DRUIDPicture credit: Edli"By Fire and by Water, between the Earth and Sky
We stand like the World-Tree rooted deep, crowned high."- Ian Corrigan, druid
A Druid wields the primal magic of nature, speaking with the voice of flora and fauna, calling the woods to his aid, and taking the form of the creatures he rules over.
MAKING A DRUID TBA...
Abilities: Wisdom determines a druid's spellcasting, and Constitution determines his hit points.
Races: TBA...
Alignment: Any neutral (on either axis).
Starting Gold: As druid.
Starting Age: As druid.
Class Skills (4+Int): The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Hit Dice: d8
| Base | Fort | Ref | Will | | ----Spells---- |
Level | Attack Bonus | Save | Save | Save | Special | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1st | +0 | +2 | +0 | +2 | Nature Sense, Wild Companion, Wild Empathy | 3 | – | – | – | – | – | – | – | – |
2nd | +1 | +3 | +0 | +3 | Drift 1, Woodland Stride | 4 | – | – | – | – | – | – | – | – |
3rd | +2 | +3 | +1 | +3 | Trackless Step | 5 | 2 | – | – | – | – | – | – | – |
4th | +3 | +4 | +1 | +4 | Drift 1 | 6 | 3 | – | – | – | – | – | – | – |
5th | +3 | +4 | +1 | +4 | | 6 | 4 | 2 | – | – | – | – | – | – |
6th | +4 | +5 | +2 | +5 | Drift 2, Wild Shape | 6 | 5 | 3 | – | – | – | – | – | – |
7th | +5 | +5 | +2 | +5 | | 6 | 6 | 4 | 2 | – | – | – | – | – |
8th | +6/+1 | +6 | +2 | +6 | Drift 2 | 6 | 6 | 5 | 3 | – | – | – | – | – |
9th | +6/+1 | +6 | +3 | +6 | Venom Immunity | 6 | 6 | 6 | 4 | 2 | – | – | – | – |
10th | +7/+2 | +7 | +3 | +7 | Drift 3 | 6 | 6 | 6 | 5 | 3 | – | – | – | – |
11th | +8/+3 | +7 | +3 | +7 | Nature's Guardian | 6 | 6 | 6 | 6 | 4 | 2 | – | – | – |
12th | +9/+4 | +8 | +4 | +8 | Drift 3 | 6 | 6 | 6 | 6 | 5 | 3 | – | – | – |
13th | +9/+4 | +8 | +4 | +8 | | 6 | 6 | 6 | 6 | 6 | 4 | 2 | – | – |
14th | +10/+5 | +9 | +4 | +9 | Drift 4 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | – | – |
15th | +11/+6/+1 | +9 | +5 | +9 | Timeless Body | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 2 | – |
16th | +12/+7/+2 | +10 | +5 | +10 | Drift 4 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | – |
17th | +12/+7/+2 | +10 | +5 | +10 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 2 |
18th | +13/+8/+3 | +11 | +6 | +11 | Drift 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
19th | +14/+9/+4 | +11 | +6 | +11 | | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
20th | +15/+10/+5 | +12 | +6 | +12 | Drift 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Weapon and Armor Proficiencies: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts primal spells, which are neither arcane nor divine, drawn from the druid spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the druid's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.
To cast a druid spell, you must have a Wisdom score of 10 + the spell’s level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a druid's spell is 10 + the spell’s level + the druid's Wis modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table above. In addition, you receive bonus spells for a high Wisdom score.
A druid need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. You can cast 0th-level druid spells at will.
Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (Nature) and Survival checks.
Wild Companion (Su): At 1st level, when you cast
summon nature's ally you may choose to change its duration to "Permanent (D)". You may have only one permanent summon from your highest available list in existence at a time, though you may split this allowance up into multiple creatures of lower levels; any creature can be traded for two creatures from one list lower (eg. if you could cast
summon nature's ally IV, then you could have one creature from list IV, two creatures from list III, four creatures from list II, one creature from list III + two creatures from list II, etc.).
