Post by Tabletop Junkie on Feb 15, 2022 21:58:13 GMT -5
Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands form all who would threaten them and prove the might of the wild to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.
Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring nature wonders.
Alignment: Any Neutral
Hit Die: d8
Class Skills
Climb, Craft, Fly, Handle Animal, Heal, Geography, Nature, Perception, Profession, Ride, Spellcraft, Survival, Swim.
Skill Ranks per Level: 4 + Int modifier
Class Features
All of the following are class features of the Druid.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so on and so forth) of any form they assume with a wild shape.
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.
A druid who wears prohibited armor or uses 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.
Spells: A druid casts divine spells which are draw 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, Lawful spells. A druid must choose and prepare their spells in advance.
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 druid’s spell is 10 + spell level + 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 the class chart. In addition they receive bonus spells per day if they have a high Wisdom score.
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain their daily allotment of spells. 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.
Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on “Spells per Day” on the class chart. These spells are cast like any other spell but they are not expended when cast and may be used again.
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 two 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 listed in the Animal Companion section. This animal is loyal companion that accompanies the druid on their adventures.
Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, their effective druid level stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on 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.
Nature Sense (Ex): A druid gains a +2 bonus on Nature and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds their level and their 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 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 they take a -4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su): At 4th level, a druid gains the ability to turn themselves into any Small or Medium animal and back against once per day. Their options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until they change back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses their ability to speak while in animal form because they are limited to the sounds that a normal untrained animal can make, but they can communicate normally with other animals of the same general grouping as their 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 an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As the druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.
At 12th level, a druid can also use wild change to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change their appearance at will, as if using the alter self spell, but only while in their normal form.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties they may have already incurred however remain in place. Bonuses still accrue, and the druid still dies of old age when their time is up.
Ex-Druid
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including their animal companion, but not including weapon, armor, and shield proficiencies). They cannot thereafter gain levels as a druid until they atones.
Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring nature wonders.
Alignment: Any Neutral
Hit Die: d8
Class Skills
Climb, Craft, Fly, Handle Animal, Heal, Geography, Nature, Perception, Profession, Ride, Spellcraft, Survival, Swim.
Skill Ranks per Level: 4 + Int modifier
Spells Per Day | |||||||||||||||
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +0 | +2 | +0 | +2 | Nature Bond, Nature Sense, Orisons, Wild Empathy | 3 | 1 | - | - | - | - | - | - | - | - |
2nd | +1 | +3 | +0 | +3 | Woodland Stride | 4 | 2 | - | - | - | - | - | - | - | - |
3rd | +2 | +3 | +1 | +3 | Trackless Step | 4 | 2 | 1 | - | - | - | - | - | - | - |
4th | +3 | +4 | +1 | +4 | Resist Nature's Lure, Wild Shape (1/day) | 4 | 3 | 2 | - | - | - | - | - | - | - |
5th | +3 | +4 | +1 | +4 | 4 | 3 | 2 | 1 | - | - | - | - | - | - | |
6th | +4 | +5 | +2 | +5 | Wild Shape (2/day) | 4 | 3 | 3 | 2 | - | - | - | - | - | - |
7th | +5 | +5 | +2 | +5 | 4 | 3 | 3 | 2 | 1 | - | - | - | - | - | |
8th | +6/+1 | +6 | +2 | +6 | Wild Shape (3/day) | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +6/+1 | +6 | +3 | +6 | Venom Immunity | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
10th | +7/+2 | +7 | +3 | +7 | Wild Shape (4/day) | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
11th | +8/+3 | +7 | +3 | +7 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | |
12th | +9/+4 | +8 | +4 | +8 | Wild Shape (5/day) | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
13th | +9/+4 | +8 | +4 | +8 | A Thousand Faces | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
14th | +10/+5 | +9 | +4 | +9 | Wild Shape (6/day) | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
15th | +11/+6/+1 | +9 | +5 | +9 | Timeless Body | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
16th | +12/+7/+2 | +10 | +5 | +10 | Wild Shape (7/day) | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - |
17th | +12/+7/+2 | +10 | +5 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
18th | +13/+8/+3 | +11 | +6 | +11 | Wild Shape (8/day) | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
19th | +14/+9/+4 | +11 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |
20th | +15/+10/+5 | +12 | +6 | +12 | Wild Shape (At Will) | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Class Features
All of the following are class features of the Druid.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so on and so forth) of any form they assume with a wild shape.
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.
A druid who wears prohibited armor or uses 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.
Spells: A druid casts divine spells which are draw 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, Lawful spells. A druid must choose and prepare their spells in advance.
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 druid’s spell is 10 + spell level + 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 the class chart. In addition they receive bonus spells per day if they have a high Wisdom score.
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain their daily allotment of spells. 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.
Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on “Spells per Day” on the class chart. These spells are cast like any other spell but they are not expended when cast and may be used again.
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 two 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 listed in the Animal Companion section. This animal is loyal companion that accompanies the druid on their adventures.
Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, their effective druid level stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on 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.
Nature Sense (Ex): A druid gains a +2 bonus on Nature and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds their level and their 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 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 they take a -4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su): At 4th level, a druid gains the ability to turn themselves into any Small or Medium animal and back against once per day. Their options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until they change back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses their ability to speak while in animal form because they are limited to the sounds that a normal untrained animal can make, but they can communicate normally with other animals of the same general grouping as their 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 an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As the druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.
At 12th level, a druid can also use wild change to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change their appearance at will, as if using the alter self spell, but only while in their normal form.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties they may have already incurred however remain in place. Bonuses still accrue, and the druid still dies of old age when their time is up.
Ex-Druid
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including their animal companion, but not including weapon, armor, and shield proficiencies). They cannot thereafter gain levels as a druid until they atones.