Druid 5e: Class Guide for the 2024 Rules
The druid is a Wisdom-based full spellcaster with a d8 hit die and nature spells up to 9th level. From level 2, Wild Shape turns a druid into a beast as a bonus action, starting with CR 1/4 forms. In the 2024 rules you keep your own hit points and gain temporary HP equal to your druid level.
What does a druid do in D&D 5e?
A druid is two characters in one. Most of the time you are a full spellcaster with Wisdom as your casting ability, a spell list full of battlefield control (Entangle, Moonbeam, Conjure Animals) and solid healing. When the plan calls for it, you spend a bonus action and become a wolf, a spider or, later, an eagle. You have a d8 hit die, proficiency in Intelligence and Wisdom saves, and Druidic, a secret language only druids speak.
Hit points are 8 + Constitution modifier at level 1 and 5 + Constitution per level after that: 10 and 38 at levels 1 and 5 with Constitution 14. Plug your own numbers into the HP calculator. Armor is light armor and shields; the 2014 druid also had medium armor, which in 2024 comes from the Warden option.
How does Wild Shape work in the 2024 rules?
From level 2 you can Wild Shape as a bonus action, 2 times per rest (3 at level 6, 4 at level 17). You get one use back on a short rest and all of them on a long rest. You stay transformed for hours equal to half your druid level.
| Druid level | Known forms | Max CR | Fly speed? | Example forms |
|---|---|---|---|---|
| 2 | 4 | 1/4 | No | Wolf, riding horse, rat, spider |
| 4 | 6 | 1/2 | No | Black bear, crocodile, warhorse |
| 8 | 8 | 1 | Yes | Brown bear, dire wolf, giant spider, giant eagle |
The big 2024 change: you keep your own hit points and gain temporary HP equal to your druid level. Your Intelligence, Wisdom, Charisma, skills, saves and class features stay yours. In 2014 you took the beast's HP as a separate pool and dropped back to your own when it ran out, which made low-level Wild Shape a free bag of extra hit points.
Here is what that means in play. A level 2 druid turns into a wolf (AC 12, 40-foot speed) and gets 2 temporary HP. The bite is +4 to hit for 1d6 + 2 and knocks a Medium target prone on a hit, which sets up advantage for the party's melee fighters. It's a utility and scouting tool now, not a tank. You also can't cast spells while shifted until Beast Spells at level 18, though Wild Shape doesn't break concentration, so cast Moonbeam first and then transform.
Not using Wild Shape in a fight? Wild Companion (level 2) spends a use to cast Find Familiar for a fey scout, and Wild Resurgence (level 5) trades uses and spell slots back and forth.
What are the druid's features by level?
| Level | PB | Features (2024) | Wild Shape | Prepared spells | Highest slot |
|---|---|---|---|---|---|
| 1 | +2 | Druidic, Primal Order, Spellcasting | – | 4 | 1st |
| 2 | +2 | Wild Shape, Wild Companion | 2 | 5 | 1st |
| 3 | +2 | Druid subclass (circle) | 2 | 6 | 2nd |
| 4 | +2 | Ability Score Improvement | 2 | 7 | 2nd |
| 5 | +3 | Wild Resurgence | 2 | 9 | 3rd |
| 6 | +3 | Subclass feature | 3 | 10 | 3rd |
| 7 | +3 | Elemental Fury | 3 | 11 | 4th |
| 8 | +3 | Ability Score Improvement | 3 | 12 | 4th |
| 9 | +4 | – | 3 | 14 | 5th |
| 10 | +4 | Subclass feature | 3 | 15 | 5th |
| 11 | +4 | – | 3 | 16 | 6th |
| 12 | +4 | Ability Score Improvement | 3 | 16 | 6th |
| 13 | +5 | – | 3 | 17 | 7th |
| 14 | +5 | Subclass feature | 3 | 17 | 7th |
| 15 | +5 | Improved Elemental Fury | 3 | 18 | 8th |
| 16 | +5 | Ability Score Improvement | 3 | 18 | 8th |
| 17 | +6 | – | 4 | 19 | 9th |
| 18 | +6 | Beast Spells | 4 | 20 | 9th |
| 19 | +6 | Epic Boon | 4 | 21 | 9th |
| 20 | +6 | Archdruid | 4 | 22 | 9th |
You start with 2 cantrips (3 if you take the Magician order). Primal Order at level 1 is a choice between Magician (an extra cantrip and your Wisdom modifier on Arcana and Nature checks) and Warden (martial weapons and medium armor). Elemental Fury at 7 adds either your Wisdom modifier to druid cantrip damage or an extra 1d8 cold, fire, lightning or thunder once per turn on a weapon or beast attack.
