The Druid is a priest and special sub-class of cleric that operates best in wilderness settings. Druids give up the clerical turning, most curative magic, and have more limited, nature-focused spells—but they possess a range of abilities that make them very powerful in outdoor terrain. Druids prefer to live in sacred groves in structures made of natural materials (all titled Druids do so or will cultivate and build their own).
Primary Ability Scores. Wisdom and Charisma (If both are 16+, this adds a 10% experience bonus).
Minimum Ability Scores. Wisdom (12), Charisma (15).
Hit Dice. d8; Maximum 14d8. Self-train (12th);
Hit Points. You start with 8 hit points adjusted for Constitution. Each level thereafter you gain 1d8 if you roll for hit points or you can gain 4.5 hit points without rolling. The 0.5 hit points will carry over.
Alignment Restrictions. Must be (true) Neutral only.
Player Character Races. Human (14th), half-elf (14th), halfling (8th).
Armor and Shield. Leather armor and wooden shields only.
Weapon Proficiencies. Initial 2; Penalty -4; Additional at 6th and 11th.
Available Weapon Proficiencies. Clubs, dagger, dart, hammer, sickle, scimitar, sling, spears, staff.
Additional Restrictions. Druids cannot use written magic items except for druid spell scrolls. There are a limited number of 12th, 13th, and 14th level druids—Druids must duel to advance into these levels.
Attack Table. Use the Priest Attack Table.
Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
LANGUAGES: Druidic
At 1st level, all druids learn Druidic, a secret language used by them to interact with each other as it pertains to nature. Understanding of this language gives you a limited understanding of the intent of animals, plant-based, or fey creatures (although no further communication or coercion is possible without other means). Thus, for example, a druid will know whether a bear is hostile due to hunger, disease, coercion by another force, or the proximity of their young. This language is limited to natural subjects.
This gives you a +20% to encounter checks when dealing with animals (creature type equals Animal).
Based on the subject matter (something unnatural at work), the GM may ask you to roll a druidic check which is a d20 + any Wisdom modifier (a roll equal to the difficulty or lower will indicate success).
SPECIAL DEFENSES: resistance (fire, electricity; +2)
Druids are granted a +2 bonus to saving throws involving fire or electricity.
Spell. [incantation] (declared; casting time)
At 1st level, druids gain the ability to cast spells. In order to cast spells, a druid must have declared their worship of nature or devotion to a deity (of a nature-based domain) who bestows such spells on their devout follower. Druids harvest mistletoe or other plants to give power to many of their spells.
The Druid Class Table shows how many spell slots you have to prepare your spells of 1st level and higher. Druids gain spells through meditation and communing with nature, spending up to an hour to regain spells. Druids may petition for any spell on the druid spell list assuming they have access to that level of spell. To cast the spell, you must incant according to the procedure laid out in Casting Spells. Once cast, the spell is gone, but the druid can then rest to gain the ability to cast the spell again (see also Spells and Spell Preparation).
A druid with a high Wisdom score may have access to bonus spells available per day. See Wisdom for details. In order to be granted 6th level spells, a druid must have a 17 Wisdom or higher and for access to 7th level spells, they must have an 18 or higher Wisdom.
Druids use mistletoe to power many of their spells. The efficacy of their spells is dependent upon the manner in which this plant was harvested (or if they are using a substitute). When finding mistletoe (which is a parasitic plant found growing on others), the leaves and berries must be collected so any one plant may give up to 2d6 portions, each usable for a single spell. Often, only 1d3 plants will be found together, although they grow thicker in certain environments and, in particular, druid groves where they are cultivated. Cut mistletoe or holly/oak leaves will be potent for spells for 1 year if stored correctly.
Mid-summer Mistletoe. The druid casting the spell harvested the mistletoe themselves cut with a gold sickle on Mid-summer’s Eve and caught in a white cloak (made by them from natural materials) before it touches the ground.
Seasonal Mistletoe. The druid casting the spell harvested the mistletoe themselves but not on Mid-summer’s Eve and/or without a gold sickle.
Borrowed Mistletoe. The druid casting the spell is using mistletoe harvested by another.
Holly leaves. The druid casting the spell is substituting holly leaves for mistletoe.
Oak leaves. The druid casting the spell is substituting oak leaves for mistletoe.
Beginning at 3rd level and for each level thereafter, you can learn a new language of your choice from the following list.
