Druid Class Features

You gain these abilities as a druid. Abilities gained at higher levels list the level at which you gain them next to the features’ names.

Ancestry and Background

Level 1

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

Initial Proficiencies

Level 1

At 1st level you gain a number of proficiencies, representing your basic training. These proficiencies are noted at the start of this class.

Primal Spellcasting

Level 1

The power of the wild world flows through you. You can cast primal spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). Because you’re a druid, you can usually hold a primal focus (such as holly and mistletoe) for spells requiring material components instead of needing to use a spell component pouch.

At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on
the primal spell list in this book (page 314), or from other primal spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3–11: Druid Spells per Day on page 132.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear on page 447.

Heightening Spells

When you gain spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips

A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times
per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to
the highest level of spell you can cast as a druid. For example, as a 1st-level druid, your cantrips are 1st-level
spells, and as a 5th-level druid, your cantrips are 3rd-level spells.

Anathema

Level 1

As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual (page 409). The following acts are anathema to all druids:

  • Using metal armor or shields.
  • Despoiling natural places.
  • Teaching the Druidic language to non-druids.

Each druidic order also has additional anathema acts, detailed in the order’s entry.

Druidic Language

Level 1

You know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema.

Druidic Order

Level 1

Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you’ll always be a member of your initial order, it’s not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.

Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus
pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus
Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t
require spell slots to cast, and you can’t cast them using spell slots. Selecting druid feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules for focus spells appear in Chapter 7 on page 300.

Animal

You have a strong connection to beasts, and you are allied with a beast companion. You are trained in Athletics. You also gain the Animal Companion druid feat. You gain the heal animal order spell. Committing wanton cruelty to animals or killing animals unnecessarily is anathema to your order. (This doesn’t prevent you
from defending yourself against animals or killing them cleanly for food.)

Leaf

You revere plants and the bounty of nature, acting as both a gardener and warden for the wilderness, teaching
sustainable techniques to communities, and helping areas regrow after disasters or negligent humanoid
expansion. You are trained in Diplomacy. You also gain the Leshy Familiar druid feat. You gain the goodberry order spell, and you increase the number of Focus Points in your focus pool by 1. Committing wanton cruelty to plants or killing plants unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against plants or harvesting them when necessary for survival.)

Storm

You carry the fury of the storm within you, channeling it to terrifying effect and riding the winds through the
sky. You are trained in Acrobatics. You also gain the Storm Born druid feat. You gain the tempest surge order spell, and you increase the number of Focus Points in your focus pool by 1. Polluting the air or allowing those who cause major air pollution or climate shifts to go unpunished is anathema to your order. (This doesn’t
force you to take action against merely potential harm to the environment or to sacrifice yourself against an
obviously superior foe.)

Wild

The savage, uncontrollable call of the natural world infuses you, granting you the ability to change your
shape and take on the ferocious form of a wild creature. You are trained in Intimidation. You also gain the
Wild Shape druid feat. You gain the wild morph order spell. Becoming fully domesticated by the temptations of civilization is anathema to your order. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.)

Shield Block

Level 1

You gain the Shield Block general feat (found on page 266), a reaction that lets you reduce damage with your shield.

Wild Empathy

Level 1

You have a connection to the creatures of the natural world that allows you to communicate with them on a
rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.

Druid Feats

Level 2

At 2nd level and every even-numbered level, you gain a druid class feat.

Skill Feats

Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

Alertness

Level 3

Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.

General Feats

Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Great Fortitude

Level 3

Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

Skill Increases

Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Ability Boosts

Level 5

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats

Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

Lightning Reflexes

Level 5

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Expert Spellcaster

Level 7

Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for primal spell attack rolls and spell DCs increase to expert.

Druid Weapon Expertise

Level 11

You have become thoroughly familiar with the weapons of your trade. Your proficiency ranks for all simple weapons and unarmed attacks increase to expert.

Resolve

Level 11

You’ve steeled your mind with incredible resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Medium Armor Expertise

Level 13

You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

Weapon Specialization

Level 13

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Master Spellcaster

Level 15

Primal magic answers your command. Your proficiency ranks for primal spell attack rolls and spell DCs increase to master.

Legendary Spellcaster

Level 19

You have developed an unparalleled rapport with the magic of nature. Your proficiency ranks for primal spell attack rolls and spell DCs increase to legendary.

Primal Hierophant

Level 19

You command the most potent forces of primal magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using primal spellcasting. Unlike with other spell slots, you don’t gain more 10th-level spells as you level up, though you can take the Hierophant’s Power feat to gain a second slot.