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Druid NPCs & How to Use Them for EVERY Tier of Play

If this is your first time reading this series, we’re going through each of the official classes in D&D Fifth Edition and making NPC statblocks inspired by them. They are not intended to be carbon copies, but rather to simplify your NPCs while maintaining the same flavor and familiarity as a full character. I go into more detail about this philosophy in the first article in the series on paladins. 

But simply, for each of the tiers of play we’ll make an NPC stat block based on the relevant class. These tiers are a loose way of comparing your NPC’s power level to that of your party. Of course this is far from perfect, but you’ll be able to give the general feel of whether an NPC is over, under, or near the power level of a comparable player character. For reference, those tiers of play are:

  1. Local Heroes (Levels 1-4)

  2. Heroes of the Realm (Levels 5-10)

  3. Masters of the Realm (Level 11-16)

  4. Masters of the World (Levels 17-20)

In addition to creating the statblocks, for each tier of play I will give a few examples of how that NPC can be used in your game. Hopefully that will help get some ideas churning! And of course, feel free to use and modify these suggestions as encounters or adventures for your own party.

With the table set, let’s move into our third round of NPCs: druids!  

How to Use NPC Druids

Druids tend to live far away from the cities and larger towns of a D&D world. They may live in small tribes or conclaves in the wilds, on the fringes of a small village, or off on their own in a small hut far from civilization. They strive to protect and preserve the natural world and embrace the cycles of nature. 

A druid may be an antagonist in your game by harassing local loggers or others who threaten the wilds. They may be a patron/quest-giver of the party as they seek to stop the spread of corruption in the forest. While traveling, the party may discover a secluded druidic circle where they can rest for the night and stock up on supplies. Wherever there is strong natural influence, there is the potential for a druid NPC.

Tier 1 Druids

Tier 1 druids are mostly likely to be encountered by player characters between levels 1 and 4, although they may be used as allies or henchpeople of more powerful beings at later levels.  Tier 1 druids are typically exploring the surrounding wilds and developing their abilities. They may be a student of a woodland shaman, on a solo retreat to find enlightenment, or living amongst a group of animals to get closer to nature.

Customizing an NPC. For most situations, the following statblocks will be more than sufficient. However, for important NPCs you may want to customize them a bit to make them stand out. Just remember that with each ability you add, you sacrifice some of the simplicity and approachability of the statblock. Some abilities may also significantly increase the Challenge Rating of the NPC, so keep that in mind if you add more combat-centric abilities. To customize a druid of this tier, you can do one or more of the following:

  • Swap out one or more of their spells with a different druid spell of the same level.

  • Add the 2nd level feature from one of the druidic circle of your choice.

Plot Hooks/Use in Your Game. While it is not necessary to assign a druid NPC to one of the druidic circles, they can help you think about how different druids fit into your setting. Different druids will be found in different locations, have different motivations, and may perceive your party and their actions differently depending on their affiliation. If you do assign a NPC to a druid circle, of course you can give them the specific abilities of that circle (as detailed in the “Customizing an NPC” sections) but that is far from necessary. The way you describe the character, how they are found in your game, and the motivations they have will do far more to establish the tone than a class ability or two. With that in mind, here are some examples of how you might use Tier 1 druids in your game:

  • The party finds a circle of standing stones, each carved with strange runes (druidic). A raven sits perched atop one of the stones, watching them intently. (Circle of the Land). 

  • Deep within a mountain range, the party finds a simple stone structure. The stones are weathered and ancient, but the structure seems solid. Inside, they find an opening in the roof above a strange wooden contraption in the shape of a slice of pie. Despite the age of the building there are clear signs that someone has been here recently, including a journal that contains some charts and measurements. (Circle of the Stars).

Tier 2 Druids

Tier 2 druids are most likely to be encountered by PCs from levels 5 to 10, although you may insert them earlier as a potential patron or mentor figure. They may be used at later levels as allies or lieutenants of even more powerful creatures. At tier 2, a druid in your game could be the protector of an important natural site, out on a mission to uncover the meaning of an ancient and cryptic warning, or investigating a natural disturbance. 

