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Druid

Image used by permission of Yama Orce.

The power of nature is impossible to resist. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves. It can provide endless bounty and breathtaking splendor to those who respect it— and an agonizing death to those who take it too Lightly. You are one of those who hear nature’s call. You stand in awe of the majesty of its power and give yourself over to its service.

Key Ability

Wisdom. At 1st level, your class gives you an ability boost to Wisdom .

Hit Points

8 plus your Constitution Modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Druid

During combat encounters…

  • You call upon the forces of nature to defeat your enemies and protect your allies.
  • You cast spells that draw upon primal magic to protect yourself and your friends, heal their wounds, or summon deadly animals to fight at your side. Depending on your bond to nature, you might call upon powerful elemental magic or change shape into a terrifying beast.

During social encounters…

  • You represent balance and a reasoned approach to problems, looking for solutions that not only are best for the natural world, but also allow the creatures within it to live in harmony and peace. You often propose compromises that allow both sides to gain what they truly need, even if they can’t have all that they desire.

While exploring…

  • Your nature skills are invaluable. You track down enemies, navigate the wilderness, and use spells to detect magical auras around you. You might even ask wild animals to lend their extraordinary senses and scouting abilities to your group.

In downtime…

  • You might craft magic items or potions. Alternatively, your tie to nature might lead you to tend a wilderness area, befriending beasts and Healing the wounds caused by civilization. You might even teach sustainable farming and animal husbandry techniques that allow others to subsist off the land without harming the natural balance.

You might…

  • Have a deep and meaningful respect for the power of nature.
  • Be in constant awe of the natural world, eager to share it with others but wary of their influence upon it.
  • Treat plants and animals as allies, working with them to reach your goals.

Others probably…

  • View you as a representative of nature, and are sure you can control it.
  • Assume you’re a recluse who avoids society and cities and prefers to live in the wild.
  • Consider you a mystic, similar to a priest, but answering only to the forces of nature.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Saving Throws

Skills

  • Trained in Nature
  • Trained in one skill determined by your druidic order and a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

  • Trained in simple weapons
  • Trained in unarmed attacks

Defenses

  • Trained in light armor and medium armor and unarmored defense

Class DC

  • Trained in druid class DC

Spells

  • Trained in primal spell attacks
  • Trained in primal spell DCs
Table 3–10: Druid Advancement
Level Class Features
1 Ancestry and background, initial proficiencies, primal spellcasting, anathema, Druidic language, druidic order, Shield Block, wild empathy
2 Druid feat, skill feat
3 2nd-level spells, alertness, general feat, great fortitude, skill increase
4 Druid feat, skill feat
5 3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase
6 Druid feat, skill feat
7 4th-level spells, expert spellcaster, general feat, skill increase
8 Druid feat, skill feat
9 5th-level spells, ancestry feat, skill increase
10 Ability boosts, druid feat, skill feat
11 6th-level spells, druid weapon expertise, general feat, resolve, skill increase
12 Druid feat, skill feat
13 7th-level spells, ancestry feat, medium armor expertise, skill increase, weapon specialization
14 Druid feat, skill feat
15 8th-level spells, ability boosts, general feat, master spellcaster, skill increase
16 Druid feat, skill feat
17 9th-level spells, ancestry feat, skill increase
18 Druid feat, skill feat
19 General feat, legendary spellcaster, primal hierophant, skill increase
20 Ability boosts, druid feat, skill feat

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

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

Initial Proficiencies

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

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). 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, 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.

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.

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 slot you have. For example, as a 1st-level druid, your cantrips are 1st-level spells, and as a 5th-level druid, your cantrips are 3rdlevel spells.

Anathema

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.

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

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

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.

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

You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

Wild Empathy

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 2nd

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

Skill Feats 2nd

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

Alertness 3rd

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 3rd

At 3rd level and every 4 levels thereafter, you gain a general feat.

Great Fortitude 3rd

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

Table 3–11: Druid Spells Per Day
Your Level Spell Level
Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 5 2
2 5 3
3 5 3 2
4 5 3 3
5 5 3 3 2
6 5 3 3 3
7 5 3 3 3 2
8 5 3 3 3 3
9 5 3 3 3 3 2
10 5 3 3 3 3 3
11 5 3 3 3 3 3 2
12 5 3 3 3 3 3 3
13 5 3 3 3 3 3 3 2
14 5 3 3 3 3 3 3 3
15 5 3 3 3 3 3 3 3 2
16 5 3 3 3 3 3 3 3 3
17 5 3 3 3 3 3 3 3 3 2
18 5 3 3 3 3 3 3 3 3 3
19 5 3 3 3 3 3 3 3 3 3 1*
20 5 3 3 3 3 3 3 3 3 3 1*

* The primal hierophant class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.

