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Druid

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Druid

Core Druid Traits

Primary Ability Wisdom
Hit Point Die D8 per Druid level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies Simple weapons
Tool Proficiencies Herbalism Kit
Armor Training Light armor and Shields
Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP

Becoming a Druid ...

As a Level 1 Character

  • Gain all the traits in the Core Druid Traits table.
  • Gain the Druid's level 1 features, which are listed in the Druid Features table.

As a Multiclass Character

  • Gain the following traits from the Core Druid Traits table: Hit Point Die and training with Light armor and Shields.
  • Gain the Druid's level 1 features, which are listed in the Druid Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.

Druid Class Features

As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.

Druid Features

Level Proficiency Bonus Class Features Wild Shape
1 +2 Spellcasting, Druidic, Primal Order -
2 +2 Wild Shape, Wild Companion 2
3 +2 Druid Subclass 2
4 +2 Ability Score Improvement 2
5 +3 Wild Resurgence 2
6 +3 Subclass feature 3
7 +3 Elemental Fury 3
8 +3 Ability Score Improvement 3
9 +4 - 3
10 +4 Subclass feature 3
11 +4 - 3
12 +4 Ability Score Improvement 3
13 +5 - 3
14 +5 Subclass feature 3
15 +5 Improved Elemental Fury 3
16 +5 Ability Score Improvement 3
17 +6 - 4
18 +6 Beast Spells 4
19 +6 Epic Boon 4
20 +6 Archdruid 4

Druid Spells

--Spell Slots per Spell Level--
Level Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9
1 2 4 2 - - - - - - - -
2 2 5 3 - - - - - - - -
3 2 6 4 2 - - - - - - -
4 3 7 4 3 - - - - - - -
5 3 9 4 3 2 - - - - - -
6 3 10 4 3 3 - - - - - -
7 3 11 4 3 3 1 - - - - -
8 3 12 4 3 3 2 - - - - -
9 3 14 4 3 3 3 1 - - - -
10 4 15 4 3 3 3 2 - - - -
11 4 16 4 3 3 3 2 1 - - -
12 4 16 4 3 3 3 2 1 - - -
13 4 17 4 3 3 3 2 1 1 - -
14 4 17 4 3 3 3 2 1 1 - -
15 4 18 4 3 3 3 2 1 1 1 -
16 4 18 4 3 3 3 2 1 1 1 -
17 4 19 4 3 3 3 2 1 1 1 1
18 4 20 4 3 3 3 3 1 1 1 1
19 4 21 4 3 3 3 3 2 1 1 1
20 4 22 4 3 3 3 3 2 2 1 1

Level 1: Spellcasting

You have learned to cast spells through studying the mystical forces of nature. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description.

Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flameare recommended.

Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.

When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.

Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship , Cure Wounds ,Faerie Fire , and Thunderwave are recommended.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Level 1: Druidic

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.

Level 1: Primal Order

You have dedicated yourself to one of the following sacred roles of your choice.

Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

Level 2: Wild Shape

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see "Animals" in "Monsters" for stat block options). The Rat, Riding Horse, Spider , and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

When choosing known forms, you may look in other sources for eligible Beasts if the Game Master permits you to do so.

Beast Shapes

Druid Level Known Forms Max CR Fly Speed
2 4 1/4 No
4 6 1/2 No
8 8 1 Yes

Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

Game Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.

No Spellcasting. You can't cast spells, but shapeshifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.

Objects. Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. 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 the form. Equipment that merges with the form has no effect while you're in that form.

Level 2: Wild Companion

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.

When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Level 3: Druid Subclass

You gain a Druid subclass of your choice. The Circle of the Land subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.

Level 5: Wild Resurgence

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest.

Level 7: Elemental Fury

The might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Level 15: Improved Elemental Fury

The option you chose for Elemental Fury grows more powerful, as detailed below.

Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet.

Primal Strike. The extra damage of your Primal Strike increases to 2d8.

Level 18: Beast Spells

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

Level 19: Epic Boon

You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Level 20: Archdruid

The vitality of nature constantly blooms within you, granting you the following benefits.

Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.

Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest.

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

Druid Spell List

This section presents the Druid spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, Rmeans it's a Ritual, and M means it requires a specific Material component.

