The Complete Druid

The traditional druid is a guardian of the woodlands. Nature, however, is vast and diverse; thus the druids detailed in this book might live their lives protecting jungle rain forests, arctic tundra, or even the subterranean Underdark. As a result, several distinct branches of druid are presented here, each essentially a new subclass built around the basic concept of the druid class. As a player, choose your druidic branch right after deciding to play a druid character.   The basic druid as described in the PH is referred to here as the “forest druid.” The names of the other branches reflect their geographic specialty: arctic druids, desert druids, and so on. branches of druids. On most worlds, the forest druids Members of all the branches of the druidic order have the same alignment—true neutral—and worship Nature. They share one ethos and owe at least nominal allegiance to the world’s Grand Druid. But, as befits the infinite diversity of Nature, every branch differs in details and approach to its mission. The granted powers and spells that Nature finds appropriate for a druid in one region are often inappropriate for a druid from a very different climate and terrain belong to the dominant branch. However, on a few worlds (such as one in the midst of an ice age) another branch might wield the most power. For more details on rivalry between branches, see Chapter 3: The Druidic Order. The Dungeon Master can restrict some branches to nonplayer characters (NPCs) or even prohibit them to suit the background or direction of a campaign. For example, the Dungeon Master (DM) might decide that the gray druids of the Underdark would make exciting adversaries for the characters. Since having player characters (PCs) as gray druids would water down the impact of the gray druids as foes, the DM can prohibit players from choosing that branch. Later in the campaign, after the party has encountered the gray druids, the DM might open the branch to players. Similarly, some druid branches simply may not seem very logical or useful in certain campaigns. A wise DM would discourage players from selecting the arctic branch for their druid characters in a campaign set in a jungle. The Essential Druid Some characteristics and limitations apply to all branches of the druidic order. The following section expands on the rules for druid characters in the PH (pgs. 35B38). Alignment and Ethos

All druids are of neutral alignment and share an ethos devoted to protecting the wilderness and maintaining natural cycles and a balance between good and evil (PH, pgs. 37, 47). For a detailed discussion of the neutral alignment and the beliefs of druids, refer to Chapter 4: Role-playing Druids. Experience and Hit Dice All druids must use the druid column of Table 23: Priest Experience Levels (PH, p. 33). Druids, like other members of the priest group, use eight-sided Hit Dice (HD), gaining one die per level from 1st through 9th level. After 9th level, druids receive an additional 2 hit points per level, but gain no special bonus for high Constitution. Proficiencies and Crossover Druids gain proficiencies just like other priests (PH, p. 50), starting with two weapon and four nonweapon proficiencies. It is strongly recommended that you, the player, use the optional nonweapon proficiency rules when creating druid characters with this book. The various branches of druids (and the druid kits described later) make extensive use of the nonweapon proficiency system to differentiate among types of druids. Note that druid nonweapon proficiencies come from the general, priest, and warrior groups. Druids have access to the warrior group (even though many other priests do not) because it contains many of the proficiencies associated with outdoor skills the druid needs to operate in the wilderness. Money and Equipment Druids start with 3d6-10 gp, which they can use to purchase equipment. All but a few coins (less than 1 gp) must be spent prior to entering play. If using the optional druid kit rules described later in this book, both the initial money and the equipment allowed might vary depending on the kit. Some characteristics and limitations apply to all branches of the druidic order. The following section expands on the rules for druid characters in the PH (pgs. 35B38). Alignment and Ethos All druids are of neutral alignment and share an ethos devoted to protecting the wilderness and maintaining natural cycles and a balance between good and evil (PH, pgs. 37, 47). For a detailed discussion of the neutral alignment and the beliefs of druids, refer to Chapter 4: Role-playing Druids. Experience and Hit Dice All druids must use the druid column of Table 23: Priest Experience Levels (PH, p. 33). Druids, like other members of the priest group, use eight-sided Hit Dice (HD), gaining one die per level from 1st through 9th level. After 9th level, druids receive an additional 2 hit points per level, but gain no special bonus for high Constitution

 

Some characteristics and limitations apply to all branches of the druidic order. The following section expands on the rules for druid characters in the PH (pgs. 35B38). Alignment and Ethos All druids are of neutral alignment and share an ethos devoted to protecting the wilderness and maintaining natural cycles and a balance between good and evil (PH, pgs. 37, 47). For a detailed discussion of the neutral alignment and the beliefs of druids, refer to Chapter 4: Role-playing Druids. Experience and Hit Dice All druids must use the druid column of Table 23: Priest Experience Levels (PH, p. 33). Druids, like other members of the priest group, use eight-sided Hit Dice (HD), gaining one die per level from 1st through 9th level. After 9th level, druids receive an additional 2 hit points per level, but gain no special bonus for high Constitution.

    Druids gain proficiencies just like other priests (PH, p. 50), starting with two weapon and four nonweapon proficiencies. It is strongly recommended that you, the player, use the optional nonweapon proficiency rules when creating druid characters with this book. The various branches of druids (and the druid kits described later) make extensive use of the nonweapon proficiency system to differentiate among types of druids. Note that druid nonweapon proficiencies come from the general, priest, and warrior groups. Druids have access to the warrior group (even though many other priests do not) because it contains many of the proficiencies associated with outdoor skills the druid needs to operate in the wilderness. Money and Equipment Druids start with 3d6-10 gp, which they can use to purchase equipment. All but a few coins (less than 1 gp) must be spent prior to entering play. If using the optional druid kit rules described later in this book, both the initial money and the equipment allowed might vary depending on the kit.

Magical Items

Druids use all magical items normally permitted to priests, with the exception of written items (books and scrolls) and those types of armor and weapons that are normally forbidden them. (The weapons and armor permitted to members of each branch and kit do vary, but they remain similar to those allowed to druids in the PH.) Thus, a druid who finds magical chain mail may not wear it, since druids must use only nonmetallic armor. Similarly, a druid cannot wield a magical mace, since maces are not among the permitted druidic arms.    