Skill Increases 3rd

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 5th

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 5th

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.

Lightning Reflexes 5th

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

Expert Spellcaster 7th

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 11th

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 11th

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 13th

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 13th

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 15th

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

Legendary Spellcaster 19th

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 19th

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.

Druid Feats

At every level that you gain a druid feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

If you need to look up a druid feat by name instead of by level, use this table.

Feat Level
Animal Companion 1
Call of the Wild 2
Dragon Shape 12
Effortless Concentration 16
Elemental Shape 10
Enhanced Familiar 2
Ferocious Shape 8
Fey Caller 8
Form Control 4
Green Empathy 6
Green Tongue 12
Healing Transformation 10
Hierophant’s Power 20
Impaling Briars 16
Incredible Companion 8
Insect Shape 6
Invoke Disaster 18
Leshy Familiar 1
Leyline Conduit 20
Mature Animal Companion 4
Monstrosity Shape 16
Order Explorer 2
Order Magic 4
Overwhelming Energy 10
Perfect Form Control 18
Plant Shape 10
Poison Resistance 2
Primal Focus 12
Primal Summons 12
Primal Wellspring 18
Reach Spell 1
Side by Side 10
Soaring Shape 8
Specialized Companion 14
Steady Spellcasting 6
Storm Born 1
Storm Retribution 6
Thousand Faces 4
Timeless Nature 14
True Shapeshifter 20
Verdant Metamorphosis 14
Widen Spell 1
Wild Shape 1
Wind Caller 8
Woodland Stride 4

1st Level


Animal Companion Feat 1

Druid

Prerequisite(s) animal order

You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions for more information.

Leshy Familiar Feat 1

Druid

Prerequisite(s) leaf order

You gain a leshy familiar, a Tiny plant that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars.

Reach Spell [one-action] Feat 1

Concentrate Druid Metamagic

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Storm Born Feat 1

Druid

Prerequisite(s) storm order

You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).

Verdant Weapon Feat 1

Source PRG2:APG

Druid Exploration

You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can spend a single Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. Your verdant weapon functions as the imprinted weapon and can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form. It also becomes a primal focus. You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane specimen; any runes on the previous seed that are valid for the new seed transfer between them at no cost, but you lose any inapplicable runes unless you transfer them to a runestone or another weapon.

Widen Spell [one-action] Feat 1

Druid Manipulate Metamagic

You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Wild Shape Feat 1

Druid

Prerequisite(s) wild order

You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats.

2nd Level


Call of the Wild Feat 2

Druid

You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you’ve prepared in one of your druid spell slots with a summon animal or summon plants and fungi spell of the same level.

Enhanced Familiar Feat 2

Druid

Prerequisite(s) a familiar

You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two.

Order Explorer Feat 2

Druid

You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets.

Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose.

Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own.

Poison Resistance [one-action] Feat 2

Druid

Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.

4th Level


Elemental Summons Feat 4

Source PRG2:APG

Druid

You can call the four elements to you. You can spend 10 minutes in concert with nature to replace one of the spells you’ve prepared in one of your druid spell slots with a summon elemental spell of the same level.

Form Control [one-action] Feat 4

Druid Manipulate Metamagic

Prerequisite(s) Strength 14, Wild Shape

With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast wild shape, wild shape’s spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell.

Leshy Familiar Secrets Feat 4

Source PRG2:APG

Druid Metamagic

Prerequisite(s) leaf order

The leaf order’s secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can’t select more than one leshy familiar ability at a time.

  • Grasping Tendrils Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet.
  • Purify Air Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. If the leshy is within the area of an inhaled poison effect or an effect that relies on smell, creatures within a 15-foot emanation from the leshy gain a +2 circumstance bonus to their saving throws against the effect.
  • Verdant Burst When your familiar dies, it releases its primal energy to cast the 3-action version of heal, heightened to a level 1 lower than your highest-level spell slot. The heal spell gains a status bonus equal to twice the spell’s level to the Hit Points it restores to plants. You must be able to cast 2nd-level spells using spell slots to select this familiar ability.

