Player's Handbook

Druid

A priest class.

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Requirements

Ability minimumsWisdom 12, Charisma 15
Prime requisitesWisdom, Charisma
AlignmentTrue Neutral
Level limitsAlaghi 11, Centaur 14, Swanmay 12, Saurial, Bladeback 9, Saurial, Finhead 9, Saurial, Flyer 9, Saurial, Hornhead 9Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Druid experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d8
22,0002d8
34,0003d8
47,5004d8
512,5005d8
620,0006d8
735,0007d8
860,0008d8
990,0009d8
10125,0009d8+2
11200,0009d8+4
12300,0009d8+6
13750,0009d8+8
141,500,0009d8+10
153,000,0009d8+12
163,500,0009d8+14
17500,0009d8+16
181,000,0009d8+18
191,500,0009d8+20
202,000,0009d8+22

Combat

Weaponsclub, sickle, dart, spear, dagger, scimitar, sling, staff
Armourleather + wooden shield only
SpecializationMay not specialize in a weapon.
Combat

Druid THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
320
418
518
618
716
816
916
1014
1114
1214
1312
1412
1512
1610
1710
1810
198
208
Saving throws

Druid saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11014131615
21014131615
31014131615
4913121514
5913121514
6913121514
7711101312
8711101312
9711101312
1061091211
1161091211
1261091211
135981110
145981110
155981110
16487109
17487109
18487109
1926587
2026587

Magic

CastsPriest spells
Spells

Druid spell slots

Spells castable per day at each level, before any bonus from a high score.
Level1234567
11
22
321
432
5331
6332
73321
83332
944321
1044332
11544321
12655322
13666422
146665321
156666421
167776431
177777532
188888642
199988642
209998752

Kits

Adviser

A druid who serves as trusted adviser to a ruler or community.

Bonus proficienciesEtiquette, Local History
Weapons recommendedstaff, sickle

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.

Weapons recommendedscimitar, spear

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.

Bonus proficienciesAnimal Handling, Animal Lore
Weapons recommendedsling, staff

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.

Weapons recommendedstaff, scimitar

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.

Bonus proficienciesAnimal Lore (insects)
Weapons recommendedsling, staff

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.

Weapons recommendedstaff, sickle

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.

Bonus proficienciesHerbalism, Animal Lore
Weapons recommendedstaff

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.

Weapons recommendedstaff, sling
Starting money3d6x10 gp — normal

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.

Bonus proficienciesHealing
Weapons recommendedstaff (defensive only)

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.

Weapons recommendedstaff, claw/natural

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.

Bonus proficienciesAnimal Lore (totem)
Weapons recommendedstaff, spear

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.

Bonus proficienciesLocal History, Agriculture
Weapons recommendedstaff, sickle

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.

Bonus proficienciesDirection Sense, survival
Weapons recommendedstaff, sling

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.

RacesAlaghi, Bugbear, Centaur, Gnoll, Flind, Goblin, Hobgoblin, Kobold, Mongrelman, Half-Ogre, Orc, Half-Orc, Saurial, Bladeback, Saurial, Finhead, Saurial, Flyer, Saurial, Hornhead, Swanmay
AlsoEither gender; must match the character's deity or pantheon. No -score requirement. Cleric or Druid.
Bonus proficienciesDanger Sense
WeaponsPriest weapons.
Proficiencies recommendedChanting, Direction Sense, Observation, Weather Sense, Survival, Astrology, Reading/Writing, Religion, Spellcraft, Information Gathering, Ventriloquism
ProficienciesDanger Sense is a free bonus . Nothing is barred.
ArmourAny weapon or armor the base allows.
Starting money3d6 x 5 gp

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.

RacesAlaghi, Bugbear, Centaur, Gnoll, Flind, Goblin, Hobgoblin, Kobold, Mongrelman, Half-Ogre, Orc, Half-Orc, Saurial, Bladeback, Saurial, Finhead, Saurial, Flyer, Saurial, Hornhead, Swanmay
AlsoAny gender or . Any priest .
Bonus proficienciesSurvival (of choice)
WeaponsAny weapon the base priest allows.
Proficiencies requiredFire-building
Proficiencies recommendedAgriculture, Animal Handling, Carpentry, Cobbling, Cooking, Fishing, Leatherworking, Pottery, Seamstress/Tailor, Stonemasonry, Weaving, Endurance, Survival, Healing, Herbalism, Local History
ProficienciesSurvival (of choice) is a free bonus . Nothing is barred.
ArmourAny weapon or armor the base priest allows.
Starting moneyone weapon and 3d6 gp

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).