Druid: Difference between revisions

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| Virtue || Flame Lash || Cats Grace || Greater Magic Fang || Freedom of Movement || Death Ward || [[Custom_Spells#Herald_of_Winter|Herald of Winter]]
| Virtue || Flame Lash || Cats Grace || Greater Magic Fang || Freedom of Movement || Death Ward || [[Custom_Spells#Herald_of_Winter|Herald of Winter]]
|-
|-
| - || Grease || Charm Person or Animal || Hypothermia || [[Custom_Spells#Greater_Creeping_Cold]|Greater Creeping Cold] || Drown || Regenerate
| - || Grease || Charm Person or Animal || Hypothermia || [[Custom_Spells#Greater_Creeping_Cold|Greater Creeping Cold]] || Drown || Regenerate
|-
|-
| - || Jump || [[Custom_Spells#Creeping_Cold|Creeping Cold]] || [[Custom_Spells#Ice_Whip|Ice Whip]] || Hold Monster || [[Custom_Spells#Extract_Water_Elemental|Extract Water Elemental]] || [[Custom_Spells#Scrying|Scrying]]
| - || Jump || [[Custom_Spells#Creeping_Cold|Creeping Cold]] || [[Custom_Spells#Ice_Whip|Ice Whip]] || Hold Monster || [[Custom_Spells#Extract_Water_Elemental|Extract Water Elemental]] || [[Custom_Spells#Scrying|Scrying]]

Revision as of 12:16, 11 October 2023

Classes
Drood.jpg

Alignment: Any Neutral
HP/Level: 8 + CON
Armor (Light, Medium), Shields, Weapons (Druid)
Skill Points: 6 + 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 (including mithral) 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: 6 + INT modifier per level, (6+INT)*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

Animal Companions

Orisons 1st Circle 2nd Circle 3rd Circle 4th Circle 5th Circle 6th Circle
Cure Minor Wounds Camoflage Barkskin Call Lightning Cone of Stone Awaken Energy Buffer
Flare Cure Light Wounds Blood Frenzy Contagion Cure Serious Wounds Baleful Polymorph Greater Dispelling
Light Endure Elements Body of the Sun Cure Moderate Wounds Dispel Magic Crumble Greater Stoneskin
Resistance Entangle Bulls Strength Dominate Animal Flame Strike Cure Critical Wounds Healing Circle
Virtue Flame Lash Cats Grace Greater Magic Fang Freedom of Movement Death Ward Herald of Winter
- Grease Charm Person or Animal Hypothermia Greater Creeping Cold Drown Regenerate
- Jump Creeping Cold Ice Whip Hold Monster Extract Water Elemental Scrying
- Magic Fang Eagles Splendor Infestation of Maggots Ice Storm Inferno Slay Living
- Sand Splash Foxs Cunning Mass Ultravision Lunar Bolt Monstrous Regeneration Stonehold
- Sleep Healing Sting Neutralize Poison Mass Camoflage Owls Insight Summon Creature VI
- Summon Creature I Hearthfire Poison Stoneskin Sand Storm] -
- Ultravision Hold Animal Protection from Elements Summon Creature IV Spell Resistance -
- - Lesser Dispel Quillfire Wall of Fire Summon Creature V -
- - Lesser Restoration Remove Disease Wall of Ice Vine Mine -
- - One with the Land Sand Pillar - - -
- - Owls WIsdom Spiderskin - - -
- - Quicksand Spike Growth - - -
- Resist Elements Summon Creature III - - -
- - Summon Creature II Summon Swarm - - -
- - Web - - - -
Animal Companion
Crocodile
Dire Rat
Fox
Giant Spider
Goat
Hawk
Hyena
Leopard
Lion
Lizard
Scarab
Tortoise
Viper
Wild Dog


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