Mature Animal Companion Feat 4

Druid

Prerequisite(s) Animal Companion

Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. See the animal companion rules for more information.

Your animal companion is better trained than most. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike.

Order Magic Feat 4

Druid

Prerequisite(s) Order Explorer

You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order.

Special You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer.

Thousand Faces Feat 4

Druid

Prerequisite(s) Wild Shape

Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in humanoid form to your wild shape list.

Woodland Stride Feat 4

Druid

Prerequisite(s) leaf order

You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don’t impede your progress.

6th Level


Current Spell [one-action] Feat 6

Source PRG2:APG

Abjuration Concentrate Druid Metamagic

As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell’s traits.

Green Empathy Feat 6

Druid

Prerequisite(s) leaf order

You can communicate with plants on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them. Non-creature plants typically can’t fulfill most requests you might ask of them unless you have access to other magic such as speak with plants. Because of your affiliation with the leaf order, plants have a sense that you support them, so you gain a +2 circumstance bonus on your check to Make a Request of a plant using Green Empathy.

Insect Shape Feat 6

Druid

Prerequisite(s) Wild Shape

Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the forms in insect form to your wild shape list. Whenever you use wild shape to polymorph into the non-flying insect form listed in pest form, the duration is 24 hours instead of 10 minutes.

Steady Spellcasting Feat 6

Druid

Confident in your technique, you don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.

Storm Retribution [reaction] Feat 6

Druid

Prerequisite(s) storm order, tempest surge order spell

Trigger An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack.

Requirements You have at least 1 available Focus Point.

You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast tempest surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement.

8th Level


Deimatic Display [one-action] Feat 8

Source PRG2:APG

Druid

Prerequisite(s) trained in Intimidation

Imitating animal threat displays, you make yourself appear larger and more imposing. Roll one Intimidation check to Demoralize and compare the result to the Will DC of each animal, fungus, and plant creature in a 15-foot cone. When you do, Demoralize gains the visual trait, and creatures are affected if they can see you. You don’t take a penalty if the creature doesn’t understand your language.

Ferocious Shape Feat 8

Druid

Prerequisite(s) Wild Shape

You have mastered the shape of ferocious dinosaurs. Add the forms listed in dinosaur form to your wild shape list.

Whenever you use wild shape to take a form that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.

Fey Caller Feat 8

Druid

You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add illusory disguise, illusory object, illusory scene, and veil to your spell list as primal spells.

Incredible Companion Feat 8

Druid

Prerequisite(s) Mature Animal Companion

Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.

Soaring Shape Feat 8

Druid

Prerequisite(s) Wild Shape

Wings free you from the shackles of the ground below. Add the bat and bird forms in aerial form to your wild shape list.

If you have Insect Shape, you also add the wasp form to your wild shape list. If you have Ferocious Shape, you also add the pterosaur form to your wild shape list. Whenever you use wild shape to gain a form that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks.

Wind Caller Feat 8

Druid

Prerequisite(s) storm order

You bid the winds to lift and carry you through the air. You gain the stormwind flight order spell. Increase the number of Focus Points in your focus pool by 1.

10th Level


Elemental Shape Feat 10

Druid

Prerequisite(s) Wild Shape

You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the forms in elemental form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to fire.

Healing Transformation [one-action] Feat 10

Druid Metamagic

You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell level to that creature. This is a Healing effect.

Overwhelming Energy [one-action] Feat 10

Druid Manipulate Metamagic

With a complex gesture, you call upon the primal power of your spell to overcome enemies’ resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or Sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.

Plant Shape Feat 10

Druid

Prerequisite(s) leaf order or Wild Shape

You can take the form of a plant creature. Add the forms listed in plant form to your wild shape list; if you don’t have wild shape, you can instead cast plant form once per day, heightened to the highest spell level you can cast. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to poison.

Pristine Weapon Feat 10

Source PRG2:APG

Druid

Prerequisite(s) Verdant Weapon

Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes 1d6 persistent bleed damage as the primal energies within your weapon slow its natural healing.

Side By Side Feat 10

Druid

Prerequisite(s) Animal Companion

You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.

12th Level


Dragon Shape Feat 12

Druid

Prerequisite(s) Soaring Shape

You can take on the form of some of the world’s most fearsome creatures. Add the forms listed in dragon form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison.

Green Tongue Feat 12

Druid

Prerequisite(s) Green Empathy

You share a special kinship with all things green and living.

