Druid
A priest class.
Requirements
Advancement
Druid experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d8 |
| 2 | 2,000 | 2d8 |
| 3 | 4,000 | 3d8 |
| 4 | 7,500 | 4d8 |
| 5 | 12,500 | 5d8 |
| 6 | 20,000 | 6d8 |
| 7 | 35,000 | 7d8 |
| 8 | 60,000 | 8d8 |
| 9 | 90,000 | 9d8 |
| 10 | 125,000 | 9d8+2 |
| 11 | 200,000 | 9d8+4 |
| 12 | 300,000 | 9d8+6 |
| 13 | 750,000 | 9d8+8 |
| 14 | 1,500,000 | 9d8+10 |
| 15 | 3,000,000 | 9d8+12 |
| 16 | 3,500,000 | 9d8+14 |
| 17 | 500,000 | 9d8+16 |
| 18 | 1,000,000 | 9d8+18 |
| 19 | 1,500,000 | 9d8+20 |
| 20 | 2,000,000 | 9d8+22 |
Combat
Druid THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 20 |
| 4 | 18 |
| 5 | 18 |
| 6 | 18 |
| 7 | 16 |
| 8 | 16 |
| 9 | 16 |
| 10 | 14 |
| 11 | 14 |
| 12 | 14 |
| 13 | 12 |
| 14 | 12 |
| 15 | 12 |
| 16 | 10 |
| 17 | 10 |
| 18 | 10 |
| 19 | 8 |
| 20 | 8 |
Druid saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 10 | 14 | 13 | 16 | 15 |
| 2 | 10 | 14 | 13 | 16 | 15 |
| 3 | 10 | 14 | 13 | 16 | 15 |
| 4 | 9 | 13 | 12 | 15 | 14 |
| 5 | 9 | 13 | 12 | 15 | 14 |
| 6 | 9 | 13 | 12 | 15 | 14 |
| 7 | 7 | 11 | 10 | 13 | 12 |
| 8 | 7 | 11 | 10 | 13 | 12 |
| 9 | 7 | 11 | 10 | 13 | 12 |
| 10 | 6 | 10 | 9 | 12 | 11 |
| 11 | 6 | 10 | 9 | 12 | 11 |
| 12 | 6 | 10 | 9 | 12 | 11 |
| 13 | 5 | 9 | 8 | 11 | 10 |
| 14 | 5 | 9 | 8 | 11 | 10 |
| 15 | 5 | 9 | 8 | 11 | 10 |
| 16 | 4 | 8 | 7 | 10 | 9 |
| 17 | 4 | 8 | 7 | 10 | 9 |
| 18 | 4 | 8 | 7 | 10 | 9 |
| 19 | 2 | 6 | 5 | 8 | 7 |
| 20 | 2 | 6 | 5 | 8 | 7 |
Magic
Druid spell slots
Spells castable per day at each level, before any bonus from a high score.| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| 1 | 1 | — | — | — | — | — | — |
| 2 | 2 | — | — | — | — | — | — |
| 3 | 2 | 1 | — | — | — | — | — |
| 4 | 3 | 2 | — | — | — | — | — |
| 5 | 3 | 3 | 1 | — | — | — | — |
| 6 | 3 | 3 | 2 | — | — | — | — |
| 7 | 3 | 3 | 2 | 1 | — | — | — |
| 8 | 3 | 3 | 3 | 2 | — | — | — |
| 9 | 4 | 4 | 3 | 2 | 1 | — | — |
| 10 | 4 | 4 | 3 | 3 | 2 | — | — |
| 11 | 5 | 4 | 4 | 3 | 2 | 1 | — |
| 12 | 6 | 5 | 5 | 3 | 2 | 2 | — |
| 13 | 6 | 6 | 6 | 4 | 2 | 2 | — |
| 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
| 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
| 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 |
| 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 |
| 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 |
| 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 |
| 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
Kits
Adviser
A druid who serves as trusted adviser to a ruler or community.
Benefits
- Trusted counselor: serves a ruler or community as adviser, gaining influence, information, and standing per the source.
Hindrances
- Obligated to his patron/community; his counsel-role limits his freedom.
Avenger
A militant druid who avenges crimes against nature — grim, solitary, and combat-ready.
Benefits
- Receives an additional FREE weapon (any proficiency his branch allows).
Hindrances
- Grim, silent demeanor: -1 from people, and cannot have , , or mercenaries.
