Druid Guide

## Role

\*\*Damage: they have damage potential, but it’s rarely the best use of their abilities

\*\*\*Debuff: a decent spell list let’s them torment enemies

\*\*\*\*Support: a wide array of supporting spells and some paths let them support their allies well

\*\*\*\*Utility: between wild shape and spells, there are few problems a Druid can’t solve

\*\*Tank: despite their low hit die, druids have the abilities needed to hold the frontline in a pinch, but it’s not their best use

## Ability Scores

\*Power: you don’t need this. Bears exist

\*\*Finesse: good for initiative

\*\*Grace: good for initiative

\*\*\*\*Vitality\*\*: very good at low levels, becomes somewhat irrelevant later

\*Stature\*\*\*: depending on play style stature can be either ignored or very good for getting more powerful wildshape forms earlier

\*\*Intellect: not too important, but skills are nice

\*\*\*\*\*Acumen: casting and your best skills and abilities key off of acumen.

\*\*\*\*Resolve: casting, and plenty of abilities need resolve

\*\*Ego: nothing really needs ego, grab Resistor(E) of you’re scared of those resistances

\*Charm: if you want to be the animal whisperer sure you can take charm but you have better uses for good stats

## Basics

\*\*D6 HD: underwhelming, but at least it’s not d4

\*\*\*3+ I Skill Points: Pretty good, if you don’t dump Int you’ll have lots of skills

\*\*\*Class Skills: A small yet decent selection

\*\*\*Good Resistances: nice physical resists, mentals are lacking, but overall not bad

\*\*\*Proficiencies: Not bad for a fullcaster

\*\*CB: Kinda sad when you wildshape but w/e

\*\*\*\*MB: Yay, fullcasting

## Features

\*\*\*Spellcasting: Not the most spells, and not the best selection, but you’ve got plenty and can make them work.

\*\*\*\*Nature’s Path: Real tasty tidbits

\*\*\*\*Wild Magic: Now THIS bring spellcasting to blue

\*\*\*\*Artisanal: Excellent supportive ability and a free feat.

\*\*\*\*Metamorphic: Makes the wildshape playstyle viable 1-20. Grab \*\*\*\*Natural Spell

\*\*\*Wilderness Wanderer: A nice collection of bonuses to help in wilderness.

\*\*\*\*\*Wildshape: Animorph your way to victory. This can be huge in ignoring any of your bad physical ability scores, and gaining all kinds of awesome abilities. Read up on your Creature Compendium to know all the best creatures.

\*\*\*Venom Study: Pretty sweet invulnerabilities.

\*Epochal Guardian\*\*\*\*\*: It’s cool for flavor but totally useless. *Unless*, that is, you are introducing this character after they already reached lvl 16 and nab that +2A, +2R, +4E.

\*\*Archdruid: Unkillable is nice, but still puts you out of the fight. It also stops people from resurrecting you as you aren’t dead, so isn’t always a win. Kinda encourages you to just sit around in your swamp but hey that sounds druidy to me.

## Species

\*\*\*\*Human: Humans are still all around good picks. Nothing crazy but solid

\*\*\*\*Dwarf: Good stats, but their +2V goes to waste in wildshape. Nice traits for tanky build

\*\*\*Elf: Nothing horrible, magical inclination is nice, Wood elf or nothing

\*\*\*Half-Elf: Direct upgrade to Elf. Put the +2 in Acumen or Resolve and good to go

\*\*\*Half-Orc: Physical stats get a little wasted but not bad all around

\*\*Halfling: Not much too helpful, can be fun to get access to small wildshape forms

\*\*Gnome: Similar to halfling, nice traits but stats aren’t stellar

\*\*Goblin: No bonuses that are worth a -2R

##### Easy Build:

Species: Dwarf. Take Thick-Skinned and Low Profile

Ability Scores: A > R > V > S > E > C > G > F > P > I

Feats: Formless Caster, Healer, Improved Healer, Greater Healer, Master Healer, Heavy Armor Proficiency, Shield Focus, Armor Focus, Skill Focus(Nature), Dodge

Traits: Armor Expert, Healer Initiate, Nerd, Fearless, Rugged, Practiced

Nature’s Path: Take Wild Magic, casting these spells spontaneously.

1. Cures
2. Enhance Ability
3. Call Lightning
4. Reincarnate
5. Fickle Winds
6. Elemental Immunity
7. Aura of Vivacity
8. Sunburst
9. Polar Burst
10. Eruption

Wildshape: Use its abilities for utility mostly, none of the forms will be as tanky as you are, and living is important.

Archdruid: pick the terrain you live in, or expect to spend most of your time in.

Equipment: Dwarven Stone, Heavy Shield

Playstyle: Use spells in combat, wild magic gives you plenty. Wildshape when necessary, but remember it takes away abilities, too, not just granting them. Heal when possible, going into melee is worth it for that.