Druid

Druid
Class Group: 	Priest 	
Source: 	Player's Handbook: Druid (PHB)Player's Option: Spells & Magic: Druid (POSM)	
Ability ScoreRequirements:	Wisdom 12Charisma 15 	
Prime Requisites: 	Wisdom, Charisma 	
Races Allowed: 	Human, Half-Elf 	
Alignment Allowed: 	Neutral 	
Druid	Druid 	Druid 	Druid	Spell Slots per Spell Level	Spell Slots per Spell Level	Spell Slots per Spell Level	Spell Slots per Spell Level	Spell Slots per Spell Level	Spell Slots per Spell Level	Spell Slots per Spell Level
Level	XP needed 	HitDice(d8)	THAC0	1 	2 	3 	4 	5 	6* 	7**
1 	0 	1 	20 	1 	— 	— 	— 	— 	— 	—
2 	2,000 	2 	20 	2 	— 	— 	— 	— 	— 	—
3 	4,000 	3 	20 	2 	1 	— 	— 	— 	— 	—
4 	7,500 	4 	18 	3 	2 	— 	— 	— 	— 	—
5 	12,500 	5 	18 	3 	3 	1 	— 	— 	— 	—
6 	20,000 	6 	18 	3 	3 	2 	— 	— 	— 	—
7 	35,000 	7 	16 	3 	3 	2 	1 	— 	— 	—
8 	60,000 	8 	16 	3 	3 	3 	2 	— 	— 	—
9 	90,000 	9 	16 	4 	4 	3 	2 	1 	— 	—
10 	125,000 	9+2 	14 	4 	4 	3 	3 	2 	— 	—
11 	200,000 	9+4 	14 	5 	4 	4 	3 	2 	1 	—
12 	300,000 	9+6 	14 	6 	5 	5 	3 	2 	2 	—
13 	750,000 	9+8 	12 	6 	6 	6 	4 	2 	2 	—
14 	1,500,000 	9+10 	12 	6 	6 	6 	5 	3 	2 	1
15 	3,000,000 	9+12 	12 	6 	6 	6 	6 	4 	2 	1
16 	3,500,000 	9+14 	10 	6*** 	6 	6 	6 	4 	2 	1
17 	500,000****	9+16 	10 	6 	6 	6 	6 	4 	2 	1
18 	1,000,000 	9+18 	10 	6 	6 	6 	6 	4 	2 	1
19 	1,500,000 	9+20 	8 	6 	6 	6 	6 	4 	2 	1
20 	2,000,000 	9+22 	8 	6 	6 	6 	6 	4 	2 	1
: * Usable only by druids with 17 or greater Wisdom.
: ** Usable only by druids with 18 or greater Wisdom.
: *** Beyond 15th level a druid never gains any new spells, but casting level increases as normal.
: **** See section on hierophant druids.
__TOC__
==Class Features==
===Hit Points===
* Hit Dice (levels 1-10): 1d8 + "HP Adjustment" (See Constitution table) per level
* Hit Dice (levels 10+): +2 HP per level
* Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class
===Starting Equipment===
* 3d6 × 10 gp (to be used to buy equipment)
** Can use their initial funds only to purchase equipment and goods.
** Only keep at most 2 or 3 gold of starting money, rest is given back to superiors
** Druids cannot lend any of their initial funds to other characters.
===Equipment===
* Armor: Allowed Armor: only "natural" armors—padded, hide, or leather armor and wooden shields, including those with magical enhancements
* Weapons: Allowed Weapons: club, sickle, dart, spear, dagger, scimitar, sling, and staff.
* Magic Items: They can use a fair number of magical items
** Druids can use all magical items normally allowed priests, except for those that are written (books and scrolls) and armor and weapons not normally allowed for druids.
==Proficiencies==
===Non-Weapon Proficiencies===
* Starts with 4 Non-Weapon Proficiencies
* Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
* Can chose a Nonweapon Proficiency at normal cost in the General and Priest categories.
* Can chose a Nonweapon Proficiency at +1 cost from any other category.
===Weapon Proficiencies===
* Starts with 2 Weapon Proficiency
* Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20...)
* -3 Penalty to Attack Roll if using Non-Proficient Weapon
Player's Option: Combat & Tactics
* Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
* Fighting Styles: Single Weapon, Two-handed Weapon, Weapon and Shield, Unarmed, Missile/Thrown Weapons
===Fighting Style Specialization (Player's Option: Combat & Tactics)===
Priests know the "Single Weapon", "Two-handed Weapon", "Weapon and Shield", "Unarmed", "Missile/Thrown Weapons" fighting styles. They may learn another fighting style for 1 weapon slot.
