Druid

Druid

 
 

Within the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal powers, known as the Old Gods, are guarded over by servants known as druids. Allies to beasts and nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them. Rewarded for their devotion with incredible powers, some druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, far sight, and the power to call upon nature’s wrath. The mightiest temper powers with primeval wisdom long abandoned and forgotten by civilization.

 

Elven Druids channel their power from the Feywilde. Human Druids channel their power from Oerth.

 

Druids in the Flanaess have as their base spheres of access major access to the all, animal, elemental, healing, plant, and weather spheres. They also have minor access to the divination sphere. Almost all druids of the Flanaess venerate specific deities rather than nature as disembodied concept. These deities modify the spheres to which their druids have access, and thus the listing for spheres of access under an individual deity takes precedence over this general list.

     
Druidic Circles

Druids are organized by Circles, see below and gain access to a unique domain listed here: Druid Domains

  Ethos

As protectors of nature, druids are aloof from the complications of the temporal world. Their greatest concern is for the continuation of the orderly and proper cycles of nature — birth, growth, death, and rebirth. Druids tend to view all things as cyclic and thus the battles of good and evil are only the rising and falling tides of time. Only when the cycle and balance are disrupted does the druid become concerned. Given this view of things. the druid must be neutral in alignment.

  Druid Organization Druids have a worldwide structure. These circles consist of a dozen or so druids and 20 or so affiliated rangers and other allies (other people, or even woodland creatures, or similar sentient allies appropriate to the region). Circles can be tightly centered around a particular wood or grove, or widely scattered over a region. Druids of the same circle may worship different deities, though in general, druids of the same circle tend to worship the same power. Deities commonly worshiped in the Flanaess include Beory, Obad-Hai, Ehlonna, and Phyton, to name a few. The Elemental Lords are also rumored to be worshiped by some druids, but not as patron deities. Player character druids do not begin play as members of a circle, but may form or join such circles later. All faiths that include druids among their clergy maintain their own separate druid hierarchies. That is, each religion has its own druids, arch-druids, great, and grand druids. Great and grand druids of a particular faith are singular beings, and each directs activities for druids of his or her faith. Each is entrusted with the organization and protection of the circles and other druidic shrines within that domain. Interfaith relations between different druidic religions in the Flanaess are fairly cordial. Conflicts between the faiths are settled through negotiation or, failing that, ritual or personal combat.  
   
Circle of The Raven

Traditionally they act as the lore keepers of the Druid faith, and the most closely aligned with the Old Lore organization. They may serve as advisors to chieftains and emmissaries between tribes, and hold great influence over the tribesmen.

 

Most common among the Flan and near the eight Bardic Colleges, especially the Gnarley Forest, Northern forests, and the Lortmills.

 

Initiates of this circle gain a Raven familiar instead of an animal companion, they can speak with Ravens, and may use Ravens as Animal Messengers, as well as the other abilities and spells granted by the Raven Domain.

 
 
 
Circle of the Tree
 

Common near and within the Elvish lands, they often serve as healers as well as advisors and play important roles during planting, growing and harvest. The city of Verbobonc is located near one of the first sacred groves tended by Elves.

 

Initiates of the Tree

gain the Plant Domain and may speak with Treants. They also make excellent healers and herbalists and are able to speed the effects of healing herbs.  
 
   
Circle of the Moon

Usually wandering mystics and serve import roles in various holidays, associated with all celestial bodies. Gain +1 caster level during full moon and generally regarded as the most potent spellcasters.

 

Initiates of the Moon gain the Lunar Domain

  Astral Aspect: +1 caster level during full moon  
 
   
Circle of the Bear

Ursala, the Spirit Bear

 

Common to the central and northern forests, these Initiates are often the most protective and physically intimidating of all the orders.

 

TBD they gain access to the Ursine Domain.

