Alternate Take On: The Druid
Posted: Wed Mar 16, 2011 7:34 pm
Druid:
Prime Attribute: Wisdom
Alignment: Any neutral
EPP: As PHB
Hit Dice: d8
BtH: ¾
Weapons: As PHB
Armour: As PHB
Class Abilities: Bonus Language, Divine Spellcasting, Nature Lore, Resist Elements, Woodland Stride, Capstone Ability
Animal Empathy (Wisdom): The Druid has the ability to communicate with animals on a basic level, and modify their reactions by a successful Wisdom check, much as another person might use a Charisma check to interact with humanoids.
Bonus Language and Nature Lore: As PHB
Divine Spellcasting/Bonus Spells: As PHB
Resist Elements and Woodland Stride: As PHB
Animal Companion: At 8th level, the Druid gains a permanent animal companion, which must be a naturally-occurring animal, native to the region, with a hit dice equal to or lower than 6 HD (in practical terms, a brown bear or tiger is as powerful as this animal can be). This animal companion is different than any other animal allies the druid may acquire in that it is intelligent and that every second level, or at levels 10, 12, 14, 16, 18 and 20, it will advance in HD. To determine the intelligence of the animal companion, roll a d6 and add the result to 6. If the animal companion is slain, the Druid must wait for a year and a day before a new one may be summoned. While the creature is intensely loyal to the Druid, it will not limitlessly endure bad treatment. If an animal companion is ever forced to leave the Druid, the Druid must wait the 366 days before another one can be summoned. If, however, the Druid and animal companion mutually agree to part ways, the waiting period is reduced to a month and a day. The Druid and animal companion are able to communicate mentally within a radius of one mile. Aside from the animal’s loyalty, intelligence and bond to the Druid, however, it has no supernatural abilities.
Immunity to Natural Poisons: At 10th level, the Druid becomes immune to all natural plant or animal-based poisons, but not to poisons of aberrations or of a magical nature.
Capstone Ability: At 20th level, the Druid gains a permanent +1 bonus to Wisdom and possesses the ability to assume lesser beast form (as per the spell) at will and beast form (as the spell) 1+Wis modifier times per day.
Druid Spell List:
Spells in italics can be reversed
0-level:
Create Water: Creates 1 gallon/level of pure water
Detect Magic: Detects magic within sixty feet of the caster
Detect Neutrality: Detects presence of neutral creatures or objects within 60 feet.
Detect Poison: Detects poison in one creature or object
Endure Elements: Exist comfortably in hot or cold regions
Flare: Dazzles one creature, causing -1 penalty on attack rolls
Know Direction: You discern north
Light: Object shines like a torch
Mending: Makes minor repairs on an object
Purify Food and Drink: Purifies 1 cubic foot/level of food or water
Resistance: Subject gains +1 bonus to saving throws
Stabilize: Stabilizes dying individual
1st-level:
Alarm: Wards and area and alerts caster to intruders
Alter Winds: Alters wind to become more powerful or weaker
Animal Friendship: Gain permament animal companion
Calm Animals: Calms animals, beasts or magical beasts
Detect Animals/Beasts/Plants: Detects animals, beasts or plants within 60 feet.
Drowsing Rod: Detects water within 60 feet/level of the druid
Entangle: Plants entangle everyone in 50 ft. circle
Feather Step: Ignore penalties due to moving in difficult terrain
Faerie Fire: Outlining light grants +1 to hit and cancels concealment
Fist of Stone: Grants +4 to hit and damage with unarmed attack, unarmed attacks can be lethal
Goodberry: 2d4 berries each cure 1 hit point, sustain as a meal
Jump: Subject makes extraordinary leaps for 1 minute/level
Longstrider: Your speed increases by 10 feet
Magic Stones: Three stones become +1 magic weapons, do 1d6+1 damage
Obscuring Mist: Fog surrounds caster, obscuring all light
Pass Without Trace: Subject leaves no tracks or scent
Protection Against Animal/Beasts/Plants: +2 AC and saves, other protections.
