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Cresthaven RPG Druid

Druids are the sacred guardians and priests of Gaia, the Earth Mother who embodies all living things. They serve as her voice, her hands, and her protectors in a world where civilization threatens to sever humanity’s bond with the natural order. Unlike clerics who worship distant gods, druids maintain an intimate, living relationship with Gaia herself. Through rituals, meditation, and communion with stone, soil, root, and beast, they channel her primal power.

Druids see Gaia in all things: the patient strength of mountains, the whisper of wind through canyon and cave, the slow dance of roots through stone, the fierce hunger of predator and prey. In dungeons and forgotten places, druids sense the bones of the world itself and know that even worked stone remembers its origin in Gaia’s embrace.

Ability Focus: Wisdom

Hit Points: d6

Ancestries Allowed: Human, Faun, or Wolfin

Starting Reputation: -2

Mana Pool: Level + Wisdom modifier + Ability Focus

Restrictions:

  • Druids cannot use metal weapons or armor
  • May use wooden shields, leather armor, hide armor, and weapons made of wood, bone, or stone (clubs, quarterstaffs, spears, slings, daggers made of flint or bone)
  • Druids can only cast the natural, positive versions of spells. Corrupted or death magic is anathema to Gaia

Language Bonus: Druidic (a secret language known only to druids)

Special: Spontaneous Casting

Druids have access to their entire spell list and do not need to memorize spells in advance. They may cast any spell they know as long as they have sufficient mana. This represents their intuitive connection to Gaia and the natural world.

Special: Earth Connection

Druid magic works anywhere Gaia’s presence touches in forests, mountains, underground, or even in worked stone dungeons. Only when completely separated from the ground (flying, levitating, or on a ship far from land) does their connection weaken. Even in the deepest dungeon, carved from living rock, they walk upon Gaia’s bones and can channel her power.

Special: Cannot Read Magic

Druids cannot read magical scrolls or spellbooks. Their power comes from their direct communion with Gaia, not from studying arcane texts or written formulae. They learn their spells through meditation, vision quests, and spiritual insight granted by the Earth Mother.

Starting Equipment

Backpack, bedroll, belt pouch, flint and steel, wooden bowl, mess kit, 50 ft. hempen rope, soap, spell component pouch (sacred earth, stones from Gaia’s body, dried herbs, mistletoe), torches (10), trail rations (5 days), waterskin, wooden quarterstaff or club, holy symbol of Gaia

Starting Money

2d4 x 10 gold pieces

Level Progression

Level 1

  • Hit Points: 1d6 + Constitution modifier
  • Mana: 1 + Wisdom modifier + Ability Focus
  • Access to Zero Level and 1st Level spells

Level 2 (2,000 XP)

  • Gain 1d6 + Constitution modifier hit points
  • Mana: 2 + Wisdom modifier + Ability Focus
  • Gain access to 2nd Level spells

Level 3 (4,000 XP)

  • Gain 1d6 + Constitution modifier hit points
  • Mana: 3 + Wisdom modifier + Ability Focus
  • Increase Ability Focus to +2
  • Gain access to 3rd Level spells

Level 4 (8,000 XP)

  • Gain 1d6 + Constitution modifier hit points
  • Mana: 4 + Wisdom modifier + Ability Focus
  • Gain access to 4th Level spells

Level 5 (16,000 XP)

  • Gain 1d6 + Constitution modifier hit points
  • Mana: 5 + Wisdom modifier + Ability Focus
  • Gain access to 5th Level spells

Level 6 (32,000 XP)

  • Gain 1d6 + Constitution modifier hit points
  • Mana: 6 + Wisdom modifier + Ability Focus
  • Gain access to 6th Level spells

Druid Spell List

Casting Spells: Roll 1d20 + Wisdom modifier + Ability Focus vs. DC (10 + Spell Level). On success, the spell takes effect and mana is spent. On failure, the spell fails but mana is still consumed.

