Both of these areas are weaknesses for the Druid. The Barbarian has very little utility outside of combat, while the Druid can have a great deal of influence outside of combat. Together, they make for a fun and interesting multi-class.
Spells for Druids
The Druid spell list is not the most spectacular, but it has several healing spells and other useful buffs that can make a big difference in a tight spot. At Level One, the Druid unlocks Cure Wounds, Goodberry, and Healing Word. At Level Two, the Druid gains access to useful spells such as Animal Messenger, Barkskin, Enhance Ability, and Lesser Restoration.
At Level Two, the Druid must choose a Circle of Druids to align with and learn from. There are seven approved Druid Circles in D&D 5e. Those are: Dreams, Land, Moon, Shepherd, Spores, Stars, Wildfire. The Circle selected will grant the Druid unique and powerful abilities that flavor the way a Druid is likely to act and interact with others.
Dreams – A Circle that has connections the Feywild and thus cast dreamlike magic.
Land – A Circle that communes with nature and draws power from the land.
Moon – A Circle that draws their magical power from the moon.
Shepherd – A Circle that cherishes the spirits of living creatures and channels their energy.
Spores – A Circle that manipulates the spores of fungi using their magical abilities.
Stars – A Circle that draws their magical power from the stars.
Wildfire – A Circle that teaches the importance of rebirth through fire.
Druid Level Breakdown
At Level One, the Druid learns how to speak and leave hidden messages for other Druids in the language Druidic. Druids also start out with the ability to harness nature’s energy to cast spells. At Level One, Druids know two cantrips and have two first level spell slots. At Level Two, the Druid gains its signature Wild Shape ability, which allows them to transform themselves into a wild animal. Druids must also select their Druid Circle at Level Two, and they gain a third first level spell slot. At Level Three, the Druid earns a fourth first level spell slot, and two second level spell slots. At Level Four, the Druid’s Wild Shape improves, and they receive either a feat or an Ability Score Improvement.