Druid

 

hd armor intial wp start nwp alignment
D8 Natural Three One Any Neutral
thaco weapons gained wp non-prof start gp
Priest Varies Every 3rd -3 2D6

Druids are nature-loving shape changers who gain abilities at certain levels. Druids can only wear natural armors and use non-metal weapons. All druids leave no trace or track when walking, and can hibernate at will. They use priest THAC0 and weapon slots.

Druids have many abilities related to changing into animals and start with the following abilities at level 1. Druids can chance into animals from their region at any time, but may also change into animals from the region they are in if they know of any.

Power Usage Ability
Nature Speak Unlimited speak with animals, plants, earth, and stone
Animal Counsel 1/day can call surrounding animals on a magic check
Heal Mammal 1/day can heal mammal D4 per level 3x a day
Pack Leader 1/day can cause all allies within 30feet to move 50% faster
Assume Form Unlimited morph into any animal for movement purpose

Druids can use the following morph abilities starting at level 3. A druid uses natural essence to morph. This essence is equal to their level + magic bonus. If their essence reaches zero, they stay in the form they morphed into until their essence replenishes. Their essence replenishes at every sunrise and every sunset. Every time a druid morphs they gain a number of hitpoints back equal to their natural essence score (only if any were missing). They always use their normal HP total no matter what form they are in.

Power Natural Essence Ability
Natural Form 1 morphs the druid back into their original form
Natural Armor 2 skin hardens to AC 6 at will, announce during initiative
Bird Morph 2 can morph into any bird from region
Marine Morph 2 can morph into any marine mammal from region
Mammal Morph 3 can morph into any land mammal from region
Giant Forms 7 can morph into huge forms from region
Claw, Paw, Talon 1 hands take on beast features at will as an attack action doing 2D6 + str damage

Druids can morph into forms from their region and into forms from whatever region they are in.

Region Skin Tint Abilities Weakness
Arctic light blue cold immunity heat, fire magic
Desert yellow pass through wall 50% water magic
Gray gray poisonous breath dwarf hatred
Forest dark green mental immunity no giant forms
Jungle light green poison immunity, leaps poor common speak
Mountain red climb walls 75% no giant forms
Ocean bright blue breathe water, web feet earth magic
Plains bronze lightning immunity no giant forms
Swamp dark blue doesn't ever sleep always dripping

Examples of animals from regions:

Region Examples
Arctic penguin, polar bear, seal, reindeer, snowy owl, dire wolf, wolverine, snow leopard, walrus, mammoth, mastodon, snowy owl...
 
 
Desert camels, eagles, hawks, lizards, mice, rats, snakes, vultures, fire toad, large scorpion, Thri-kreen, jackrabbit, war dog...
 
 
Gray subterranean reptile, mole, badger, tunnel snake, fire beetle, crocodile, giant lizard, owlbear, giant spider, giant rat, large bat...
Forest deer, rabbits, squirrels, badger, bat, black and brown bear, porcupine, skunk, feret, fox, chipmunk, boar, raccoon...
Jungle anaconda, fish, pandas, ape, bat, warthog, elephant, lion, tiger, jaguar, leopard, rhinocerous, parrot, toucan, zebra, giraffe...
Mountain goats, rams, falcons, aarakocra, sheep, badger, cave bear, lizard, wolf, griffin, mountain lion, giant eagle, hawk, beaver, fox, mouse...
Ocean dolphin, whale, fish, squid, octopus, urchin, manta ray, eel, seal, walrus, serpent...
 
 
Plains horses, prairie dogs, meerkats, buffalo, cattle, antelope, badger, boar, wild dog, small cat, mouse, fox, gopher, hamster, hyena, rat
Swamp crocodile, frog, marsh bird, snake, badger, bat, warthog, lizard, ferret, otter, muskrat, porcupine, naga, giant rat, raven, heron, owl...

At level 9 or any time after, a Druid may become the ArchDruid of their region. If there is a pre-existing ArchDruid, they will have to challenge the existing ArchDruid to a contest appropriate to the region. Plains Druids may race until the other collapses, while Mountain Druids may fight until someone is knocked from a highest peak of the region's highest mountain. The contests sometimes mimic the conflicts of the animals in the region. An Arch Druid may never be raised from the dead. They can use all morphs and forms three times per day instead of the normal once per day. They also gain a legendary morph ability, where they can transform into a highly magical creature from their region once per level. Success requires a magic check; failure does not 'use up' the form for that level. It takes five uniterrupted rounds for a legendary transformation to take place, and the morph lasts for a full day. Examples of such forms from each region follow:

Region Legendary Morph Examples
Arctic ice dragon, yeti
Desert sand dragon, hydra, air elemental
Forest green dragon, nymph, dryad, pixie
Jungle jade dragon
Mountains brass dragon, earth elemental
Ocean blue dragon, kraken, storm giant, titan
Plains white dragon
Swamps black dragon

 

[ back / top ]

 

 
 
D&D and AD&D is © TSR and Wizards of the Coast
Any and all pictures copyright their respective owners.
All additional material presented here is © Amir Rao 2003.