Druid
A nature caster that turns into animals for a second health bar, holding the front line and controlling the field at once.
Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026
You can be both a caster and a bear. But the circle you pick changes everything. It is all spelled out below, 1 to 12.
Quick summary
Druid — summary
Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026
- Hit die — d8
- Main ability — Wisdom
- Saving throws — Intelligence, Wisdom
- Armour — Light and medium armour + shields, as long as they are not metal
- Weapons — Nature weapons such as quarterstaffs, sickles and spears
- Resource — Spell slots plus Wild Shape, which refreshes on a short rest
- Feat levels — 4, 8, 12
- Ability scores — Strength 8, Dexterity 14, Constitution 16, Intelligence 10, Wisdom 16, Charisma 10
- Party role — In a party this class covers: Area control, Healing, Frontline, Summons.
Two ready-made builds
- Easy path: Circle of the Moon — Owlbear — One class. Turn into an Owlbear when the fight starts: it is a separate health bar, and when it runs out you pop back and keep going.
- Strong path: Circle of the Land — Field Controller — Still one class, but you cast instead of transforming: Spike Growth and Sleet Storm melt enemies that cannot move.
Subclasses
- Circle of the Moon — Unlocks at level 2. You fight in animal form, and every transformation is another health bar and another frontliner.
- Circle of the Land — Unlocks at level 2. Extra spells and slots, for someone who would rather cast than transform.
- Circle of the Spores — Unlocks at level 2. Spreads a cloud of toxic spores around you and raises corpses to fight.
- Circle of the Stars — Unlocks at level 2. Takes on starry forms instead of animals: Patch 8's new, support-focused circle.
Recommended races
- Gold Dwarf — +2 Constitution, +1 Wisdom and extra health: the best race for the Circle of the Moon.
- Wood Elf — +1 Wisdom and extra movement speed, which suits a Druid who casts from the back.
- Half-Orc — Relentless Endurance saves you from death once when you drop out of animal form.
Recommended backgrounds
- Folk Hero (Animal Handling, Survival) — Animal Handling and Survival both come from Wisdom, the Druid's main ability, and they fit the theme exactly.
- Outlander (Athletics, Survival) — Survival from Wisdom again; Athletics runs off Strength so it is weak in humanoid form, though Wild Shape papers over that.
Wild Shape forms
- Wild Shape: Bear (2. level) — The most health and the best at drawing aggro: how you hold the front line in form.
- Wild Shape: Wolf (2. level) — Your allies gain advantage against nearby enemies: for a party that fights as a pack.
- Wild Shape: Cat (2. level) — Not for combat: for sneaking in quietly, fitting through gaps and scouting.
- Wild Shape: Spider (4. level) — Spins webs and climbs walls, letting you do area control while shifted.
- Wild Shape: Owlbear (6. level) — The Moon Circle's signature: a crushing leap that lands big damage in one turn.
- Wild Shape: Fire Myrmidon (10. level) — Elemental forms unlock at level 10; this one deals fire damage and sets targets burning.
- Wild Shape: Water Myrmidon (10. level) — Freezes and slows enemies: the control option among the elemental forms.
- Wild Shape: Air Myrmidon (10. level) — Flies and strikes with lightning, for a Druid that wants to fight from range.
Companions who play this class
- Halsin — Circle of the Moon
- Jaheira — Circle of the Land
Resource rhythm
- Wild Shape returns on a short rest, spell slots on a long one. The form is a health pool: drop out before it breaks, then get it back with a short rest.
- Like the Cleric, you can swap prepared spells at every long rest: decide between area control and healing based on the area you are entering.
In Honour Mode
- Wild Shape works like a second health pool: if the form drops your own health does not. In Honour Mode that is the best margin for error in the party.
- Land Circle's area spells need concentration and Legendary Actions break it; Moon Circle's shapeshifting is more forgiving on a single save.
Level by level: Circle of the Moon — Owlbear
- Level 1 — Cantrips: Guidance, Produce Flame · Spells: Entangle, Goodberry · Gain: Druidic
- Guidance — Adds a bonus to any ability check outside combat: cast it before you talk.
- Produce Flame — Both your ranged attack and your torch, doing two jobs in a dark cave.
- Level 2 — Circle: Moon · Gain: Combat Wild Shape Tip: The Druid picks its circle at level 2, not level 3.
- Level 3 — Spells: Spike Growth, Moonbeam · Gain: Spike Growth Tip: Second-level slots open here, which is the earliest you can take Spike Growth.
