Class: Druid
I have always thought of Druids as a class standing between Magic-Users and Clerics. I see them as a magic tradition coming from ancient times before there was a separation between the powers of Gods and their followers and the powers of the more ‘scientific’ and intellectual Wizards. The Ways of the Druids are old. The source of their power is as ancient as the world itself and it matters not what the young Immortals and followers of the new Magic Schools think. The power of nature is to be worshiped for it’s blessings but also harnessed to your will. This is an ancient tradition that considers the forging of iron to be a recent development. These are the Elders that the Bards are the agents for. The Druidic Orders have a good relationship with The Fey, and are frequently invited to the Fey Courts for their festivities there.
Prime Requisite: Wisdom; Experience Bonus: +10% if Wis > 16
Alignment: All Druids are Neutral. Their actions may be seen as good or evil based on their actions to maintain balance.
Hit Dice: d4 plus constitution bonus per level up to level 9 and +1 hp per level afterwords. maximum level is 36.
Armour: Druids may not wear any type of armour.
Weapons: Druids may only use weapons crafted from natural materials, wood, stone and bone. A flint arrow on a bow made with no metal is also allowed. Druids start with two weapon mastery slots. Druids fight as Magic-Users and use the same THAC0 and weapon mastery charts.
Skills: Druids start with only Forest Survival and Lore: Nature at first level. They gain more skills at the standard rate.
Magic: Druids meditate and study for spells every morning, just as Magic-Users and Clerics do. They may only memorize the same spell up to 3 times, even if they have more spell slots available. The spells available to a Druid PC are here.
Magic Items: Druids may use magic items permitted to druids and clerics, provided that they do not effect good or evil. They may also use magic user items that replicate spells available to Druids. i.e. Yes to wands to polymorphing, but no wands of magic missiles.
High Level Druids: Name level Druids who choose to settle are known as Hierophants. They do not build permanent settlements, but will build Glades and Circles. A glade is a safe space of wilderness free of wandering monsters encounters. The Druid exists among nature safe from the elements and all animals within a 2 mile radius know to come to the glade for safety and help. The Hierophant is aware of any trouble in her glade due to the animal residents reporting to her. The Glade will attract 2d6 low level Druid and Bard followers for training, wisdom and support.
The Druid may also build a circle. These are large stone circles aligned with the stars in the vein of Stonehenge. They are large and labor intensive to build and server as large gathering places for Hierophants. It takes the support of nine glades to be able to build a circle. A circle draws 2d6 mid level Druids and become centers for wisdom and education. Bard colleges operate out of Circles. These nexuses are placed on important locations of natural power and the Order of Druids impose their will for the natural order from them.
A druid that chooses to travel and not settle a Glade, is known as an Earthwalker, and frequently have ‘the Brown’ added to their name. Earthwalkers are welcomed by all Hierophants and sought out to fix damage inflicted on the balance of the world. Earthwalkers attract 1d6 followers of Druids and Bards to learn from them and help them on their journeys.
Immortality: Druids do not aspire to Immortality and have no known sponsors for ascension. The Immortals whose spheres of influence include the natural world are too focused on their own congregation and the politics of other immortals and have no time for the Druidic Orders. Besides, death is part of life and is part of the natural order of things.
Level | Level Title | XP | T H A C 0 | W e a p o n s | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
1 | Aspirant | 0 | 19 | 2 | 1 | ||||||
2 | Ovate | 2500 | 19 | 2 | 2 | ||||||
3 | Soothsayer | 5000 | 19 | 3 | 2 | 1 | |||||
4 | Sylvan | 10,000 | 19 | 3 | 3 | 2 | |||||
5 | Animist | 20,000 | 17 | 3 | 3 | 2 | 1 | ||||
6 | Augurer | 40,000 | 17 | 4 | 4 | 2 | 2 | ||||
7 | Thaumaturge | 80,000 | 17 | 4 | 4 | 2 | 2 | 1 | |||
8 | Channeler | 150,000 | 17 | 4 | 4 | 3 | 2 | 2 | |||
9 | Druid | 300,000 | 15 | 5 | 4 | 4 | 2 | 2 | 1 | ||
10 | 450,000 | 15 | 5 | 4 | 4 | 3 | 2 | 2 | |||
11 | 600,000 | 15 | 6 | 5 | 4 | 3 | 2 | 2 | 1 | ||
12 | 750,000 | 15 | 6 | 5 | 4 | 4 | 2 | 2 | 2 | ||
13 | 900,000 | 13 | 6 | 5 | 5 | 4 | 3 | 2 | 2 | ||
14 | Arch Druid | 1,050,000 | 13 | 6 | 5 | 5 | 5 | 3 | 2 | 2 | 1 |
15 | 1,200,000 | 13 | 7 | 6 | 5 | 5 | 4 | 3 | 2 | 2 | |
16 | 1,350,000 | 13 | 7 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | |
17 | 1,500,000 | 11 | 7 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | |
18 | 1,650,000 | 11 | 7 | 7 | 6 | 6 | 6 | 5 | 4 | 3 | |
19 | 1,800,000 | 11 | 7 | 7 | 7 | 6 | 6 | 6 | 5 | 4 | |
20 | 1,950,000 | 11 | 7 | 8 | 7 | 7 | 6 | 6 | 5 | 4 | |
21 | 2,100,000 | 9 | 7 | 8 | 8 | 7 | 7 | 6 | 6 | 5 | |
22 | 2,250,000 | 9 | 7 | 8 | 8 | 8 | 7 | 7 | 6 | 5 | |
23 | 2,400,000 | 9 | 8 | 8 | 8 | 8 | 8 | 7 | 7 | 6 | |
24 | 2,550,000 | 9 | 8 | 8 | 8 | 8 | 8 | 8 | 7 | 6 | |
25 | 2,700,000 | 7 | 8 | 9 | 8 | 8 | 8 | 8 | 8 | 7 | |
26 | 2,850,000 | 7 | 8 | 9 | 9 | 9 | 8 | 8 | 8 | 7 | |
27 | 3,000,000 | 7 | 8 | 9 | 9 | 9 | 9 | 9 | 8 | 7 | |
28 | 3,150,000 | 7 | 8 | 10 | 9 | 9 | 9 | 9 | 9 | 8 | |
29 | 3,300,000 | 5 | 8 | 10 | 10 | 10 | 9 | 9 | 9 | 9 | |
30 | 3,450,000 | 5 | 9 | 10 | 10 | 10 | 10 | 10 | 9 | 9 | |
31 | 3,600,000 | 5 | 9 | 11 | 10 | 10 | 10 | 10 | 10 | 9 | |
32 | 3,750,000 | 5 | 9 | 11 | 11 | 11 | 10 | 10 | 10 | 10 | |
33 | 3,900,000 | 3 | 9 | 11 | 11 | 11 | 11 | 11 | 10 | 10 | |
34 | 4,050,000 | 3 | 9 | 12 | 11 | 11 | 11 | 11 | 11 | 10 | |
35 | 4,200,000 | 3 | 9 | 12 | 12 | 12 | 12 | 11 | 11 | 11 | |
36 | 4,350,000 | 2 | 10 | 12 | 12 | 12 | 12 | 12 | 12 | 12 |