You (and your leshy familiar, if you have one) are constantly under the effects of speak with plants. Most non-creature plants recognize you as a druid of the leaf order and are friendly to you.

Primal Focus Feat 12

Druid

Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Primal Summons Feat 12

Druid

Prerequisite(s) Call of the Wild

Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell.

Wandering Oasis Feat 12

Source PRG2:APG

Druid

Prerequisite(s) master in Survival

You’re surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you’re legendary in Survival, you and those allies are also protected from extreme environmental heat and cold.

14th Level


Reactive Transformation [reaction] Feat 14

Source PRG2:APG

Druid

Prerequisite(s) Wild Shape; Dragon Shape, Elemental Shape, Plant Shape, or Soaring Shape

Trigger varies

You transform reflexively when in danger. You cast wild shape to transform into one form granted by one of the prerequisite feats you have, depending on the trigger.

Your form’s resistances and weaknesses apply against the triggering damage.

Sow Spell [one-action] Feat 14

Source PRG2:APG

Concentrate Druid Metamagic

You fold your spell into a seed. If your next action is to Cast a Spell using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell’s effects as a reaction, which is triggered when a creature enters the sown spell’s space or a square adjacent to it. You can have only one sown spell at a time, and if you don’t trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful Perception check against your spell DC.

Specialized Companion Feat 14

Druid

Prerequisite(s) Incredible Companion

Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice. (See the Animal Companion section.)

Special You can select this feat up to three times. Each time, add a different specialization to your companion.

Timeless Nature Feat 14

Druid

With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic.

Verdant Metamorphosis Feat 14

Druid

Prerequisite(s) leaf order

You transform into a plant version of yourself. You gain the plant trait and lose any trait that’s inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the concentrate trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30.

If you rest for 10 minutes while transformed into a noncreature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower.

16th Level


Effortless Concentration [free-action] Feat 16

Druid

Trigger Your turn begins.

You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active druid spells.

Impaling Briars Feat 16

Druid

Prerequisite(s) leaf order

You can fill an area with devastating briars that impale and impede your foes. You gain the impaling briars order spell.

Increase the number of Focus Points in your focus pool by 1.

Monstrosity Shape Feat 16

Druid

Prerequisite(s) Wild Shape

You can transform into a powerful magical creature. Add the purple worm and sea serpent forms listed in monstrosity form to your wild shape list. If you have Soaring Shape, add the phoenix form listed in aerial form to your wild shape list.

18th Level


Invoke Disaster Feat 18

Druid

Prerequisite(s) Wind Caller

You can invoke nature’s fury upon your foes. You gain the storm lord order spell. Increase the number of Focus Points in your focus pool by 1.

Perfect Form Control Feat 18

Druid

Prerequisite(s) Form Control, Strength 18

Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; you may have even forgotten your original form. When you use Form Control, instead of lasting 1 hour, wild shape is permanent until you Dismiss it.

Primal Aegis Feat 18

Source PRG2:APG

Druid

You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, negative, and positive damage.

Primal Wellspring Feat 18

Druid

Prerequisite(s) Wild Focus

Your reservoir of Focus Points is a deep wellspring. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.

20th Level


Hierophant’s Power Feat 20

Druid

Prerequisite(s) legendary in Nature

You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-level spell slot.

Leyline Conduit [one-action] Feat 20

Concentrate Druid Manipulate Metamagic

Frequency once per minute

You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don’t expend the prepared spell as you cast it.

True Shapeshifter [two-actions] Feat 20

Concentrate Druid

Prerequisite(s) Dragon Shape, Wild Shape

You transcend the limitations of form. While under the effects of wild shape, you can change into any other form on your wild shape list; if the durations of the forms would vary, use the shorter of the two durations.

Once per day, you can transform into a kaiju, with the effects of nature incarnate; if you have Plant Shape, you can instead transform into a green man.

Druid Order Spells

Druids can gain the following order spells.

Goodberry Focus 1

Uncommon Druid Healing Necromancy

Cast [two-actions] somatic, verbal

Range touch; Targets 1 ripe berry; Duration 1 day

You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human.

Heightened (+1) You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.

Heal Animal Focus 1

Uncommon Druid Healing Necromancy Positive

Cast [one-action] to [two-actions] somatic

Range touch or 30 feet (see text); Targets 1 willing living animal creature


You heal an animal’s wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this spell determines its effect.