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Drift (Ex): Drift is a gradual devolution into some other natural form. Those who experience this phenomenon gain attributes of animals and plants as time goes by. Druids experience drift at every even level, divided into stages. You must choose one drift from stage 1 the first time you experience the phenomenon. Your second drift must also be from stage 1. Thereafter, you may choose from a higher stage only after you have acquired at least two drifts from the previous stage. For example, a stage 4 drift may be chosen only after you have at least two stage 1 drifts, two stage 2 drifts, and two stage 3 drifts. You may, however, choose drifts from stages below your maximum whenever you wish. For example, you if you have two stage 1 drifts, you may choose a third stage 1 rather than a stage 2, if desired. You cannot choose the same drift twice.
Stage 1 drifts have no game effect. Each drift of stage 2 and beyond grants a permanent extraordinary ability. Natural attacks allow for Strength bonuses on damage rolls, except in the case of poison and acid. The damage values given for natural attacks are for Medium creatures. To adjust for Small or Large creatures, use the following table. You cannot gain the same kind of natural attack twice from different drifts.
Natural Weapon Damage by SizeSmall | Medium | Large |
1d2 | 1d3 | 1d4 |
1d3 | 1d4 | 1d6 |
1d4 | 1d6 | 1d8 |
1d6 | 1d8 | 2d6 |
1d6 | 2d4 | 2d6 |
— Leopard spots appear on your body.
— You grow a cat's tail.
— You sprout feathers (but not wings).
— Your eyebrows become green and bushy.
— Your hair becomes a tangle of short vines.
— Light, downy fur covers your skin.
— Your skin turns green and scaly.
— Your touch causes flowers to wilt.
— Your voice sounds like a dog's, though it is still intelligible.
— Zebra stripes appear on your body.
— A small camel's hump grows on your back. (You can go without water for up to five days.)
— You grow a coat of white fur like a polar bear's. (You gain a +8 bonus on Hide checks in snowy areas.)
— The pads of your feet become sticky, like those of a lizard. (You gain a +4 bonus on Climb checks.)
— You become as swift as an elk. (Your land speed increases by +5 feet.)
— You become as comely as a dryad. (You gain a +4 bonus on Diplomacy checks.)
— You become as graceful as a cat. (You gain a +4 bonus on Balance checks.)
— You sprout leaves and become photosynthetic. (You can subsist on 1 hour/day of sunlight in lieu of food, though you still require the same amount of water as before.)
— Your blood flows as slowly as tree sap. (The speed at which progressive damage, such as that from wounding or decomposition, affects you is halved.)
— Your eyes become as sharp as a rat's. (You gain low-light vision.)
— Your skin adapts like that of an octopus. (You can change color to blend with your surroundings, gaining a +4 bonus on Hide checks.)
— Deer antlers grow from your forehead. (You gain a gore attack for 1d6 points of damage.)
— Thorns grow on your body. (Your unarmed attacks do piercing damage, and those striking you with natural weapons take 1d3 points of piercing damage per successful hit.)
— You can constrict like a snake. (You deal 1d3 points of damage with a successful grapple check against a creature of your size category or smaller.)
— You can spin a web like a spider. (You can use your web to snare prey as described in the monstrous spider entry in the Monster Manual, but you cannot attack with it.)
— You sprout fish gills. (You can breathe both water and air.)
— Your eyes become as sharp as an eagle's. (You gain a +4 bonus on Spot checks in daylight.)
— Your eyes become as sharp as an owl's. (You gain a +4 bonus on Spot checks in dusk and darkness.)
— Your fingers grow hawklike talons. (You gain Weapon Finesse and can make two claw attacks per round for 1d3 points of damage each.)
— Your mouth extends like a crocodile's. (You gain a bite attack for 1d6 points of damage.)
— Your toes grow lionlike claws. (You can make two rake attacks for 1d4 points of damage each if you gain a hold on your target.)
— You grow an acid stinger like that of a giant ant. (You can sting for 1d4 points of piercing damage + 1d4 points of acid damage.)
— You can trip like a wolf. (If you hit with a natural attack, you can attempt to trip your target as a free action; see the Wolf entry, page 283 of the Monster Manual.)
— You can rage similar to a wolverine. (If you take damage, you rage as a 1st-level barbarian – see Barbarian entry, page 25 of the Player's Handbook – or gain +1 effective level of any class you have that grants rage as a class feature, but only for determining the benefits of rage.)