The Secret Language

All druids can speak a secret language in addition to other tongues they know. Using the optional proficiency system, the secret language does not require a proficiency slot. The secret language of the druids has its roots in British tradition. A language called Thari, derived from Celtic roots, apparently was spoken as a secret tongue throughout the British Isles by a small number of traveling folk such as tinkers and bards. It later was adopted by some Gypsy clans in addition to Romany, their own Indic language. Thari may predate the Dark Ages, and some claim fluency in it even today. Certain researchers seeking the roots of Thari as a language distinct from Gaelic have linked its origins to both ancient Celtic craft guilds and to the historical druids. If the DM wants to name the druids’ secret language, Thari possesses some historical relevance. Not only can druids use the secret language to provide passwords, they can speak this private tongue when they wish to baffle nondruidic eavesdroppers. It is a precise tool for discussing Nature; a druid can say “dense, old-growth pine forest” in one word rather than a whole phrase. The secret language has a specialized and detailed vocabulary limited to dealing with Nature and natural events; beyond this sphere, it is very basic. A druid could use the secret language to talk about the health of a person, animal, or plant; discuss the weather; or give detailed directions through the wilderness. The language also can describe druidic spells, ceremonies, powers, and any naturaland supernatural creatures known to the druids. However, it contains no words for sophisticated human emotions, for most tools or artifacts (beyond those used for hunting, farming, or fishing), or for weapons and armor (other than items druids use). The language also contains few words that refer to concepts peculiar to sentient beings, like property, justice, theft, or war. Tense distinctions blur in this secret tongue; usually the concepts druids express bear a certain immediacy or timelessness. Finally, the secret language of the druids remains a purely spoken tongue. A few simple runes or marks (symbolizing danger, safe water, safe trail, and so on) exist for marking paths and leaving messages, but the language cannot communicate actual sentences and complex ideas in writing. Here’s an example of how the secret language works in practice. Suppose two druids are discussing a magical item and want to converse entirely in the secret language, using no words borrowed from other tongues. One druid wishes to say: This magical long sword was a gift to Melinda, wife to King Rupert, from Rupert’s court wizard Drufus. The mage gave it the power to throw lightning bolts. But then King Rupert grew jealous of Melinda. He had her executed and took the blade for himself. After Rupert died, the sword was left buried in the dungeons under his castle. In the secret language, the story might come out something like this: This magic scimitar was for the Tall Golden Female, mate of the Man-Leader, from the Wielder of Magic from the Vale of the White Eagles. He put the call lightning power in it. But the ManLeader wanted it. He killed the Tall Golden Female and took it for himself. He died. The scimitar stayed in the cave under his big stone man-den.   See the difference? There’s no word for long sword, so our druid has substituted “scimitar.” (All druidic weapons have names.) The idea of a gift is described in more basic terms. In addition, the concept of naming has no place in this Nature-oriented language; people and creatures are known by description, status, or place of origin. Wizard becomes the more generic “wielder of magic.” Lightning, a natural phenomenon, has an equivalent in the secret language. But the secret language cannot convey a human emotion such as Rupert’s jealousy, so the druid has had to substitute less precise phrasing. Similarly, the private tongue does not cover execution or murder, so the druid used the more generic “killed.” Finally, no druidic term corresponds to dungeon or castle, so the druid has had to use other words—”cave under his big stone man-den”—to convey that image. Of course, a druid not worried about being overheard might mix the secret language and normal speech in a single sentence. The secret language helps bind the worldwide druidic order together. Druids from different circles (See Chapter 3: The Druidic Order) or branches all speak the same secret language. However, they may have developed their own regional accents or dialects. These could enable a listener to identify the region the druid comes from, or provide a clue to the speaker’s branch. In a Spelljammer® or Planescape® campaign and through the use of certain spells and magical items, druids from different worlds can meet. The DM should decide whether their secret languages resemble each other enough to allow communication. Finally, the druid’s secret language, while private, is not supernatural—theoretically, others can learn it. However, because the tongue provides druids with code phrases or passwords, they simply will not teach it to nondruids. The great druid of the region will punish any who break with this tradition.  

Shapechanging

Characters belonging to almost all druidic branches (discussed later in this chapter) can shapechange into various animal forms upon reaching 7th level. For more than the following guidelines, consult the description of a particular branch’s granted powers. Normally, the druid can assume only a limited number of shapes each day, depending on the character’s branch; the choice of branch usually restricts the types of forms the druid can assume. Shifting shape takes one round, during which the druid cannot take other actions. The druid can remain in the new shape indefinitely—the duration of a form ends only when the druid turns back to the original shape or assumes another one. A druid can shift from one shape to another without returning to human form first. Upon assuming a new form, the druid heals 10% to 60% (1d6-10) of all damage. (Round fractions down.) For example, a druid who has suffered 15 points of damage rolls a 3 on a d6. Therefore, the character regains 30%-15 hp, or 4.5 hp. This value becomes 4 hit points after rounding. The animal form a druid assumes can vary from the size of a bullfrog or small bird to that of a black bear. Unless noted otherwise, the druid can assume only the form of a normal (real-world) animal in normal proportions. A druid in animal form takes on all the beast’s physical characteristics movement rate, abilities, Armor Class (AC), number of attacks, and damage per attack. The druid retains original hit point and saving throw values. The druid’s clothing and one item held in each hand also become part of the new body; these reappear when the druid resumes normal shape. Generally, a druid in animal form cannot use such items, but in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to function normally. A shapechanged druid radiates strong Alteration magic.  

Turning Undead

No druid has the granted power to turn undead. Such creatures are not of the living world—the only world that concerns druids—so members of this class have no control over them.    

Higher-level Druids

The worldwide organization of the druids allows for the existence of only a limited number of 12th- or higher-level druids, assigning them special titles, servants, and responsibilities. Druids who gain enough experience to reach 12th level can advance only if they find a vacancy within the Order’s ranks or wrest a position from another druid through the challenge. (See Chapter 3: The Druidic Order.) Only one 15th-level druid exists in any campaign world: the Grand Druid, chief of all druids in the world. The Grand Druid can come from any branch, though on many worlds this position requires a member of the usually dominant forest druids. A Grand Druid who retires and continues to gain experience can become a hierophant druid, of which a world can have any number. The rules for druids of 12th and higher levels described in the PH on pgs. 37-38 apply to all druidic branches. For more details on the hierarchy of druids and the special responsibilities of higher-level characters, see Chapter 3: The Druidic Order.        

