Druid

grokkngrognard
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grokkngrognard
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Druid

#1 Post by grokkngrognard »

Druid

Experience Points Level Title Level & HP (d8) Attack Bonus
0 Soothsayer 1 0
2,100 Ovate of Spring 2 0
4,100 Ovate of Summer 3 0
7,600 Ovate of Autumn 4 +1
12,600 Ovate of Winter 5 +2
20,100 Ovate of Nature 6 +2
35.100 Voice of Nature 7 +3
00,100 Hand of Nature 8 +3
90,100 Wrath of Nature 9 +3
125,100 Arch Druid 10* +4
*A druid requires 150,100 experience points for each additional level beyond the 10th and gain 2 hit points per level plus Constitution Modifier (if applicable).

Ability Requirement: Wis 12, Cha 15
Race & Level Limit: Human, Half-Elf 8
Prime Requisite: Wisdom and Charisma
Hit Dice: d8
Starting Gold Pieces: 30-180 (3d6x10)
Druids are guardians and protectors of the forests. They are deeply attuned to nature and the cycle of life. Druids pray to, and draw their knowledge and mystic power from, deities that embody the sun, moon, stars, and the elements. They are shape-shifters and can commune with plants and animals. Druids are skilled astrologers and mark the movement of celestial bodies.
Role: Druids are spell-casters and second-line fighters and healers.
Alignment and Deity: Druids must be neutral in alignment. They believe in maintaining the natural balance between life and death, light and dark, good and evil. Druids must select a patron deity of nature.
Languages: Druids begin play with Ancient Common and Celtoi (the secret language of the druids).
Weapons and Armor: May use all blunt weapons, shortsword, hand axe, and seax knife. Druids may not wear metal armor or shields but may use leather armor and wooden shields.
Save Bonus: Druids receive a +2 bonus on saves versus fire and electrical-based attacks.
Bonus Spell: Druids with Wisdom 15 or greater receive one bonus first level spell, and when achieved, one
additional second level spell, per day.
Spell Memorization Limit: Like clerics, druids may not memorize the same spell more than once per day
without use of a magical item.
Magic Items and Spellstones: Druids may use magic items available to clerics, unless otherwise noted. They may use clerical scrolls (only spells they can cast). Druids may also carve spellstones or scribe spell scrolls.
Sylvan Languages: At Level 3, and each level thereafter, a druid may learn one additional sylvan language of his or her choice (Pixie, Brownie, Centaur, etc.).
Pass without Trace: At Level 4, druids may move through thick brush as per Pass without Trace at-will.Plants and Animals: At Level 5, druids may identify plants and animals at-will.
Sacred Stones: A druid within 30 feet of a standing stone or within a stone circle increases the duration of their spells by three rounds.
Animal Shape: At Level 7, druids may take Animal Shape. The druid may choose any animal shape (as small as a rat and not larger than a bear) for an unlimited duration three times per day. The druid must have previously seen the animal type first-hand. While in Animal Shape, the druid retains all his or her mental abilities and memories, and cannot cast spells. The druid gains all physical properties of the animal. Upon changing forms, Animal Shape heals 1d6+5 damage.
Druid Grove: At Level 9, a druid will be called to a remote nexus of balance in the wilderness, and may cultivate a Druid Grove (based around, for example, an oak tree or natural spring) or construct a Stone Circle. The grove or circle will attract 1d4+2 apprentice druids (either first or second level).


Druid Spell Progression
Druid Level 1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells 5th Level Spells
1 2 -- -- -- --
2 2 1 -- -- --
3 3 2 1 -- --
4 4 2 2 -- --
5 4 3 2 -- --

Ye Olde Druid Fast Pack
Pack 1: Leather and Wooden Shield (AC: 7), Club (1d6), Shortsword (1d6), Sling with 20 Stones (1d4), Backpack, Small Sacks (4), Holy Symbol, Chalk, Waterskin, Torches (8), Flint & Tinder, Rations (7), Quill, Parchment, and Ink (46gp).
Pack 2: Leather (AC: 8), Great Club (1d8), Seax Knife (1d4+1), Sling and 20 Stones (1d4), Backpack, Large Sacks (2), Holy Symbol, Mistletoe, Crowbar, Waterskin, Torches (8), Flint & Tinder, Rations (7), 10’ Pole (35gp).
Pack 3: Leather and Wooden Shield (AC: 7), Hand Axe (1d6), Seax Knife (1d4+1), two Daggers (1d4), Backpack, Holy Symbol, Lantern, Flask of Oil (4), Waterskin, Rations (7), Chalk, Wolfsbane (49gp).

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