— You gain a boar's ferocity. (You continue to fight without penalty even while disabled or dying.)
— You can grab like a bear. (You gain the improved grab ability as described on page 310 of the Monster Manual.)
— You can pounce like a leopard. (If you leap on a foe in the first round of combat, you can make a full attack action even if you have already taken a move action.)
— Your hands become as strong as a gorilla's. (You gain a +2 bonus on Strength checks to break objects.)
— Your jaw becomes as powerful as a weasel's. (You can attach to an opponent with a successful bite and inflict 1d3 points of damage per round until unattached. However, you lose your Dexterity bonus to AC while attached.)
— You can fire an ink cloud as a squid does. (In water, you can emit a cloud of jet-black ink 10 feet on a side once per minute as a free action; this provides total concealment and those within the cloud suffer the effects of total darkness.)
— Your nose becomes as sensitive as a hound's. (You gain scent out to a range of 30-ft. Scent is described on page 314 of the Monster Manual.)
— You grow a unicorn horn. (You gain a +4 bonus on Fortitude saves against poison and a gore attack for 1d8 points of damage.)
— Feathered or batlike wings grow from your back. (You gain a fly speed of 60 feet.)
— You can curl into a spiny ball like a hedgehog. (When curled, you gain a +4 natural armor bonus to AC, but you may not move or attack. Curling or uncurling is a standard action.)
— You are as graceful as a pixie. (You gain a +2 bonus on Reflex saves.)
— You gain the tremorsense of an earthworm. (You can sense anything in contact with the ground within 30 feet of you.)
— Your canine teeth exude poison. (If you hit with a bite attack, your target must make a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) against poison. Initial damage is 1d2 points of temporary Dexterity damage; secondary damage is 1d4 points of temporary Dexterity damage.)
— Your senses become as sharp as a bat's. (You gain blindsense out to 30 feet, as described on page 306 of the Monster Manual.)
— Your feet extend to elephantine width. (You gain the trample ability as described in the introduction of the Monster Manual. Your trample attack does 2d4 points of bludgeoning damage, and the Reflex save DC is 10 + 1/2 your character level + your Strength modifier.)
— You can move like a cheetah. (Once per hour, you can take a charge action to move ten times your normal speed.)
— Your skin becomes tree bark. (You gain a +1 natural armor bonus to AC.)
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Wild Shape (Su): At 6th level, when you cast
summon nature's ally you may choose to transform into the summoned creature. This reduces the range of the spell to Personal, and limits the number of summoned creatures to one. While the summoned creature exists, you are banished to a pocket demiplane from which you can give it orders and see through its senses (using your Spot/Search/Listen modifiers); you may not otherwise take any action except to dismiss the spell. Mind-affecting effects target your mind instead of the summoned creature's, and True Seeing displays your appearance superimposed over the creature's.
If the summoned creature is slain or dismissed then you appear in its space; you are not subject to any damage or negative conditions inflicted on the summoned creature (excepting mind-affecting effects, see above). Likewise, the effect ends if you are somehow removed from the demiplane created. If the summoned creature enters an Antimagic Field then you appear in its position as if it had been dismissed, but the effect resumes when you leave the field.
This ability may be combined with Wild Companion. Your banishment and subsequent recall count as you disappearing due to the ending of a summoning spell, and thus are not blocked by effects such as
dimensional anchor and
dimensional lock.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
Nature's Guardian (Su): At 11th level, when you cast
summon nature's ally in a natural location, you may extend the casting time to 24 hours to summon a Guardian version of the creature(s). Such a creature gains maximum hit points and a +4 bonus to all ability scores, but is dismissed if it leaves the site for more than 1 minute. In addition, this casting method increases the caster level of the spell used by 4, and increases the duration to 1 hour/level.
The area within which the guardian can exist is a sphere with a radius of 10ft/caster level of the spell. You may not cast this spell in a location sacred to a deity, unless you are within one step of that deity's alignment and have done nothing to offend them (such as worshipping an opposing deity).
This ability may be combined with Wild Companion and/or Wild Shape.
Timeless Body (Ex) After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Ex-DruidsA druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (except weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the
atonement spell description).
DRUIDS IN THE WORLDQuoteness-quoterie
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Notables
Organizations: Organizations
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