Zero Level (Cantrips) – Cost: 0 Mana

Simple prayers and minor blessings from Gaia

Calm Animal

  • Range: 30 feet
  • Duration: 10 minutes
  • Gaia soothes one animal (up to 2 HD), making it calm and non-hostile unless attacked
  • The animal will not attack or flee, but resumes normal behavior if harmed
  • DC: 16 + creature’s HD

Detect Poison

  • Range: Touch
  • Duration: Instant
  • Gaia reveals whether a creature, object, food, or liquid contains poison or toxins
  • You learn the type of poison if you succeed by 5 or more

Detect Plants

  • Range: 60 feet radius
  • Duration: Instant
  • You sense the location and type of plant life within range (medicinal herbs, edible plants, poisonous flora, dangerous plant creatures, spell components)
  • Gaia reveals the nature and properties of detected plants
  • Particularly useful for foraging, identifying threats, or finding spell components

Geospatial Sense

  • Range: Self
  • Duration: 10 minutes
  • Gaia reveals your position within the earth:
    • Know which direction is “up” (toward surface) when underground
    • Estimate depth underground within 50 feet accuracy
    • Sense major geographical features within 1 mile (rivers, caverns, elevation changes)
    • Detect whether stone or earth was worked by tools or naturally formed
  • Essential for dungeon navigation and avoiding getting lost

Thorn Jab

  • Range: Touch
  • Duration: Instant
  • A thorn extends from your finger as you touch a target, dealing 1d4 piercing damage
  • This is a melee attack roll using your Wisdom modifier

1st Level Spells – Cost: 1 Mana

Basic manipulation of plants, animals, and simple elements

Create Water

  • Range: Touch
  • Duration: Instant
  • You cause clean water to flow from Gaia’s depths, producing up to 10 gallons
  • Water appears in containers or as a small spring from the ground
  • Essential for survival in arid environments or dungeons

Gust of Wind

  • Range: Self (60-foot line)
  • Duration: Concentration, up to 1 minute
  • A strong wind blows in a line 60 feet long and 10 feet wide
  • Creatures in the area must make a Strength save DC 13 or be pushed 15 feet away
  • Disperses fog, gas, and small flying creatures
  • Extinguishes unprotected flames

Speak with Animals

  • Range: Self
  • Duration: 10 minutes
  • Gaia grants you the ability to communicate verbally with animals
  • Animals are not compelled to be friendly or helpful, but most will answer simple questions
  • Particularly useful for gathering information about recent events or dangers

Stone Skin

  • Range: Touch
  • Duration: 1 hour
  • Gaia hardens the target’s skin like stone, granting resistance to non-magical physical damage (bludgeoning, piercing, slashing)
  • Target takes half damage from non-magical physical attacks
  • Does not protect against elemental damage (fire, cold, lightning, acid)

Summon Vines

  • Range: 60 feet
  • Duration: 1 hour
  • You summon strong, flexible vines up to 60 feet long
  • The vines can be used to:
    • Climb vertical surfaces (provides advantage on climbing checks)
    • Create a rope bridge across a gap
    • Pull objects weighing up to 500 pounds
    • Tie up creatures (as rope)
  • Vines have 10 HP and can be cut

Thorn Whip

  • Range: 30 feet
  • Duration: Instant
  • A thorny vine lashes out at a creature you can see
  • Make a ranged spell attack. On hit, the target takes 1d6 piercing damage
  • If the target is Large or smaller, you can pull it 10 feet closer to you

2nd Level Spells – Cost: 2 Mana

Stronger natural forces, protection, and animal control

Barkskin

  • Range: Touch
  • Duration: 1 hour
  • Gaia hardens the target’s skin like tree bark, granting +3 to AC
  • Does not stack with armor, use whichever AC is higher
  • Particularly useful for unarmored druids