You must spend, at minimum, 3 weeks learning the language (which can overlap in part or in whole with their standard level advancement training time) from a mentor that already speaks the language.
The list of languages includes (but is not limited to): brownie, centaur, dryad, elvish, faun (satyr), gnome, green dragon, hill giant, lizard man, manticore, nixie, pixie, sprite, treantish. The GM will have final say over the list of languages available.
Nature sense. [simple]
Beginning at 3rd level, you can identify animal type, plant type, and purity of water. Thus, you can easily identify edible plants versus poisonous on non-edible ones. You can identify different species of birds, or even identify an animal type from an example of it’s spoor.
You can identify pure water from tainted water containing bacteria or dangerous contaminants or if anything has been added to water (poison, alcohol, etc.).
While you can identify plant-based monsters versus normal plants, you have no special knowledge of the monstrous plant or it’s abilities. Likewise, while you may identify monstrous animals or insects by type (insect, fish, mammal, reptile, etc.), you have no special knowledge of its abilities.
However, the GM may give some high level information for giant sized creatures using abilities possessed by their normal-sized cousins; e.g. “It appears to be a giant-sized bombardier beetle, you remember that small beetles of this type can spray their prey with a weak acid to stun them.”
Based on the subject matter (something outside of nature), the GM may ask you to roll a nature sense check which is a d20 + any Wisdom modifier (a roll equal to the difficulty or lower will indicate success).
Pass without Trace. [continuous]
Beginning at 3rd level, you can move on foot through overgrown, tangled, or dangerous (normal, not monstrous) plants (sporting thorns, poisonous leaves, or the like) without hindrance and without harm.
In addition, you never leave tracks, issue scent, or a leave a trail when moving or traveling on foot.
For more details, see the spell, pass without trace.
Shape Change. 3/day [innate; shape-change, supernatural] (major)
Beginning at 7th level, you can shape change (as per the spell) into the form of an animal. Duration is as long as desired. The druid can choose to keep their original form's vision or take the vision of the chosen form.
Each day you can shape change into one form from each of the following animal types: mammal, avian, and reptile (i.e. up to 3 forms) not counting changes back to normal form. The specific form is chosen when you initiate the change as desired by you.
The maximum size of the form is limited to Man-sized animals and the minimum size is about 9 inches and about 3 ounces (ex. a blue jay) and animals that have a frequency listed as very rare or those of the Pleistocene Epoch cannot be used without GM approval.
Common forms chosen include bears, wolverines, panthers, or rats (for stealth) for mammal forms, owls or hawks for bird forms, and crocodiles or snakes for reptile forms. Giants forms of animals are acceptable.
Creature type or sub-type must be “Animal” and sub-type must include “mammal”, “avian”, or “reptile” in parenthesis.
Changing shape will break concentration.
You cannot cast spells with a somatic component while in an animal form unless that form possesses humanoid-shaped hands, but previously cast spells will continue to function (including touch spells as this ability is supernatural). If an animal form has the ability to vocalize/speak, it can cast verbal spells (if a material component is required, it must be present/possessed). Unless an animal form notes that it can mimic speech, it is assumed the form cannot use verbal components.
Each time you change into animal form, you will magically heal 10% to 60% (1d6 x10) of all existing damage (round up to the next whole number).
This change in form does not radiate magic in regards to detection spells (although non-absorbed magical items in your possession or spells cast on you will).
This type of shape change cannot be dispelled.
Beginning at 7th level, you can compound, using the aid of an alchemist, potions of healing or extra-healing. A potion of healing will take 48 hours of uninterrupted work and require 200 g.p. in materials, while an extra-healing version will require 4 full days and 400 g.p. in materials. Typically, a day in rest is then required. Each potion requires up to two rare material components not included in the cost. Typical ingredients of this sort are ogre magi blood for healing or troll blood for extra-healing. The GM will determine what ingredient will work best and the efficacy of said ingredient.
SPECIAL DEFENSES: immune to charm effects
Beginning at 7th level, druids are no longer subject to any charm-based effects.
Beginning at 7th level, druids may scribe their spells on to scrolls which may then be used by them or other druids to cast the spell at a later time. While the cost is minimal (100 g.p. per spell level to be scribed), the effort in obtaining the special materials (quill feather and ink concoction) is considerable. Time required is 24 hours per spell level to be scribed (thus a 3rd level spell requires 3 full days).