Protection from Hunger and Thirst: Subject is protected from hunger or thirst for 1 day/level
2nd-level:
Animal Messenger: Sends a small animal to a specific place
Aura of Neutrality: Provides immunity to alignment-based effects
Barkskin: Grants +3 C or caster looks like tree
Charm Person or Animal: Makes one person or animal the caster's friend
Cure Light Wounds: Cures 1d8+Wis modifier damage
Darkvision: Grants Druid flawless vision in total darkness
Delay Poison: Stops poison from harming subject for 1 round/level
Elemental Weapon: Aligns weapon with one of the four classical elements
Enhance Attribute: Increases Str, Con or Dex attributes
Fire Trap: Opened object inflicts 1d4+ 1/level damage
Heat Metal: Hot metal damages those who touch it
Hold Animal: Holds one animal helpless for 1 round/level
Invisibility to Animals/Beasts/Plants: Cannot be sensed by animals, beasts or plants
Lesser Beast Form: Take on the form of a small or medium animal up to 4 HD.
Produce Flame: Fire in hand inflicts 1d4+1 damage, touch or thrown
Sphere of Pure Air: Creates sphere of pure and clean air around druid
Summon Swarm: Insect or vermin attack and disrupt foes
Warp Wood: Bends and makes wood useless
3rd level:
Animal Speech: Allows one intelligent animal to speak for 1 hour/round
Call Lightning: Directs lightning bolts (1 d10/level) during storms (max 10)
Elemental Aura: Elemental aura does damage, protects from elemental attacks
Feather Step, Mass: As feather step, but 1 creature/level
Magic Fang: Allows Druid or animal ally's natural weapons to strike as magical weapons, +1 enchantment/4 levels (max +5)
Meld Into Stone: The caster and caster's gear merge with stone
Neutralize Poison: Detoxifies venom on or in subject
Pass Without Trace 10' Radius: All allies of the Druid within 10 feet can pass without trace, as the spell
Plant Growth: Grows vegetation, improves crops
Protection from Elements: Absorbs 12 damage/level from one element
Pyrotechnics: Turns fire into blinding light or choking smoke
Rebuke Animal/Beast/Plant: Allows the druid to turn or destroy aberrations as a cleric of the equivalent level
Remove Disease: Cures all diseases
Shape Stone or Wood Sculpts stone or wood into any form
Pit/Snare: Creates and conceals magical trap that binds victims
Speak With Plants: The caster can speak with normal plants
Wall of Wind: Deflects arrows, smaller creatures and gases
Wings: Wings allow flight for 30 minutes/level
4th level:
Antiplant Shell: Keeps plant creatures at bay
Beastspite: Makes one individual hated and feared by all animals
Control Plants: Talk to and control platns and plant creatures
Cure Serious Wounds: Cures 3d8 damage+Wis mod damage
Dispel Magic: Cancels magical spells and effects
Freedom of Movement: Move normally despite impediments
Magical Grove: Creates trees and a small spring
Quench: Extinguishes non-magical fires or one magical item
Reincarnate: Brings dead subject back in random body
Repel Vermin: Insects and vermin stay 10 feet away
Rusting Grasp: Druid's touch corrodes metal
Scrying: Spies on subject from a distance
Share Senses: Shares senses with animal companion
Sleet Storm: Hampers vision and movement
Spike Stones: Creatures in area take 1d8 damage, might be slowed
Summon Animals: Calls animals to fight on caster's behalf
Thorn Armour: Natural armour protects Druid, and inflicts 1d4+1 damage and 1 Con damage on all who touch the Druid
Greater Totem Form: Allows the druid to take on the form of a Medium or Large animal with up to 8 HD.