Druidic Branches.

Each branch within the druidic order operates, effectively, as a separate priest class under thestandard druid rules. Here’s how the pages that follow describe the characteristics of each branch: Minimum Ability Scores. The druidic prime requisites of Wisdom 12 and Charisma 15, or slightly modified scores, serve as the minimum ability scores necessary for a character to choose a particular branch.

Races Allowed.

Standard (forest) druids are usually humans or half-elves, but members of other races can choose some druidic branches. (Details on these options appear in The Complete Book of Humanoids.) A number in parenthesis shows the maximum level these characters normally reach; they can achieve higher levels only with high ability scores, as stated in the DMG, pgs. 14-15. The Complete Book of Humanoids offers four new races for use as druid PCs: alaghi, centaurs, saurials, and swanmays. Other nonhumans can become druids, at the DM’s option, though details on these characters should be carefully worked out within the guidelines of The Complete Book of Humanoids. Possible allowable races include:

Dryads.

A dryad is quite shy and unable to travel far from her home tree. Unusual circumstances might allow a dryad PC to become a druid and travel within a large forest using magical items that link her with her home tree, but it remains unlikely that the dryad will advance beyond 4th level in ability. DRAGON® Magazine (#109, “Hooves and Green Hair”) has suggested that halfdryads (born of a union of human male and dryad) might reach 7th level or higher. Dryads and halfdryads always become forest druids.

Elves.

The AD&D Original Edition Unearthed Arcana reference book allowed elves to become druids. Only sylvan elves may achieve druidhood, perhaps in remote areas such as lost islands or other worlds. Sylvan elf druids can reach 12th level (like regular clerics) and can take the Herbalist kit from The Complete Book of Elves (pgs. 83-84). They always fall under the forest druid branch. Interested players might develop a druidlike priest kit for an elf, such as the halfling’s Leaftender. Though drow cannot become druids, half-drow (like all half-elves) can; these almost always become gray druids.

Giant-kin.

Firbolgs and voadkyn, described in The Complete Book of Humanoids, might become forest druids in certain remote regions of a campaign. They could reach the 7th level of ability. Again, players could develop a druidlike priest kit for this race.

Halflings.

The AD&D Original Edition game allowed halflings to reach the 6th level of ability as NPCs; Unearthed Arcana allowed halfling druid PCs to reach higher levels. In the AD&D 2nd Edition Complete Book of Gnomes and Halflings (pgs. 119-120), halfling priests gained the Leaftender kit, which strongly resembles the druid class. Leaftender priests normally may achieve 8th level. If halflings become true druids, they can reach 8th level, too, usually in the forest or plains branches.

Lizard Men.

A civilized group of lizard men on a world in the Spelljammer setting might have druids among them. Though some lizard men aboard the ship Spelljammer (detailed in The Legend of Spelljammer boxed set) achieved high levels of clerical ability, most lizard man druids would not advance beyond 7th level. These beings become jungle or swamp druids. Satyrs. As a rule, satyrs concern themselves too much with having fun to bother with the serious side of a druid’s life. Satyr druid PCs should not gain levels above 4th. An article in DRAGON Magazine issue #109, “Hooves and Green Hair,” allowed half-satyrs (born of human women and satyrs) to reach 6th level or higher. Satyrs and half-satyrs always belong to the forest druid branch.      

Armor and Weapons Permitted.

Most druids wear natural armor (leather) and use woodenshields. Other armors, especially metallic kinds, are forbidden to all druids. Most of the weapons permitted to druids of a particular branch resemble tools used in herding, hunting, and farming, or hold symbolic meaning to the druid. For instance, the curved scimitar and khopesh represent both the sickle used in the harvest and the crescent moon, which stands for birth, death, and rebirth in the cycle of Nature. The standard druid can use the following weapons: club, sickle, dart, spear, dagger, scimitar, sling, and staff (optional: scythe). Use of metallic weapons and tools usually remains unrestricted, but local availability can prove a problem, especially in areas like the arctic tundra. Nonmetallic materials can make effective weapons, with the following modifiers (compared to similar metallic items):    

Bone: 30% cost; 50% weight; -1 damage; -1 to attack roll.

Stone: 50% cost; 75% weight; -1 damage; -2 to attack roll.

Wood: 10% cost; 50% weight; -2 damage; -3 to attack roll.

 

The damage modifier reduces the damage normally done by the weapon, with a minimum of 1 point of damage. The attack roll modifier does not apply to missile weapons, as the attack roll reflects the character’s aim and is not a function of the material used to make the weapon. Damage modifiers do apply to missile weapons, however. Enchanted nonmetallic weapons must overcome the negative modifiers, too; thus a bone dagger +1 works just as well as a normal steel dagger. Whenever a nonmetallic weapon inflicts maximum damage in combat, it has a 1 in 20 chance of breaking and becoming useless. (The DM rolls a d20.)

Nonweapon and Weapon Proficiencies. A druid of a particular branch must have certain proficiencies required by the branch. Recommended proficiencies are only strong suggestions. If the DM permits the optional druid kits from the next chapter, select the druid’s proficiencies only after you, the player, have chosen a kit, since kits have their own proficiency requirements. If the DM prefers to use secondary skills rather than nonweapon proficiencies, choose appropriate druidic skills from Table 36 in the PH, p. 53.

"The scythe is a weapon available to many druidic branches. Its large curved blade, sharp only on its inner edge, attaches to a handle 5 to 6 feet long. A harvesting tool used to reap grain, the scythe costs 5 gp and weighs 8 lbs. This medium-sized (M) weapon must be used two-handed. It causes piercing/slashing (P/S) damage with speed factor 8. A scythe inflicts 1d6+1 points of damage vs. small or medium-sized opponents, or 1d8 vs. large opponents."

