Druids are the emmisaries of the wilderness, empowered by fey magic and embodying the land itself. Druids are a collective, each one paying homage to the same world as every other druid, even if they may be diametrically opposed in most other ways. In an adventuring party, a druid is a capable all-rounder who brings more skill and utility to the table than the average caster.
Most druids are patient yet stern guardians of nature. They develop such a bond with nature, in fact, that they gain the ability to turn into animals themselves. They are primarily defensive spellcasters who can heal and empower their allies, relying on their fey powers when they must participate more directly.
d8 Hit Die (8 + Con HP at 1st level, 5 + Con HP thereafter)
4 + Int skill points (x4 at 1st level)
Class Skills: Concentration(Con), Craft(Int), Diplomacy(Cha), Handle Animal(Cha), Heal(Str), Knowledge(Nature)(Int), Listen(Wis), Profession(Wis), Ride(Dex), Spellcraft(Int), Spot(Wis), Survival(Wis), Swim(Str)
Weapon and Armor Proficiency: Proficient with the club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, and with medium and light armor and shields (except tower shields). A druid is forbidden from using any metal armor or shields.
Level | BAB | Fort | Ref | Will | Features | Wildshape Forms Known | Spells per Day (0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th) |
---|---|---|---|---|---|---|---|
1 | 0 | 0 | 0 | 2 | Druidic Language, Nature Sense, Wild Empathy | - | 3 1 - - - - - - - - |
2 | 1 | 0 | 0 | 3 | Woodland Stride | - | 4 2 - - - - - - - - |
3 | 2 | 1 | 1 | 3 | Trackless Step | - | 4 2 1 - - - - - - - |
4 | 3 | 1 | 1 | 4 | Resist Nature's Lure | - | 5 3 2 - - - - - - - |
5 | 3 | 1 | 1 | 4 | Wild Shape (1/day) | 3 | 5 3 2 1 - - - - - - |
6 | 4 | 2 | 2 | 5 | Wild Shape (2/day) | 4 | 5 3 3 2 - - - - - - |
7 | 5 | 2 | 2 | 5 | Wild Shape (3/day) | 5 | 6 4 3 2 1 - - - - - |
8 | 6/1 | 2 | 2 | 6 | Wild Shape (Large) | 6 | 6 4 3 3 2 - - - - - |
9 | 6/1 | 3 | 3 | 6 | Venom Immunity | 7 | 6 4 4 3 2 1 - - - - |
10 | 7/2 | 3 | 3 | 7 | Wild Shape (4/day) | 8 | 6 4 4 3 3 2 - - - - |
11 | 8/3 | 3 | 3 | 7 | Wild Shape (Tiny) | 9 | 6 5 4 4 3 2 1 - - - |
12 | 9/4 | 4 | 4 | 8 | Wild Shape (Plant) | 10 | 6 5 4 4 3 3 2 - - - |
13 | 9/4 | 4 | 4 | 8 | A Thousand Faces | 11 | 6 5 5 4 4 3 2 1 - - |
14 | 10/5 | 4 | 4 | 9 | Wild Shape (5/day) | 12 | 6 5 5 4 4 3 3 2 - - |
15 | 11/6/1 | 5 | 5 | 9 | Wild Shape (Huge) | 13 | 6 5 5 5 4 4 3 2 1 - |
16 | 12/7/2 | 5 | 5 | 10 | Wild Shape (Elemental 1/day) | 14 | 6 5 5 5 4 4 3 3 2 - |
17 | 12/7/2 | 5 | 5 | 10 | Timeless Body | 15 | 6 5 5 5 5 4 4 3 2 1 |
18 | 13/8/3 | 6 | 6 | 11 | Wild Shape (6/day, Elemental 2/day) | 16 | 6 5 5 5 5 4 4 3 3 2 |
19 | 14/9/4 | 6 | 6 | 11 | - | 17 | 6 5 5 5 5 5 4 4 3 3 |
20 | 15/10/5 | 6 | 6 | 12 | Wild Shape (Elemental 3/day, Huge Elemental) | 18 | 6 5 5 5 5 5 4 4 4 4 |
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her 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. Her base daily spell allotment is given on the table. In addition, she receives bonus spells per day if she has a high Wisdom score. 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 she cannot lose a prepared spell to cast a cure spell in its place. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
A druid knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
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 her druid level and 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 she takes a -4 penalty on the check.
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
At 5th level, a druid gains the ability to turn herself into an animal and back again once per day. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
The druid is limited to a list of animal forms that she is deeply familiar with. At 5th level, the druid may choose any 3 Small or Medium animals whose hit dice do not exceed her druid level. Every time the druid gains a level, she may add another animal to this list, following the same restrictions.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as 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 the table. In addition, she gains the ability to learn the form of Large animals at 8th level, Tiny animals at 11th level, and Huge animals at 15th level.
Beginning at 12th level, a druid may learn the forms of plant creatures, using the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t considered a creature.)
At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage, and she may shift into any type of elemental without adding it to her list of normal wild shape forms. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.
At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.
At 9th level, a druid gains immunity to all poisons.
At 13th level, a druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.
After attaining 17th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.
