Druid: Difference between revisions

From EfU Wiki
Jump to navigation Jump to search
m (Updated level 3 spells)
(Updated level 4 spells)
Line 71: Line 71:
! Orisons!! 1st Circle !! 2nd Circle !! 3rd Circle !! 4th Circle !! 5th Circle !! 6th Circle
! Orisons!! 1st Circle !! 2nd Circle !! 3rd Circle !! 4th Circle !! 5th Circle !! 6th Circle
|-
|-
| Cure minor wounds || Camouflage || Barkskin || Call lightning || Cure serious wounds || Awaken || Energy buffer
| Cure minor wounds || Camouflage || Barkskin || Call lightning || Cure Serious Wounds || Awaken || Energy buffer
|-
|-
| Flare || Cure light wounds || Blood frenzy || Contagion || Dispel magic || [[Custom_Spells#Baleful_Polymorph|Baleful Polymorph]] || Greater dispelling
| Flare || Cure light wounds || Blood frenzy || Contagion || [[Custom_Spells#Cone_of_Stone|Cone of Stone]] || [[Custom_Spells#Baleful_Polymorph|Baleful Polymorph]] || Greater dispelling
|-
|-
| Light || Endure elements || [[Custom_Spells#Body_of_the_Sun|Body of the Sun]] || Cure moderate wounds || Flame strike || Cure critical wounds || Greater stoneskin
| Light || Endure elements || [[Custom_Spells#Body_of_the_Sun|Body of the Sun]] || Cure Moderate Wounds || Dispel magic || Cure Critical Wounds || Greater stoneskin
|-
|-
| Resistance || Entangle || Bull's strength || Dominate animal || Freedom of movement || Death ward || Healing circle
| Resistance || Entangle || Bull's strength || Dominate animal || Flame strike || Death ward || Healing circle
|-
|-
| Virtue || Grease || Cat's Grace || Greater magic fang || Hold monster || Inferno || [[Custom_Spells#Herald_of_Winter|Herald of Winter]]
| Virtue || Grease || Cat's Grace || Greater Magic Fang || Freedom of movement || Inferno || [[Custom_Spells#Herald_of_Winter|Herald of Winter]]
|-
|-
| - || Flame Lash || Charm person or animal || [[Custom_Spells#Hypothermia|Hypothermia]] || [[Custom_Spells#Lunar_Bolt|Lunar Bolt]] || Monstrous Regeneration || [[Custom_Spells#Scrying|Scrying]]
| - || Flame Lash || Charm person or animal || [[Custom_Spells#Hypothermia|Hypothermia]] || [[Custom_Spells#Greater_Creeping_Cold|Greater Creeping Cold]] || Monstrous Regeneration || [[Custom_Spells#Scrying|Scrying]]
|-
|-
| - || [[Custom_Spells#Hearthfire|Hearthfire]] || [[Custom_Spells#Creeping_Cold|Creeping Cold]] || [[Custom_Spells#Ice Whip|Ice Whip]] || Mass camouflage || Owl's Insight || Stonehold
| - || [[Custom_Spells#Hearthfire|Hearthfire]] || [[Custom_Spells#Creeping_Cold|Creeping Cold]] || [[Custom_Spells#Ice_Whip|Ice Whip]] || Hold monster || Owl's Insight || Stonehold
|-
|-
| - || [[Custom_Spells#Jump|Jump]] || Healing sting || Infestation of maggots || Stoneskin || - || Regenerate
| - || [[Custom_Spells#Jump|Jump]] || Healing sting || Infestation of Maggots || [[Custom_Spells#Lunar_Bolt|Lunar Bolt]] || - || Regenerate
|-
|-
| - || Magic fang|| Hold animal || [[Custom_Spells#Mass_Ultravision|Mass Ultravision]] || Summon Creature IV || Spell Resistance || Summon Creature VI
| - || Magic fang || Hold animal || [[Custom_Spells#Mass_Ultravision|Mass Ultravision]] || Mass Camouflage || Spell Resistance || Summon Creature VI
|-
|-
| - || [[Custom_Spells#Sand Splash|Sand Splash]] || Lesser dispel  || Neutralize poison || - || Summon Creature V || Slay Living
| - || [[Custom_Spells#Sand Splash|Sand Splash]] || Lesser dispel  || Neutralize poison || Stoneskin || Summon Creature V || Slay Living
|-
|-
| - || Sleep || Lesser restoration || Poison || [[Custom_Spells#Ward_Area|Ward Area]] || Vine Mine || -
| - || Sleep || Lesser restoration || Poison || Summon Creature IV || Vine Mine || -
|-
|-
| - || Summon Creature I || One with the land || Protection from elements || - || Wall of Fire || -
| - || Summon Creature I || One with the land || Protection from Elements || [[Custom_Spells#Ward_Area|Ward Area]] || Wall of Fire || -
|-
|-
| - || Ultravision || Owl's Wisdom || Quillfire || Ice Storm || [[Custom_Spells#Wall_of_Ice|Wall of Ice]] || -
| - || Ultravision || Owl's Wisdom || Quillfire || Ice Storm || [[Custom_Spells#Wall_of_Ice|Wall of Ice]] || -
|-
|-
| - || Web || Resist elements || Remove disease || - || Crumble || -
| - || Web || Resist Elements || Remove disease || - || Crumble || -
|-
|-
| - || - || Summon Creature II || [[Custom_Spells#Sand Pillar|Sand Pillar]] || - || Drown  || -
| - || - || Summon Creature II || [[Custom_Spells#Sand Pillar|Sand Pillar]] || - || Drown  || -
Line 103: Line 103:
| - || - || [[Custom_Spells#Quicksand|Quicksand]]|| [[Custom_Spells#Spiderskin|Spiderskin]] || - || - || -
| - || - || [[Custom_Spells#Quicksand|Quicksand]]|| [[Custom_Spells#Spiderskin|Spiderskin]] || - || - || -
|-
|-
| - || - || - || Spike growth || - || - || -
| - || - || - || Spike Growth || - || - || -
|-
|-
| - || - || - || Summon Creature III || - || - ||  
| - || - || - || Summon Creature III || - || - ||  