Spheres of Influence. Each branch allows its members access to different clerical spell spheres. (An asterisk indicates a sphere to which branch members have only minor access.) Druids gain bonus spells for high Wisdom. Granted Powers. A druid has a wider variety of granted powers than a standard cleric, an advantage balanced by a druid’s more limited sphere selection and inferior armor. Special Limitation. Some branches suffer from unusual disadvantages. For example, heat debilitates an arctic druid. Holy Symbol and Grove. Many branches of druids use plants as holy symbols and spell components mistletoe, for instance, symbolizes the forest druid. In habitats where mistletoe is not available (such as deserts or arctic regions), druids use other symbols. Forest druids worship in groves of ancient trees, which have become sanctuaries, meeting places, and sites of power for them. Alternate worship sites can replace groves for branches whose primary terrain does not foster tree growth. (See Chapter 6: Sacred Groves.)

Branch Portraits The following section of this chapter describes the various branches of druids that might exist in a campaign world. The DM may freely create other branches as desired, such as wildspace druids (from unusual worlds in the Spelljammer campaign), aquatic druids (tending ocean life on the continental shelves), aerial druids (living on semisolid cloud islands), and so on. Note that kits function within and in addition to branches. Arctic Druid

Description: Arctic druids feel at home on the frozen polar tundra or on the slopes of snowcapped mountains and ancient glaciers. They even venture at times across lifeless ice fields to assist lost animals. If an Ice Age took place in the distant past, arctic druids may very well claim to belong to the oldest druidic branch, tracing their ancestry all the way back to the days when humans huddled within caves. Glydo, a typical arctic druid, (illustrated above) concerns himself more with animals than with plants. Guardian of caribou herds, penguins, auks, seals, polar bears, and other arctic and subarctic animals, he relentlessly pursues those who exploit animals out of desire for profit. However, he faithfully befriends hunters and trappers who respect the land and take from it no more than they need. Minimum Ability Scores: Wisdom 12, Constitution 13, Charisma 15. Races Allowed: Human, half-elf. Optional—alaghi (11). Armor and Weapons Permitted: Leather armor, wooden shield; club, dagger, dart, harpoon, knife, sling, spear, staff. Arctic druids can use metallic weapons if they find them, but mining is extremely rare in arctic areas, making such items rare as well. Weapon Proficiencies: Recommended— knife, harpoon, spear. Nonweapon Proficiencies: Required— (general) fire-building, weather sense; (warrior) survival (arctic Recommended— (general) animal handling, animal training, direction sense, fishing, swimming; (priest) ancient history, healing; (warrior) endurance, hunting, mountaineering, tracking. Spheres of Influence: All, Animal, Divination*, Elemental, Healing, Plant*, Weather. (The arctic druid’s minor access to the Plant sphere reflects the less abundant plant life in arctic climes.) Granted Powers: An arctic druid like Glydo has the following granted powers:

〈 Receives a +2 bonus to all saving throws vs. cold-based attacks.

〈 Learns the languages of intelligent monsters whose natural habitats are tundra, arctic, and subarctic regions. The arctic druid gains one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.). Such languages include those spoken by ettins, frost giants, ice toads, selkies, werebears, white dragons, winter wolves, verbeeg, yeti, and others.

〈 Ignores the effects of freezing weather upon himself at 3rd level.

〈 Identifies with perfect accuracy arctic plants and animals, thin ice (ice that would give way under the weight of a person or a sled), and pure water at 3rd level.

〈 Passes over ice and snow without leaving a trail and can move over such terrain at full movement rate at 3rd level.

〈 Shapechanges up to three times a day at 7th level. The druid can assume the form of a land mammal, marine mammal, or bird that dwells in arctic and subarctic climates: a caribou, penguin, polar bear, seal, reindeer, snowy owl, wolf, wolverine, and so on. The druid can’t take the same animal’s shape more than once each day.Special Limitation: An arctic druid is used to a cold climate and suffers a -1 penalty to attack rolls, saving throws, and ability checks in environments with temperatures above 80 degrees Fahrenheit. Holy Symbol and Grove: Glydo, as an arctic druid, uses as his holy symbol a bone of an arctic animal that has been carved into the shape of a knife, whistle, flute, or other instrument. If the druid dwells beyond the arctic tree line, he chooses as his “grove”—usually near a glacier—an ancient cave whose walls are covered with prehistoric paintings of animals.

Desert Druid The deserts prove as inhospitable to most normal plant and animal life as the arctic regions. However, deserts remain vital to the worldwide order of druids. Desert druids such as Otaq (pictured on p. 11) are either members of native nomad tribes or hermits who have moved to the desert to escape civilization. Valued for their abilities to heal sick animals (and people) and to find or create pure water, they normally remain on good terms with desert nomads. Although desert druids revere all the flora and fauna of a desert, from cacti and scorpions to vultures and camels, they most fiercely protect the few fertile oases, which house their sacred groves. Desert druids also may reside in semidesert areas, hot scrub lands, and chaparral. Unless a DM sets a campaign in actual desert land, this branch best suits an NPC the party may encounter traveling through the wastes. Many desert druids live as hermits, not fond of disturbances, and can be short tempered or downright eccentric. However, no one can top their knowledge of their own desert area. If a party seeks something in the trackless wastes or finds itself lost, facing a sandstorm, or running out of food or water, a chance encounter with a desert druid like Otaq may spell salvation. Minimum Ability Scores: Wisdom 12, Constitution 12, Charisma 15. Races Allowed: Human. Armor and Weapons Permitted: Leather armor, wooden shield; club, sickle, dart, spear, dagger, khopesh, scimitar, sling, short bow, staff. Weapon Proficiencies: Recommended— scimitar, short bow, staff. Nonweapon Proficiencies: Required— (general) direction sense, weather sense; (warrior) survival (desert). Recommended— (general) riding (land-based (priest) healing, local history; (warrior) endurance, tracking. Spheres of Influence: All, Animal, Divination*, Elemental (air, earth, fire), Elemental* (water), Healing, Plant*, Weather. Granted Powers: A desert druid like Otaq has the following granted powers:

〈 Receives a +2 bonus to all saving throws vs. fire or electrical attacks.