- Level 4 — Feat: War Caster · Gain: War Caster
- War Caster — Damage no longer breaks your spell, essential for anything needing concentration.
- Thorn Whip — Yanks an enemy towards you, dragging them into fire or off a ledge.
- Level 5 — Spells: Call Lightning, Sleet Storm · Gain: Wild Strike Tip: From this level the Owlbear becomes a serious source of damage.
- Level 6 — No permanent pick: refresh what you prepare · Gain: Primal Strike
- Level 7 — Spell: Wall of Fire · Gain: Spell Slots
- Level 8 — Ability Improvement: Wisdom +2 (16 → 18) · Gain: Ability Improvement
- Ability Improvement (Wisdom +2)
- Level 9 — Spell: Mass Cure Wounds · Gain: Spell Slots
- Level 10 — Pick 1 cantrip · Gain: Elemental Wild Shape
- Shillelagh — Lets your staff use Wisdom, so you hit hard even with low Strength.
- Level 11 — Spell: Call Lightning (upcast) · Gain: Spell Slots
- Level 12 — Ability Improvement: Wisdom +1, Constitution +1 · Gain: Ability Improvement
- Ability Improvement (Wisdom +1, Constitution +1)
Level by level: Circle of the Land — Field Controller
- Level 1 — Cantrips: Guidance, Produce Flame · Spells: Entangle, Goodberry · Gain: Druidic
- Guidance — Adds a bonus to any ability check outside combat: cast it before you talk.
- Produce Flame — Both your ranged attack and your torch, doing two jobs in a dark cave.
- Level 2 — Circle: Land + 1 cantrip · Gain: Natural Recovery
- Shillelagh — Turns your staff into a d8 weapon that hits with Wisdom, so small fights cost you no spell slots.
- Level 3 — Spells: Spike Growth, Moonbeam · Gain: Spike Growth Tip: Second-level slots open here, which is the earliest you can take Spike Growth.
- Level 4 — Feat: War Caster · Gain: War Caster
- War Caster — Damage no longer breaks your spell, essential for anything needing concentration.
- Thorn Whip — Yanks an enemy towards you, dragging them into fire or off a ledge.
- Level 5 — Spells: Call Lightning, Sleet Storm · Gain: Call Lightning Tip: Sleet Storm knocks enemies down, and paired with Spike Growth it is lethal.
- Level 6 — No permanent pick: refresh what you prepare · Gain: Land's Stride
- Level 7 — Spell: Wall of Fire · Gain: Spell Slots
- Level 8 — Ability Improvement: Wisdom +2 (16 → 18) · Gain: Ability Improvement
- Ability Improvement (Wisdom +2)
- Level 9 — Spell: Cone of Cold · Gain: Spell Slots
- Level 10 — Pick 1 cantrip · Gain: Nature's Ward
- Resistance — Gives an ally a bonus on their saving throw.
- Level 11 — Spell: Mass Healing Word · Gain: Spell Slots
- Level 12 — Ability Improvement: Wisdom +1, Constitution +1 · Gain: Ability Improvement
- Ability Improvement (Wisdom +1, Constitution +1)
Key equipment
- Hellrider's Pride (Act 1) — Grants extra protection to everyone you heal. Where: Act 1, the Secluded Chamber — from Zevlor (a quest reward, or take it by theft or by force).
- Amulet of Greater Health (Act 3) — Raises Constitution to 23, making concentration far easier to hold. Where: House of Hope, in the Archive — on one of the pedestals.
- Spellmight Gloves (Act 3) — Increases your spell damage, for the Circle of the Land build. Where: Circus of the Last Days — a reward from Lucretious for completing Find Dribbles the Clown.
- Cloak of Displacement (Act 3) — Gives the first attack against you disadvantage. Where: Act 3, Wyrm's Crossing — sold by the merchant Danthelon.
Combat tips
- Drop Spike Growth where enemies must walk: they take damage with every step.
- Cast your concentration spells before you shift: animal form does not break them.
- If your animal form runs out of health you do not die: you simply return to your own body.
- Do not wear metal armour: a Druid cannot cast while wearing it.
Common mistakes
- Do not try to cast in animal form: while shifted you can neither cast nor talk.
- Do not equip metal armour: it is the single most common Druid mistake.
- Do not burn Wild Shape on exploration and then walk into a fight without it.
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