Dust Devil

  • Range: 60 feet
  • Duration: Concentration, up to 1 minute
  • A 5-foot radius whirlwind of dust and debris forms
  • The dust devil moves 30 feet per round in a direction you choose
  • Creatures in the area when it appears or who enter it must make a Strength save DC 14 or take 1d6 bludgeoning damage
  • The area is heavily obscured (creatures have disadvantage on attacks and perception)
  • You can move the dust devil 30 feet as a bonus action each round

Entangle

  • Range: 60 feet
  • Duration: 10 minutes
  • Area: 20-foot radius
  • Grasping vines and roots surge from the ground
  • The area becomes difficult terrain (movement costs double)
  • Creatures in the area when you cast the spell must make a Dexterity save DC 14 or become Immobilized (restrained by vines)
  • Immobilized creatures can use their action to make a Strength check DC 14 to break free
  • Creatures entering the area must make the same save or become Immobilized

Shape Stone

  • Range: Touch
  • Duration: Permanent
  • You reshape up to 10 cubic feet of stone into any form you choose
  • Common uses:
    • Create handholds for climbing
    • Seal or open passages
    • Form simple tools or weapons
    • Create shelves, bowls, or containers
    • Carve messages or symbols
  • Cannot create moving parts or fine detail (like a working lock)
  • Shaped stone is permanent

Speak with Plants

  • Range: Self
  • Duration: 10 minutes
  • Gaia allows you to communicate with plant life
  • Plants can answer questions about events in their area within the past day
  • Plants have limited awareness but can describe:
    • Creatures that passed nearby
    • Weather and environmental changes
    • Disturbances to the area
  • Plants in the area will also part to create safe passage for you

Summon Beast I

  • Range: 60 feet
  • Duration: 1 hour
  • Gaia sends one natural animal (up to 1 HD) to serve you
  • Examples: wolf, giant rat, large dog, wild boar
  • The creature obeys your verbal commands
  • It acts on your initiative but takes its own turn
  • If reduced to 0 HP, it disappears
  • You can have only one summoned beast at a time

3rd Level Spells – Cost: 3 Mana

Command over weather, terrain shaping, and powerful natural forces

Alter Water

  • Range: 60 feet
  • Duration: Varies by effect
  • You manipulate up to 100 gallons of water, choosing one effect:
    • Freeze: Water becomes solid ice (permanent). Creatures in freezing water must make Dexterity save DC 16 or become Restrained
    • Boil: Water becomes boiling hot for 1 minute. Creatures in boiling water take 2d6 fire damage per round
    • Purify: Remove all contaminants, poison, and disease from water (instant)
    • Shape: Move water up to 30 feet or create simple shapes (concentration, up to 10 minutes)
    • Steam: Turn water to steam, creating a 20-foot radius heavily obscured area (1 minute)

Call Lightning

  • Range: 120 feet
  • Duration: Concentration, up to 10 minutes
  • Requires storm clouds or open sky above you
  • When you cast the spell and as an action on subsequent turns, you can call down a lightning bolt
  • Choose a point within range. Each creature within 5 feet of that point must make a Dexterity save DC 17 or take 3d6 lightning damage (half on success)
  • Particularly effective in storms or outdoor environments

Herbal Remedy

  • Range: Touch
  • Duration: Instant
  • You create powerful herbal preparations from plants around you
  • Choose one effect and make your spellcasting check:
    • Healing Poultice (DC 13): Restore 2d8 HP
    • Antitoxin (DC 15): Neutralize one poison or disease
    • Restorative Salve (DC 17): Remove one condition (Poisoned, Blinded, Deafened, or Paralyzed)
  • On a failed spellcasting check, the herbs are consumed but provide no benefit
  • Mana is spent whether you succeed or fail