  [p]Aspect of the Bear: add Wisdom to AC

 
 
   
Circle of the Wolf
 

TBD they gain access to the Lupine Domain

  Granted Powers: You run with the pack and are the master of the cold hunt of your spirit totem.   Improved Trip: You gain Improved Trip as a bonus feat.   Pack Tactics (Ex): At 8th level, as a free action on your turn, you can designate an adjacent square; your attacks are treated as coming from that square for the purposes of determining whether or not you are flanking (this applies even if that square is occupied by an object or creature). This ends at the start of your next turn or if you move. If you are flanking a creature without using this ability, you may add your Wisdom bonus to your attack roll rather than the normal +2 flanking bonus. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.   Domain Spells: 1st—hunter's howl, 2nd—bloodhound, 3rd—aspect of the wolf,  
 
 
Circle of the Horse
+10 mount speed, pass without trace mount,   https://dnd.arkalseif.info/classes/masters-of-the-wild-a-guidebook-to-barbarians-druids-and-rangers--44/animal-lord/index.html https://www.aonprd.com/DruidDomains.aspx 1 Mount / Ride of The Valenar / Sticky Saddle / Traveler's Mount 2 Alicorn Lance / Horse's Nose / Leap Into Animal (equines only) / Train Animal (equines only) 3 Bottle of Smoke / Favor of Yathaghera / Melf's Unicorn Arrow / Phantom Steed / Regal Procession / Spiritual Charger / Unicorn Horn / When Two Become One 4 Ethereal Mount / Leomund's Spacious Carriage/ Spirit Steed Granted Powers: The wide open spaces of the prairie, savanna, and steppe are yours to master.   Migrating Herd (Su): When you summon an aurochs, bison, elephant, horse, mastodon, pony, or similar quadruped herbivore with a summoning spell, the duration of the spell is increased by 100% (this does not stack with Extend Spell). The creature's land speed is increased by 10 feet.   Pounce (Ex): At 6th level, you may use the pounce special attack once per day. You may pounce one additional time per day for every 3 levels after 6th.   Domain Spells: 1st—mount, 2nd—chameleon stride, 3rd—haste, 4th—aspect of the stag,   http://srd.d20e6.com:30080/srd/spellLists/druidDomains.html#equineDomain
 
Circle of Emerald Dreams

Gain access to Fey magic, lose access to ?, Fey bond.

  Hearth of Moonlight and Shadow, Hidden Path, Walker in Dreams  

Seelie and Unseelie Courts, the Queen of Air and Darkness, the Feywilde, portals, Dryads, Nymphs, Unicorns, Satyr, dark fey, the leFay destruction, Hags and Yethhounds.

 
Old Faith    
Level BAB Special 0 1st 2nd 3rd
1st +0 Druidic, nature bond, nature sense, wild empathy 3 1
2nd +1 Woodland stride 4 2
3rd +2 Druidic Circle, Trackless step 4 2 1
4th +3 Resist nature’s lure 5 3 2
5th +3 Aspect of The Wild (1/day) 5 3 2 1
6th +4 Aspect of the Wild (2/day) 5 3 3 2
Alignment Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.   Hit Die d8.   Class Skills The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).   Skill Points at 1st Level (4 + Int modifier) ×4.   Skill Points at Each Additional Level 4 + Int modifier.
Class Features
All of the following are class features of the druid.   Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.   Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.   A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.   Spells A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).   To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.   Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.   A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.   Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.   Chaotic, Evil, Good, and Lawful Spells A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.   Bonus Languages A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.   A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.   Druidic has its own alphabet.   Finally, Druids always have Speak with Animals prepared as if it were a domain spell, and they may cast this spell in place of another prepared spell.   Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Lunar, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.   The second option is to form a close bond with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.   A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.   A druid of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)   Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.   Wild Empathy (Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.   The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.   To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.   A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.   Woodland Stride (Ex) Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.   Trackless Step (Ex) Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.   Druid Circle At 3rd level, a druid may choose a Druidic Circle.   Resist Nature’s Lure (Ex) Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.   Aspect of the Wild (Su) At 5th level, the Druid decides which Aspect of the Wild to manifest, choosing 1 of the following: Wild Shape, Treant Form, Astral Form, Summon Elemental Beast, or Animal Companion level +2.   Wild Aspect (Su) At 5th level, a druid gains the ability to gain the aspect of her totem animal, a Small or Medium animal.
Table: Druidic Circles
Circle Skill 3rd 5th
Bear Toughness Improved Grapple Endurance
Fey Survival Cold Focus Great Hammer Fortitude
Horse Ride +2 Mounted Combat Special Mount
Lunar Knowledge, Planes Evocation Eclipse
Plant Herbalism +2 Plant Domain Treant
Raven Knowledge Raven Familiar Raven Flight
Venom Intimidate Bite Attack Poison
Wolf Bluff Dodge Agile Dash

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