Druid Subclasses

Table of Contents

Shifter

Druid LevelFeatures
3rdPotent Forms, Quick Shift, Shifter Ring Spells
7thBeast’s Fury
11thElemental Infusion
15thManifold Mind

Potent Forms

3rd-Level Shifter Feature

You can select more powerful creatures for the known forms used with the Beast Form effect of your Wild Shape feature. When you gain this feature, you can choose any Beast or creature with the Animal tag with a CR of 1 or lower as a known form.

In addition, you can now speak any language you know while in beast form—even if your chosen form would not typically allow you to do so. However, you still can’t cast spells while transformed, even if a spell requires only a verbal component.

At higher druid levels, you can choose beast forms with a CR as high as your druid level divided by 3, rounded down (ignoring CR limitations in your Improved Beast Form feature). For example, upon achieving 6th level of druid, you can choose any Beast of CR 2 or lower as a known form, CR 3 or lower at 9th level, and so on—as shown in the Potent Forms table.

Potent Forms

Druid
Level
Max
CR
ExampleDruid
Level
Max
CR
Example
3rd1Wolf12th4Elephant
5th1Hippogriff15th5Triceratops
6th2Pegasus18th6Mammoth
9th3Owlbear   

Quick Shift

3rd-Level Shifter Feature

By delving into the mysteries of the shifters, you have learned to change form more rapidly. When you use the Beast Form effect of your Wild Shape feature, you can transform as a bonus action instead of as an action.

Shifter Ring Spells

3rd-Level Shifter Feature

You gain ring spells at the druid levels listed in the Shifter Ring Spells table. See the Druid Subclass class feature for how these spells work.

Shifter Ring Spells

Druid LevelSpells
3rdalter self, animal friendship, speak with animals
5thconjure animals, water breathing
7thgiant insect, polymorph
9thdominate, insect plague

Beast’s Fury

7th-Level Shifter Feature

Immediately after you take the Attack action on your turn while in beast form, you can use your bonus action to make a single unarmed strike with your claws, hooves, fangs, or whatever natural weapon suits your chosen form. This attack deals 1d6 + your PB damage, and you are considered proficient with it. You decide if this attack deals bludgeoning, piercing, or slashing damage when you first assume your beast form.

In addition, all damage you deal with melee weapon attacks while in beast form now counts as magical damage for the purposes of overcoming resistance or immunity to nonmagical damage.

Elemental Infusion

11th-Level Shifter Feature

By expending two uses of the Beast Form effect of your Wild Shape feature, you can infuse your chosen form with one of the four elemental powers described here. Alternatively, you can use your reaction to spend one use of Wild Shape while already transformed by the Beast Form effect, either infusing yourself with one of the following powers or changing which power is active.

Air

You gain a 90-foot flying (hover) speed and are resistant to lightning and thunder damage. You gain the following action:

  • Whirl (Recharge 4–6). Each Large or smaller creature within 5 feet of you must make a STR save (DC 10 + your PB). On a failure, a target takes 3d8 + your PB bludgeoning damage and is flung up to 20 feet away from you in a random direction and knocked prone. If a thrown target strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target lands in the same space as another creature, that creature must succeed on a DC 13 DEX save or take the same damage and be knocked prone. The target is then prone in an adjacent unoccupied space. If the target’s STR save is successful, a target takes half damage and isn’t flung or knocked prone.

Earth

You gain a 30-foot burrowing speed and can burrow through nonmagical, unworked earth and stone without disturbing the material you move through. You gain tremorsense to a range of 60 feet and are resistant to bludgeoning, piercing, and slashing damage. Melee attacks you make deal double damage to objects and structures.

Fire

You shed bright light in a 30-foot-radius and dim light for an additional 30 feet. You are immune to fire damage. Melee attacks you make deal an additional 1d8 fire damage. When you deal fire damage to a flammable creature or object, you can choose whether it ignites—an ignited target takes 5 (1d10) fire damage at the start of each of its turns until a creature uses an action to douse it. Your GM determines what constitutes a flammable creature or object.

Water

You gain a 90-foot swimming speed and can breathe underwater. You are resistant to cold and poison damage. You gain the following action:

  • Wave (Recharge 4–6). Each creature within 5 feet of you must make a STR save (DC 10 + your PB). On a failure, a target takes 2d8 + your PB bludgeoning damage. If a target is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe in water. On a successful STR save, a creature takes half damage and isn’t grappled. At the start of each of your turns, each target grappled by you takes 2d8 + your PB bludgeoning damage. A creature within 5 feet of a grappled target can pull it out of the grapple if it expends an action to attempt a DC 14 STR (Athletics) check—freeing the target on a success.

Manifold Mind

15th-Level Shifter Feature

You can now cast Primordial spells while in beast form, and your form doesn’t hinder performing the somatic and verbal components of spells. You must still provide any required material components as normal.

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