〈 Goes without water for one day per level without suffering thirst. Regaining use of this power requires the druid to have resumed a normal intake of water for a time equal to the days of deprivation.

〈 Learns the languages of desert-dwelling intelligent creatures (brass dragons, dragonnes, lamias, thri-kreen, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.).

〈 Infallibly identifies desert plants and animals and pure water at 3rd level.

〈 Sees through nonmagical mirages at 3rd level and gains a +4 on any roll to save against illusions cast within a desert.

〈 Crosses sands and dunes on foot without leaving a trail and at full movement rate at 3rd level.〈 Senses the distance, direction, and size of the nearest natural water source (well, spring, oasis, sea, etc.) if one lies within 1 mile per level. This power, gained at 3rd level, is usable once per day.

〈 Shapechanges up to three times per day at 7th level, once each into a normal mammal, reptile, and bird. The druid can shapechange only into animals whose natural habitat is the desert. Common desert-dwelling animals include camels, eagles, hawks, lizards, mice, rats, snakes, and vultures. Otherwise, this power functions identically to that described in the PH, p. 37.

Special Limitation: None. Holy Symbol and Grove: A desert druid’s grove normally lies within a beautiful oasis in the deep desert. Branch members use as their holy symbol a vial of water from a sacred oasis, filled under a full moon.  

Gray Druid The rare gray druids inhabit and tend the shadowy realms of the hidden life that exists without sunlight—fungi, molds, and slimes—and the nocturnal creatures that dwell in lightless, subterranean realms. Gray druids are more closely associated with the earth than with other elements of Nature. While many of them live in underground caves or ruins (especially in the Underdark), they are found any place fungal life grows abundantly, either above or below ground. Gray druids tend to oppose dungeon delvers, especially dwarves, who they believe defile and exploit the underground environment. They have very good relations with deep gnomes and passable relations with drow, who they feel show more appreciation of the beauty of the Underdark than most dwarves or men. But the gray druids don’t always oppose surface dwellers. Suppose a maze of caverns has developed a complex ecology: fungi, slimes, rust monsters, subterranean lizards, purple worms, and so on. Then an evil wizard and his ogres move in and begin “clearing” the caverns, destroying the monsters in preparation to establish an underground stronghold. In this situation, the gray druid Rybna (pictured on p. 11) might recruit a party of adventurers—not to loot the caverns (though the PCs may take the wizard’s treasure) but to defeat the wizard’s forces—and in so doing, save the local ecology from destruction.

Minimum Ability Scores: Wisdom 12, Charisma 15. Races Allowed: Human, half-elf (drow). Armor and Weapons Permitted: Leather armor, wooden shield; club, sickle, dart, spear, dagger, scimitar, sling, staff. Weapon Proficiencies: Recommended—dart, scimitar. Nonweapon Proficiencies: Required— (general) direction sense; (priest) herbalism; (warrior) blind-fighting. Recommended— (general) animal training, fishing; (priest) ancient history, healing. Spheres of Influence: All, Animal, Divination*, Elemental (earth, water), Elemental* (air, fire), Healing, Plant, Weather*. Granted Powers: A gray druid like Rybna has the following granted powers:

〈 Identifies with perfect accuracy pure water, fungi, subterranean animals, and all slimes, puddings, jellies and molds (including monster types) at 3rd level.

〈 Learns the languages of subterranean creatures (orcs, goblins, troglodytes, xorn, etc.), gaining one extra proficiency slot every three levels (at 3rd, 6th, etc.) for this purpose.

〈 Controls fungi, jellies, molds, oozes, puddings, and slimes (nonintelligent or of animal Intelligence) at 7th level. The druid can use this power once per day to control 1 Hit Die ofcreatures per level. It affects only a 30-yard radius around the druid. For instance, Rybna, a 10th-level druid, could control two 5 HD slimes or one 10 HD pudding. The creatures receive no saving throw, but remain controlled only as long as they stay within 30 yards of the druid. An uncontrolled creature reverts to its normal behavior patterns. A gray druid like Rybna will not send a controlled monster to its death unless by doing so she can protect the subterranean ecology. This power does not animate a stationary entity or grant it any new abilities. (Rybna could command a shrieker to shriek or be silent or move, but not to sing or speak.) Control lasts for one turn per level of the druid.

〈 Shapechanges into a normal reptile, a normal mammal, or a nonpoisonous giant spider at 7th level; the druid can assume each form once per day. The druid can change only into a reptile or mammal that dwells underground, such as a mole, badger, tunnel snake, etc. The ability is otherwise identical to druidic shapechanging in the PH.

Special Limitation: Gray druid Animal sphere spells affect only animals native to subterranean environments. So, Rybna could cast animal friendship on a rat, a huge spider, or a badger, but not on a wolf or horse. A gray druid has a -2 penalty on saving throws against spells creating bright light, such as continual light. Due to long enmity, dwarves react to gray druids at -2. (The reverse is also true.) Holy Symbol and Grove: Gray druids use a puffball mushroom grown and harvested in complete darkness as their holy symbol. They usually take part of an underground cavern—a thriving subterranean ecosystem—for a grove.

Forest Druid The forest druid—the druid described in the PH—serves as the guardian of both the great forests of the wilderness and the smaller woodlands and orchards that lie next to cultivated fields in flat lands, rolling plains, or wooded hills. Forest druids hold trees (especially ash and oak) sacred and never destroy woodlands or crops, no matter what the situation (although a druid could act to change the nature of a wood enchanted with evil, for instance, without destroying it). The forest druid acts as a living bridge between the wilderness and those humans—such as hunters, loggers and trappers— who dwell on its borders. As the player, you can choose to role-play one of two kinds of forest druids: one from a temperate deciduous forest, or one from a subarctic conifer forest. The former type is better known and more numerous on most worlds; though conifer forests grow to vast sizes, they exist within often hostile environments and lack the great variety in wildlife of warmer forests. For quick reference, the information on the temperate-forest druid branch is repeated here, along with suggested proficiencies. Unless otherwise noted, information applies to both temperate- and cold-forest druids.