Cantrips (Level 0 Druid Spells)

Spell School Special
Druidcraft Transmutation -
Elementalism Transmutation -
Guidance Divination C
Mending Transmutation -
Message Transmutation -
Poison Spray Necromancy -
Produce Flame Conjuration -
Resistance Abjuration C
Shillelagh Transmutation -
Spare the Dying Necromancy -
Starry Wisp Evocation -

Level 1 Druid Spells

Spell School Special
Animal Friendship Enchantment -
Charm Person Enchantment -
Create or Destroy Water Transmutation -
Cure Wounds Abjuration -
Detect Magic Divination C, R
Detect Poison and Disease Divination C, R
Entangle Conjuration C
Faerie Fire Evocation C
Fog Cloud Conjuration C
Goodberry Conjuration -
Healing Word Abjuration -
Ice Knife Conjuration -
Jump Transmutation -
Longstrider Transmutation -
Protection from Evil and Good Abjuration C, M
Purify Food and Drink Transmutation R
Speak with Animals Divination R
Thunderwave Evocation -

Level 2 Druid Spells

Spell School Special
Aid Abjuration -
Animal Messenger Enchantment R
Augury Divination R, M
Barkskin Transmutation -
Continual Flame Evocation M
Darkvision Transmutation -
Enhance Ability Transmutation C
Enlarge/Reduce Transmutation C
Find Traps Divination -
Flame Blade Evocation C
Flaming Sphere Evocation C
Gust of Wind Evocation C
Heat Metal Transmutation C
Hold Person Enchantment C
Lesser Restoration Abjuration -
Locate Animals or Plants Divination R
Locate Object Divination C
Moonbeam Evocation C
Pass without Trace Abjuration C
Protection from Poison Abjuration -
Spike Growth Transmutation C

Level 3 Druid Spells

Spell School Special
Call Lightning Conjuration C
Conjure Animals Conjuration C
Daylight Evocation -
Dispel Magic Abjuration -
Meld into Stone Transmutation R
Plant Growth Transmutation -
Protection from Energy Abjuration C
Revivify Necromancy M
Sleet Storm Conjuration C
Speak with Plants Transmutation -
Water Breathing Transmutation R
Water Walk Transmutation R
Wind Wall Evocation C

Level 4 Druid Spells

Spell School Special
Blight Necromancy -
Charm Monster Enchantment -
Confusion Enchantment C
Conjure Minor Elementals Conjuration C
Conjure Woodland Beings Conjuration C
Control Water Transmutation C
Divination Divination R, M
Dominate Beast Enchantment C
Fire Shield Evocation -
Freedom of Movement Abjuration -
Giant Insect Conjuration C
Hallucinatory Terrain Illusion -
Ice Storm Evocation -
Locate Creature Divination C
Polymorph Transmutation C
Stone Shape Transmutation -
Stoneskin Transmutation C, M
Wall of Fire Evocation C

Level 5 Druid Spells

Spell School Special
Antilife Shell Abjuration C
Awaken Transmutation M
Commune with Nature Divination R
Cone of Cold Evocation -
Conjure Elemental Conjuration C
Contagion Necromancy -
Geas Enchantment -
Greater Restoration Abjuration M
Insect Plague Conjuration C
Mass Cure Wounds Abjuration -
Planar Binding Abjuration M
Reincarnate Necromancy M
Scrying Divination C, M
Tree Stride Conjuration C
Wall of Stone Evocation C

Level 6 Druid Spells

Spell School Special
Conjure Fey Conjuration C
Find the Path Divination C, M
Flesh to Stone Transmutation C
Heal Abjuration -
Heroes' Feast Conjuration M
Move Earth Transmutation C
Sunbeam Evocation C
Transport via Plants Conjuration -
Wall of Thorns Conjuration C
Wind Walk Transmutation -

Level 7 Druid Spells

Spell School Special
Fire Storm Evocation -
Mirage Arcane Illusion -
Plane Shift Conjuration M
Regenerate Transmutation -
Reverse Gravity Transmutation C
Symbol Abjuration M

Level 8 Druid Spells

Spell School Special
Animal Shapes Transmutation -
Antipathy/Sympathy Enchantment -
Befuddlement Enchantment -
Control Weather Transmutation C
Earthquake Transmutation C
Incendiary Cloud Conjuration C
Sunburst Evocation -
Tsunami Conjuration C

Level 9 Druid Spells

Spell School Special
Foresight Divination -
Shapechange Transmutation C, M
Storm of Vengeance Conjuration C
True Resurrection Necromancy M

Druid Subclass: Circle of the Land

Celebrate Connection to the Natural World

The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. 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 their communities.