A priest may specialize in a Fighting Style they already know, for the cost of 1 weapon slot. They can only specialize in one.
List of Fighting Style Specializations:
* Weapon and Shield Style
* One-handed Weapon Style
* Two-handed Weapon Style
* Two-Weapon Style
* Missile or Thrown Weapon Style
** Horse Archers
* Local Fighting Styles
==Spellcasting==
Druids have access to a number of spheres of spells to cast.
Player's Handbook:
* Major Spheres: all, animal, elemental, healing, plant, and weather
* Minor Spheres: divination
Player's Option: Spells & Magic:
* Major Spheres: all, animal, elemental, healing, plant, sun, and weather
* Minor Spheres: N/A
A druid cannot turn undead.
==Druids Powers==
===Fire/Electrical Resistance===
A +2 bonus to all saving throws vs. fire or electrical attacks.
===Secret Language===
Druids can speak a secret language only they know, and they use it to converse with each other. Does not cost a language slot or non-weapon proficiency slot.
===Identify===
At 3rd level, a druids an accurately identify plants, animals, and clean water.
===Free Movement in Forests/Pass without Trace===
At 3rd level, a druid can pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at their normal movement rate. Similiar to the spell Pass Without Trace (Priest Spell).
===Communicate with Creatures===
A druid can acquire the languages of woodland creatures, at the rate of one language per level, starting from third level. Some woodland creatures include: centaurs, dryads, elves, fauns, satyrs, gnomes, dragons, lizard men, manticores, nixies, pixies, sprites, and treants.
* It is the druid's choice whether or not to spend a proficiency slot on one or more of these languages.
===Immunity to charm===
At 7th level, a druid becomes immune to charm spells cast by woodland creatures (dryads, nixies, etc.).
===Shapechange===
At 7th level the druids gains the ability to shape change.
* Change into a bird once a day.
* Change into a reptile once a day.
* Change into a mammal once a day.
The size and shape assumed by the druid can vary from that of a bullfrog or small bird to that of a black bear. The druid can assume the forms of normal creatures only.
When assuming a new form, a druid is healed of 10–60% of any damage they has suffered (round down).
The druid also assumes the creature's physical characteristics (armor class, movement mode and rate, etc.). The druid's clothing and one item held in each hand also become part of their new shape—these reappear when the druid resumes their bipedal form. The items cannot be used while the druid is in animal form.
===Mistletoe===
Mistletoe is an important holy symbol to druids and it is a necessary part of some spells (those requiring a holy symbol).
To be fully effective, the mistletoe must be gathered by the light of the full moon using a golden or silver sickle specially made for the purpose. Mistletoe gathered by other means halves the effectiveness of a given spell, if it causes damage or has an area of effect, and grants the target a +2 bonus to their saving throw if a saving throw is applicable.
==Druid Organization==
At 12th level, the druid character acquires the official title of "druid" (all druid characters below 12th level are officially known as "initiates").
Druids have a worldwide structure. At their upper levels (12th and above), only a few druids can hold each level.
* There can be only nine 12th-level druids in any geographic region. A continent may consist of three or four such regions.
* There can be only three 13th-level druids (archdruids) in any geographic region.
* There can be only one 14th-level druid (The Great Druid) in any geographic region.
* There can be only one 15th-level druid (The Grand Druid) in the world.
To take the place of a druid, they must be defeated in magical or hand-to-hand combat, thereby assuming the defeated druid's position. If such combat is not mortal, the loser drops experience points to the base exp of the previous level (12th level fight loser is recused to 200,000 exp, 13th level fight loser is reduced to 300,000 exp). The precise details of each combat are worked out between the two combatants in advance. Whatever can be agreed upon between the characters is legitimate, so long as there is some element of skill and risk.
The Grand Druid cannot be challenged in this way. The Grand Druid gets to decide their successor freely from the current Great Druids.
===Underlings===
12th Level Druid:
* When a character becomes a 12th-level druid, they gains three underlings. Their level depends on the character's position among the nine druids. The druid with the most experience points is served by three initiates of 9th level; the second-most experienced druid is served by three initiates of 8th level; and so on, until the least experienced druid is served by three 1st-level initiates.
13th Level Druid (archdruid):
* Each of the three archdruids is served by three initiates of 10th level.
* From among the archdruids of the entire world, three are chosen to serve the Grand Druid. These three retain their attendees but are themselves servants of the Grand Druid.