Minimum Ability Scores: Wisdom 12, Charisma 15. Races Allowed: Human, half-elf. Optional—alaghi (11), centaur (14), saurial (9), swanmay (12). (Only humans, half-elves, alaghi, and centaurs can become cold-forest druids.) Armor and Weapons Permitted: Leather armor, wooden shield; club, sickle, dart, spear, dagger, scimitar, scythe, sling, staff. Weapon Proficiencies: Recommended—any two of the above weapons. Nonweapon Proficiencies: Recommended— (general) animal training; (priest) healing, herbalism; (warrior) animal lore, survival (forest), tracking. Spheres of Influence: All, Animal, Divination*, Elemental, Healing, Plant, Weather.Granted Powers: The forest druid has the following granted powers:

〈 Receives a +2 bonus to all saving throws vs. fire or electrical attacks. 〈 Learns the languages of woodland creatures (centaurs, dryads, elves, satyrs, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, treants, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.). (The languages of coldforest druids include those of the giant lynx, giant owl, pine treants, and cold-dwelling groups of centaurs, elves, gnolls, gnomes, etc.)

〈 Identifies plants, animals, and pure water with perfect accuracy at 3rd level.

〈 Passes through overgrown areas at 3rd level without leaving a trail and at full movement rate. For instance, the temperate-forest druid Garon (pictured above) can move with ease through dense thorn bushes, briar patches, pine trees, tangled jungle vines, and so on. He also is immune to poison ivy, poison oak, and similar irritating plants. When using this power, Garon must be on foot, not riding an animal.

〈 Has immunity to charm spells cast by woodland creatures such as dryads at 7th level. The druid’s immunity does not extend to charm spells cast by creatures who merely happen to be living in or passing through a forest, such as a woods-dwelling human mage or vampire.

〈 Shapechanges into a normal, real-world reptile, bird, or mammal up to three times per day at 7th level, exactly as described in the PH. Each animal form (reptile, bird, or mammal) can be used only once per day. The druid cannot assume giant forms.

Special Limitation: See “Holy Symbol and Grove.” Holy Symbol and Grove: The grove of a forest druid is just that: a stand of hallowed trees. Druids of this branch—such as Gatha, a cold-forest druid (illustrated on p. 15)—use mistletoe as a holy symbol. For full effectiveness, Gatha must gather the mistletoe by the light of the full moon using a golden or silver sickle specially made for this task. If a spell requires a holy symbol and Gatha only has mistletoe harvested by other means, halve the damage and area of effect (if any) and add +2 to the target’s saving throw (if applicable).  

Jungle Druid The protectors of tropical rain forests, jungle druids usually grow up in tribes, as jungle pests, vegetation, and climate discourage farming, herding, and city-building. Because most tribal members live closely attuned to the natural world, jungle druids have a greater likelihood of involving themselves directly in the affairs of humans than other druids might. In fact, a jungle druid like Sima (pictured on p. 15) usually holds a position of power and respect, wielding great political authority. However, jungle druids do not associate themselves with a particular tribe or people, as do most tribal priests or witch doctors. Instead, they adopt a neutral position, mediating intertribal feuds and handling relations between human tribes and jungle-dwelling humanoids, demihumans, or intelligent monsters. In some cases, a great druid becomes a virtual “king of the jungle,” wielding power over a coalition of several tribes, nonhumans, and animals.

Minimum Ability Scores: Wisdom 12, Charisma 15. Races Allowed: Human. Optional—saurial (9). Armor and Weapons Permitted: No armor, wooden shield; blowgun, club, dart, knife, spear, staff. Weapon Proficiencies: Recommended— blowgun, knife. Nonweapon Proficiencies: Required— (priest) healing, herbalism. Recommended— (general) animal taming, weather sense; (priest) local history; (warrior) survival (jungle), tracking. Spheres of Influence: All, Animal, Divination*, Elemental, Healing, Plant, Weather.Granted Powers: The jungle druid has the following granted powers:

〈 Passes through overgrown areas, such as thick jungle, without leaving a trail and at full movement rate.

〈 Learns the languages of tropical forest and swamp creatures (couatl, lizard men, naga, tasloi, yuan-ti, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.).

〈 Identifies plants, animals, and pure water with perfect accuracy at 3rd level.

〈 Shapechanges into a normal (not giant) reptile, bird, or mammal up to three times per day at 7th level. The druid can use each animal form (reptile, bird, or mammal) only once per day and can choose from only those animals that make their normal habitat within jungles or tropical swamps.

Special Limitation: None. Holy Symbol and Grove: The jungle druid uses a tom-tom (jungle drum) as a holy symbol. Constructing a replacement takes two weeks. The grove is usually a circle of trees, often near a waterfall.  

Mountain Druid The mountain druid dwells in areas of rugged hills, alpine forests, and peaks and rocks above the tree line. Members of this branch, such as Dansil (illustrated on p. 19), wield over their environments a power gained from the element of earth and especially from stone. They also draw power from the weather, especially storms and clouds. Dansil and his fellows protect mountains and alpine flora and fauna from those who would exploit them. This role frequently brings them into conflict with miners, especially dwarves. Mountain druids often ally themselves with storm and stone giants, which further angers dwarves.

Minimum Ability Scores: Strength 9, Wisdom 12, Charisma 15. Races Allowed: Human, half-elf. Armor and Weapons Permitted: Leather armor, wooden shield; club, sickle, dart, spear, dagger, scimitar, sling, staff. Weapon Proficiencies: Recommended—club, sling, spear. Nonweapon Proficiencies: Required— (warrior) mountaineering, survival (mountain). Recommended—(general) animal training; (priest) healing, herbalism; (warrior) animal lore. Spheres of Influence: All, Animal, Divination*, Elemental (earth, air), Elemental* (fire, water) Healing, Plant, Weather. Granted Powers: The mountain druid has the following granted powers:

〈 Receives a +4 bonus to all saving throws vs. electrical attacks and to mountaineering proficiency checks.

