
Druid
Profession, single-classed
A nature priest of Elemental Magic who reveres all living things and worships the old gods or the True Elementals. Druids shun civilization, keep sacred groves, and can take animal shapes and speak animal tongues.
Also called Black druid (lawful evil cults)
From the book
Druids practice Elemental Magic and hold all living things in deep reverence. Most worship the old gods or the mighty spirits called the True Elementals, and they look down on the ways of civilized men, so they live only in the wilds, tending sacred groves and raising great stone monuments and temples to their gods.
Some act as priests and counselors to powerful barbarian tribes or clans, guiding and guarding them.
Nearly all druids are neutral, but lawful evil cults of so-called black druids are said to exist in places; they are dreaded and rumored to practice human sacrifice and other dark rites. Every druid can change into animal form three times a day, speak with several families of animals (choosing two languages at first and adding more as they rise in level), talk in Sylvan with the faery folk and woodland beings, and move through any terrain without leaving tracks.
Skills by level
- Level 1
- Any Single Weapon
- Read Magic (100%)
- Herb Lore
- Spell Casting
- Wood Craft
- Level 3
- Level 5
- Level 7
- Level 9
- Rods, Staves and Wands
- Level 12
At a glance
- Minimum attributes
- INT 12, WILL 14, CHA 14
- Alignment
- Any Neutral Alignment
- Combat training
- Untrained
- Hit points per level
- 1 H.P. per point of CON, plus 2 H.P. at first level; then +2 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
- Special abilities
- Shape Change: Animal (3x per day): any animal (not monster) form; size may not exceed 2 ft (length or height) per level of the druid, and no form smaller than a sparrow, mouse, etc.; Animal Languages: 8 primary languages - Simian (apes and ape-like creatures), Feline (all cats), Canine (dogs, wolves, hyenas, coyotes, etc.), Equine (horses, burden beasts, herd animals), Avian (birds), Piscine (fish and aquatic animals), Saurian (reptiles and amphibians), Ancient (the first language, spoken by dragons and other mythical beasts; cannot be learned until all the other primary languages are known); fluent in any 2 initially, +1 language per every 2 levels of ability gained; knowing a language gives +2 saves vs Charisma when dealing with creatures of that type; Sylvan Languages: can communicate in Sylvan, the language of the sidhe (faery folk) and woodland beings (centaurs, satyrs, etc.); Pass Without Trace: passes through any terrain leaving no discernable tracks or traces; hunters or others with specific tracking skills have 5% per level of ability to notice that something passed, but can never find visible tracks
- Fields of magic
- Elemental Magic
- Free skill choices
- Two animal languages of choice at 1st level, then one more per 2 levels (Ancient last)
- Restrictions
- Live only in wilderness areas; Ancient tongue only after all 7 other primary animal languages
- Patron
- Most worship the old gods or the True Elementals
- Black druids
- Rumored lawful evil cults of druids in certain regions. Greatly feared; said to practice human sacrifice and other dark rituals. No separate stats given.
- Open to races
- Humans