Soften Earth and Stone

  • Range: 60 feet
  • Duration: Permanent (until reversed)
  • Area: 20-foot square, 10 feet deep
  • Choose one effect:
    • Stone to Mud: Solid stone becomes thick mud. The area becomes difficult terrain. Creatures in the area when you cast must make a Dexterity save DC 16 or sink waist-deep (half movement, disadvantage on attacks)
    • Mud to Stone: Mud or quicksand becomes solid stone. Creatures trapped in mud become Immobilized in stone (requiring breaking out)
  • Particularly useful for creating barriers, trapping enemies, or crossing difficult terrain

Speak with Insects

  • Range: Self
  • Duration: 10 minutes
  • Gaia allows you to communicate with insects, spiders, and other vermin
  • Insects can describe events in their area and follow simple commands:
    • Scout ahead and report what they see
    • Swarm and distract enemies
    • Locate food, water, or specific objects
    • Create diversions
  • Insects are not compelled to obey dangerous commands

Wall of Thorns

  • Range: 120 feet
  • Duration: 10 minutes
  • You create a wall of thorny brambles
  • Wall dimensions: 60 feet long, 10 feet high, 5 feet thick
  • Provides cover (AC bonus based on how much of target is hidden)
  • Creatures passing through the wall take 2d8 piercing damage
  • Dexterity save DC 16 for half damage
  • The wall can be destroyed (50 HP, AC 12)
  • Fire deals double damage to the wall

4th Level Spells – Cost: 4 Mana

Major transformations, elemental summoning, and large-scale control

Conjure Minor Elementals

  • Range: 60 feet
  • Duration: 1 hour
  • Summon 1d4 minor elementals (earth, water, air, or fire)
  • Total HD of summoned elementals cannot exceed your level
  • Examples: Small earth elemental (2 HD), water weird (2 HD), air mephit (1 HD), fire snake (2 HD)
  • The elementals obey your verbal commands
  • They act on your initiative but take their own turns
  • If reduced to 0 HP, they return to their home plane

Ice Storm

  • Range: 300 feet
  • Duration: Instant
  • Area: 20-foot radius, 40 feet high
  • Hail and ice pound down from above
  • All creatures in the area take 3d8 bludgeoning damage + 2d8 cold damage
  • Dexterity save DC 18 for half damage
  • The area becomes difficult terrain (slippery ice) until cleared

Summon Beast II

  • Range: 60 feet
  • Duration: 1 hour
  • Gaia sends natural creatures with total HD up to 3
  • Examples: one bear (3 HD), three wolves (1 HD each), one dire wolf (3 HD)
  • The creatures obey your verbal commands
  • They act on your initiative but take their own turns
  • If reduced to 0 HP, they disappear
  • You can have multiple beasts as long as total HD does not exceed 3

Wall of Stone

  • Range: 120 feet
  • Duration: Permanent
  • Create a stone wall (up to ten 10-foot panels, each 6 inches thick)
  • Each panel must connect to at least one other panel
  • Wall has AC 15 and 30 HP per 10-foot section
  • Can be shaped into:
    • Defensive barriers
    • Bridges across chasms
    • Fortifications
    • Ramps or stairs
  • The wall is permanent and remains after the spell ends

Wild Overgrowth

  • Range: 150 feet
  • Duration: Permanent
  • Area: 100-foot radius
  • Plants grow rapidly and explosively, transforming the area:
    • Entire area becomes difficult terrain
    • Visibility reduced to 10 feet (heavily obscured)
    • Vines climb walls and structures, dealing 2d10 damage to wooden buildings
    • Plants provide cover and concealment
  • The overgrowth is permanent but can be cleared normally (cutting, burning)
  • Particularly effective for area denial or creating ambush sites