  • [one-action] somatic The spell has a range of touch.
  • [two-actions] somatic, verbal The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.

Heightened (+1) The amount of healing increases by 1d8, and the additional Healing for the 2-action version increases by 8.

Impaling Briars Focus 8

Uncommon Conjuration Druid Plant

Cast [two-actions] somatic, verbal

Area ground within a 100-foot emanation; Duration sustained up to 1 minute


The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. Each round when you Sustain the Spell, you can select one of the following effects to occur in the area.

  • Ensnare The briars clump around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is immobilized for 1 round unless it Escapes.
  • Impede The briars twist and writhe, making the entire area difficult terrain.
  • Wall A wall of thorns appears in the area, lasting for 1 round. The wall is greater difficult terrain instead of difficult terrain.

In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the concentrate and manipulate traits. Make a spell attack roll. On a success, the target takes 10d6 piercing damage and takes a –10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is immobilized for 1 round unless it Escapes.

Primal Summons Focus 6

Uncommon Conjuration Druid

Cast [free-action] verbal


You enhance a summoned creature with the power of the elements. If your next action is to cast either summon animal or summon plant or fungus, choose air, earth, fire, or water, and the creature you summon gains the corresponding abilities.

  • Air The creature gains a fly Speed of 60 feet.
  • Earth The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage.
  • Fire The creature’s attacks deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water.
  • Water The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), and gains resistance 5 to fire.

Storm Lord Focus 9

Uncommon Air Druid Electricity Evocation

Cast [two-actions] somatic, verbal; Requirements You are outdoors and aboveground.

Area 100-foot emanation; Duration sustained up to 1 minute


The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of Lighting. Each round when you Sustain the Spell, you can select one of the following effects to occur in the area.

  • Calm No additional effect.
  • Fog Heavy fog rolls in, concealing the area with the effects of obscuring mist.
  • Rain Torrential rain falls from the sky, dousing ordinary flames. Creatures in the area take a –2 circumstance penalty to Acrobatics and Perception checks.
  • Wind Powerful winds buffet the area in all directions. Ranged attacks take a –4 circumstance penalty, and all flying is against the wind and counts as moving through difficult terrain.

In addition, once per round you can use a single action, which has the concentrate and manipulate traits, to call down a bolt of Lightning, Striking any target in range that you can see. You deal 10d6 electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also deafened for 1 round.

Stormwind Flight Focus 4

Uncommon Air Druid Transmutation

Cast [two-actions] somatic, verbal; Duration 1 minute


Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. When this spell’s duration would end, if you’re still flying, you float to the ground, as feather fall.


Heightened (6th) When you fly using stormwind flight, you don’t count flying against the wind as difficult terrain.

Tempest Surge Focus 1

Uncommon Air Druid Electricity Evocation

Cast [two-actions] somatic, verbal

Range 30 feet; Targets 1 creature

Saving Throw Reflex


You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling Lightning. The storm deals 1d12 electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.


Heightened (+1) The initial damage increases by 1d12, and the persistent electricity damage on a failure increases by 1.

Wild Morph Focus 1

Uncommon Druid Morph Transmutation

Cast [one-action] to [two-actions] somatic, verbal; Duration 1 minute


You morph your body based on your training, choosing one of the following effects based on your wild order feats.

  • If you have Wild Shape, you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you’re trained in and deal 1d6 slashing damage each (agile, finesse). You can still hold and use items with your hands while they’re transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you’re trained in that deals 1d8 piercing damage.
  • If you have Elemental Shape, you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.
  • If you have Plant Shape, you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
  • If you have Soaring Shape, you can cast the spell as a two-action activity ([two-actions] somatic, verbal) to grow wings from your back. These wings allow you to fly with a fly Speed of 30 feet.

Heightened (6th) You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and wild jaws are envenomed, also dealing 2d6 persistent poison damage on a hit.

Heightened (10th) You can choose up to three of the effects from the list. Wild claws deal 4d6 persistent bleed damage on a hit, and wild jaws deal 4d6 persistent poison damage on a hit.

Wild Shape Focus 1

Uncommon Druid Polymorph Transmutation

Cast [two-actions] somatic, verbal; Duration 1 minute (or longer)


You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in pest form, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape’s level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form’s default attack modifier, you gain a +2 status bonus to your attack rolls.


Heightened (2nd) You can also wild shape into the forms listed in animal form.

Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

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