Druid
Within the fertile bounty and life-affirming magic of Nature dwells a power beyond the marvels of civilization. This primal force is worshipped and guarded by servants of philosophical balance known as druids. Holding flora and fauna as kin, respecting the laws of the ecosystem, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten the balance. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call down Nature's wrath.
Role: Some druids, especially chaotic ones, have disdain for civilized folk, preferring the creatures and plants of the outdoors; they may prefer a hermit's life. Other druids, especially lawful ones, play an important part making a home with their people, serving as clergy, preaching respect for nature, blessing fields, healing people and animals, and helping farmers. As an adventuring druid, you may seek to help yourself or to help others; in either case, you have many ways to contribute to your team as a versatile caster.
Restrictions: The powers granted to you as a druid are great, and they rely on strict adherance to a druidic philosophy of balance and respect for nature. As a druid, you must abide by the following restrictions:
- Your alignment must include a neutral component, so you cannot be Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil. That's because the philosophy of balance is a druidic ideal, and your personal ethos includes understanding that all natural things are proper in their season.
- Respect and love for nature is a key part of your ethos, so you firmly oppose the unnatural, especially undead and aberrations. You must seek to destroy these when you can reasonably do so, and you will not ally with those who create, command or ally with them.
- You see the extraction and refinement of metal as unnatural, although you understand that this is a personal opinion. As a druid, you never use metal armor or weapons, and you will not use or carry any metal object weighing more than one pound. You find coins distateful, and tend to spend them or exchange them for gems or other valuables when you can. Still, you object to others using metal only in the mildest terms, if at all.
- Druidic is a language for druids only, and if you teach it to anyone other than a druid, you can gain no further levels in the class. Almost every druid will seek out and kill those who profane their sacred tongue. (Members of a few prestige classes are granted special allowance for learning druidic.)
Base Attack Bonus: +0.50 / level.
Caster Level: +1.0 / level.
Will Save: +0.75 / level.
Fort Save: +0.50 / level.
Reflex Save: +0.25 / level.
Hit Die: d6.
Level | Base Attack Bonus | Caster Level | Will Save | Fort Save | Refx Save | Special |
---|---|---|---|---|---|---|
1st | +0 (+0.5) | 1 (1.0) | +0 (+0.75) | +0 (+0.50) | +0 (+0.25) | Tyro Signature: Wild Companion |
2nd | +1 (+1.0) | 2 (2.0) | +1 (+1.50) | +1 (+1.00) | +0 (+0.50) | Wild Empathy or Interaction Cantrip |
3rd | +1 (+1.5) | 3 (3.0) | +2 (+2.25) | +1 (+1.50) | +0 (+0.75) | Spontaneous Summoning or Combat Cantrip |
4th | +2 (+2.0) | 4 (4.0) | +3 (+3.00) | +2 (+2.00) | +1 (+1.00) | Nature Stride or Exploration Cantrip |
5th | +2 (+2.5) | 5 (5.0) | +3 (+3.75) | +2 (+2.50) | +1 (+1.25) | Tyro Tier Choice |
6th | +3 (+3.0) | 6 (6.0) | +4 (+4.50) | +3 (+3.00) | +1 (+1.50) | Adventurer Signature: Wild Shape I |
7th | +3 (+3.5) | 7 (7.0) | +5 (+5.25) | +3 (+3.50) | +1 (+1.75) | Animal Communion or Life Balance |
8th | +4 (+4.0) | 8 (8.0) | +6 (+6.00) | +4 (+4.00) | +2 (+2.00) | Resist Nature's Lure or Venom Immunity |
9th | +4 (+4.5) | 9 (9.0) | +6 (+6.75) | +4 (+4.50) | +2 (+2.25) | Low Light Vision or Trackless Step |
10th | +5 (+5.0) | 10 (10.0) | +7 (+7.50) | +5 (+5.00) | +2 (+2.50) | Adventurer Tier Choice |
11th | +5 (+5.5) | 11 (11.0) | +8 (+8.25) | +5 (+5.50) | +2 (+2.75) | Hero Signature: Wild Shape II |