Wild Shape

  • Range: Self
  • Duration: 1 hour or until dismissed
  • Gaia transforms you into your spirit animal (must choose permanent form when first cast)
  • Choose one form permanently:
    • Wolf: Speed 40 ft, Bite 1d6
    • Bear: Speed 30 ft, Claws 1d8, can grapple with advantage
    • Large Cat (panther/mountain lion): Speed 50 ft, Bite 1d6, Claws 1d4
    • Deer: Speed 50 ft, Antlers 1d6
    • Large Bird (hawk/eagle): Speed 10 ft, Fly 60 ft, Talons 1d4
  • Your HP remains the same
  • You gain the animal’s movement speed and natural attacks
  • You cannot cast spells or speak while transformed
  • Your equipment melds into your new form
  • You may dismiss the transformation early as an action
  • If you take damage that reduces you to 0 HP, you revert to your normal form

5th Level Spells – Cost: 5 Mana

Mastery over large-scale natural forces and deep communion with Gaia

Chain Lightning

  • Range: 150 feet
  • Duration: Instant
  • A bolt of lightning arcs from you toward up to 3 targets you can see within range
  • Each target must make a Dexterity save DC 19
  • On failed save: 4d8 lightning damage
  • On successful save: Half damage
  • The lightning arcs between targets in the order you choose
  • Particularly effective against groups of enemies or creatures in water

Conjure Elemental

  • Range: 60 feet
  • Duration: 1 hour
  • Summon one powerful elemental (earth, water, air, or fire)
  • The elemental has HD equal to your level
  • Examples: Earth elemental (6 HD), Water elemental (6 HD), Air elemental (6 HD), Fire elemental (6 HD)
  • The elemental obeys your verbal commands
  • It acts on your initiative but takes its own turn
  • If reduced to 0 HP, it returns to its home plane
  • If you lose concentration, the elemental becomes hostile

Insect Plague

  • Range: 300 feet
  • Duration: Concentration, up to 10 minutes
  • Area: 20-foot radius sphere
  • A swarm of biting and stinging insects fills the area
  • Creatures take 2d10 piercing damage when they enter the area or start their turn there
  • The area is heavily obscured (disadvantage on attacks and perception)
  • You can move the swarm up to 30 feet as a bonus action each round

Pass Through Stone

  • Range: Self
  • Duration: 10 minutes
  • Choose one effect:
    • Meld: You merge with stone, becoming hidden and protected within it. You can see and hear through the stone surface but cannot move. You are immune to all damage while melded
    • Phase: You can move through stone as if it were air. Your movement speed is halved while phasing through stone. You can bring up to one willing creature with you
  • If the spell ends while you are inside stone, you are shunted to the nearest open space and take 4d6 force damage

Speak with Stone

  • Range: Self
  • Duration: 10 minutes
  • Gaia allows you to communicate with stone and earth
  • You can ask up to 5 questions. Stone has witnessed ages and remembers:
    • Events that occurred nearby (up to 100 years ago)
    • Creatures that have passed through
    • Hidden passages or chambers within the stone
    • The nature of minerals or gems within
    • Structural weaknesses or stability
  • Particularly useful for learning dungeon history or finding secret areas

Tree Stride

  • Range: Self
  • Duration: Concentration, up to 1 minute
  • You step into a living tree of your size or larger
  • You emerge from another tree of the same kind within 500 feet
  • You must use 5 feet of movement to enter and exit trees
  • You can use this transportation multiple times during the duration
  • You can see and hear from the tree you’re inside but cannot interact with the outside
  • If the spell ends while you are inside a tree, you are shunted out

6th Level Spells – Cost: 6 Mana

Ancient magics that reshape landscapes and embody the fury of Gaia

Briar Prison

  • Range: 120 feet
  • Duration: Concentration, up to 10 minutes
  • Area: 40-foot radius dome
  • A massive dome of writhing, thorny brambles encases the area
  • Creatures inside are trapped. Creatures outside cannot enter without taking damage
  • Any creature attempting to pass through the wall takes 6d8 piercing damage
  • Dexterity save DC 19 for half damage and successful passage
  • Creatures inside can attempt to break through on their turn (Strength check DC 19)
  • The dome has 100 HP and can be destroyed (AC 15)
  • Fire deals double damage to the dome
  • Particularly effective for trapping enemy groups or protecting an area