14th Level Druid (Great Druid):
* They are served by three initiates of 11th level.
15th Level Druid (Grand Druid):
* The Grand Druid is attended by nine other druids who are outside hierarchy of any specific land or area.
** Three of these nine are archdruids who roam the world, acting as their messengers and agents. Each of them receives four additional spell levels.
** The remainder are normally druids of 7th to 11th level, although the Grand Druid can request a druid of any level to serve them and often considers applications from humble aspirants.
===Grand Druids===
The Grand Druid knows six spells of each level (instead of the normal spell progression) and also can cast up to six additional spell levels, either as a single spell or as several spells whose levels total to six (for example, one 6th-level spell, six 1st-level spells, three 2nd-level spells, etc.).
Any druid character of any level can seek the Grand Druid and ask to serve them.
A player character who wants to become the Grand Druid (15th Level) must be
* Named their the successor by the current Grand Druid
* A current Great Druid (14th Level)
The position is demanding, thankless, and generally unexciting for anyone except a politician.
The Grand Druid reaches 16th level after earning only 500,000 more experience points.
===Hierophant Druids===
After reaching 16th level, the Grand Druid can step down from their position at any time, provided they can find a suitable successor (another druid with 3,000,000 experience points).
Upon stepping down, the former Grand Druid must relinquish the six bonus spell levels and all of their experience points but 1 (they keeps the rest of their abilities & levels). They are now a 16th-level hierophant druid, and begins advancing anew. The character may rise as high as 20th level as a hierophant druid (almost always through self training).
Beyond 15th level, a druid never gains any new spells. Casting level continues to rise with experience. Rather than spells, spell-like powers are acquired.
16th level: At 16th level, the hierophant druid gains four powers:
*Immunity to all natural poisons. Natural poisons are ingested or insinuated animal or vegetable poisons, including monster poisons, but not mineral poisons or poison gas.
*Vigorous health for a person of their age. The hierophant is no longer subject to the ability score adjustments for aging.
*The ability to alter their appearance at will. Appearance alteration is accomplished in one round. A height and weight increase or decrease of 50% is possible, with an apparent age from childhood to extreme old age. Body and facial features can resemble any human or humanoid creature. This alteration is not magical, so it cannot be detected by any means short of true seeing.
17th Level: The character gains the biological ability to hibernate. Their body functions slow to the point where the character may appear dead to a casual observer; aging ceases. The character is completely unconscious during hibernation. They awakens either at a preordained time ("I will hibernate for 20 days") or when there is a significant change in their environment (the weather turns cold, someone hits them with a stick, etc.).
A 17th-level hierophant druid can also enter the Elemental Plane of Earth at will. The transference takes one round to complete. This ability also provides the means to survive on that plane, move around, and return to the Prime Material Plane at will. It does not confer similar abilities or immunities on the Prime Material Plane.
18th level: The character gains the ability to enter and survive in the Elemental Plane of Fire.
19th level: The character gains the ability to enter and survive in the Elemental Plane of Water.
20th level: The character gains the ability to enter and survive in the Elemental Plane of Air.
==Saving Throws==
 Druid Saving Throws
 	Attack to be Saved Against 	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against
Experience Level	Paralyzation,Poison, orDeath Magic	Rod, Staff,or Wand 	Petrificationor Polymorph*	BreathWeapon** 	Spell***
1-3 	10 	14 	13 	16 	15
4-6 	9 	13 	12 	15 	14
7-9 	7 	11 	10 	13 	12
10-12 	6 	10 	9 	12 	11
13-15 	5 	9 	8 	11 	10
16-18 	4 	8 	7 	10 	9
19+ 	2 	6 	5 	8 	7
:This table does not include the Druid's +2 to all saving throws vs. fire or electrical attacks.
:*Excluding polymorph wand attacks.
:**Excluding those that cause petrification or polymorph.
:***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
==Level 1 Character==
* Starting HP: 1d8 HP
* Starting funds: 3d6 × 10 gp (have to spent or give up all except 2-3 gp)
* 4 Nonweapon Proficiencies Slots
* 2 Weapon Proficiency Slots
* Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
==Leveling up==
At level up:
* Roll 1d8 HP (unless level 10 or higher, then add 2 HP instead)
* Check "Druid Saving Throws" above to see if your saving throws change.
* 1 Weapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
* 1 Nonweapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
* Check top table to see what current spell slots are available & if THAC0 updates.
* If new Spell Level is achieved, add spells from available spheres.
* Cannot advance past level 11 without dealing with the Druid Society and their levelling requirements.
Category:PHB Class
Category:Class