| Prime Requisite: | WIS |
| Requirements: | None |
| Hit Dice: | 1d6 |
| Maximum Level: | 14 |
Druids are priests who follow an ancient practice of nature-worship. Considered heathen or pagan by some, they are often mysterious and reclusive, and there may be a touch of truth to dark rumors of blood-sacrifice and burning wicker men. Druids sometimes undertake to adventure for their own reasons, pursuing personal enlightenment through experience, or on some quest to protect the balance of nature.
Druids advance in attack throws and saving throws by two points every four levels of experience. At first level, druids hit an unarmored foe (AC 0) with an attack throw of 10+. They can fight with clubs, daggers, darts, slings, spears, and staffs, and can fight using a weapon two-handed. They can wear leather armor or lighter. Druids can use magic items usable by clerics.
Starting at 2nd level (Ovate), druids may cast divine spells, as standard clerics. Druids cannot turn undead. When a druid reaches 5th level (Third Circle Initiate), he may begin to research spells, scribe scrolls, and brew potions as a cleric. At 9th level (Archdruid), he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a druid may learn and cast rituals spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues.
Druids must adhere to a code of conduct that obliges them to protect nature and the wilderness: they must not destroy plants or crops (except to root out disease), and may only slay animals for defense, sustenance, or sacrifice. They must not engage in or support the exploitation of nature for greed, including logging, mining, or farming for the purpose of trading for profit, as opposed to personal or communal use.
The druid's attunement to nature grants them a +1 bonus to surprise rolls in the wilderness.
At 2nd level (Ovate), a druid has mastered nature lore. He is familiar with edible and poisonous plants, healing herbs, and signs of unnatural danger (such as unusual quiet, atypical animal behavior, etc.) in natural settings with a proficiency throw of 11+. If the druid selects the Naturalism proficiency, the proficiency throw is improved by +4 each time.
At 3rd level (First Circle Initiate), a druid becomes a friend of birds and beasts. He can identify plants and animals with a proficiency throw of 11+, and understands the sublte body language and moods of birds and beasts (though they may not understand the druid). He gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.
At 4th level (Second Circle Initiate), a druid is a wilderness expert, skilled at hunting small game, gathering fruits and vegetables, and finding water and shelter. The druid forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw, but gains a +4 bonus on the roll.
At 5th level (Third Circle Initiate), a druid can shapechange once per day (in either direction). For each level of experience after the 5th, he can change shape one additional time per day. Each druid can change into one specific animal. In this animal form, the druid has the movement, armor class, attacks, damage, and some other special abilities of the animal. He retains his normal Hit Dice, hit points, and attack and saving throws. If the druid is of greater Hit Dice than the animal usually is, he appears as a bigger, stronger version of the animal, to a maximum of twice normal size. A larger-than-normal animal form gains +1 to damage per die. Apart from size, the druid is indistinguishable from a normal animal, does not detect as magical, is not detected by spells that reveal illusions, and cannot be dispelled. The druid can change shape during combat in lieu of making an attack.
At 7th level (Hierophant), a druid can pass without trace in wilderness terrain, leaving no trace, and cannot be tracked. For every 3 levels of experience, the druid may cover the tracks of an additional traveling companion.
At 9th level (Archdruid), a druid achieves purity of body, and is immune to all forms of disease, including magical diseases caused by spells, mummies, or lycanthropes.
Upon attaining 9th level (Archdruid), a druid may establish or build a druidic temple in a natural setting, such as a forest or glen. Rather than impose upon nature, this temple must blen seamlessly with it. So long as the druid is currently in favor with his god or druidic circle, he may buy or build his fortified church at half the normal price due to divine assistance and the help of fervent worshippers. Once the temple is built, all ordinary animals within 5 miles of the temple become kind and helpful. Once a druidic temple is established, the druid's reputation will spread and he will attract 5d6×10 0th level soldiers armed with various weapons, plus another 1d6 druids of 1st – 3rd level of the same religion to serve the druid. They are completely loyal (morale +4). While in the druid's service, his followers must be provided food and lodging, but need not be paid wages. The Judge determines which proportions of followers are archers, infantry, etc.