5th-level:
Animal Growth: Animals double in size, HD
Awaken: Animal or tree gains human intellect
Commune with Nature: Learn about terrain for 1 mile/level
Clear Path: Automatically clears path for druid
Control Winds: Change wind direction and speed
Cure Critical Wounds: Cures 5d8+Wis mod damage
Death Ward: Grants immunity to death spells and effects
Elemental Forbiddance: Forbids elementals from approaching individual, grants 50% damage resistance to all elemental damage
Fast Healing: Gives fast healing 1+Con bonus to the Druid or one of their allies
Nature's Hallow: Designates one location as goodly to nature
Ice Storm: Hail deals 5d6 damage in cylinder 50 ft. across and tall
Insect Plague: Insect horde limits vision, inflicts damage and weak creatures flee
Squall: Creates a powerful storm 1 km wide that drowns out spells and communication and may cause a flood
Staff to Snakes: Staff turns into 1d4+1 poisonous snakes
Stoneskin: Grants DR of 10 to all causes
Summon Beasts or Plants: Calls beasts or plants to fight on caster's behalf
Transmute Mud and Rock: Change mud into rock or vice versa
Wall of Thorns: Thorns damage those who try to pass
Wall of Fire: Creates wall or hemisphere of flame.
6th-level:
Antilife Shell: 10 ft. field hedges out living creatures
Fire Seeds: Makes acorns and berries into grenade-like weapons
Greater Totem Form: Become Medium or Large animal or beast with up to 12 HD.
Ironwood: Magical wood is as strong as steel
Move Earth: Digs trenches and builds hills
Nature's Charm: Beautiful grove is hypnotic, convinces people to stay in it for 2 hours/level
Repel Wood: Pushes away wooden objects
Riptide: Powerful blast of water inflicts 1d6/level damage (up to 12d6), breaks down obstacles
Spellstaff: Stores one 1st to 5th level spell in wooden staff
Stone Tell: Talk to natural or worked stone
Summon Elemental: Calls 12 HD elemental to service
Swarm Form: Transforms druid into swarm of insects that attack and disrupt spellcasting
Thunderclap: Thunderclap stuns and deafens enemies within 60 feet
Transport via Plants: Move instantly from one plant to another of the same species
Wall of Stone: Creates a stone wall that can be shaped
7th-level:
Aura of Thorns: Grants thorn armour to all allies within 30 feet
Beast Mount: Compels one monster of 10 HD or below to serve as mount for druid
Changestaff: The caster's staff becomes treant-like
Circle of Purity: Heals 2d8 damage, neutralizes poisons within 20 feet of caster
Control Weather: Changes weather in local area
Creeping Doom: Carpet of insects attacks at the caster's command
Fire Storm: Raging flame fills area for 1d6/level damage
Flesh to Wood: Transforms one individual into a tree
Greater Scrying: As scrying, but faster and longer
Sol's Searing Orb: Orb of sunlight damages and blinds all around it
Summon Magical Beasts or Fey: Calls magical beings to fight on caster's behalf
Transmute Metal to Wood: Metal within 40 feet becomes wood
Tree Spirit: Binds caster's life force to that of a particular tree
Wind Walk: The caster and allies turn vaporous and travel fast
8th-level:
Animal Shapes: One ally/level polymorphs into chosen animal
Command Plants: Plants animate and vegetation entangles
Finger of Death: Kills one subject
Hibernate: One subject goes into suspended animation for up to 1 month/level
Regenerate: Subjects severed limbs grow back
Repel Metal or Stone: Pushes away metal or stone
Rusting Fog: Miasmic fog rusts and destroys metal objects
Sunburst: Blinds within 10 ft., deals 3d6 damage, harms undead
Whirlwind: Cyclone inflicts damage and can pick up creatures
Word of Recall: Teleports the caster back to designated place
9th-level:
Antipathy: Object or location attracts/repels certain creatures
Earthquake: Intense tremor shakes 50 ft. circular area
Rain of Tranquility: Magical rain heals and cleanses party and natural environment
Prismatic Wall: Wall's colours have array of effects.