12th | +6 (+6.0) | 12 (12.0) | +9 (+9.00) | +6 (+6.00) | +3 (+3.00) | Plant Communion or Thousand Faces |
13th | +6 (+6.5) | 13 (13.0) | +9 (+9.75) | +6 (+6.50) | +3 (+3.25) | Storm Lord or Natural Divination |
14th | +7 (+7.0) | 14 (14.0) | +10 (+10.50) | +7 (+7.00) | +3 (+3.50) | Scent or Mist Sight |
15th | +7 (+7.5) | 15 (15.0) | +11 (+11.25) | +7 (+7.50) | +3 (+3.75) | Hero Tier Choice |
16th | +8 (+8.0) | 16 (16.0) | +12 (+12.00) | +8 (+8.00) | +4 (+4.00) | Legend Signature: Wild Shape III |
17th | +8 (+8.5) | 17 (17.0) | +12 (+12.75) | +8 (+8.50) | +4 (+4.25) | Elemental Friendship or Fey Friendship |
18th | +9 (+9.0) | 18 (18.0) | +13 (+13.50) | +9 (+9.00) | +4 (+4.50) | Spirit of Nature or Natural Fighter |
19th | +9 (+9.5) | 19 (19.0) | +4 (+14.25) | +9 (+9.50) | +4 (+4.75) | Natural Knowledge or Water Sight |
20th | +10 (+10.0) | 20 (20.0) | +15 (+15.00) | +10 (+10.00) | +5 (+5.00) | Legend Tier Choice |
Skill Proficiencies
The druid's proficient skills (and the ability scores used to boost each skill) are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Chr), Heal (Wis), Knowledge (Nature, Religion) (Int), Language (Druidic, Sylvan) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str). Note: All druids gain a free skill rank in Druidic.
Skill Ranks per Level: 4 + Int modifier. Add a one-time grant of one extra free rank placed into Language (Druidic).
Weapon and Armor Proficiencies
You are proficient with simple weapons from two weapon groups chosen from: Light Blades, Close, Hammers, Spears, and Thrown (see the rules for weapon groups in Weapons and Armor). You are also proficient with martial weapons from one of these two groups, your choice. You are not proficient with exotic weapons. You are proficient with light armor, medium armor, bucklers, light shields, and heavy shields. However, you cannot use metal armor or weapons (see the rules for bone, stone, and wooden items).
Spells and Spell Casting
At first level your caster level is one, and you can cast natural spells, which are drawn from the natural spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by one caster level every time you gain a druid level. As a naturalist, wisdom is your spell casting ability score.
KNOWN SPELLS LIST: Each time you gain a caster level, you learn two new spells. Because you are a naturalist, you may choose to pick spells from the natural spell list. The level of the spell cannot exceed your new druid level.
SAVING THROWS: A saving throw against one of your spells has a difficulty class (DC) of 9 + 1/2 spell slot used + your Casting Ability Score modifier. Certain feats and class abilities can modify your save DCs. Example: an Wis 18 druid casting a 1st level spell with a 4th level slot has a DC for that spell of 9 +4 +2 = 15. The +2 comes from the 4th level slot used; the level of the spell itself is not relevant.
Class Abilities
TYRO TIER
Level 1 Druid Tyro Tier Signature Ability: Wild Companion You gain a wild companion, an animal and friend, at no cost. It remains a creature with the animal type, even though over time it gains powers beyond those of other animals. Only a normal, unmodified animal may become a wild companion. You cannot have a wild companion if you already have a companion of any other sort. Your choices for your wild companion's form, as well as special abilities gained at certain levels, are detailed below.
Level 2 Druid Tyro Tier Interaction Ability (pick one):
- Wild Empathy (Su): You gain proficiency with Diplomacy as a class skill, and you can use it to improve the attitude of animals, plant creatures, and magical beasts with intelligence of less than 3. When you do so, you gain a bonus on Diplomacy checks equal to your odd (column A) Wisdom modifier, in addition to the usual Charisma modifier. The typical domestic animal has a starting attitude of indifferent, while other creatures are usually unfriendly.