Customizing an NPC. To customize a druid of this tier, you can do one or more of the following:

  • Swap out one or more of their spells with a different druid spell of the same level.

  • Add one (or multiple) of the 3rd level features from one of the druid subclasses (circles).

  • Add the 6th level feature from one of the druid circles.

Plot Hooks/Use in Your Game. 

  • There is an ongoing conflict between two druidic clans. One clan seeks to preserve a magical glade where the trees and other plant life never dies. The other wants to undo this magic under the belief that the glade is breaking the natural cycle of life and death. Eventually, they warn, anything that prevents this natural cycle will have unforeseen consequences. (Circle of Spores). 

  • A section of the forest is becoming overgrown, the plant life is growing ragged and frail as each plant competes with the others for limited nutrients. A druid is preparing to burn sections of the forest to make way for new growth, but they haven't been able to convince a small tribe of people living in the area to leave. (Circle of Wildfire). 

Tier 3 Druids

Tier 3 druids are most likely to be encountered by PCs from levels 11 to 16, although you may insert them earlier as a potential patron or mentor figure. They may be used at later levels as allies or lieutenants of even more powerful creatures. Unless your setting has uniquely powerful NPCs, tier 3 druids should be very rare. While they may be reclusive and not particularly well-known to the larger world, these NPCs are quite powerful. They may be the leader of a druidic clan or the guardian of a supernatural landmark. 

Customizing an NPC. To customize a druid of this tier, you can do one or more of the following:

  • Swap out one or more of their spells with a different druid spell of the same level.

  • Add one (or multiple) of the 3rd level features from one of the druid subclasses (circles).

  • Add the 6th level feature from one of the druid circles.

  • Add the 14th level feature from one of the druid circles.

Plot Hooks/Use in Your Game. 

  • A group of solitary druids meet once each month, under the light of the full moon, to exchange news, information, and supplies. During the last rendezvous, they were interrupted by a series of howls. Within moments, they were beset upon by a group of dire wolves and werewolves. Two of the druids were killed and another two were captured, only one escaped. He is trying to free his fellow druids before the next full moon, when the curse of lycanthropy will become irreversible. (Circle of the Moon). 

  • A new logging camp has begun cutting down trees at a rapid pace. Worse, the mill has been depositing the resulting debris into the river. This river flows into a beautiful reflecting pool that can serve as a doorway to the Feywilds, under the right conditions. This contamination has begun to weaken the area's connection with the Fey, causing the local flora to lose some of its vibrancy and vitality. A traveling druid sees this contamination and is determined to stop it, by whatever means necessary. (Circle of the Shepherd).

Tier 4 Druids

Tier 4 druids are most likely to be encountered by PCs from levels 17 to 20, although you may use them earlier as a potential patron or mentor figure. A tier 4 druid is comparable in many respects to a level 20 adventurer, there may only be one or two such figures in your entire setting. These druids may be the champion of a nature deity, a wise   elven sage who has lived for thousands of years, or the leader of a secret organization dedicated to bringing down civilization and returning mankind to their natural roots. 

Customizing an NPC. To customize a druid of this tier, you can do one or more of the following:

  • Swap out one or more of their spells with a different druid spell of the same level.

  • Add one (or multiple) of the 3rd level features from one of the druid subclasses (circles).

  • Add the 6th level feature from one of the druid circles.

  • Add the 14th level feature from one of the druid circles.

Plot Hooks/Use in Your Game. 

  •  An eladrin druid has spent the last few centuries in a strange trance, whether by choice or by some former foe is unknown. But in this trance, they have created a dreamlike state in the area around them. People who wander too close find themselves losing touch with reality, content to rest and wander for years as they gradually lose their memories and tethers to their lives. Over the centuries the radius of this dreamy effect has been growing. Now it has encompassed a small town, whose people wander without speaking with a content, but unnatural, look on their faces
    (Circle of Dreams). 

Up next week: NPC rogues to use as the spies, assassins, thieves, and crime bosses of your world!