Druid (Campaign Class)

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

Druid Level Progression

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

Druid (Cleric) Attack and Saving Throws

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 Shapes

Animal Characteristics
BearMove 120', AC 3, HD 4, #AT 3, Dmg 1d3/1d3/1d6, bear hug
BoarMove 150', AC 2, HD 3, #AT 1, Dmg 2d4
CamelMove 150', AC 2, HD 2, #AT 2, Dmg 1/1d4, can be ridden, desert travel
CrocodileMove 90'/90' swim, AC 4, HD 2, #AT 1, Dmg 1d8, -2 to surprise
Crow/RavenMove 330' fly, AC 1, HD 1/4, #AT 1, Dmg 1d3-1
DogMove 180', AC 2, HD 1+1, #AT 1, Dmg 1d4, tracking
Eagle/HawkMove 480', AC 1, HD 1, #AT 2, Dmg 1d2/1d2, swoop attack
Caribou/ReindeerMove 240', AC 2, HD 3, #AT 1, Dmg 1d6
HorseMove 240', AC 2, HD 2, #AT 2, Dmg 1d4/1d4, can be ridden
LionMove 150', AC 3, HD 5, #AT 3, Dmg 1d4+1/1d4+1/1d10
MonkeyMove 120', AC 2, HD 1, #AT 1, Dmg 1d3, climbing
RatMove 60'/40' swim, AC 0, HD 1/4, #AT 1, Dmg 1d3-1
OwlMove 300' fly, AC 1, HD ½, #AT 1, Dmg 1d2, night vision, +3 to surprise
SharkMove 180' swim, AC 5, HD 2, #AT 1, Dmg 2d4, sense blood
PythonMove 90', AC 3, HD 4, #AT 2, Dmg 1d3/2d6 + constriction
Cobra/ViperMove 90', AC 3, HD 2, #AT 1, Dmg 1d4 + poison, always has initiative
WolfMove 180', AC 2, HD 2+2, #AT 1, Dmg 1d6

Druid Divine Spell List

First Level Divine Spells
1Delay Disease PC
2Detect Magic
3Detect Poison PC
4Faerie Fire
5Locate Animal or Plant PC
6Pass Without Trace PC
7Predict Weather PC
8Purify Food and Water *
9Resist Cold
10Speak With Animals
Second Level Divine Spells
1Chameleon PC
2Charm Animal
3Cure Light Wounds *
4Delay Poison
5Feign Death
6Obscuring Cloud
7Produce Fire PC
8Resist Fire
9Snake Charm
10Warp Wood PC
Third Level Divine Spells
1Call Lightning PC
2Charm Person
3Cure Blindness
4Cure Disease *
5Eyes of the Eagle PC
6Growth of Animals
7Hold Person
8Neutralize Poison *
9Remove Curse *
10Water Walking PC
Fourth Level Divine Spells
1Create Water
2Command Animals PC
3Cure Serious Wounds *
4Dispel Magic
5Infravision
6Skinchange PC
7Speak With Plants
8Sticks to Snakes
9Summon Animals PC
10Water Breathing
Fifth Level Divine Spells
1Charm Monster
2Commune
3Control Animals PC
4Control Wind PC
5Create Food
6Flame Strike
7Growth of Plants/td>
8Insect Plague
9Scry PC
10Summon Weather PC
* Reversible spell
PC Spell found in the Player's Companion