- Interaction Cantrip: You learn one cantrip from these three: Resistance, Personal Stormcloud, or Breeze.
Level 3 Druid Tyro Tier Combat Ability (pick one):
- Spontaneous Summoning : All Summon Nature's Ally spells are now on your known spells list, though of course you cannot cast those of a level higher than your highest slot currently available. If you already have one or more of these spells on your known list, you may replace those with other spells of the same level from the natural spell list.
- Combat Cantrip: You learn one cantrip from these three: Flare, Spark, or Vigor.
Level 4 Druid Tyro Tier Exploration Ability (pick one):
- Nature Stride (Ex): You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. If you have a companion, it benefits from this ability, too.
- Exploration Cantrip: You learn one cantrip from these three: Detect Animals or Plants, Detect Poison, or Moonlight.
Level 5 Druid Tyro Tier Choice: Select a Druid Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a magic feat for which you qualify.
ADVENTURER TIER
Level 6 Druid Adventurer Tier Signature Ability: Wild Shape I You gain the ability to turn into any Small or Medium animal or plant creature and back again. Your options for new forms include all creatures with the animal and plant types. This ability functions like the Beast Shape I and Plant Shape I spells, except as noted here. The effect lasts for 10 minutes per character level, or until you change back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal or plant with which you are familiar, that is, one you have encountered during your adventuring career, in person (encountering summoned creatures counts). You may want to compile a list of plants and animals you have encountered as part of your character sheet. You lose your ability to speak and to use somatic and verbal components while in wild shape. You can use this ability a number of times per day equal to your even (column B) Wisdom modifier.
Level 7 Druid Adventurer Tier Interaction Ability (pick one):
- Animal Communion (Sp): You can cast Speak with Animals as a spell-like ability, based on your caster level. You can do so a number of times per day equal to your odd (column A) Wisdom modifier.
- Life Balance (Su): As a spell-like action requiring you to touch a creature for one full minute, you add your hit points to theirs, add your total wisdom ability score to the sum, divide by two (round down) and the result is the new hit point total for each of you. The creature does not have to be willing, but if it is unwilling, it has to be asleep or helpless. If the new total is above the usual max for one of you, then the surplus hp are treated as temporary hit points that last for 24 hours or until used. You can do so a number of times per day equal to your odd (column A) Wisdom modifier.
Level 8 Druid Adventurer Tier Combat Ability (pick one):
- Resist Nature's Lure (Su): You gain a +4 bonus on saves against the spells, spell-like abilities, and supernatural powers of the fey. You also gain the same bonus against all natural spells and effects that duplicate them.
- Venom Immunity (Ex): You gain immunity to all poisons.
Level 9 Druid Adventurer Tier Exploration Ability (pick one):
- Low Light Vision (Ex): You gain low light vision. If you already have low light vision, you gain a +3 bonus on Spot and Search checks in dim and dark lighting.
- Trackless Step (Ex): You and your allies (up to your druid level in number) leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired. You and allies within five feet of you also gain a bonus on Stealth checks in natural surroundings equal to your odd (column A) Wisdom modifier.
Level 10 Druid Adventurer Tier Choice: Select a Druid Adventurer or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a magic feat for which you qualify.
HERO TIER
Level 11 Druid Hero Tier Signature Ability: Wild Shape II Your Wild Shape ability improves. You can turn into any Tiny to Large animal or plant creature with which you are familiar. This ability now functions like the Beast Shape II and Plant Shape II spells. You can use this ability an additional time per day, specifically, your even (column B) Wisdom modifier +1. Prerequisite: Wild Shape I.
Level 12 Druid Hero Tier Interaction Ability (pick one):
- Plant Communion (Su): You can cast Speak with Plants as a spell-like ability, based on your caster level. You can do so a number of times per day equal to your odd (column A) Wisdom modifier.
- Thousand Faces (Su): You gain the ability to change your appearance at will, as if using the Alter Self spell, but only while in your normal form.