What are the best druid spells?
Druids prepare from the full druid spell list after each long rest. Your spell save DC is 8 + proficiency bonus + Wisdom modifier: 13 at level 1 with Wisdom 16.
- Cantrips: Shillelagh (Wisdom-powered club or staff hits), Produce Flame or Starry Wisp for range, and Guidance.
- 1st level: Entangle and Faerie Fire for control, Healing Word to get allies back up.
- 2nd level: Moonbeam, 2d10 radiant (11 average) in a beam you can reposition on later turns.
- 3rd level: Conjure Animals, reworked in 2024 into a single spirit pack that damages enemies around it instead of eight separate wolves to run.
Like the cleric, a druid lives and dies by concentration. Entangle, Moonbeam and Conjure Animals all need it. See how concentration works.
What changed for the druid in 2024?
| Feature | 2014 rules | 2024 rules |
|---|---|---|
| Subclass | Circle at level 2 | Circle at level 3 |
| Wild Shape action | Action (bonus action for Moon) | Bonus action for everyone |
| Wild Shape HP | Use the beast's HP pool | Keep your HP, gain temp HP = druid level |
| Known forms | Any beast you have seen | 4, 6, then 8 chosen forms |
| Rest recovery | Both uses on a short rest | 1 use per short rest, all on long rest |
| Armor | Light, medium, shields | Light and shields (medium with Warden) |
| New features | – | Primal Order, Wild Companion, Wild Resurgence, Elemental Fury |
| Level 20 | Unlimited Wild Shape | Archdruid: regain a use on initiative, convert uses to spell slots |
What are the druid circles?
- Circle of the Land: in the free SRD. Extra always-prepared spells based on a land type (arid, polar, temperate, tropical) and Natural Recovery to regain slots.
- Circle of the Moon: stronger Wild Shape forms, Wisdom-based AC in beast form and three times the temporary HP. The melee druid.
- Circle of the Sea: a cold-damage aura that pushes enemies, plus a swim speed and, later, flight while the aura is up.
- Circle of the Stars: a constellation form (archer, chalice or dragon) and free castings of Guiding Bolt. Strong for casters.
How do you build a druid? (Quick build)
- Abilities: Wisdom 15, Constitution 14, Dexterity 13 from the standard array, then +2 Wisdom from your background for 17.
- Primal Order: Warden if you plan to fight in Wild Shape or melee (medium armor and a shield give AC 17 with Dex +1). Magician for a pure caster.
- Skills: Perception and Nature or Survival.
- Spells at level 1: Shillelagh, Produce Flame, then prepare Entangle, Healing Word, Faerie Fire and Speak with Animals.
- Turn pattern: open with a concentration spell, then Wild Shape when you need to scout, block a doorway or save your slots.
Want a starting point? The D&D character generator can build a druid in one click. Keep your known beast forms, prepared spells and Wild Shape uses on a printable D&D character sheet. For a divine caster with better armor and fewer moving parts, read the cleric guide.
FAQ
How does Wild Shape work in 5e 2024?
As a bonus action you turn into a beast form you know: four forms at level 2 (CR 1/4, no flying), six at level 4 (CR 1/2) and eight at level 8 (CR 1, flying allowed). You keep your own hit points and gain temporary HP equal to your druid level. You can't cast spells in beast form until level 18.
Can druids wear metal armor?
The 2014 Player's Handbook says druids refuse to wear metal armor or shields, which is why most 2014 druids use leather or hide. The 2024 class description trains druids in light armor and shields and doesn't repeat the metal ban. Check how your table handles it.
Is the druid good for beginners?
It is one of the harder classes to learn. A druid tracks prepared spells, spell slots, Wild Shape uses and several beast stat blocks. A new player who wants nature magic will do fine with a Circle of the Land druid that mostly casts spells.
What is the best druid subclass?
Circle of the Moon is the best Wild Shape druid, with stronger forms and more temporary HP. Circle of the Stars is a strong caster with free Guiding Bolts, Circle of the Land (free in the SRD) adds extra prepared spells, and Circle of the Sea gives you a cold-damage aura that pushes enemies away.
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Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.