Druid Profession in The Arbour Coast | World Anvil

Druid

Druids are nature priests, revering the gods of the natural world. Often a Druid uses mistletoe as a holy symbol, but this can vary with specific nature deities. Druids spend their time contemplating nature or in mundane forms of service such as ministering in rural areas. However, there are those who are called to go abroad to serve the natural order in a more direct way by working actively to restore balance.   Druids advance at the same rate as Clerics, and they use the same combat and saving throw tables. Druids have the power of Animal Affinity, working much like the Clerical ability to Turn Undead. They can identify any natural animal or plant and can identify clean water.   Druids start off with Drueidan as a spoken and written language for free. This language is forbidden to teach to anyone who is not a Druid. Common is only considered to be spoken unless the Druid purchases it once more to be able to read the language.   "The Wandering"   The Wandering is a journey of self-discovery all young druids must undertake. At the age of sixteen, when they have completed their training within their respective circles, they must leave behind the comforts of their homes and set out on a journey to discover their true purpose in serving the natural order of the world. The journey begins at a circle's most revered site, where the young druid must perform a ritual to honor the spirits of nature and seek their guidance. The druid then sets out on foot, with nothing but a staff, a pouch of provisions, and their wits to guide them.   The journey can last for months or even years, and the path is never easy. The druid must navigate treacherous terrain, survive in the wilderness, and overcome various challenges that test their strength, courage, and wisdom. Along the way, they encounter various creatures of nature, from friendly animals to dangerous beasts, and must learn to communicate with them and respect their ways. The druid is also expected to learn from the other inhabitants of the land, including the human and non-human races. They must use their skills to defend and preserve the natural balance of the world. It is therefore not uncommon for druids to join up in adventuring parties for safety in numbers and to learn from others.   At the end of their journey, the druid may return to their circle, bringing back the knowledge and experiences they have gained during their travels. They are then welcomed back into the circle and granted the status of a full-fledged druid, ready to serve the natural order of the world with their newfound wisdom and insight.   Animal Affinity   Druids have the Animal Affinity ability, which is the ability to calm or befriend normal animals. The Druid attempts to communicate a benign intent, and through his or her connection to the natural world the animals affected may be either calmed or befriended. The player rolls 1d20 and tells the GM the result. Note that the player should always roll, even if the GM knows the character can't succeed (or can't fail), as telling the player whether or not to roll may reveal too much.   The GM looks up the Druid's level on the Druids Animal Affinity Table, below, and cross references it with the animal's hit dice. Tame or normally domesticated animals such as livestock, family pets, or normal beasts of burden are treated as half their actual HD, reflecting their relative easy manageability. Monstrous animals such as griffins, owlbears, pegasi, or other such "near-natural" creatures are treated as they are 1 HD more than listed to reflect their unique natures. If the table indicates "No" for that combination, it is not possible for the Druid to affect that type of animal. If the table gives a number, that is the minimum number needed on the 1d20 to Calm that sort of animal. If the table says "C" for that combination, that type of animal is automatically affected. If the result shown is a "B" for that combination, that type of animal is automatically befriended.   If the roll is a success, 2d6 HD of animals are affected. Surplus hit dice are lost, but at least one animal is always affected if the first roll is a success.   If a mixed group of animals (say, a boar and a black bear) is to be affected, the player still rolls just once. The result is checked against the weakest sort first (the boar), and if they are successfully Calmed or Befriended, the same result is checked against the next higher type of animal. Likewise, the 2d6 HD are rolled only once. For example, if the group described above is to be affected by a 2nd level Druid, he or she would first need to have rolled a 15 or higher to Calm the boar. If this is a success, 2d6 are rolled; assuming the 2d6 roll is a 6, this would Calm the boar and leave a remainder of 4 HD of effect. Black bears are in fact 4 HD animals, so assuming the original 1d20 roll was a 20, the black bear is Calmed as well. Obviously, were it a group of 2 boars and a black bear, the 2d6 roll would have to be a total of 8 or higher to affect them all.   If a Druid succeeds at Calming or Befriending the animals, but not all animals present are affected, he or she may try again in the next round to affect those which remain. If any roll to Calm or Befriend the Animals fails, that Druid may not attempt to use his or her Animal Affinity ability again for one full turn. A partial failure (possible against a mixed group) counts as a failure for this purpose.   Making Magic Items   Druids follow the rules for cleric for making spell scrolls; they cannot make non-spell (i.e. protection) scrolls.   Druids of 7th level and higher make potions as a Cleric, and Druids of 9th level and higher may make the magic items listed here (plus any others that the GM feels are appropriate) as a Cleric.  

SUPPLEMENTS

Druidic Orisons   A spellcaster learns a number of 0 level spells equal to 1d4 plus his or her relevant ability bonus while in training and can learn additional orisons any time a trainer is available. A spell caster may cast a number of 0 level spells per day equal to his or her level plus ability bonus (Wisdom for Clerics and related classes). Since these spells take such a short amount of time to cast (due to their abbreviated verbal and somatic components), a character may cast one and take another action in the round at the same time. 0 level spells do not have to be prepared in advance, unlike more powerful magics. Orisons typically have a range of 10 feet and a duration of instantaneous.    

Druid Spells

Druids receive their spells through immersing themselves in nature. Each day, generally in the morning, a Druid must reflect/meditate for at least three turns in order to prepare spells. Of course, the Druid may be expected to reflect/meditate more than this in order to remain connected to nature accordingly.   Because they gain their spells through reflection/meditation within nature, a Druid may prepare any spell of any level he or she is able to cast.  

Career

Qualifications

DRUID IS AN ADVANCED CLASS TO CLERIC .   To become a Druid, a character must have at least a Wisdom score of 9. Druids may not utilize metal armor of any type, and they are likewise limited to wooden shields. Druids utilize any one-handed melee weapon, as well as staff, sling, and shortbow.
"Adopt the pace of nature: her secret is patience."