〈 Gains a modifier of +3 to experience level when determining the effects of a spell from the Elemental (earth or air) or Weather spheres cast while in the mountains.

〈 For instance, say Dansil, a 5th-level mountain druid, cast the Weather spell obscurement while in his mountain environs. That spell, which has effects normally lasting 20 rounds (four rounds per level), has an adjusted duration of 32 rounds, as though Dansil were 8th level. Modify its normal area of effect of 50 feet - 50 feet (10 feet - 10 feet per level) to 80 feet - 80 feet.

〈 Senses avalanches, volcanic eruptions, and rockfalls one turn before they happen when the player rolls 1 to 5 on 1d6. This ability also enables the druid to detect deadfall traps and falling blocks on a roll of 1 to 3 on 1d6.〈 Learns the languages of mountain-dwelling sentient creatures (such as dwarves, red dragons, stone or storm giants, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.).

〈 Identifies plants, animals, and pure water with perfect accuracy at 3rd level.

〈 Shapechanges into a normal, real-world reptile, bird, or mammal up to three times per day at 7th level, exactly as described in the PH. Each animal form (reptile, bird, or mammal, excluding giant forms) can be used only once per day.

Special Limitation: None. Holy Symbol and Grove: The mountain druid uses an eagle feather as a holy symbol. The grove of a druid (such as Dansil) usually lies in the higher elevations, often a glade near a beautiful waterfall on a slope or an ancient circle of standing stones on a peak.  

Plains Druid The plains druid lives on open grasslands with few or no trees: temperate prairies and pampas, hot veldts and savannas, cool steppes, and the like. Yalla is such a druid. (See illustration next page.) She often finds herself in the company of nomadic hunters and herders. Her powers and interests resemble those of a forest druid, but she has a closer interest in the weather and the health of great herds roaming her lands than in trees and crops. Second only to the forest branch, plains druids remain among the most common and best known of all druids.

Minimum Ability Scores: Wisdom 12, Charisma 15.

Races Allowed: Human, half-elf. Optional—centaur (14).

Armor and Weapons Permitted: Leather armor, wooden shield; club, sickle, dart, spear, dagger, scimitar, scythe, sling, staff.

Weapon Proficiencies: Recommended—club, sling, spear.

Nonweapon Proficiencies: Required— (general) riding (land-based), weather sense; (warrior) animal lore, tracking. Recommended—(general) animal handling, animal training; (priest) healing; (warrior) endurance, hunting, survival (plains/steppes).

Spheres of Influence: All, Animal, Divination*, Elemental (air, earth, fire), Elemental* (water), Healing, Plant, Weather.

Granted Powers: Yalla, a typical plains druid, possesses these granted powers:

〈 Receives a +2 bonus to all saving throws vs. fire and electrical attacks (due to this branch’s need to fight such natural dangers as prairie fires, lightning strikes, etc.).

〈 Has a +4 bonus to any animal handling, animal lore, or animal training proficiency checks concerning plains-dwelling herd beasts or riding animals.

〈 Learns the languages of plains-dwelling sentient creatures (such as centaurs), gaining an extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.).

〈 Identifies plants, animals, and pure water with perfect accuracy at 3rd level.

〈 Speaks with any land animals that humans can ride, as well as plains-dwelling herd animals, at 3rd level as though she had cast a speak with animals spell.

〈 Shapechanges into a normal, real-world reptile, bird, or mammal common to the plains up to three times per day at 7th level, exactly as described in the PH. Yalla can use each animal form (reptile, bird, and mammal) only once per day and cannot assume giant forms.

Special Limitation: None.

Holy Symbol and Grove: Plains druids typically wear their holy symbol: a diadem or arm band woven from prairie grass under a full moon. They often choose as their grove a circle of standing stones on the open grass.

 

Swamp Druid The swamp druid’s role centers around guarding marshes, fens, bogs, wetlands, and swamps, as well as the abundant plant and animal life within them. Willoo, an average swamp druid (pictured next page), resembles a normal forest druid, but his particular habitat makes him less socially acceptable. He opposes anyone who would drain his swamp in the name of “progress,” even if such land were needed for farming or urban construction. Swamp druids often live as hermits; the more sociable among them sometimes serve as priests for outlaws hiding in the swamps or for lizard men who lack their own shamans.

Minimum Ability Scores: Wisdom 12, Charisma 12.

Races Allowed: Human. Optional—saurial (9).

Armor and Weapons Permitted: Leather armor, wooden shield; club, dagger, dart, khopesh, scimitar, scythe, sickle, sling, spear, staff.

Weapon Proficiencies: Recommended—any two of the above.

Nonweapon Proficiencies: Required— (general) swimming; (priest) herbalism; (warrior) survival (swamp). Recommended— (general) seamanship (for small boats), weather sense; (priest) healing, local history; (warrior) animal lore.

Spheres of Influence: All, Animal, Divination*, Elemental (earth, water), Elemental* (air, fire), Healing, Plant, Weather.

Granted Powers: A swamp druid has the following granted powers:

〈 Has an immunity to insect-transmitted diseases common to swamps, such as malaria, and a +2 bonus on saving throws vs. any other diseases.

〈 Receives a +1 reaction adjustment from normal animals that live in swamps (such as crocodiles) and from monsters whose habitat is a swamp or marsh for instance, black dragons, bullywugs, and lizard men.

〈 Learns the languages of intelligent humanoids and monsters that inhabit the swamp (black dragons, bullywugs, lizard men, shambling mounds, will o’ wisps, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.). (Note that to “speak” with a will o’ wisp, a swamp druid needs a light source, such as a hooded lantern, to signal with.)

〈 Identifies plants, animals, and pure water with perfect accuracy at 3rd level.

〈 Passes through overgrown areas and mud at the full movement rate without leaving a trail at 3rd level. The swamp druid can use this power to cross quicksand without sinking.