Druid Proficiency List: Alertness, Alchemy, Animal Husbandry, Animal Training, Apostasy, Battle Magic, Contemplation, Divine Blessing, Elementalism, Elven Bloodline, Familiar, Healing, Knowledge, Land Surveying, Laying on Hands, Loremastery, Mimicry, Mountaineering, Naturalism, Navigation, Prophecy, Quiet Magic, Sensing Power, Signaling, Soothsaying, Theology, Tracking, Unflappable Casting
| Spell Progression | ||||||||
|---|---|---|---|---|---|---|---|---|
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 |
| 0 | Aspirant | 1 | 1d6 | — | — | — | — | — |
| 1,500 | Ovate | 2 | 2d6 | 1 | — | — | — | — |
| 3,000 | First Circle Initiate | 3 | 3d6 | 2 | — | — | — | — |
| 6,000 | Second Circle Initiate | 4 | 4d6 | 2 | 1 | — | — | — |
| 12,000 | Third Circle Initiate | 5 | 5d6 | 2 | 2 | — | — | — |
| 24,000 | Druid | 6 | 6d6 | 2 | 2 | 1 | 1 | — |
| 50,000 | Hierophant | 7 | 7d6 | 2 | 2 | 2 | 1 | 1 |
| 100,000 | Grand Druid | 8 | 8d6 | 3 | 3 | 2 | 2 | 1 |
| 200,000 | Archdruid | 9 | 9d6 | 3 | 3 | 3 | 2 | 2 |
| 300,000 | Archdruid, 10th level | 10 | 9d6+1* | 4 | 4 | 3 | 3 | 2 |
| 400,000 | Archdruid, 11th level | 11 | 9d6+2* | 4 | 4 | 4 | 3 | 3 |
| 500,000 | Archdruid, 12th level | 12 | 9d6+3* | 5 | 5 | 4 | 4 | 3 |
| 600,000 | Archdruid, 13th level | 13 | 9d6+4* | 5 | 5 | 5 | 4 | 3 |
| 700,000 | The Great Druid | 14 | 9d6+5* | 5 | 5 | 5 | 5 | 4 |
| * Hit point modifiers from Constitution are ignored | ||||||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1–2 | 13+ | 10+ | 16+ | 13+ | 15+ | 10+ |
| 3–4 | 12+ | 9+ | 15+ | 12+ | 14+ | 9+ |
| 5–6 | 11+ | 8+ | 14+ | 11+ | 13+ | 8+ |
| 7–8 | 10+ | 7+ | 13+ | 10+ | 12+ | 7+ |
| 9–10 | 9+ | 6+ | 12+ | 9+ | 11+ | 6+ |
| 11–12 | 8+ | 5+ | 11+ | 8+ | 10+ | 5+ |
| 13–14 | 7+ | 4+ | 10+ | 7+ | 9+ | 4+ |
HDV 1, FV 1, DV 2, XP 1500, reduce armor selection to narrow, remove one combat style, no turn undead; 5 custom powers, exchange 4 for powers at levels 2, 3, 4, 5, 7, and 9.
| Animal | Characteristics |
|---|---|
| Bear | Move 120', AC 3, HD 4, #AT 3, Dmg 1d3/1d3/1d6, bear hug |
| Boar | Move 150', AC 2, HD 3, #AT 1, Dmg 2d4 |
| Camel | Move 150', AC 2, HD 2, #AT 2, Dmg 1/1d4, can be ridden, desert travel |
| Crocodile | Move 90'/90' swim, AC 4, HD 2, #AT 1, Dmg 1d8, -2 to surprise |
| Crow/Raven | Move 330' fly, AC 1, HD 1/4, #AT 1, Dmg 1d3-1 |
| Dog | Move 180', AC 2, HD 1+1, #AT 1, Dmg 1d4, tracking |
| Eagle/Hawk | Move 480', AC 1, HD 1, #AT 2, Dmg 1d2/1d2, swoop attack |
| Caribou/Reindeer | Move 240', AC 2, HD 3, #AT 1, Dmg 1d6 |
| Horse | Move 240', AC 2, HD 2, #AT 2, Dmg 1d4/1d4, can be ridden |
| Lion | Move 150', AC 3, HD 5, #AT 3, Dmg 1d4+1/1d4+1/1d10 |
| Monkey | Move 120', AC 2, HD 1, #AT 1, Dmg 1d3, climbing |
| Rat | Move 60'/40' swim, AC 0, HD 1/4, #AT 1, Dmg 1d3-1 |
| Owl | Move 300' fly, AC 1, HD ½, #AT 1, Dmg 1d2, night vision, +3 to surprise |
| Shark | Move 180' swim, AC 5, HD 2, #AT 1, Dmg 2d4, sense blood |
| Python | Move 90', AC 3, HD 4, #AT 2, Dmg 1d3/2d6 + constriction |
| Cobra/Viper | Move 90', AC 3, HD 2, #AT 1, Dmg 1d4 + poison, always has initiative |
| Wolf | Move 180', AC 2, HD 2+2, #AT 1, Dmg 1d6 |
| First Level Divine Spells | |
|---|---|
| 1 | Delay Disease PC |
| 2 | Detect Magic |
| 3 | Detect Poison PC |
| 4 | Faerie Fire |
| 5 | Locate Animal or Plant PC |
| 6 | Pass Without Trace PC |
| 7 | Predict Weather PC |
| 8 | Purify Food and Water * |
| 9 | Resist Cold |
| 10 | Speak With Animals |
| Second Level Divine Spells | |
| 1 | Chameleon PC |
| 2 | Charm Animal |
| 3 | Cure Light Wounds * |
| 4 | Delay Poison |
| 5 | Feign Death |
| 6 | Obscuring Cloud |
| 7 | Produce Fire PC |
| 8 | Resist Fire |
| 9 | Snake Charm |
| 10 | Warp Wood PC |
| Third Level Divine Spells | |
| 1 | Call Lightning PC |
| 2 | Charm Person |
| 3 | Cure Blindness |
| 4 | Cure Disease * |
| 5 | Eyes of the Eagle PC |
| 6 | Growth of Animals |
| 7 | Hold Person |
| 8 | Neutralize Poison * |
| 9 | Remove Curse * |
| 10 | Water Walking PC |
| Fourth Level Divine Spells | |
| 1 | Create Water |
| 2 | Command Animals PC |
| 3 | Cure Serious Wounds * |
| 4 | Dispel Magic |
| 5 | Infravision |
| 6 | Skinchange PC |
| 7 | Speak With Plants |
| 8 | Sticks to Snakes |
| 9 | Summon Animals PC |
| 10 | Water Breathing |
| Fifth Level Divine Spells | |
| 1 | Charm Monster |
| 2 | Commune |
| 3 | Control Animals PC |
| 4 | Control Wind PC |
| 5 | Create Food |
| 6 | Flame Strike |
| 7 | Growth of Plants/td> |
| 8 | Insect Plague |
| 9 | Scry PC |
| 10 | Summon Weather PC |
| * Reversible spell | |
| PC Spell found in the Player's Companion | |