Revision as of 11:06, 23 February 2023

Classes
Drood.jpg

Alignment: Any Neutral
HP/Level: 8 + CON
Armor (Light, Medium), Shields, Weapons (Druid)
Skill Points: 4 + INT
Saves: Fort High, Will High, Reflex Low
BAB: +3/4
New Characters
Races
Deity
Classes
Skill Changes
Feat Changes
Death in EFU

Background

Druids tend to spend time away from settled neighborhoods and large groups of people, often preferring the company of vermin and stray animals and seeking out the secluded places where nature can still thrive unoppressed. They prefer to inhabit the wilderness, or to coexist with natural life in unnatural places (e.g. among worms in the gutters, or among a pack of wild dogs in an abandoned house).

Regardless, all druids should generally adhere to the following guidelines lest they lose their strange powers:

  • Druids have an aversion to civilization and conventional civilized behavior, but particularly for the encroachment of civilization upon the wilderness
  • Druids must have a general respect for nature, particularly animals and plant life, and should strive to maintain the fragile balance of nature
  • Druids hold a loathing for such practices as animating the dead, summoning extraplanar beings, and similarly intrusive, unnatural acts of magic
  • Druids particularly oppose the presence of aberrations and djinn, as well as the depraved mages who summon them
  • Druids may not wear metal armor or a metal shield, nor brandish non-druidic metal weaponry
  • Druids may not teach the druidic secrets to any non-druid.

Mechanics

Alignment: Any Neutral

Hit Points: 8 + CON per level

Proficiencies: Armor (Light, Medium), Shields, Weapon (Druid)

Skill Points: 4 + INT modifier per level (4+int modifier)*4 at 1st level

Class Skills: Animal Empathy, Bluff, Concentration, Craft Trap, Heal, Intimidate, Lore, Parry, Persuade, Spellcraft

Save Progression: Fort High, Will High, Ref Low

Attack Bonus: +3/4 levels

Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.

Changes

Change
Wildshape Removed
Spellslots Brought up to match Cleric
Divine Spellcaster Druids use Divine Wands and Scrolls
Animal Companions Taming Removed
Resting Unlike most other classes, Druids do not require a bedroll or campfire to rest.
Natural Swiftness Starting at level 3 Druids begin to move more quickly in natural areas.
  10% movement speed increase if the PC has at least 3 druid levels, and is in a wilderness area.
  15% movement speed increase if the PC has at least 6 druid levels, and is in a wilderness area
  20% movement speed increase if the PC has at least 9 druid levels, and is in a wilderness area.
Restrictions Druids restrict themselves to non-metal armor and weapons that are permitted by the Druid Class Weapon Proficiency feat. Other weapon types may be considered by DMs on a case-by-case basis if the item be thematically appropriate to your druid. All druids should be vigorously opposed to the undead, aberrations, and the encroachment of civilization upon the wild.

Druid Spell List

Orisons 1st Circle 2nd Circle 3rd Circle 4th Circle 5th Circle 6th Circle
Cure minor wounds Camouflage Barkskin Call lightning Cure Serious Wounds Awaken Energy buffer
Flare Cure light wounds Blood frenzy Contagion Cone of Stone Baleful Polymorph Greater dispelling
Light Endure elements Body of the Sun Cure Moderate Wounds Dispel magic Cure Critical Wounds Greater stoneskin
Resistance Entangle Bull's strength Dominate animal Flame strike Death ward Healing circle
Virtue Grease Cat's Grace Greater Magic Fang Freedom of movement Inferno Herald of Winter
- Flame Lash Charm person or animal Hypothermia Greater Creeping Cold Monstrous Regeneration Scrying
- Hearthfire Creeping Cold Ice Whip Hold monster Owl's Insight Stonehold
- Jump Healing sting Infestation of Maggots Lunar Bolt - Regenerate
- Magic fang Hold animal Mass Ultravision Mass Camouflage Spell Resistance Summon Creature VI
- Sand Splash Lesser dispel Neutralize poison Stoneskin Summon Creature V Slay Living
- Sleep Lesser restoration Poison Summon Creature IV Vine Mine -
- Summon Creature I One with the land Protection from Elements Ward Area Wall of Fire -
- Ultravision Owl's Wisdom Quillfire Ice Storm Wall of Ice -
- Web Resist Elements Remove disease - Crumble -
- - Summon Creature II Sand Pillar - Drown -
- - Quicksand Spiderskin - - -
- - - Spike Growth - - -
- - - Summon Creature III - -
- - - Summon Swarm - - -

Animal Companions

Animal Companion
Crocodile
Dire Rat
Fox
Giant Spider
Goat
Hawk
Hyena
Leopard
Lion
Lizard
Scarab
Tortoise
Viper
Wild Dog


Bard Barbarian Cleric
Fighter Paladin Ranger
Rogue Sorcerer
Astrologian Druid Fencer Monk Wizard