〈 Uses the animal friendship spell (which usually affects only normal or giant animals) at 5th level to influence semi-intelligent swamp-dwelling monsters or those of animal Intelligence. The effects on such monsters, including catoblepas, hydra, lernaean hydra, and pyrohydra, remain those of animal friendship. The druid has to want to befriend the monster, not use it as sword-fodder.

〈 Shapechanges into a normal reptile, bird, or mammal up to three times per day at 7th level. The druid can assume only the form of real-world creatures that live in swamps or wetlands (crocodile, frog, marsh bird, snake, etc.). The druid can adopt each animal form (reptile, bird, or mammal) once per day.

〈 Casts an insect plague (as the spell) once per day at 7th level. This power works only when the druid is within the boundaries of a swamp or marsh.

Special Limitation: Willoo’s clothes, like those of most swamp druids, frequently look caked with mud and often drip with swamp water. He always has a faint odor of the swamp about him. Hislack of cleanliness gives him a -1 penalty to reaction adjustment from most people and a -3 penalty regarding upper-class individuals, such as gentry or nobles.

Holy Symbol and Grove: The grove usually lies deep within a marsh or swamp—a stand of beautiful mangroves, weeping willows, swamp oak, or the like. Many groves are actually islands, sometimes guarded by natural traps such as quicksand. A swamp druid uses as a holy symbol a vial of water from a sacred swamp grove.

 

Multi- and Dual-Class Druids This section elaborates on the options for players who wish to role-play multi- or dual-class druids. The choices and descriptions are culled from a variety of sources, including the PH and DMG.

Multi-Class Druids Only half-elves can be multi-class druids. Multi-class druids must abide by the weapon, shield, and armor restrictions of their branches. The PH (pgs. 22, 44) mentions the half-elf’s options of druid/fighter, druid/ranger, druid/mage, and druid/fighter/mage. (Some earlier printings incorrectly cite only the druid/fighter combination on p. 44.)

Druid/Fighter. The core AD&D rules permit the druid/fighter.

Druid/Ranger. The core AD&D rules permit the druid/ranger. The Complete Ranger’s Handbook, p. 79, gives guidelines for playing such characters: A Nature deity of good alignment must exist whose specialty priests are all druids. This priesthood must ally with a group of rangers. Any half-elf druid/ranger must obey the level limits for demihumans (DMG, p. 15), making it unlikely for the character to compete for high levels of druidic power. The druid/ranger’s multiple interests antagonize conservative druids, and the character usually suffers from divided loyalties. (Create a similar character with fewer problems by giving a druid/fighter the Avenger or Beastfriend kit, described in the next chapter.)

Druid/Mage and Druid/Fighter/Mage. The core AD&D rules permit the druid/mage and druid/fighter/mage. While these combinations exist, they remain rare and require the DM’s permission. They cannot wear armor or use shields, and must limit their weapons to those permitted to druids

 

Dual-Class Druids All normal rules for dual-class characters apply to druids. The druid’s restriction to neutral alignment limits the options to bard/druid, fighter/druid, wizard/druid, and thief/druid. Some druids prefer to see the upper ranks of the Order filled by “pure” druids those who have devoted their lives solely to the Order. Dual-class characters sometimes face prejudice from other druids. Fighter/druids. Often acting as wandering guardians of Nature and country folk (much like neutral rangers), fighter/druids also can become hermit-knights, living away from society and defending a particular grove with their lives. Fighters who become druids often do so because they seek spiritual growth, because they have grown disgusted with the world of man, or occasionally as penance for a particular misdeed.

Druids who become fighters, on the other hand, want to take a more direct approach to defending the wilderness; others seek to attune themselves to Nature by mastering their own bodies usingeastern-style fighting arts, often becoming rather enigmatic Zenlike warrior-mystics. Wizard/druids. Looked upon with deep suspicion by most other druids, wizard/druids generally find themselves stereotyped as untrustworthy or scheming. Conservative elements within the druidic order often attempt to block wizard/druids from reaching 12th level. If they fail, they deliberately encourage rising druids to challenge the dual-class character to a duel in preference to other targets.

Wizards usually become druids for philosophical reasons: either a fear that unrestrained use of magical or divine forces threatens the cosmic balance, or a desire to learn the druidic arts to better understand the workings of Nature. Druids who study wizardry most often see this magic as another part of Nature to study and master.

 

Thief/druids. Such combinations appear rarely, since the city serves as the optimum home base for the thief. As with wizard/druids, people tend to distrust thief/druids. A druid who becomes a thief usually does so after becoming disillusioned with the druidic order. A thief becomes a druid usually as the result of highly unusual circumstances an outlaw flees to the wilderness to escape pursuit only to befriend a local druid, come to love Nature, and decide to adopt a new way of life.

High-level Dual-Class Druids. A dual-class character who achieved a high level as a fighter or wizard before becoming a druid has an edge in the challenge a druid faces to advance beyond 11th level. For fairness, the Order generally bans such player characters from initiating challenges; they can gain experience levels above 11th only to fill a vacancy.

DMs with a taste for political intrigue may permit an exception if the character receives special dispensation from the druidic order. This means a dual-class druid must have a sponsor: in theory, a higher-level druid who attests to the character’s fairness and commitment to the Order. In practice, the sponsor is often a druid who wants a dangerous rival removed and believes the dual-class character has a good chance of doing so! In the case of wizard/druids, however, the Order often (but not always) forbids wizard spells during the challenge.

A peculiar situation can occur if a character has achieved 12th to 15th level as a druid, then adopts another class. In effect, such characters have “dropped out” of the Order. Although inactive as druids, they retain their former Hit Dice and hit points. When they wish to use their druidic powers again (after achieving one level more in the new class than their druid level), they must challenge an incumbent for the high-level druidic position they once held.

A dual-class character who loses the challenge must drop a level, as usual but then may face another challenge and another, until the player character eventually wins a position or falls to 11th level. As a result of this danger, dual-class player characters usually prefer to switch classes before reaching 12th level or after exceeding 15th level.


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