Commune with Gaia

  • Range: Self
  • Duration: 10 minutes
  • You enter direct communion with Gaia, the Earth Mother
  • You may ask up to 10 questions about anything within Gaia’s domain:
    • The natural world (creatures, plants, geography)
    • Events that have occurred on or within the earth
    • The location of natural resources
    • The health of the land
    • Threats to nature
    • Hidden places within stone or earth
  • Gaia answers truthfully but may speak in metaphor or riddles
  • This is the ultimate druid divination, surpassing all lesser communion spells

Earthquake

  • Range: 500 feet
  • Duration: Concentration, up to 1 minute
  • Area: 100-foot radius
  • Violent tremors shake the ground
  • All creatures on the ground must make a Dexterity save DC 19 or fall prone
  • The ground becomes difficult terrain
  • Structures take 5d10 bludgeoning damage each round
  • Fissures open throughout the area. Creatures must make Dexterity save DC 19 or fall into a fissure (4d6 falling damage, trapped)
  • Can collapse buildings, cave systems, and bridges
  • Effects are permanent (fissures remain, structures stay damaged)

Elemental Form

  • Range: Self
  • Duration: 1 hour or until dismissed
  • You transform into a chosen elemental type (earth, water, air, or fire)
  • You gain the elemental’s statistics, movement, and abilities:
    • Earth Elemental (6 HD): Speed 30 ft, burrow 30 ft, Slam 2d8, resistance to physical damage
    • Water Elemental (6 HD): Speed 30 ft, swim 90 ft, Slam 2d8, can move through small openings
    • Air Elemental (6 HD): Speed 0 ft, fly 90 ft, Slam 2d8, can enter other creatures’ spaces
    • Fire Elemental (6 HD): Speed 50 ft, Slam 2d8 + 1d6 fire, ignites flammable objects
  • Your HP becomes the elemental’s HP
  • You gain damage resistances and immunities appropriate to your form
  • You cannot cast spells while transformed
  • Your equipment melds into your new form
  • You may dismiss the transformation early as an action

Lightning Storm

  • Range: 150 feet
  • Duration: Concentration, up to 1 minute
  • Area: 60-foot radius
  • Dark storm clouds gather overhead, unleashing Gaia’s fury
  • When you cast the spell and as a bonus action on subsequent turns, you can call down up to 3 lightning bolts
  • Each bolt strikes a different 5-foot area within range
  • Creatures within 5 feet of each strike must make Dexterity save DC 19 or take 4d8 lightning damage (half on success)
  • The area is heavily obscured by rain and wind
  • Extremely loud thunder imposes disadvantage on hearing-based perception

Summon Beast III

  • Range: 60 feet
  • Duration: 1 hour
  • Gaia sends natural creatures with total HD up to 6
  • Examples: two bears (3 HD each), six wolves (1 HD each), one dire bear (6 HD)
  • The creatures obey your verbal commands
  • They act on your initiative but take their own turns
  • If reduced to 0 HP, they disappear
  • This represents the pinnacle of beast summoning, calling powerful natural allies
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This Post Has 2 Comments

  1. Vatan mn

    There isn’t any list for starting equipments of druids and spell usage. I want to suggest how i played.

    Starting Equipment: a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin
    (Actually Cleric’s item minus holy stuff)

    For spell;

    I designed very similar to Clerics. They can learn spells like Clerics; Druid’s Wisdom + Ability Focus and have Mana of Level + Wisdom + Ability Focus. But Druids cannot change the spells they have learned and Druids don’t have to prepare the spells.

    Ex: a 3 level Druid with 3 Wisdom can cast 5 spells and have 8 mana to spend.

    However this may be too limited. Maybe i can increase the number of spells a Druid can cast.

    1. Avatar photo
      AJ from Cresthaven RPG

      Spells are already listed on the page. And I’ve added the starting equipment! THANK YOU!

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