Druid Profession in Pondera | World Anvil

Druid

Masters of the wild, Druids ascribe to be the protectors of nature above all. Mechanics

Druid Level Up Benefits

Preferred Stats: Wisdom, Charisma, Dexterity
Starting Gold: 2d4x10; or by level.
HP: (3+Con Mod)*level.
Starting Age: Advanced


LevelSpecial
1stAnimal Companion, Nature Sense, Wild Empathy
2ndWoodland Stride
3rdTrackless Step
4thResist Nature's Lure
5thWild Shape 1/day
6thWild Shape 2/day
7thWild Shape 3/day
8thWild Shape (Large)
9thNatural Spell
10thWild Shape 4/day
11thWild Shape (Tiny)
12thWild Shape (Plant)
13thA Thousand Faces
14thWild Shape 5/day
15thTimeless Body, Wild Shape (Huge)
16thElemental Wild Shape 1/day
17th
18thWild Shape 6/day, Elemental Wild Shape 2/day
19th
20thCapstone

Druid Spells Per Day


SpellsPerDay
Level01st2nd3rd4th5th6th7th8th9th
1st31--------
2nd42--------
3rd421-------
4th532-------
5th5321------
6th5332------
7th64321-----
8th64332-----
9th644321----
10th644332----
11th6544321---
12th6544332---
13th65544321--
14th65544332--
15th655544321-
16th655544332-
17th6555544321
18th6555544332
19th6555554433
20th6555554444
Class Skills:Athletics (Str),Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature)(Int), Magicraft (Int), Navigate (Dex), Perception (Wis), Persuasion (Cha), Profession (Wis) & Survival (Wis).
Chosen Skills: 4 + Int Modifier
BAB: Average
Saves: Fortitude (Good), Reflex (Poor), Will (Good)
Weapon and Armor Proficiency: Druids are proficient with Clubs, Daggers, Darts, Quarterstaff, Scimitar, Sicle, Shortspear, Sling and spear.
Druids are also proficient with light and medium armor. and shields.
Oaths:A druid must take Oaths of the Druid, and one additional oath from any domain of their choice. Breaking these oaths removes the capability of any spells, spell like ability, or extrodinary ability granted by the druid class until they atone.
Should a druid follow a divine, or choose an oath under an alligned domain, they are unable to cast spells with an opposing descriptor.
Bonus Languages: A druid gains the secret language of Druidic upon becoming a 1st level druid. If they teach any non druid this spell, it is treated as if they broke an oath, and must atone to be able to use their druid abilities.
Spells: A druid casts divine spells drawn from the druid spell list below. Their choices of oaths may prevent them from casting certain spells.
To prepare or cast a spell a druid must have a Wisdom score equal to 10 + the spell level. The DC 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 set number of spells of each spell level per day, on top of reciving bonus spells if they have a high Wisdom score. They do not have access to any domain spells or granted powers as a cleric does.
Unlike other casters, Druids know every spell available to them. They must choose what spells they can cast and prepare them after a good nights sleep and spending 1 hour in meditation. During this hour of meditation, a Druid prepares as many spells for the day as they have slots to cast them with, and can cast these spells in any combination, so long as they maintain the spell slot used for the spell cast.
Spontaneous Casting: Druids can channel stored spell energy into summoning spells that they haven't prepared ahead of time, in order to cast any Natural Ally spell of the same level or lower.
Animal Companion (Ex):The druid gains an Animal Companion. Nature Sense (Ex): +2 on Knowledge (Nature) and Survival checks. Wild Empathy (Ex): Similar to a Persuasion check, an animal can have its attitude altered. Roll a d20 and add the druid level and Cha modifier to determine the empathy check result. Domestic animals have a starting attitude of indifferent, while wild animals are usually hostile.
Wild empathy can only be used while the druid and animal are able to study one another. They must be within 30ft under normal conditions. This process usually takes 1 minute or more.
Druids can also use this ability on magical beasts with an Intelligence of 1 or 2 but takes a -4 penalty on the check.
Woodland Stride (Ex): At 2nd level, druids move through any undergrowth at their normal speed without taking damage or suffering any other impairments. Areas magically manipulated to impede motion still affect them.
Trackless Step (Ex): At 3rd level. Druids leave no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.
Resist Natures Lure (Ex): At 4th level, druids gain a +4 bonus on saving throws against spell like abilities of fey and plant creatures.
Wild Shape (Sp): At 5th level, druids gain the ability to turn themselves into any Small or Medium animal that they have studied and back again 1/day. Their options for new forms include all creatures with the animal type. The effect lasts for 1 hour per druid level, or until they change back. Changing form is a Standard action that doesn't provoke AoO. Each time you use Wild Shape, you regain lost HP as if you had rested for a night.
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 their body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druids feet.
A druid loses their ability to speak while in animal form, sounding like a normal animal, but can communicate normally with other animals of the same general grouping as their new form.
A druid can us this ability additional times per day based on their level. At 8th level, they can become a large animal. At 11th level, they can become a tiny animal. At 15th level, they can become a huge animal.
The HD of the creature cannot exceed the characters Druid level.
At 12th level, the druid can use wild shape to change into a plant creature with the same size and HD restrictions as for animal forms.
At 16th level, a druid gains the ability to use wild shape to become an elemental (Air, earth, fire or water only) once per day, in addition to their normal wildshape usage. At 18th level, they can use this 2/day.
Natural Spell: At 9th level, a druid gains the Natural Spell Feat. If they so desire, they may instead choose any other feat that they qualify for..
A Thousand Faces (Su):At 13th level, a druid gains the ability to change their appearance as well while in normal form, affecting their body but not their possessions. For the purposes of effects such as true seeing, this is a non-magical effect.
Timless Body (Ex): At 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged, any penalties they may have already incurred remain in place. However, bonuses still accrue, and the druid still dies of old age when their time is up.
Capstone: Upon reaching 20th level, a druid may choose their capstone. Treat a druids animal companion as if they were also a Familiar, turning all animal companions into magical beasts in addition to other effects.
Alternatively, a druid may choose to improve their wild shape. Gaining a 3rd usage of Elemental Wildshape every day, also being able to transform into a Huge elemental. Additionally, a druid no longer has a time limit on their wild shape, and may stay in this shape for an indefinate period of time. Also, instead of being a spell like ability, wild shape becomes a supernatural ability instead.
Finally, a druid may choose to gain the ability to dominate a number of HD of animals, plants, or fey creatures equal to their druid HD. The effect lasts for 24 hours. Alternate Class Features

Animal Companion

By removing the ability to gain an animal companion, and wild empathy, gain a small elemental. Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any of the extra bonuses for being an animal companion, save for the special abilities.
At 4th level, your elemental grows into a Medium Elemental, changing its statistics appropriately.
At 10th level, you may choose either for your companion to become large, or gain 2 HD, +2 STR, +2 CON, and DR 5/--.
At 16th level, you may choose for your companion to increase by size again. If you choose for your elemental to stay at the same size, it instead gains 4 HD, +4 STR, +4 CON, and DR 5/--. All these benefits stack with existing statistics, except for DR.
Gain an additional choice on the Capstone to increase by size again, or gain an additional 4 HD, +4 STR and +4 CON.
 

 

Operations

Provided Services

Like any spellcasting profession, Druids are the expected resource for spellcasting services in protection of nature or for safe journeys along the open road.
This list contains the full details on the spells available to the Druid.

3rd Level Spells


6th Level Spells


9th Level Spells

Conjure Fire

2nd Level Spells

Flesh Hardening

5th Level Spells

Doze

8th Level Spells

Type
Agricultural / Fishing / Forestry

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