Level 3: Circle of the Land Spells

Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.

Arid Land

Druid Level Circle Spells
3 Blur, Burning Hands, Fire Bolt
5 Fireball
7 Blight
9 Wall of Stone

Polar Land

Druid Level Circle Spells
3 Fog Cloud, Hold Person, Ray of Frost
5 Sleet Storm
7 Ice Storm
9 Cone of Cold

Temperate Land

Druid Level Circle Spells
3 Misty Step, Shocking Grasp, Sleep
5 Lightning Bolt
7 Freedom of Movement
9 Tree Stride

Tropical Land

Druid Level Circle Spells
3 Acid Splash, Ray of Sickness, Web
5 Stinking Cloud
7 Polymorph
9 Insect Plague

Level 3: Land's Aid

As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.

The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).

Level 6: Natural Recovery

You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.

In addition, when you finish a Short Rest, you can 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 (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.

Level 10: Nature's Ward

You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.

Nature's Ward

Land Type Resistance
Arid Fire
Polar Cold
Temperate Lightning
Tropical Poison

Level 14: Nature's Sanctuary

As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.

As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.

Additional Bible5e Class Spell Options

These additional class-list options are retained for Bible5e campaigns. They are not automatically prepared; use this class's normal spell preparation rules.

Additional Level 1 Spells

Spell School Special
Manna and Quail Conjuration —

Additional Level 3 Spells

Spell School Special
Deluge Conjuration M
Torrent of Water Conjuration C, M

Additional Level 4 Spells

Spell School Special
Bind with Water Conjuration C
Pillar of Fire Evocation C

Additional Level 5 Spells

Spell School Special
Paraclete Conjuration M
Tehom Conjuration C, M
Walk in Shadow Transmutation C

Additional Level 6 Spells

Spell School Special
Pillar of Cloud Divination C

Additional Level 7 Spells

Spell School Special
Hail and Fire Evocation —

Bible5e custom subclass options

Druid Subclass: Circle of the Baptist

For the druid, connection to God is not something found in a temple or through study, but by surrounding oneself with the power and beauty of God's creation in nature. One type of druid in particular, the "Baptist," finds the strongest connection to God through water.

Water was a particularly powerful element in the theology of the ancient world. Most often associated with storms at sea or floods that leveled cities, water was a symbol of chaos and destruction. People in the ancient world saw water as something to be feared. The Baptist, however, chooses to view water in a different way.

Lore: Destruction and New Life

The word baptism means "to be immersed" or "to sink into." Through water, a druid is reminded of the power of God's creation. They see the power to heal, cleanse, and wash away evil to begin anew. Where others see only chaos and destruction, the druid sees divine magic in God's creation and in nature's power.

Living in the Judean wildlands and eating only locusts and wild honey, John "the Baptist" was an enigmatic and eccentric figure. Some called him a prophet, some called him crazy, but no one could deny the power of his message. John called hundreds to be "baptized:" to willingly submerge themselves in water as a sign of surrender to the power of God's creation. More importantly, John foretold of the coming of the Messiah, the one who would one day restore justice and order to the natural world.

Baptism of Water

It is important to note that the ritual of "baptism" at this time was not a Christian initiation, and neither John nor any other "Baptist" was baptizing in the name of Jesus. Instead, these baptisms were rituals that symbolized a person's turning away from sin and embracing a rebirth through the waters of God's creation. In time, a similar practice would be adopted by the followers of Jesus, but this Christian baptism had not yet been established.

Subclass Progression

Level Feature
3rd Circle Spells, Transcendent Form
6th Baptism, Wade in the Water
10th Waters of New Life
14th Become the Flood

Level 3: Circle Spells

Your connection to the waters of creation grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to nature's innate magic found in water.

Once you gain access to a circle spell, you always have it prepared, and it does not count against the number of spells you can prepare each day. If you gain access to a spell that does not appear on the druid spell list, it is nonetheless a druid spell for you.