Shapechange: Transforms caster into any creature, can change once per round
Storm of Vengeance: Storm rains acid, lightning and hail
Summon Elemental Swarm: Summons multiple elementals
Sunrise/Nightfall: Creates conditions of day or night in large area, with all associated bonuses or penalties
World Wave: Colossal wave of earth or water moves druid and allies swiftly
Prime Attribute: Wisdom
Alignment: Any neutral
EPP: As PHB
Hit Dice: d8
BtH: ¾
Weapons: As PHB
Armour: As PHB
Class Abilities: Bonus Language, Divine Spellcasting, Nature Lore, Resist Elements, Woodland Stride, Capstone Ability
Animal Empathy (Wisdom): The Druid has the ability to communicate with animals on a basic level, and modify their reactions by a successful Wisdom check, much as another person might use a Charisma check to interact with humanoids.
Bonus Language and Nature Lore: As PHB
Divine Spellcasting/Bonus Spells: As PHB
Resist Elements and Woodland Stride: As PHB
Animal Companion: At 8th level, the Druid gains a permanent animal companion, which must be a naturally-occurring animal, native to the region, with a hit dice equal to or lower than 6 HD (in practical terms, a brown bear or tiger is as powerful as this animal can be). This animal companion is different than any other animal allies the druid may acquire in that it is intelligent and that every second level, or at levels 10, 12, 14, 16, 18 and 20, it will advance in HD. To determine the intelligence of the animal companion, roll a d6 and add the result to 6. If the animal companion is slain, the Druid must wait for a year and a day before a new one may be summoned. While the creature is intensely loyal to the Druid, it will not limitlessly endure bad treatment. If an animal companion is ever forced to leave the Druid, the Druid must wait the 366 days before another one can be summoned. If, however, the Druid and animal companion mutually agree to part ways, the waiting period is reduced to a month and a day. The Druid and animal companion are able to communicate mentally within a radius of one mile. Aside from the animal’s loyalty, intelligence and bond to the Druid, however, it has no supernatural abilities.
Immunity to Natural Poisons: At 10th level, the Druid becomes immune to all natural plant or animal-based poisons, but not to poisons of aberrations or of a magical nature.
Capstone Ability: At 20th level, the Druid gains a permanent +1 bonus to Wisdom and possesses the ability to assume lesser beast form (as per the spell) at will and beast form (as the spell) 1+Wis modifier times per day.
Druid Spell List:
Spells in italics can be reversed
0-level:
Create Water: Creates 1 gallon/level of pure water
Detect Magic: Detects magic within sixty feet of the caster
Detect Neutrality: Detects presence of neutral creatures or objects within 60 feet.
Detect Poison: Detects poison in one creature or object
Endure Elements: Exist comfortably in hot or cold regions
Flare: Dazzles one creature, causing -1 penalty on attack rolls
Know Direction: You discern north
Light: Object shines like a torch
Mending: Makes minor repairs on an object
Purify Food and Drink: Purifies 1 cubic foot/level of food or water
Resistance: Subject gains +1 bonus to saving throws
Stabilize: Stabilizes dying individual
1st-level:
Alarm: Wards and area and alerts caster to intruders
Alter Winds: Alters wind to become more powerful or weaker
Animal Friendship: Gain permament animal companion
Calm Animals: Calms animals, beasts or magical beasts
Detect Animals/Beasts/Plants: Detects animals, beasts or plants within 60 feet.
Drowsing Rod: Detects water within 60 feet/level of the druid
Entangle: Plants entangle everyone in 50 ft. circle
Feather Step: Ignore penalties due to moving in difficult terrain
Faerie Fire: Outlining light grants +1 to hit and cancels concealment
Fist of Stone: Grants +4 to hit and damage with unarmed attack, unarmed attacks can be lethal
Goodberry: 2d4 berries each cure 1 hit point, sustain as a meal
Jump: Subject makes extraordinary leaps for 1 minute/level
Longstrider: Your speed increases by 10 feet
Magic Stones: Three stones become +1 magic weapons, do 1d6+1 damage
Obscuring Mist: Fog surrounds caster, obscuring all light
Pass Without Trace: Subject leaves no tracks or scent
Protection Against Animal/Beasts/Plants: +2 AC and saves, other protections.
