System	
  Reference	
   Document	
  5.1 	
   21	
  
revert	
  and	
  take	
  9	
  d amage.	
  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	
  takin
g
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	
  ha
s
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	
  s ize	
  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.
Druid Circle 
At	
  2nd	
  level,	
  you	
  choose	
  to	
  identif y	
  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. 	
  
Ability Score Improvement 
When	
  you	
  reach	
  4th	
  level,	
  and	
  again	
  at	
  8th,	
  12th,	
  
16th,	
  and	
  19th	
  level,	
  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.	
  
Timeless Body 
Starting	
  at	
  18th	
  level,	
  the	
  primal	
  magic	
  that	
  you	
  
wield	
  causes	
  you	
  to	
  age	
  more	
  slowly.	
  For	
  every	
  10	
  
years	
  that	
  pass,	
  your	
  body	
  ages	
  only	
  1	
  year. 	
  
Beast Spells 
Beginning	
  at	
  18th	
  level,	
  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. 	
  
Archdruid 
At	
  20th	
  level,	
  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.	
  
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. 	
  
Bonus Cantrip 
When	
  you	
  choose	
  this	
  circle	
  at	
  2nd	
  level,	
  you	
  l earn	
  
one	
  additional	
  druid	
  cantrip	
  of	
  your	
  choice. 	
  
Natural Recovery 
Starting	
  at	
  2nd	
  level,	
  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	
  sp ell	
  
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.	
  
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. 	
  