Level Spells
3rd Calm Emotions, Zone of Truth
5th Deluge, Torrent of Water
7th Control Water, Bind with Water
9th Paraclete, Tehom

Level 3: Transcendent Form

At 3rd level, you gain the ability to channel the Spirit of God as divine magic courses through your body. As an action, you can expend a use of your Wild Shape feature to take on your transcendent form, rather than turning into a beast form. While in your transcendent form, you gain the following benefits:

  • Your skin gives off a luminescent glow as divine energy pulses through you. Your transcendent form sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
  • You gain a number of temporary hit points equal to 5 times your druid level.
  • You have advantage on all Charisma checks.
  • You gain advantage on Constitution saving throws made to maintain concentration on a spell.

These benefits last for 10 minutes, until you lose all of your temporary hit points, or until you use your Wild Shape feature again.

Level 6: Baptism

At 6th level, you can perform a ritual to baptize a willing creature in water. The ritual takes 1 minute to perform, and must be performed in waters of sacred significance (outlined in the "Waters of Baptism" table). The locations of these waters is not always clear, and may require research and effort to locate them. However, the benefits of being baptized in a location of spiritual significance outweigh the costs.

During the ritual, the target calls to mind its sins and resolves to better itself in the future. At the conclusion of the ritual, the target instantly gains the benefits of the baptism. You cannot baptize yourself. Baptisms must be performed in the location of the sacred waters; any water removed from a sacred location becomes mundane water 1 minute after it has been removed from its source.

The effects gained from the baptism depend on the waters used in the ritual, and are outlined in the Waters of Baptism table. All of these waters hold sacred significance, but many may be hard to locate, hard to gain access to, or both. Once a creature is baptized, the effects last forever, or until the creature undergoes another baptism. A creature can only benefit from the effects of one baptism at a time. If a baptized creature chooses to be re-baptized, the effects of the first baptism fade before the effects of the second take hold. Once you have baptized a creature with this feature, you must wait 144 days before using this feature to baptize another creature.

Waters of Baptism

Water Source Baptism Effect
A spring born from a mother's tears As a bonus action, you can teleport up to 15 feet to an unoccupied space you can see. You can do this a number of times equal to your Proficiency Bonus, and regain all uses after a Short Rest.
The Jordan River If you fail a Constitution saving throw roll to maintain concentration on a spell, you may use your reaction to reroll the saving throw.
A natural hot spring You gain resistance to one of the following damage types of your choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
The Pool of Bethesda Your Strength, Dexterity, or Constitution score increases by 2, to a maximum of 20.
The pool where Solomon was anointed king Your Intelligence, Wisdom, or Charisma score increases by 2, to a maximum of 20.
The Dead Sea Your base walking speed increases by 5 feet.
The reservoir known as "The Myrrh Oasis" The first time you would drop to 0 hit points as a result of taking damage, you drop to 1 hit point instead. Once you have used this feature, you cannot do so again until after finishing a Long Rest.
The place where Moses parted the sea You learn two cantrips of your choice from any spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (chosen by you at the time of the baptism).

Baptizing in Mundane Waters

You may always call creatures to repentance and symbolic baptism in mundane waters. A baptism using mundane waters requires 1 action, rather than 1 minute, and there is no restriction on how often you can perform these baptisms. A creature that participates willingly in such a baptism is cleansed from any attachment to sin, and any effect caused by the magic of sin ends for a baptized creature.

Level 6: Wade in the Water

At 6th level, your control over the destructive power of water allows you to create pockets of safety to avoid hurting your friends. When you cast a spell that uses water to cause damage or other negative effects (such as Deluge or Control Water), choose a number of creatures equal to your proficiency bonus. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Level 10: Waters of New Life

At 10th level, you use the life-giving water of creation to heal your friends as well as harm your enemies. When you cast a spell that uses water to cause damage or negative effects, any creatures who automatically succeed on their saving throw because of your Wade in the Water feature also regain a number of hit points equal to half your druid level (rounded up).

Level 14: Become the Flood

At 14th level, when you turn into your transcendent form, you gain the following additional benefits:

  • When you cast a spell that deals damage, the spell deals extra Radiant damage equal to half your druid level (rounded up).
  • You gain a bonus to all saving throws equal to your Wisdom modifier.

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 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.