Protection from Hunger and Thirst: Subject is protected from hunger or thirst for 1 day/level
2nd-level:
Animal Messenger: Sends a small animal to a specific place
Aura of Neutrality: Provides immunity to alignment-based effects
Barkskin: Grants +3 C or caster looks like tree
Charm Person or Animal: Makes one person or animal the caster's friend
Cure Light Wounds: Cures 1d8+Wis modifier damage
Darkvision: Grants Druid flawless vision in total darkness
Delay Poison: Stops poison from harming subject for 1 round/level
Elemental Weapon: Aligns weapon with one of the four classical elements
Enhance Attribute: Increases Str, Con or Dex attributes
Fire Trap: Opened object inflicts 1d4+ 1/level damage
Heat Metal: Hot metal damages those who touch it
Hold Animal: Holds one animal helpless for 1 round/level
Invisibility to Animals/Beasts/Plants: Cannot be sensed by animals, beasts or plants
Lesser Beast Form: Take on the form of a small or medium animal up to 4 HD.
Produce Flame: Fire in hand inflicts 1d4+1 damage, touch or thrown
Sphere of Pure Air: Creates sphere of pure and clean air around druid
Summon Swarm: Insect or vermin attack and disrupt foes
Warp Wood: Bends and makes wood useless
3rd level:
Animal Speech: Allows one intelligent animal to speak for 1 hour/round
Call Lightning: Directs lightning bolts (1 d10/level) during storms (max 10)
Elemental Aura: Elemental aura does damage, protects from elemental attacks
Feather Step, Mass: As feather step, but 1 creature/level
Magic Fang: Allows Druid or animal ally's natural weapons to strike as magical weapons, +1 enchantment/4 levels (max +5)
Meld Into Stone: The caster and caster's gear merge with stone
Neutralize Poison: Detoxifies venom on or in subject
Pass Without Trace 10' Radius: All allies of the Druid within 10 feet can pass without trace, as the spell
Plant Growth: Grows vegetation, improves crops
Protection from Elements: Absorbs 12 damage/level from one element
Pyrotechnics: Turns fire into blinding light or choking smoke
Rebuke Animal/Beast/Plant: Allows the druid to turn or destroy aberrations as a cleric of the equivalent level
Remove Disease: Cures all diseases
Shape Stone or Wood Sculpts stone or wood into any form
Pit/Snare: Creates and conceals magical trap that binds victims
Speak With Plants: The caster can speak with normal plants
Wall of Wind: Deflects arrows, smaller creatures and gases
Wings: Wings allow flight for 30 minutes/level
4th level:
Antiplant Shell: Keeps plant creatures at bay
Beastspite: Makes one individual hated and feared by all animals
Control Plants: Talk to and control platns and plant creatures
Cure Serious Wounds: Cures 3d8 damage+Wis mod damage
Dispel Magic: Cancels magical spells and effects
Freedom of Movement: Move normally despite impediments
Magical Grove: Creates trees and a small spring
Quench: Extinguishes non-magical fires or one magical item
Reincarnate: Brings dead subject back in random body
Repel Vermin: Insects and vermin stay 10 feet away
Rusting Grasp: Druid's touch corrodes metal
Scrying: Spies on subject from a distance
Share Senses: Shares senses with animal companion
Sleet Storm: Hampers vision and movement
Spike Stones: Creatures in area take 1d8 damage, might be slowed
Summon Animals: Calls animals to fight on caster's behalf
Thorn Armour: Natural armour protects Druid, and inflicts 1d4+1 damage and 1 Con damage on all who touch the Druid
Greater Totem Form: Allows the druid to take on the form of a Medium or Large animal with up to 8 HD.
