The druid is a type of priest in Dungeons and Dragons. Less adept at melee, they wield more powerful magic, related to plants, animals, and the elements.
Original D&D
Druids are a sub-class of Cleric that serve as priests of nature. They use mistletoe as a holy symbol, and tend to be more involved with plants and animals than with humans.
Prime Requisite
Druids must have a Wisdom of 12 and a Charisma of 14.
Class Basics
Level |
Title |
Hit Dice | To Hit AC 2 | Spells per Day |
---|---|---|---|---|
1 | Aspirant | 1 | 17 | 1 |
2 | Initiate of the 1st Circle | 2 | 17 | 2/1 |
3 | Initiate of the 2nd Circle | 3 | 17 | 3/1 |
4 | Initiate of the 3rd Circle | 3+1 | 17 | 3/1/1 |
5 | Initiate of the 4th Circle | 4 | 15 | 3/2/1 |
6 | Initiate of the 5th Circle | 5 | 15 | 3/2/2 |
7 | Initiate of the 6th Circle | 6 | 15 | 4/2/2/1 |
8 | Initiate of the 7th Circle | 7 | 15 | 4/3/2/1 |
9 | Initiate of the 8th Circle | 7+1 | 12 | 4/3/3/2 |
10 | Initiate of the 9th Circle | 8 | 12 | 5/3/3/2/1 |
11 | Druid | 9 | 12 | 5/3/3/3/2/1 |
12 | Archdruid | 10 | 12 | 5/4/4/4/3/2/1 |
13 | The Great Druid | 11 | 10 | 6/5/5/4/4/3/2 |
Equipment
Druids can use daggers, sickles, crescent-shaped swords, spears, slings, and oil. They can wear leather armor, and use wooden shields, but cannot use metallic armor. They can use magical items that are usable by "all classes," and items normally usable by clerics, except for written items (such as scrolls or books).
Fighting Ability
Druid fighting ability and saving throws are as clerics, except that they gain a +2 bonus to saving throws vs. fire.
Druid's Code
Druids must protect animals and plants (especially trees) -- typically by punishing those who destroy their charges rather than defending them to their own deaths. Druids will not slay an animal if it can be avoided, and they never willingly or deliberately destroy an area of trees, no matter how enchanted or evil it may be, though they may attempt to modify it with their own magic.
Druid Languages
Druids speak their own special language, the common tongue, and can learn one new language for each level gained after 4th chosen from the following list: Pixie, Nixie, Dryad, Elvish, Treant, Hill Giant, Centaur, Manticora, or Green Dragon.
Initiate Powers
A druid of 2nd level or higher gains the following abilities.
- Identify pure water
- Identify plants
- Identify animals
- Pass through overgrowth
Shape Change
A druid of 6th level or higher can change shape once per day into each of the following shapes: any reptile, any bird, and any animal (a total of 3 times per day). Their size can vary from as small as a raven to as large as a small bear. They loose 1d6 x 10% of the damage they have accumulated when they change shape.
Resist Woodland Charm
A druid of 6th level or higher is not affected by the charm spells of woodland and water creatures such as nixies and dryads.
Spell List
All druid spells were introduced in Supplement 3: Eldritch Wizardry.
1st-Level | 2nd-Level | 3rd-Level | 4th-Level | 5th-Level | 6th-level | 7th-level |
---|---|---|---|---|---|---|
Predict Weather | Produce Flame | Pyrotechnics | Produce Fire | Wall of Fire | Conjure Fire Elemental | Fire Storm |
Locate Animals |
Locate Plants |
Protection from Fire | Protection from Lightning | Control Winds |
Weather Summoning |
Control Weather |
Detect Snares & Pits | Speak with Animals | Call Lightning | Speak with Plants | Passplant | Transport via Plants | Conjure Earth Elemental |
Detect Magic | Cure Light Wounds | Cure Disease | Plant Door | Hold Plant |
Anti-Animal Shell |
Animate Rock |
Purify Water | Insect Plague | Animal Growth | Animal Summoning III | Reincarnate | ||
Faerie Fire | Plant Growth | Control Temperature, 10' Radius | Commune with Nature | Finger of Death | Creeping Doom | |
Heat Metal | Water Breathing | Cure Serious Wounds | Anti-plant Shell | Feeblemind | Confusion | |
Warp Wood | Neutralize Poison | Animal Summoning I | Transmute Rock to Mud | Turn Wood | Transmute Metal to Wood | |
Hallucinatory Forest | Turn Sticks to Snakes | |||||
Dispel Magic | Animal Summoning II |