The OD&D Druid Character Class - Revised
by Jim BobbAll of the information presented here supersedes that given in the Rules Cyclopaedia (RC). Their presentation as Druids being just a 'dirt cleric' as one of my players put it, was poor and unjust to such a unique character class. Unless otherwise noted, the information in the RC applies. Natural materials include bone, leather, plant fibres (bamboo, reed, etc), stone and wood.
Prime Requisite: Wisdom.
Other Requirements: Neutral alignment
Experience Bonus: +5% for Wisdom of 13-15, +10% for Wisdom of 16 or greater.
Hit Dice: 1d6 per level with Constitution adjustments, up to 9th level. Starting at 10th level, +1 hit point per level and Constitution adjustments no longer apply.
Weapon Skills: Same as Clerics (RC p75)
Other Skills: Same as Clerics (RC p86)
Maximum Level: 18th level. Must combat a druid of equal level to advance to levels 14 to 18.
Armour Allowed: Any; shields allowed. Armour and shields must be constructed from natural materials.
Weapons Allowed: Any, but the weapons must be made from natural materials.
Special Abilities:
1) Druids have the ability to travel through natural areas without leaving any physical trace of their passage if they move at half of their maximum movement rate.
2) Druids have the Nature Lore general skill in their primary terrain for free.
3) Druids may hide in shadows and move silently in natural terrain outdoors, indoors (natural caverns) the chance is halved.
4) Druids cast druid spells and clerical spells that do not affect good or evil specifically (like Detect Evil, Protection from Evil, etc) or restore life from death (Raise Dead, Raise Dead Fully, etc) when they reach 2nd level.
- 5) At 9th level druids can take the form of any normal mammal, reptile and bird once per day, as per the Polymorph Self spell.
- 6) At 14th level druids can use a calm pool of water as a crystal ball once per week.
- 7) At 18th level druids can enter and leave each of the elemental planes (Air, Earth, Fire, Water) once per week.
Druid Experience Table - Revised
Druid and Clerical Spells Level Experience Hit Dice 1 2 3 4 5 6 7 MS HinS 1 0 1d6 - - - - - - - 20% 10% 2 1,500 2d6 1 - - - - - - 25% 15% 3 3,300 3d6 2 - - - - - - 30% 20% 4 6,000 4d6 2 1 - - - - - 35% 24% 5 12,000 5d6 2 2 - - - - - 40% 28% 6 25,000 6d6 2 2 1 - - - - 44% 32% 7 50,000 7d6 3 2 2 - - - - 48% 35% 8 100,000 8d6 3 3 2 1 - - - 52% 38% 9 200,000 9d6 3 3 3 2 - - - 55% 41% 10 400,000 9d6+1 4 4 3 2 1 - - 58% 44% 11 600,000 9d6+2 4 4 3 3 2 - - 61% 47% 12 800,000 9d6+3 4 4 4 3 2 1 - 64% 50% 13 1,000,000 9d6+4 5 5 4 3 2 2 - 66% 53% 14* 1,200,000 9d6+5 5 5 5 3 3 2 - 68% 56% 15* 1,400,000 9d6+6 6 5 5 3 3 3 - 70% 58% 16* 2,600,000 9d6+7 6 5 5 4 4 3 - 72% 60% 17* 2,800,000 9d6+8 6 6 5 4 4 3 1 74% 62% 18* 3,000,000 9d6+9 6 6 5 4 4 3 2 76% 64% * In order to advance to these levels the character must seek out another druid of that level and challenge him to Druidic Combat (see RC p28). There are 9 Druids of 14th level, 7 of 15th level, 5 of 16th level, 3 of 17th level and 1 of 18th level. This may be per world, continent or forest, depending on the size of the DM's campaign world.
Druid Saving Throw Table - Revised
Level Death Ray or Poison Magic Wands Paralysis or Petrify Breath Weapon Rod, Staff or Spell 1-4 9 10 12 14 13 5-8 7 8 10 11 11 9-12 5 6 8 10 9 13-16 4 5 6 8 7 17-18 3 4 4 6 5 Druid Attack Rolls Table - Revised
AC: Level 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 1-4 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 5-8 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 9-12 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 13-16 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 17-18 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20