Level 13 Druid Hero Tier Combat Ability (pick one):
- Storm Lord (Ex): You are unaffected by natural and magical wind effects. You gain a bonus equal to your odd (Column A) charisma modifier against natural weather effects and any spell with the words "weather" or "storm" in the name. You also become immune to deafness and gain a +2 bonus on saving throws against sonic effects.
- Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your even (column B) Wisdom modifier on one Fortitude or Reflex saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one attack roll. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the roll is made. Making a natural divination takes 10 minutes. You may use natural divination three times per day, once for each kind of divination.
Level 14 Druid Hero Tier Exploration Ability (pick one):
- Scent (Ex): You gain scent. If you already have scent, you gain a +3 bonus on Survival checks and on saving throws against ingested and inhaled poisons.
- Mist Sight (Su): You can see through 30 feet of natural and magical fog, mist, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant (but not smoke or gas).
Level 15 Druid Hero Tier Choice: Select a Druid Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a magic feat for which you qualify.
LEGEND TIER
Level 16 Druid Legend Tier Signature Ability: Wild Shape III Your Wild Shape ability reaches its apex. You can turn into any Diminuitive to Huge animal or plant creature with which you are familiar. This ability now functions like the Beast Shape III and Plant Shape III spells. You can use this ability an additional time per day, specifically, your even (column B) Wisdom modifier +2. Prerequisite: Wild Shape II.
Level 17 Druid Legend Tier Interaction Ability (pick one):
- Elemental Friendship (Su): Recognizing your connection to Nature, elementals will never directly attack you, unless you attack first. Elementals within one step of your alignment have a friendly attitude towards you (see Diplomacy skill).
- Fey Friendship (Su): Recognizing your connection to Nature, fey will never directly attack you, unless you attack first -- being fey, they may still play jokes and tricks. Fey within one step of your alignment have a friendly attitude towards you (see Diplomacy skill).
Level 18 Druid Legend Tier Combat Ability (pick one):
- Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize and you gain fast healing 3 for 3d4 rounds.
- Natural Fighter (Su): Whenever you attack with natural weapons, you gain a +3 bonus on attack and damage rolls, and you threaten criticals on a roll of 18-20.
Level 19 Druid Legend Tier Exploration Ability (pick one):
- Natural Knowledge (Sp): You can speak to the essence of Nature and are able to learn two kinds of knowledge. First, you can sense creatures as if using the Locate Creature spell as a spell like ability, but the range is one mile per caster level and the effect is blocked by any type of construction, building, or road and not by running water. Second, you may be directed to any disturbances in Nature, for example, undead lairs or scenes of wanton destruction of Nature, within the same range and blockage by construction. This second kind of information may come to you when you use this ability to Locate Creatures.
- Water Sight (Sp): You can cast Greater Scrying as a spell-like ability any time you have access to a clear, still natural pool.
Level 20 Druid Legend Tier Choice: Select a Druid Legend, Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a magic feat for which you qualify.
Wild Companions
A wild companion's abilities are determined by your character level, its hit dice, and the general rules for companions. Your companion is a creature of the animal type for all purposes. Each wild companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature's full base attack bonus unless an attack is noted as a secondary attack. Animal attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. Some have special abilities, such as scent. See Special Abilities and Universal Monster Rules for more information on these abilities. As you gain levels, your companion improves as well.
You may want to make a character sheet for your companion. Use the basic statistics for a creature of the wild companion's species listed below. Your companion gains a hit die each time you level, per the the general rules for companions.
For so long as your companion has an Intelligence less than three, you need to control it with the Handle Animals skill. Your companion gains bonus tricks for free equal in number to your even (column B) Wisdom modifier. If the companion's Int rises to 3 or higher, it no longer needs tricks, and can simply act as can any NPC.
Choose from the following options for your companion:
- Badger or Wolverine - Size Small; Speed 30 ft., burrow 10 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Attacks rage (as a barbarian for 6 rounds per day); Special Qualities scent.
- Bear - Size Medium; Speed 30 ft.; AC +2 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities scent.
