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Druid Class Reinterpreted

by Cab

This is how druids work in my campaign.

The druid is not a tree hugging hippy. The druid is not an armchair evangelist for disappearing wildernesses. The druid is the means by which a complex pantheon of immortals hold the worlds expanding populations in check, a warrior for wild spaces, the last line of defence against destruction of the worlds natural places. Empowered by immortal, divine magic not only from a single source or sphere but from all four positive spheres, the druid can call upon a greater range and a greater number of spells than any other class. But this power comes at a price; druids have little direct combat prowess, they cannot wear armour, they are reliant on persuading others to aid them when such is required.

Druids make their homes in natural places, they cannot reside for more than a week in any settlement of more than 200 souls without losing all magical abilities. They cannot utilise any metallic tools (except for those crafted from bog iron or naturally occurring precious metals - heat tempering of such metals changes their nature, meaning that metallic armour or weapons cannot be constructed for the use of a druid), but they can work with those who do so.

The role of a druid in an adventuring party is complex; as a druid you do not have the healing powers of a cleric, nor are you as destructive in combat as a magic user. You do, however, have access to a broader range of spells than any other class, and as you progress in levels you will be able to cast more spells than others; your role is to power the other party members, to elucidate what is happening around you and to control the environment for the advantage of your comrades, and to act as support for the magic user and cleric characters. Ultimately, you will become the master of diverse magics in your party.

Weapons
Druids may only use weapons crafted from natural materials - wood and stone, for the most part. Practically, that restricts melee weapon choice to the staff, club and throwing hammer (war hammers are invariably constructed using metal), and the only permissible missile fire weapon is the sling. In some primitive societies arrows are constructed using flint or obsidian arrow heads, and a druid who can source such items may use them. Note that such primitive arrows cannot be enchanted.

Armour
Druids may wear no armour

Level Advancement
Druids advance using the magic user spell table, alongside the magic user combat and saving throw tables. Weapon mastery slots are gained as for magic users. Druids gain 1d4 hp per level of experience, plus constitution bonus, to level 9, and 1hp per level thereafter.

Magic
You meditate to gain spells every morning, as a cleric does. You may cast spells in reverse. Because you draw your magical powers from a diverse range of sources, you may only memorise each spell a maximum of three times; for example, if you can memorise 5 first level spells, you may still only memorise sleep three times, as the balance in nature (between the positive spheres) that you represent cannot be thus broken.

Your spells are drawn from among the cleric, magic user, druid, and fey spell lists.

Magic Items
You may use magic items permitted to druids and to clerics, provided they do not affect good or evil. You may also use magic user items that replicate spells available to druids; for example, you can use a wand of polymorphing, but not a wand of fireballs.

Higher Levels
A high level druid may set up a permanent home in any natural setting; in time, your magical abilities will allow you to befriend the inhabitants of that area (the natural animals, plants and monsters who inhabit the region). Consult your DM for details.

Druid Spell Advancement

Level 1 2 3 4 5 6 7
1 1            
2 2            
3 2 1          
4 3 2          
5 3 2 1        
6 4 2 2        
7 4 2 2 1      
8 4 3 2 2      
9 4 4 2 2 1    
10 4 4 3 2 2    
11 5 4 3 2 2 1  
12 5 4 4 2 2 2  
13 5 5 4 3 2 2  
14 5 5 5 3 2 2 1
15 6 5 5 4 3 2 2
16 6 6 5 5 4 3 2
17 6 6 6 5 5 4 3
18 7 6 6 6 5 4 3
19 7 7 6 6 6 5 4
20 8 7 7 6 6 5 4
21 8 8 7 7 6 6 5
22 8 8 8 7 7 6 5
23 8 8 8 8 7 7 6
24 8 8 8 8 8 7 6
25 9 8 8 8 8 8 7
26 9 9 9 8 8 8 7
27 9 9 9 9 9 8 7
28 10 9 9 9 9 9 8
29 10 10 10 9 9 9 9
30 10 10 10 10 10 9 9
31 11 10 10 10 10 10 9
32 11 11 11 10 10 10 10
33 11 11 11 11 11 10 10
34 12 11 11 11 11 11 10
35 12 12 12 12 11 11 11
36 12 12 12 12 12 12 12

Druid Spell List
Level 1
Detect Magic Light* Purify Food And Water
Remove Fear* Resist Cold Speak With Animals
Detect Danger Faerie Fire Locate
Predict Weather Charm Person Sleep
Shield Ventriloquism Read Language
Analyse Precipitation Watcher

Level 2
Cure Light Wounds* Bless* Find Traps
Know Alignment* Resist Fire Silence 15 Radius
Snake Charm Heat Metal Obscure
Produce Fire Warp Wood ESP*
Invisibility Knock Levitate
Mirror Image Web Detect Invisible

Level 3
Continual Light* Cure Blindness Cure Disease*
Growth of Animal Remove Curse* Speak With The Dead
Striking Call Lightning Hold Animal*
Protection From Poison Water Breathing Horse Rush
Dispel Magic Fly Hold Person*
Infravision Protection From Normal Missiles Speak With Plants

Level 4
Create Water Insect Plague Neutralise Poison*
Create Air Sticks to Snakes Control Temperature 10
Plant Door Protection from Lightning Summon Animals
Charm Monster Confusion Dimension Door
Growth of Plants Polymorph Self Polymorph Other
Wall of Fire Enchanted Weapon Dispel Fog

Level 5
Cure Serious Wounds* Commune Create Food
Quest* Raise Dead* Truesight
Create Normal Animals Speak With Monsters Anti Plant Shell
Control Winds Dissolve Pass Plant
Hold Monster* Magic Jar Telekinesis
Woodform Passwall Dissolve*

Level 6
Aerial Servant Animate Objects Cure Critical Wounds*
Barrier* Find the Path Teleport
Mass Charm Anti Animal Shell Summon Weather
Transport Through Plants Turn Wood Anti Magic Shell
Lower Water Move Earth Stoneform
Create Magical Monsters Lore Charm Plant

Level 7
Cureall Earthquake Restore*
Survival Travel Wish
Wizardry Creeping Doom Metal to Wood
Summon Elemental Weather Control Create Any Monsters
Shapechange Maze Gate
Immunity Mass Charm Survival