Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. A druid is often accompanied by an animal companion. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid’s Wisdom score should be high, as this determines the maximum spell level that they can cast.

Class Features[edit | edit source]

Alignment Restrictions: Must be neutral good, lawful neutral, true neutral, chaotic neutral, or neutral evil.

Hit Die: d8. 

Proficiencies: Proficient with the club, dagger, dart, sickle, scimitar, spear, sling, and quarterstaff, as well as shields and light and medium armor. 

Skill Points (*4 at 1st level): 4 + Int Modifier. 

Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored). 

Ex-Druids: A druid that is no longer neutral cannot gain levels. 

Bonus Feats: The epic druid gains a bonus feat every four levels after 20th 

Epic Druid Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Dragon Form, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Greater Wisdom, Improved Combat Casting.

Class Abilities[edit | edit source]

Nature Sense  The druid gains a +2 bonus to all attacks made while fighting in wilderness areas. Gained: 1st level. Use: Automatic. 

Animal Companion Druids may summon forth a stalwart animal companion. Gained: 1st level Use: Once per day, until killed or unsummoned. Bonuses: Animal companions are chosen at character creation and can be changed with each new druid class level. 

Woodland Stride Druids may walk with ease through magical and non-magical impediments to movement. Gained: 2nd level. Use: Automatic. Bonuses: Immune to grease, web, and entangle spells and effects. 

Trackless Step Druids move stealthily through wilderness areas. Gained: 3rd level. Use: Automatic. Bonuses: Grants a +4 competence bonus to Hide and Move Silently checks when in wilderness areas. 

Resist Nature’s Lure Due to their inherent understanding of nature, druids can avoid the most common dangers that the natural world presents. Gained: 4th level. Use: Automatic. Bonuses: Grants a +2 insight bonus to saving throws against all fear spells and effects. 

Wild Shape The druid gains the ability to shape shift into various animal forms. Gained: 5th level. Use: Selected.

  • Once per day at 5th level
  • Twice per day at 6th level
  • Three times per day at 7th level
  • Four times per day at 10th level
  • Five times per day at 14th level
  • Six times per day at 18th level

This ability lasts one hour per level Bonuses: The druid may choose from several different animal forms (and these forms improve as the druid gains levels). 

Venom Immunity Druids are eventually able to resist the effects of most poisons. Gained: 9th level. Use: Automatic. Bonuses: Immune to poison. 

Elemental Shape The druid gains the ability to shape shift into various elemental forms. Gained: 16th level. Use: Selected.

  • Once per day at 16th level
  • Twice per day at 17th level
  • Three times per day at 19th level

This ability lasts an hour. Bonuses: Huge elementals at 16th level and elder elementals at 20th level.

Custom Features[edit | edit source]

Detect Magic - Druids can Detect Magic. 

Extra Wildshapes - Druids gain extra wild shapes here. Wild Shapes also allow greater degree of interaction especially with animals of like form. 

Expanded Spell Availability - As a practitioner of the miraculous spells, Druids have a Spellbook which may contain Special Spells your PC has learned. 

Florafoster - A druid can talk to any tree to ask it to give up its dead branches, providing Deadwood (item) to the druid. 

Hidden Trails - Druids can find, use and aid others to use hidden trails. 

Rest - Druids can rest without gear, and can even create fireless campsites for others to use. 

Scavenging - Druids scavenge for resources other classes would likely miss. 

Tracking - Druids can track. 

Druid Coves - Allows druid to consecrate a grove.

RP Tips and In Game[edit | edit source]

Druids are likely to be devout followers of a nature-oriented deity, such as Goodaloop (the sea god), Cherol (the god of the hunt), Numahl (the god of death), Shadranzi (god of the grasslands) or Deeproot (god of the forests), although the druid is also free to remain un-aligned or choose from many other nature spirits/gods.

Druids should not learn armor or weapon profieciencies outside of those in the druid class, as this goes against their oath against such things.

Druids don't have to be good. In fact most Druid's dismiss the idea of good and evil. The Druid's path is that of balance. Good Druids might be more understanding and tolerant of civilisation, and seek to aid work together with Nature, while an Evil druid may see civilisation as upsetting the balance and seek to hinder or destroy it when possible.

As a new druid, arriving in Dohral by ship as PCs do, you will likely find the busy city rather not your sort of environment - feel free to depart the city when you are ready, a wide world awaits you beyond the confines of her walls, and you certainly hear that call.

Beyond the city walls, travel the roadways, discover where they lead, then, begin the side trails (exploring rewards with XP and knowledge of the land). Once you have explored the many commonly walkable paths, seek the harder routes, the hidden trails and the obscure trails that require special locomotion. Being a druid means you may have forms that help with the latter needs too. There are many secrets in the world that exploring will reveal, more to an observant druid than to most any other class. Discover what the local (animals) know, and you will be wise indeed.

The killing of animals is considered taboo by the local druidic powers, and doing so will put you out of favour with them and some deities. The only animals exempt from this are rats (Whose deaths are to be expected and are often unavoidable) and deer (who sacrifice themselves as prey to feed the hunter). It's best to keep your animal companion close by, to deal with any hostile animals you encounter.

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