Beastfriend
A druid who loves animals above all, gifted with rapport but graceless with people.
Benefits
- Deep empathy and communion with animals; fiercely protective of them, with enhanced animal rapport per the source.
Hindrances
- Awkward and poorly-mannered around people; prefers animals to humans and may offend others.
Guardian
A druid sworn to guard a sacred grove or natural place, armed with an enchanted staff.
Benefits
- Begins with a +1 staff, and gains a favorable reaction from other druids per the source.
Hindrances
- Sworn to protect a specific sacred natural site; bound to its defense.
Hivemaster
A druid attuned to insects and swarms, warded against their venom.
Benefits
- +4 to vs stings/bites of poisonous insects and arachnids (including giant versions).
- +4 to agriculture, animal training, and animal lore checks concerning insects.
Hindrances
- His affinity for swarming insects unsettles most people.
Lost Druid
A druid long isolated in the deep wilds, now returned but out of step with the world.
Benefits
- Begins with a +1 staff; +1 from other druids per the source.
Hindrances
- Cut off from the druidic order/civilization for a time; out of touch with current events and contacts.
Natural Philosopher
A druid-scholar who studies nature as a science — a botanist, zoologist, or meteorologist.
Benefits
- May use weapon for nonweapon proficiencies, and may stack multiple slots on a single proficiency (animal lore, herbalism, weather sense) to become a true expert.
Hindrances
- Absorbed in study and observation; can be detached or impractical in a crisis.
Outlaw
A druid living outside the law, hunted for defying authority.
Benefits
- None — the benefit is independence from authority (a fugitive druid).
Hindrances
- Hunted by local authorities; capture means imprisonment or worse.
Pacifist
A druid of absolute reverence for life, who calms rather than kills.
Benefits
- May convert weapon slots to nonweapon slots.
- Soothing Words: can calm tempers and savage beasts — remove a fear effect, calm an enraged animal, or pacify a hostile crowd, a number of times per day equal to his .
Hindrances
- Reveres all life (especially animal- and higher); will not kill and is restricted in combat/weapon use.
Shapeshifter
A druid who masters wild-shape years early, slipping into animal forms from the start.
Benefits
- Gains his branch's shapechanging power at 1st (instead of 7th). Until 7th level, can only assume natural creatures whose total are no more than half his level.
Hindrances
- Early, frequent shapechanging risks losing himself in the animal form per the source.
Totemic Druid
A druid spiritually bonded to one totem animal whose form he can assume.
Benefits
- Can shapechange into his totem animal a number of times per day equal to ( / 3, rounded down) + 1.
Hindrances
- Bound to a single totem animal; his identity and taboos are tied to it.
Village Druid
A settled druid who protects and serves a single village, beloved by its folk.
Benefits
- +2 reaction from people and domestic animals in his protected village (as long as he tends his duties); villagers provide information and support.
Hindrances
- Tied to one village he must protect and serve; straying neglects his duty and forfeits the support.
Wanderer
A nomadic druid forever on the , swift on the road and welcome among travelers.
Benefits
- +1 reaction from bards, rangers, travelers, and gypsies; travels overland 1/3 faster than normal (e.g. 32 miles where others walk 24).
Hindrances
- Restless rootlessness; never settles, forms few lasting ties.
Oracle
A reader of true but riddling futures, cleric or druid alike.
Benefits
- True visions of the future, twice per month — symbolic, open to interpretation. Unbidden visions may also occur, and may or may not be true.
- A druidic Oracle uses the standard druid . A clerical Oracle's spheres are Major: All, Divination, Protection, Sun; Minor: Charm, Guardian, Healing, Necromantic — every other sphere is forbidden. Both or command undead as their base does.
Hindrances
- No clear vision of an event the Oracle is fated to act in personally.
- Using a vision for personal gain draws an immediate DM-imposed curse.
Wandering Mystic
A wandering holy fool, unattached to any one shrine.
Benefits
- and undead turning are exactly those of the base priest .
Hindrances
- Starts poor.
- -2 reaction with religious of ANY faith, including the character's own.
Notes
- Cannot .
- +2 vs. fire and electricity; knows the secret druidic language.
- Immune to woodland (sylvan) charm from 7th .
- Shapechange to reptile/bird/mammal 3×/day from 7th .
- L17+ hierophant track (XP column resets per Table 23 footnote).