Druid in Astora | World Anvil

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

1d8

Proficiencies

  • Armor: light and medium non-metallic armor. By default, this includes only padded, leather, 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.
 

druid class table

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.  

Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (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 druid 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 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 individuals, 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. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion 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 abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.  

Wild Shape (Su)

At 4rd level, a druid gains the ability to turn themself into any small or Medium animal and back again 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 the druid is familiar with.   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 a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.   At 6th level, a druid can 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 the Beast Shape II spell. When taking the form of an elemental, the druid’s wild shape functions as the Elemental Body I spell.   At 8th level, a druid can 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 the Beast Shape III spell. When taking the form of an elemental, the druid’s wild shape now functions as the Elemental Body II spell. When taking the form of a plant creature, the druid’s wild shape functions as the Plant Shape I spell.   At 10th level, a druid can 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 the Elemental Body III spell. When taking the form of a plant, the druid’s wild shape now functions as the Plant Shape II spell.   At 12th level, a druid can use wild shape 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 the Elemental Body IV spell. When taking the form of a plant, the druid’s wild shape now functions as the Plant Shape III spell.  

Venom Immunity (Ex)

At 9th level, a druid gains immunity to all Poison.  

A Thousand Faces (Su)

At 13th level, a druid gains the ability to change their appearance at will, as if using the Disguise Self spell, but only while in their normal form. This affects the druid's body but not their possessions. It is not an illusory effect, but a minor physical alteration of the druid's appearance, within the limits described for the spell.  

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. See the Character Age article for more details.  

Ex-Druids

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 atone.  

Druid Variants

Many variations exist that alter or replace aspects of the Druid class. These options can be found Here.

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