Druid

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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
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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 Dispel magic Baleful Polymorph Greater dispelling
Light Endure elements Body of the Sun Cure moderate wounds Flame strike Cure critical wounds Greater stoneskin
Resistance Entangle Bull's strength Dominate animal Freedom of movement Death ward Healing circle
Virtue Grease Cat's Grace Greater magic fang Hold monster Inferno Herald of Winter
- Flame Lash Charm person or animal - Lunar Bolt Monstrous Regeneration Scrying
- Hearthfire Creeping Cold Hypothermia Mass camouflage Owl's Insight Stonehold
- Jump Healing sting Infestation of maggots Stoneskin - Regenerate
- Magic fang Hold animal Mass Ultravision Summon Creature IV Spell Resistance Summon Creature VI
- Sand Splash Lesser dispel Neutralize poison - Summon Creature V Slay Living
- Sleep Lesser restoration Poison Ward Area Vine Mine -
- Summon Creature I One with the land Protection from elements - Wall of Fire -
- Ultravision Owl's Wisdom Quillfire Ice Storm Wall of Ice -
- Web Resist elements Remove disease - Crumble -
- - Summon Creature II Spike growth - Drown -
- - Quicksand 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


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