Druid
A nature-focused magic user and guardian of the forest.
Hit Dice | 1d8 |
Armor | Leather, wooden shields |
Weapons | Non-metal only - Club, sling, spear, staff, whip |
Languages | Alignment, Common, Druidic |
Spellcasting Ability | Wisdom (WIS) |
Core Features
- Charm Immunity: From 7th level, gains immunity to fae charms (from dryads, nixies, pixies, etc).
Level | HD | Atk | Save | Spells / Day |
Change Form Max HD & Uses / Day |
---|---|---|---|---|---|
1 | 1d8 | 0 | 11 | 1 | - |
2 | 2d8 | 0 | 11 | 1 | 1 |
3 | 3d8 | 0 | 11 | 2 | 2 |
4 | 4d8 | 0 | 11 | 2 | 2 |
5 | 5d8 | +2 | 9 | 3 | 3 |
6 | 6d8 | +2 | 9 | 3 | 3 |
7 | 7d8 | +2 | 9 | 4 | 4 |
8 | 9d8 | +2 | 9 | 4 | 4 |
9 | 9d8 | +5 | 6 | 5 | 5 |
10 | 9d8+1 | +5 | 6 | 5 | 5 |
11 | 9d8+2 | +5 | 6 | 6 | 6 |
12 | 9d8+3 | +5 | 6 | 6 | 6 |
13 | 9d8+4 | +7 | 3 | 7 | 7 |
14 | 9d8+5 | +7 | 3 | 7 | 7 |
Change Form
- Starting at 2nd level, can make a skilled WIS check to change into the form of either a reptile, bird, or mammal.
- The new form can’t have more hit dice than current level / 2.
- Regains 1d4 hit points per level when used successfully.
- All carried equipment is absorbed into animal form, only reappearing after changing back.
- May be used successfully a number of times per day equal to level / 2.
- When in combat, can change (or change back) as a free action.
Class Skills
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Druid Craft: Can use a combat action and make a skilled WIS check to create a small, instant, illusory effect, or to make a single seed pod open, flower blossom, or bud bloom.
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Nature Lore: Make a skilled INT check to identify plants or animals, to discern pure water, or to recover from being lost.
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Pass Without Trace: From 3rd level, can make a skilled DEX check to lead up to 5 people through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed.
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Ritual Casting: Some rituals require a skilled check.
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Tracking: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
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Advanced Skills: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
Divine Magic
- Can pray to nature to cast spells.
- Must have a holy symbol (token of nature)
- Must remain faithful to alignment and druidic faith.
- At level 2, gains spell casting and learns how to conduct magical research.
- May cast a number of spells each day up to to druid level - 1.
- Druid Spell List
Casting Spells
To cast a spell, the druid prays to nature.
- Make a skilled WIS check reduced by the level of the spell being attempted.
- On a fumble, causes Doubt.
- On a failure, nothing happens, and it doesn’t count towards casts for the day.
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
- On a complete success, the spell casts as expected.
- On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets).
Doubt
Occurs whenever a fumble occurs while casting a spell.
- Next attempt to cast spell gets -2 on roll.
- Cleared by a successful cast.
- Fumbling while already having Doubt severs connection to nature, preventing spell casting until next day.
Languages
- Knows a secret language called “Druidic”, known only to other druids.
- With each level beyond 2nd, learns to speak the language of a creature in the forest.
Stronghold
After 12th level, can build a stronghold that integrates with a natural setting.