Sometimes called wild men, these druids are one part emissary of nature and three parts force of nature. They embody the unstoppable rage of the wilds against those who would defile the natural order. Most appear savage and feral, and many seek revenge for misdeeds done against their wilderness homes. Though not able to wildshape like other druids, they are significantly more capable as warriors and are ready to fight at a moment's notice.
d8 Hit Die (8 + Con HP at 1st level, 5 + Con HP thereafter)
4 + Int skill points (x4 at 1st level)
Class Skills: Concentration(Con), Craft(Int), Handle Animal(Cha), Heal(Str), Intimidate(Cha), Knowledge(Nature)(Int), Listen(Wis), Profession(Wis), Ride(Dex), Spellcraft(Int), Spot(Wis), Survival(Wis), Swim(Str)
Weapon and Armor Proficiency: Proficient with the club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. A druidic avenger is forbidden from wearing any armor or using any shields.
Level | BAB | Fort | Ref | Will | Features | AC Bonus | Spells per Day (0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th) |
---|---|---|---|---|---|---|---|
1 | 0 | 0 | 0 | 2 | Druidic Language, Nature Sense, Rage | 0 | 3 1 - - - - - - - - |
2 | 1 | 0 | 0 | 3 | Woodland Stride | 0 | 4 2 - - - - - - - - |
3 | 2 | 1 | 1 | 3 | Trackless Step, Fast Movement +10 | 0 | 4 2 1 - - - - - - - |
4 | 3 | 1 | 1 | 4 | Resist Nature's Lure | 0 | 5 3 2 - - - - - - - |
5 | 3 | 1 | 1 | 4 | - | 1 | 5 3 2 1 - - - - - - |
6 | 4 | 2 | 2 | 5 | Fast Movement +20 | 1 | 5 3 3 2 - - - - - - |
7 | 5 | 2 | 2 | 5 | - | 1 | 6 4 3 2 1 - - - - - |
8 | 6/1 | 2 | 2 | 6 | - | 1 | 6 4 3 3 2 - - - - - |
9 | 6/1 | 3 | 3 | 6 | Venom Immunity, Fast Movement +30 | 1 | 6 4 4 3 2 1 - - - - |
10 | 7/2 | 3 | 3 | 7 | - | 2 | 6 4 4 3 3 2 - - - - |
11 | 8/3 | 3 | 3 | 7 | - | 2 | 6 5 4 4 3 2 1 - - - |
12 | 9/4 | 4 | 4 | 8 | Fast Movement +40 | 2 | 6 5 4 4 3 3 2 - - - |
13 | 9/4 | 4 | 4 | 8 | - | 2 | 6 5 5 4 4 3 2 1 - - |
14 | 10/5 | 4 | 4 | 9 | - | 2 | 6 5 5 4 4 3 3 2 - - |
15 | 11/6/1 | 5 | 5 | 9 | Fast Movement +50 | 3 | 6 5 5 5 4 4 3 2 1 - |
16 | 12/7/2 | 5 | 5 | 10 | Tireless Rage | 3 | 6 5 5 5 4 4 3 3 2 - |
17 | 12/7/2 | 5 | 5 | 10 | Timeless Body | 3 | 6 5 5 5 5 4 4 3 2 1 |
18 | 13/8/3 | 6 | 6 | 11 | Fast Movement +60 | 3 | 6 5 5 5 5 4 4 3 3 2 |
19 | 14/9/4 | 6 | 6 | 11 | - | 3 | 6 5 5 5 5 5 4 4 3 3 |
20 | 15/10/5 | 6 | 6 | 12 | - | 4 | 6 5 5 5 5 5 4 4 4 4 |
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her 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. Her base daily spell allotment is given on the table. In addition, she receives bonus spells per day if she has a high Wisdom score. 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 she cannot lose a prepared spell to cast a cure spell in its place. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
When unarmored, unencumbered, and not using a shield, the druid adds her wisdom bonus (if any) to her AC, as well as a flat bonus given on the table above.
These bonuses to AC apply to flat-footed and touch AC, but they do not apply if the druid is immobilized or helpless.
A druid knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
A druidic avenger can fly into a rage as a free action during her turn. While in a rage, a druidic avenger temporarily gains a +4 bonus to Strength and Constitution and a +2 morale bonus to will saves, but also suffers a -2 penalty to Armor Class. The increase in Constitution increases the druidic avenger's hit points by 2 per level, but these hit points are lost at the end of the rage.
While raging, a druidic avenger cannot use any Charisma, Intelligence, Constitution, or Dexterity based skills (except for Balance, Escape Artist, Intimidate, and Ride), cannot perform any actions that require patience or concentration, cannot cast spells or activate magic items that require a command word, spell trigger, or spell completion to function, and cannot use the Combat Expertise feat, item creation feats, or metamagic feats.
A rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier, or until the druidic avenger is knocked unconscious or chooses to end it early. When the rage ends, the druidic avenger becomes fatigued until the end of combat. A druidic avenger can only rage once per combat.
A 1st level druidic avenger can only rage once per day. At 4th level and every four levels thereafter, the druidic avenger may rage an additional time per day.
Druidic avenger levels stack with barbarian levels for the purpose of determining rages per day. If the druidic avenger already has a different type of rage (such as from being a hunter or berserker), the druid does not gain this rage, though her druid levels still stack with her barbarian levels to determine the frequency of her rages.
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Starting at 3rd level, the druid gains a +10 enhancement bonus to speed.
For every 3 levels beyond 3rd, this bonus increases by +10.
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
At 9th level, a druid gains immunity to all poisons.
At 16th level and higher, a druidic avenger no longer becomes fatigued at the end of a rage.
After attaining 17th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.
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