Druid Custom System

CLASSTABLE SPELLTABLE BONUSSPELLTABLE  
Hit Points and Stamina Points
Hit Points: 2 per druid level
Stamina Dice: 1d8 per druid level after 1st
Proficiencies
Armor: Light Armor, Medium Armor, Buckler, Light Shields, Heavy Shields. Druids can wear only non-metal armor and use non-metal shields.
  Weapons: Club, Dagger, Quarterstaff, Scimitar, Sickle, Shortspear, Sling, and Spear. Druids can use only non-metal weapons, with the exception of a silver or gold sickle, which is often used both as a weapon and a harvesting implement for druidic rites.

Class Skills: The druid's class skills (and the key ability for each skill) are Animal Handling (Wis), Athletics (Str), Craft (Int), Heal (Wis), Knowledge (Nature) (Int), Listen (Wis), Persuasion (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis).
Skill Points at 1st Level: (4 + Int Modifier) x4
Skill Points at Each Level After 1st: 4 + Int Modifier
Starting Wealth
As a druid, you begin play with 3d6x10 gp in addition to the equipment from your background. Before starting, but after buying your equipment, you must return all but 3 gp to your superiors at your church, temple, or druidic circle. This does not include any currency or goods gained from your background.

Divine Spellcasting

1st-Level Druid Feature
A druid casts divine spells, which are drawn from the druid spell list. His or her alignment may restrict him or her from casting certain spells opposed to his or her moral or ethical beliefs. A druid must choose and prepare his or her spells in advance.   To prepare or cast a spell, a druid can cast only a certain number of spells of each spell level per day. His or her daily spell allotment is given on Table: Druid Daily Spells. In addition, he or she receives bonus spells per day if he or she has a high Wisdom score as shown on Table: Druid Bonus Spells. He or she does not have access to any domain spells or granted powers, as a cleric does.   A druid prepares and casts spells the way a cleric does, though he or she cannot lose a spell to cast a cure or inflict spell. A druid may prepare and cast any Common spell on the Druid spell list or any Uncommon or Rare spells on the druid spell list the druid has access to, provided he or she can cast spells of that level, but he or she must choose which spells to prepare during his or her daily meditation and prayers.   Each spell can be prepared any number of times, to a maximum of the number of slots you have for that spell's level. For example, a 7th level druid with a Wisdom score of 14 has four 1st-level spells available to him or her each day, and so he or she can prepare four spells of that level. The druid may choose to prepare a single spell multiple times, such as preparing the cure light wounds spell three times in case multiple members need healing, and preparing an inflict light wounds in the final slot in case they need to go on the offensive.

Chaotic, Evil, Good, and Lawful Spells

A druid can't cast spells of an alignment opposed to his or her own or his or her deity's (if he or she has one). Spells associated with a particular alignment are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Spontaneous Casting

A druid can channel stored spell energy into summoning spells that he or she hasn't prepared ahead of time. He or she can 'lose' a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Bonus Languages

1st-Level Druid Feature
A druid's bonus lange options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his or her race.   A druid also knows Druidic, a secret language known only to druids, which he or she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, he or she knows it in addition to his or her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic is rarely if ever spoken and is primarily used to leave messages in woodland or other natural environments. Most often, the messages are short and work to warn or inform druids of different things happening in the area. This language is channeled directly from nature, and as that connection grows stronger, the druid can understand more. In general, a druid can understand messages left by druids 3 levels higher than them or less. A druid may also choose to leave a message that is easier to understand, but has less details.

Nature Sense

1st-Level Druid Feature
A druid gains a +2 bonus on Knowledge (Nature) and Survival checks.

Wild Empathy

1st-Level Druid Feature
A druid can improve the attitude of an animal. This ability functions just like a Persuasion check made to improve the attitude of a person. The druid rolls 1d20 and adds his or her druid level and his or her Charisma modifier to determine the wild empathy check result.   The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.   To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he or she takes a -4 penalty on the check.

Woodland Stride

2nd-Level Druid Feature
A druid may move through any sort of undergrowth (suh as natural thorns, briars, overgrown areas, and similar terrain) at his or her normal speed and without taking damage or suffering any other impairments.   However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect the druid.  

Trackless Step

3rd-Level Druid Feature
A druid leaves no trail in natural surroundings and cannot be tracked. He or she may choose to leave a trail if so desired.

Animal Companion

4th-Level Druid Feature
  A druid gains an animal companion selected from the following list: badger, camel, dire rat, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the druid's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on his or her adventures as appropriate for its kind.   This ability functions like the ranger ability of the same name, except that the druid's effective ranger level is one-half his or her druid level. A driuid may select from the alternate lists of animal companions just as a druid can, though again his or her effect ranger level is half his or her druid level. Like a ranger, a druid cannot select an alternative animal if the choice would reduce his or her effective ranger level below 1st.

Wild Shape

5th-Level Druid Feature
A druid gains the ability to turn himself or herself into Small or Medium animals and back again once per day. He or she chooses five animals that the druid is very familiar with, and adds one more animal to this list each time he or she gains a level in this class. These are the animals the druid can wild shape into, and the druid may choose the animal when they wild shape, not needing to prepare it similarly to his or her spells. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until he or she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. Changing forms ends grapples as normal.   A druid loses his or her ability to speak while in animal form because he or she is limited to the sounds that a normal, untrained animal can make, but he or she can communicate normally with other animals of the same general grouping as his or her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)   A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: Druid Features. In addition, he or she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.   The new form's Hit Dice can't exceed the character's druid level. Additionally, the druid gains an additional 1d8 stamina points when changing into or out of the animal form, in addition to the stamina or hit points gained from wild shaping (as per the rules of polymorph).   At 12th level, a druid becomes able to use wild shape to change into a plant creature with th same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature. For example, a druid could turn into a treant, but not into a tree.)   At 16th level, a druid chooses air, earth, fire, or water. The druid can use wild shape to change into a Small, Medium, or Large elemental of that type. This still uses a use of wild shape, but can only be done once per day. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. He or she also gains the elemental's feats for as long as he or she maintains the wild shape, but he or she retains his or her own creature type.   At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level, he or she gains another type of elemental from among air, earth, fire, or water that he or she can become, as well as being able to become a Huge elemental.

Venom Immunity

9th-Level Druid Feature
The druid gains immunity to all injury poisons.  

A Thousand Faces

13th-Level Druid Feature
The druid gains the ability to change his or her appearance at will, as if using the alter self spell, but only while in his or her normal form.

Timeless Body

15th-Level Druid Feature
The druid no longer takes ability score penalties for aging and cannot be magically aged in any way. Any penalties he or she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when his or her time is up.   Additionally, the druid ages only one year for every five that pass, and so the druid's remaining life span is effectively multiplied by five.  
Ex-Druids
A druid who ceases to revere nature, changes to a prohibted alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including his or her animal companion, but not including weapon, armor, or shield proficiencies). He or she cannot thereafter gain levels as a druid until he or she attones.

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