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. On the continuum of melee power to magical power, they tend to be between the cleric (who is balanced between the two) and the wizard (who is almost entirely magical).
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.
To advance beyond 10th level, the druid must contest those above them in rank. There can only ever be maximum of four Druids, two Archdruids, and one Great Druid. If these ranks are full, a druid must defeat their superiors in order to advance to this level -- the loser drops to the experience level immediately below.
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 | 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 | 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 |
AD&D
Spell List
Spells that can be reversed are noted with a *.
1st-Level | 2nd-Level | 3rd-Level | 4th-Level | 5th-Level | 6th-Level | 7th-Level |
---|---|---|---|---|---|---|
Animal Friendship | Barkskin | Call Lightning | Animal Summoning I | Animal Growth* | Animal Summoning III | Animate Rock |
Detect Magic | Charm Person or Mammal | Cure Disease | Call Woodland Beings | Animal Summoning II | Anti-Animal Shell | Chariot of Sustarre |
Detect Snares & Pits | Create Water | Hold Animal | Control Temperature, 10' Radius | Anti-Plant Shell | Conjure Fire Elemental* | Confusion |
Entangle | Cure Light Wounds* | Neutralize Poison | Cure Serious Wounds* | Commune with Nature | Cure Critical Wounds* | Conjure Earth Elemental |
Faerie Fire | Feign Death | Plant Growth | Dispel Magic | Control Winds | Feeblemind | Control Weather |
Invisibility to Animals | Fire Trap | Protection from Fire | Hallucinatory Forest* | Insect Plague | Fire Seeds | Creeping Doom |
Locate Animals | Heat Metal* | Pyrotechnics | Hold Plant | Pass Plant | Transport via Plants | Finger of Death |
Pass Without Trace | Locate Plants | Snare | Plant Door | Sticks to Snakes* | Turn Wood | Fire Storm |
Predict Weather | Obscurement | Stone Shape | Produce Fire* | Transmute Rock to Mud* | Wall of Thorns | Reincarnate |
Purify Water* | Produce Flame | Summon Insects | Protection from Lightning | Wall of Fire | Weather Summoning | Transmute Metal to Wood |
Shillelagh | Trip | Tree | Repel Insects | |||
Speak with Animals | Warp Wood | Water Breathing | Speak with Plants |