- Boar - Size Small; Speed 40 ft.; AC +4 natural armor; Attack gore (1d6); Ability Scores Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4; Special Qualities scent, ferocity.
- Cheetah - Size Small; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4 plus trip), 2 claws (1d2); Ability Scores Str 12, Dex 17, Con 13, Int 2, Wis 12, Cha 6; Special Qualities scent, sprint.
- Crocodile - Size Small; Speed 20 ft., swim 30 ft.; AC +4 natural armor; Attack bite (1d6 plus grab); Ability Scores Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2; Special Qualities hold breath, sprint.
- Eagle - Size Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor; Attack bite (1d4), 2 talons (1d4); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Qualities racial +4 Spot and Search.
- Leopard or Lynx - Size Small; Speed 30 ft.; AC +1 natural armor; Attack bite (1d4 plus trip), 2 claws (1d3); Ability Scores Str 10, Dex 21, Con 11, Int 2, Wis 12, Cha 7; Special Qualities scent, racial +4 Stealth, pounce, rake (1d3).
- Shark - Size Small; Speed swim 60 ft.; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 15, Con 15, Int 1, Wis 12, Cha 2; Special Qualities scent, blindsense.
- Snake, Constrictor - Size Medium; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus grab); Ability Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Qualities scent, constrict 1d3.
- Snake, Viper - Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Qualities scent, weak poison (DC 9 +half HD +even (column B) Con modifier)
- Tiger - Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Qualities scent, rake (1d4).
- Wolf - Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities scent.
In addition to the capabilities above, when your wild companion gains an even hit die, select one of the Class Special abilities listed below or one in the Companion rules. If the name of these abilities include a roman numeral, it indicates that the prior ones in the series are required before an advanced one can be taken.
- Growth I (Ex): Your companion gains +2 Str and -1 Dex.
- Growth II (Ex): Your companion gains +2 Con and -1 Dex.
- Growth III (Ex): Your companion gains +1 Str, +1 natural AC, and grows one size category, incurring the usual modifications, including an increase in damage done by natural weapons.
- Druid's Helper I (Ex): When you and your companion attempt to track together, roll both Survival checks per usual and use the better result. In natural, outdoors settings, add 2 to both rolls.
- Druid's Helper II (Ex): When you use Wild Empathy or Diplomacy, your companion can use the Aid Another action by rolling Diplomacy or a Charisma check vs DC10 to give you a +1 on your attempt. With fey and animals, that bonus rises to +2; with animals of the same kind (mammals, reptiles, avians, fish), the bonus rises to +4, and with creatures of the same species, +6.
- Healing Licks (Sp): Your companion can lick a creature with 0 or fewer hit points and cure 1 point of damage as an at-will, full-round action.
- Share Spells II: Any non-instantaneous spell you cast on yourself can, if you choose, affect both you and your companion. The companion must be within 5 feet of you at the time of casting to receive this benefit, and the spell stops affecting it if it moves farther than 5 feet away from you; it does not affect the creature again if it returns before the duration expires. The spell's duration is halved between you and your companion (for example, a spell with a duration of 1 hour has a duration of 30 minutes for both you and your companion. You may share any spells you can cast, except ones that do not affect creatures of the animal type. (Share Spells I is available to any companion per the Companion rules and is required for this ability.)
- Spell Resistance (Ex): Your companion gains spell resistance equal to your caster level + 5. To affect the companion with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the companion's spell resistance. Your companion is not resistant to your own spells.
- Share Senses I (Sp): With a standard action that works only if your companion is within 1 mile, you can see and hear what your wild companion sees and hears for one minute per character level; those minutes need not be consecutive. While piggy-backing on your companion's sight and hearing, you are blind and deaf.
- Share Senses II (Sp): You may scry on your wild companion (as if casting the Scrying spell) once per day, You can cast through this Scrying as you can through the spell.
- Share Senses III (Sp): As a standard action, you may scry on your wild companion (as if casting the Greater Scrying spell) once per day, You can cast through this Scrying as you can through the spell.