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Revision as of 07:13, 11 February 2006
Description: Druids are divine spellcasters who receive their spells from gods aligned with nature. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.
Druids are essentially priests of nature. In the older editions of the D&D Player's Handbook (PHB), druids had a very hierarchical structure to their organization. This is possible on Avlis too, but it is not the only norm. Structure depends on alignment. Therefore druidic orders with neutral or lawful alignments will have more order than chaotic druidic orders. Not all gods on Avlis can produce druids. In fact relatively few can. They are: O'Ma, Dru'El, Pelar, Dre'Ana, Titania, Dagath, Skern, Cha'Reth, and Verossa.
Druidic orders are often not related organizationally to the church of the same god. However, sometimes they work together, like in the case of the Church of O'Ma and O'Ma's druidic order. Sometimes there is tension between the church and its druidic order because they do things a little differently ritualistically and they have concerns in different areas.
Alignment Restrictions: Any Neutral
Hit Die: d8
Proficiencies: Armor (Light, Medium), Shields, Weapons (Druid)
Skill Points: (Int mod * 4 at 1st level) 4 + Int mod
Skills: Animal empathy, Concentration, Craft armor, Craft trap, Craft weapon, Heal, Lore, Parry, Persuade, Spellcraft
Selectable Class Feats: Ambidexterity, Brew Potion, Craft Wand, Deflect Arrows, Quicken Spell, Skill Focus (animal empathy), Scribe Scroll, Spell Focus, Two-Weapon Fighting
Primary Saving Throw(s): Fortitude, Will
Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored). Must have a Wisdom score of 10 + the spell's level to cast a spell.
Special Abilities & Feats
- Level 1 Animal Companion, Nature Sense
- Level 2 Woodland Stride
- Level 3 Trackless Step
- Level 4 Resist Nature's Lure
- Level 5 Wild Shape, animal (1x/day)
- Level 6 Wild Shape (2x/day)
- Level 7 Wild Shape (3x/day)
- Level 9 Venom Immunity
- Level 10 Wild Shape (4x/day)
- Level 12 Druid Wildshape (Animal), Improved forms
- Level 14 Wild Shape (5x/day)
- Level 16 Elemental Shape, Huge (1x/day)
- Level 17 Elemental Shape (2x/day)
- Level 18 Wild Shape (6x/day)
- Level 19 Elemental Shape (3x/day)
- Level 20 Improved Elemental Shape, Elder
- Level 22 Infinite Wildshape
- Level 26 Infinite Elemental Shape
Spells
Druids gain their spells from the god(s) they follow, much the same way a Cleric or Paladin does. It does not come from nebulous force of nature, or the earth itself. It is the power of their god, channeled though them. It isn't the druid who picks the target of lightning when he or she calls it down, but rather his or her god that directs it - Druid Spells ( 0 1 2 3 4 5 6 7 8 9 )
Level 0
- Cure Minor Wounds heals 1d4 points of damage.
- Flare dazzles target for 1 minute.
- Light cause the object touched to give off a 20' radius of light.
- Resistance gives the subject +1 bonus on all saves.
- Virtue gives the subject 1 temporary hp.
Level 1
- Camouflage gives +10 to Hide checks.
- Cure Light Wounds heals the target 1d8 +1/caster level (+5 max) hp.
- Endure Elements absorbs up to 20 points of any elemental damage type.
- Entangle causes plants to entangle everyone in a large circle.
- Faerie Fire creates a pale glow that surrounds and outlines the subjects.
- Grease slows and/or knocks down opponents.
- Magic Fang strengthens an animal companion which gets +1 bonus to attack and damage.
- Sleep causes 4 + 1d4 HD of creatures to fall into a deep slumber.
- Summon Creature I brings a dire badger to assist the caster.
- Ultravision allows the target to see in complete and magical darkness.
Level 2
- Barkskin grants a +3 to +5 natural armor bonus, depending on caster level.
- Blood Frenzy grants +2 to Strength and Constitution, +1 on Will saves, and –1 to AC to the caster.
- Bull's Strength grants 1d4+1 STR for 1 hour/level to the subject with bonuses for militant levels.
- Charm Person or Animal improves the reputation of the caster with the target.
- Flame Lash flays an enemy with flaming brands with increasing damage every 3 caster levels.
- Hold Animal makes one animal helpless for 1 round/level.
- Lesser Dispel removes all spell effects on one target, one effect on multiple targets, or area of effects.
- Lesser Restoration dispels magic-induced ability, AC, att/dmg, saving throw, and SR rolls.
- One with the Land gives +4 skill competence bonuses for several nature related skills.
- Resist Elements absorbs up to 30 points of any elemental damage type.
- Summon Creature II brings a dire boar to assist the caster.
Level 3
- Call Lightning
- Contagion
- Cure Moderate Wounds
- Dominate Animal
- Greater Magic Fang
- Healing Sting
- Infestation of Maggots
- Neutralize Poison
- Poison
- Protection from Elements
- Quillfire
- Remove Disease
- Spike Growth
- Summon Creature III
Level 4
- Cure Serious Wounds
- Dispel Magic
- Flame Strike
- Freedom of Movement
- Hold Monster
- Mass Camouflage
- Stoneskin
- Summon Creature IV
Level 5
- Awaken
- Cure Critical Wounds
- Death Ward
- Ice Storm
- Inferno
- Owl's Insight
- Slay Living
- Spell Resistance
- Summon Creature V
- Wall of Fire
- Vine Mine
Level 6
- Crumble
- Drown
- Energy Buffer
- Greater Dispelling
- Greater Stoneskin
- Healing Circle
- Regenerate
- Stonehold
- Summon Creature VI
Level 7
Level 8
Level 9
Spells per Day
Class Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 3 | 1 | * | * | * | * | * | * | * | * |
2 | 4 | 2 | * | * | * | * | * | * | * | * |
3 | 4 | 2 | 1 | * | * | * | * | * | * | * |
4 | 5 | 3 | 2 | * | * | * | * | * | * | * |
5 | 5 | 3 | 2 | 1 | * | * | * | * | * | * |
6 | 5 | 3 | 3 | 2 | * | * | * | * | * | * |
7 | 6 | 4 | 3 | 2 | 1 | * | * | * | * | * |
8 | 6 | 4 | 3 | 3 | 2 | * | * | * | * | * |
9 | 6 | 4 | 4 | 3 | 2 | 1 | * | * | * | * |
10 | 6 | 4 | 4 | 3 | 3 | 2 | * | * | * | * |
11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | * | * | * |
12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | * | * | * |
13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | * | * |
14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | * | * |
15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | * |
16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 2 | * |
17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
Epic Druid
Skill Points: 4 + Int Mod
Bonus Feats: 24, 28, 32, 36, 40
Epic Druid Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Dragon Shape, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Greater Spell Focus, Improved Combat Casting
Epic Selectable Class Feats: Blinding Speed, Epic Skill Focus (Animal empathy), Epic spell: dragon knight, Epic spell: greater ruin, Epic spell: hellball, Epic spell: mummy dust,
Notes
- The Druid and Shifter Shapeshifting feats cannot be dispelled.
- Druids cannot take the Weapon Proficiency (Martial) feat unless multiclassed.
- The summon creature spells are some of the more powerful and useful spells. For convenience, the summoned creatures, per level, are: dire badger, dire boar, dire wolf, dire spider, dire bear, dire tiger, huge elemental (random type), greater elemental (random type), elder elemental (random type), 4 greater elementals (one at a time. druid-only spell).