5th-level:
Animal Growth: Animals double in size, HD
Awaken: Animal or tree gains human intellect
Commune with Nature: Learn about terrain for 1 mile/level
Clear Path: Automatically clears path for druid
Control Winds: Change wind direction and speed
Cure Critical Wounds: Cures 5d8+Wis mod damage
Death Ward: Grants immunity to death spells and effects
Elemental Forbiddance: Forbids elementals from approaching individual, grants 50% damage resistance to all elemental damage
Fast Healing: Gives fast healing 1+Con bonus to the Druid or one of their allies
Nature's Hallow: Designates one location as goodly to nature
Ice Storm: Hail deals 5d6 damage in cylinder 50 ft. across and tall
Insect Plague: Insect horde limits vision, inflicts damage and weak creatures flee
Squall: Creates a powerful storm 1 km wide that drowns out spells and communication and may cause a flood
Staff to Snakes: Staff turns into 1d4+1 poisonous snakes
Stoneskin: Grants DR of 10 to all causes
Summon Beasts or Plants: Calls beasts or plants to fight on caster's behalf
Transmute Mud and Rock: Change mud into rock or vice versa
Wall of Thorns: Thorns damage those who try to pass
Wall of Fire: Creates wall or hemisphere of flame.
6th-level:
Antilife Shell: 10 ft. field hedges out living creatures
Fire Seeds: Makes acorns and berries into grenade-like weapons
Greater Totem Form: Become Medium or Large animal or beast with up to 12 HD.
Ironwood: Magical wood is as strong as steel
Move Earth: Digs trenches and builds hills
Nature's Charm: Beautiful grove is hypnotic, convinces people to stay in it for 2 hours/level
Repel Wood: Pushes away wooden objects
Riptide: Powerful blast of water inflicts 1d6/level damage (up to 12d6), breaks down obstacles
Spellstaff: Stores one 1st to 5th level spell in wooden staff
Stone Tell: Talk to natural or worked stone
Summon Elemental: Calls 12 HD elemental to service
Swarm Form: Transforms druid into swarm of insects that attack and disrupt spellcasting
Thunderclap: Thunderclap stuns and deafens enemies within 60 feet
Transport via Plants: Move instantly from one plant to another of the same species
Wall of Stone: Creates a stone wall that can be shaped
7th-level:
Aura of Thorns: Grants thorn armour to all allies within 30 feet
Beast Mount: Compels one monster of 10 HD or below to serve as mount for druid
Changestaff: The caster's staff becomes treant-like
Circle of Purity: Heals 2d8 damage, neutralizes poisons within 20 feet of caster
Control Weather: Changes weather in local area
Creeping Doom: Carpet of insects attacks at the caster's command
Fire Storm: Raging flame fills area for 1d6/level damage
Flesh to Wood: Transforms one individual into a tree
Greater Scrying: As scrying, but faster and longer
Sol's Searing Orb: Orb of sunlight damages and blinds all around it
Summon Magical Beasts or Fey: Calls magical beings to fight on caster's behalf
Transmute Metal to Wood: Metal within 40 feet becomes wood
Tree Spirit: Binds caster's life force to that of a particular tree
Wind Walk: The caster and allies turn vaporous and travel fast
8th-level:
Animal Shapes: One ally/level polymorphs into chosen animal
Command Plants: Plants animate and vegetation entangles
Finger of Death: Kills one subject
Hibernate: One subject goes into suspended animation for up to 1 month/level
Regenerate: Subjects severed limbs grow back
Repel Metal or Stone: Pushes away metal or stone
Rusting Fog: Miasmic fog rusts and destroys metal objects
Sunburst: Blinds within 10 ft., deals 3d6 damage, harms undead
Whirlwind: Cyclone inflicts damage and can pick up creatures
Word of Recall: Teleports the caster back to designated place
9th-level:
Antipathy: Object or location attracts/repels certain creatures
Earthquake: Intense tremor shakes 50 ft. circular area
Rain of Tranquility: Magical rain heals and cleanses party and natural environment
Prismatic Wall: Wall's colours have array of effects.
Shapechange: Transforms caster into any creature, can change once per round
Storm of Vengeance: Storm rains acid, lightning and hail
Summon Elemental Swarm: Summons multiple elementals
Sunrise/Nightfall: Creates conditions of day or night in large area, with all associated bonuses or penalties
World Wave: Colossal wave of earth or water moves druid and allies swiftly