Scrolls must be scribed upon an altar or similar object inside a sacred grove venerating the druid’s deity or nature power. The quill must be made from a feather from some magical creature (per the GM) and the ink will be made from similarly rare materials including ink, venom, blood, ichor, etc. and crushed gems. If the GM wishes to allow the purchase of all materials, the time needed for location and shipment will be 2d6 weeks and the cost is 300 g.p. per spell level.
When scribing a scroll of spells, there is a base 20% of failure plus 1% per level of spell being inscribed minus 1% per caster level of the scribe. Using papyrus will cause the failure chance to increase by +5%; parchment offers no modification, and vellum decreases failure chance by -5%.
SPECIAL QUALITIES: slow aging
Beginning at 9th level, druids age at 1/10th the normal rate (1 year of natural aging for ever 10 years of life). Even magical aging is affected by this ability.
Beginning at 11th level, a druid may fabricate magical items usable by other druids. Only specifically druidical (clerical) items may be fabricated as long as they are not written (i.e. books, tomes, protection scrolls, etc.) or have the power to raise the dead.
The procedure requires at least 14 days in continuous meditation and prayer, followed by another 7 days fasting and repose. Finally, the item, made of materials of the finest quality (as determined by his or her deity/power [and the GM], but usually the cost is 1/5th of the item’s final magical gold piece value), will be subject to the final ritual by being placed upon an sacred stone altar or similar locus and awaiting empowerment by the deity or nature spirits.
There is a 1% cumulative chance per 24 hours that the item will be so empowered. Once empowered, items with charges must be “filled” by the druid, using spells to charge it (one spell of the required type per charge). Once the ritual is complete, the druid will be exhausted and must rest for one day per 100 XP of experience value of the final item (an item granting 1,000 XP will require 10 days of complete rest). See Magic Items & Treasure for magic item XP values.
The Great Druid is the master of all druids beneath them in the hierarchy. The Great Druid is a champion of Balance and Nature, working tirelessly against forces that would upset or destroy either. The Great Druid is immune to aging effects but knows that one day, another will come to challenge them to end their role at the head of the Order.
SPECIAL DEFENSES: immune to aging effects
There are limited numbers of high level druids; seniority is determined by experience points—Based of the GM’s campaign world, this will be by planet, or region, or deity:
9 Druids (12th); Each is the leader of a body of lesser druids and each has 3 attendants; the lowest in seniority is attended by 3 Aspirants and the most senior by 3 druids of 9th level.
3 Arch-druids (13th); All druids of 10th or 11th level are under the direct supervision of these 3 as well as the Great Druid.
1 Great Druid (14th); Always attended by 9 druids of 11th level.
Note. Druids may also have henchmen/hireling and may oversee a flock of worshipers. Attendants are not henchmen, but faithful servitors and protectors.
In order for a lower level druid to advance, a slot must be open in the hierarchy or the druid must challenge one of the higher level druids to a duel. The druid that is challenged may select a duel until one yields or a duel until one dies (falls). They may also select the time and place of the match (within five miles and one fortnight) and whether witnesses may be present. The winner is allowed to advance while the loser will lose experience points to place them at the beginning of the level under the one being contested (becoming least senior of that group).
The combatants may use spells, items, weapons or natural attacks during the duel. Moving out of melee range is acceptable but fleeing from the combat area will constitute a loss of the match (more than one round of movement away from their opponent). Duels must begin as one-on-one without help from others or allied creatures. Once the duel begins, the druid may employ summoned creatures as long as they are summoned using spells cast or through the use of items during the match. Before the duel begins, any magical effects with a duration of one full day or less are forbidden (loss by forfeit).
In the case of druids, witnesses or the like are unnecessary as the deity or nature power oversees the process. Druids that survive may continue to challenge senior druids once they replenish their experience points. A druid that dies in any duel to the death against a druid they have fought before will not be able to be raised or resurrected.
Many druids prefer these matches to be private as there is an unspoken rule that each druid will not reveal tactics used by another druid as this allows others to prepare to counter their defenses. Some druids have built up such a reputation for being unbeatable that other druids avoid challenging them, especially when the druid prefers fights to the death (as most of the very senior druids do).
The Great Druid always falls into this category and certainly possesses magical attacks and defenses that make it almost impossible to beat them on the first try.