Thinking of playing a Druid? Here is an excellent article regarding the pros and cons of playing a Druid: Druids with Class By Skip Williams.
Here is the information for playing an iconic Druid character. Start with my post on Iconic Characters, then add this specific information.
Hit Die: d8
Class Skills: Handle Animal (Cha), Heal (Wis), Listen (Wis), Spot (Wis)
Class Knowledge: Nature
Spells: A druid casts spells drawn from the druid spell list. However, he can’t cast spells that contain the “Evil” descriptor.
Druid Spells Explained
As a Druid, to cast a spell you have to prepare it. The druid must choose 1 hour of the day, in which he will have to meditate, in order to have his God grant him the spells. Unlike wizards, it doesn’t matter if he has slept or not. This is when he chooses which spells he can cast that day.
To cast a spell, the druid needs a Wisdom of 10+the spells level. (Not the casters level, the spells level) which means that, for example, if he had a Wisdom of 16 he could cast no higher than 6th level spells.
The saving throw difficulty class (DC) of his spells is 10 + the level of the spell + the druid’s Wis modifier. For example, if a 5th level druid with a Wisdom score of 16 throws a Hold Person spell. That is a 2nd level spell and his Wis modifier is (based on his Wisdom score of 16) is +3. So the DC for that spell will be 10+2+3 for a total of 15. The creature that he cast that spell on will have to make a will save of 15 or higher to resist the spell.
Druids, know every spell on the druid spell list, of the maximum level of spells they can cast.
A druid also may get more spells according to his Wisdom, refer to Table 1–1: Ability Modifiers And Bonus Spells. For example, if he had 16 Wisdom he would get 1 additional 1st, 2nd and 3rd level spell.
To prepare your spells:
Simply choose your 0, 1st, 2nd, 3rd etc. level spells depending on your druid’s level. If you have a high Wis. Score select any additional spells you are allowed. For example, if your Wis is 16, you can select 1 additional 1st, 2nd and 3rd level spell.
Note: there is no need to choose any summon nature’s ally spells. That’s because you can transform any prepared spell into a summon nature’s ally spell of the same level. This is called Spontaneous Casting. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature’s ally IV (also a 4th-level spell).
Special abilities:
The following are the special abilities available to druids. The abilities are listed under the level that they are acquired. Where an ability is described as (ref PHB), you should refer to that ability’s description in the players handbook.
1st Level |
Skill Focus (Handle Animal): You get a +3 bonus on all Handle Animal checks |
Animal Companion: (refer PHB) |
Nature Sense: +2 bonus on Knowledge (nature) and Survival checks. |
Wild Empathy: Can improve the attitude of an animal. (refer PHB) |
2nd Level |
Woodland Stride: (ref PHB) |
3rd Level |
Skill Focus (Survival): You get a +3 bonus on all Survival checks |
Trackless Step: Leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired. |
4th Level |
Ability Score Adjustment: Add 1 to any ability score. |
Resist Nature’s Lure: +4 bonus on saving throws against the spell-like abilities of fey. |
5th Level |
Wild Shape (1/day): Can turn yourself into any Small or Medium animal and back again once per day. (ref PHB) |
6th Level |
Wild Shape (2/day): Like Wild Shape above, but now you can do this 2 times per day. |
Natural Spell: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This does not permit you the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape. |
7th Level |
Wild Shape (3/day): Like Wild Shape above, but now you can do this 3 times per day. |
8th Level |
Ability Score Adjustment: Add 1 to any ability score. |
Wild Shape (Large): Like Wild Shape above, but now you can also change into a Large animal. |
9th Level |
Venom Immunity: Immune to all poisons. |
Stealthy: You get a +2 bonus on all Hide checks and Move Silently checks. |
10th Level |
Wild Shape (4/day): Like Wild Shape above, but now you can do this 4 times per day. |
11th Level |
Wild Shape (Tiny): Like Wild Shape above, but now you can also change into a Tiny animal. |
12th Level |
Ability Score Adjustment: Add 1 to any ability score. |
Acrobatic: You get a +2 bonus on all Jump checks and Tumble checks. |
Wild Shape (Plant): Like Wild Shape above, but now you can also change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.) |
13th Level |
A Thousand Faces: (ref PHB). |
14th Level |
Wild Shape (5/day): Like Wild Shape above, but now you can do this 5 times per day. |
15th Level |
Timeless Body: No ability score penalties for aging and cannot be magically aged. |
Agile: You get a +2 bonus on all Balance checks and Escape Artist checks. |
Wild Shape (Huge): Like Wild Shape above, but now you can also change into a Huge animal. |
16th Level |
Ability Score Adjustment: Add 1 to any ability score. |
Wild Shape (Elemental 1/day): (ref PHB). |
17th Level |
You get no additional abilities at this level. |
18th Level |
Wild Shape (6/day elemental 2/day): Like Wild Shape above, but now you can do a normal change 6 times per day and change to an elemental 2 times per day. |
Athletic: You get a +2 bonus on all Climb checks and Swim checks. |
19th Level |
You get no additional abilities at this level. |
20th Level |
Ability Score Adjustment: Add 1 to any ability score. |
Wild Shape (Elemental 3/day, Huge elemental): Like Wild Shape above, but now you can change into an elemental 3 times a day and it can be a huge elemental.
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