Druid
The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear - all these and more are at the druid's command. The druid however, claims no mastery over nature. That claim, they say, is the empty boast of a city dweller. The druid gains their power not by ruling nature but by being at one with it. To trespassers in a druid's sacred grove, and to those who feel their wrath, the distinction is overly fine.
Druids adventure to gain knowledge (especially about animals and plants unfamiliar to them) and power. Sometimes, their superiors call on their services. Druids may also bring their power to bear against those who threaten what they love, which more often includes ancient stands of trees or trackless mountains than people. While druids accept that which is horrific or cruel in nature, they hate that which is unnatural, including aberrations (such as beholders and carrion crawlers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when they encroach on the druids' territory.
Alignment
Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.Hit Dice
1d8Proficiencies
- Armor: light and medium non-metallic armor. By default, this includes only Padded Armor, Leather Armor, Studded Leather, or Hide Armor. 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 their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
- Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Shortspear, Sling, and Spear.
- Class Skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
- Skill Points Per Level: 4 + Int modifier.
Class Features
All of the following are features of the Druid class.Spells
A druid casts divine spells, which are drawn from the Druid Spell List. Their Alignment may restrict them from casting certain spells opposed to their moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare their spells in advance (see below). To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the Spell Level. The Difficulty Class for a saving throw against a druid's spell is 10 + the Spell Level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each Spell Level per day. Their base daily spell allotment is given on Table: The Druid. In addition, they receive bonus spells per day if they have a high Wisdom score. They do not have access to any domain spells or granted powers by default, as a Cleric does. A druid prepares and casts spells the way a Cleric does, though they cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the Druid Spell List, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.Spontaneous Casting
A druid can channel stored spell energy into summoning spells that they haven't prepared ahead of time. They can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower.Chaotic, Evil, Good, and Lawful Spells
A druid can't cast spells of an Alignment opposed to their own or their deity's (if they have one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their Spell Descriptions.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 their race. A druid also knows Druidic, a secret language known only to druids, which they learn upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, they know it in addition to their 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 Bond (Ex)
At 1st level, a druid forms a bond with nature. This bond can take one of three forms.- The first is a close tie to the natural world, granting the druid one of the following Cleric Domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid’s effective Cleric level is equal to their druid level. A druid that selects this option also receives additional domain spell slots, just like a Cleric. They must prepare the spell from their domain in this slot and this spell cannot be used to cast a spell spontaneously.
- The second option is to form a close bond with an Animal Companion. A druid may begin play with any of the animals available for animal companions. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, a druid's Animal Companion progresses as the druid advances in levels. If a character receives an Animal Companion from more than one source, their effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a druid releases their companion from service, they may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an Animal Companion that has perished.
- The third option that can be taken by any druid at 1st level is that of druidic herbalism. A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like Potions. This acts like the Brew Potion feat, but only for spells on the Druid Spell List. Herbal concoctions are typically thick and sludgy, and their creation time, Caster Level, spell duplication capabilities, and all other variables and properties are identical to those of Potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect. A druid can create a number of free herbal concoctions per day equal to their Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were Potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares). At 4th level, a druid’s increasing skill with herbalism means that they can disguise the effects of their herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it. Additionally, at 4th level, when a druid creates additional concoctions, they need pay only half the normal cost to create them. It takes her only half the normal time to create their concoctions, and they can create concoctions of spells from any spell list, as long as they can cast the spell. At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity. Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. They can also create a special concoction of any spell higher than 3rd level that they can cast, but to do so, they must expend a spell slot of the same level. These special concoctions do not cost them anything to create and function like extracts created by an Alchemist with the Infusion discovery.
Comments