Fortunately, I've got the Druid class completely finished as of today. I may be adding in an alternate Wild Shape ability that can replace Wild Empathy, but for the moment, it's ready to playtest. I've included several new spells that seemed to fit fairly well with the Druid's primal nature, most of which I've adapted from S&W SRD spells.
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I looked at the Druid in the S&W SRD, but it was a little too complex for S&W White Box, and I wanted something a bit simpler. This is my first shot at it though, so if I can find a group to playtest it with, I may be changing it in the future. As I said earlier, I'll almost certainly be adding a Wild Shape ability to replace Wild Empathy, but I figured that the ability to command animals was appropriate for the Druid. I may also add an animal companion at some point, as I really like that feature of 3rd Edition Druids.
Druid
Intimately connected with the natural
world, Druids are primal spellcasters who have taken vows to protect
and defend nature.
Level
|
Exp. Points
|
Hit Dice
|
Save
|
Spells
|
||||
1
|
2
|
3
|
4
|
5
|
||||
1 |
0 |
1 |
15 |
1 |
|
|
|
|
2 |
1,500 |
2 |
14 |
2 |
|
|
|
|
3 |
3,000 |
3 |
13 |
2 |
1 |
|
|
|
4 |
6,000 |
3+1 |
12 |
2 |
2 |
1 |
|
|
5 |
12,000 |
4 |
11 |
2 |
2 |
1 |
1 |
|
6 |
24,000 |
5 |
10 |
2 |
2 |
2 |
1 |
1 |
7 |
48,000 |
6 |
9 |
2 |
2 |
2 |
2 |
2 |
8 |
96,000 |
6+1 |
8 |
3 |
3 |
2 |
2 |
2 |
9 |
192,000 |
7 |
7 |
3 |
3 |
3 |
2 |
2 |
10 |
384,000 |
8 |
6 |
3 |
3 |
3 |
3 |
3 |
Druid Abilities
Spellcasting: Druids cast primal spells
much like clerics do; however, they receive their spells from nature itself rather than a specific deity or deities. Each day, they spend an hour either at dawn or
dusk to prepare their spells. They do not require a spellbook as they
know their spells innately.
Weapon and Armor Restrictions: Druids
may use leather armor and shields. They may use any weapon that is
not primarily composed of metal, with the exception of a sickle
(equivalent of a short sword).
Attacks: Druids use the Cleric attack
chart for their attack rolls.
Animal Empathy: Druids have a natural
affinity for animals, giving them the ability to attempt to influence
an animal's behavior much in the same way that Clerics turn undead.
To attempt to control an animal, roll 3d6 and consult the Animal
Empathy chart. Succeeding on the check (rolling higher than the
number given) results in the animal surrendering to the Druid; it
will not act aggressively toward the party (unless provoked), but it
will not obey commands. A result of – on the chart means that the
Druid cannot attempt Animal Empathy on an animal of that HD at that
level. A result of C on the chart means that the animal will obey
simple commands from the Druid for 10 minutes per level. A Druid may
only command a single animal in this way at any one time.
A Druid may communicate with a
controlled animal (but only a controlled animal) as if under the
effects of a Speak with Animals spell.
Animal HD
|
Druid Level
|
||||||||
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9+
|
|
1 |
10 |
7 |
4 |
C |
C |
C |
C |
C |
C |
2 |
13 |
10 |
7 |
C |
C |
C |
C |
C |
C |
3 |
15 |
13 |
10 |
7 |
C |
C |
C |
C |
C |
4 |
17 |
15 |
13 |
10 |
7 |
C |
C |
C |
C |
5 |
- |
17 |
15 |
13 |
10 |
7 |
C |
C |
C |
6 |
- |
- |
17 |
15 |
13 |
10 |
7 |
C |
C |
7 |
- |
- |
- |
17 |
15 |
13 |
10 |
7 |
C |
8 |
- |
- |
- |
- |
17 |
15 |
13 |
10 |
7 |
9-11 |
- |
- |
- |
- |
- |
17 |
15 |
13 |
10 |
12-18 |
- |
- |
- |
- |
- |
- |
17 |
15 |
13 |
Druidic Circle: At 9th
level, a Druid who chooses establish a sacred grove or other natural
feature (cave, oasis, etc.) attracts loyal followers who swear
druidic oaths to uphold the Circle and the natural order. A typical Druidic Circle also includes some kind of stronghold, keep, or other defensible location.
Druid Spell List
(Spells marked with * are new spells
detailed below)
Level 1
Cure (Cause) Light Wounds
Detect Chaos (Law)
Detect Magic
Faerie Fire*
Protection from Chaos (Law)
Purify (Putrefy) Food and Drink
Level 2
Bless (Curse)
Find the Path
Hold Person
Locate Plants*
Speak with Animals
Warp Wood*
Level 3
Cure (Cause) Disease
Light (Dark), Continual
Locate Object
Plant Growth
Remove Curse
Level 4
Cure (Cause) Serious Wounds
Neutralize Poison
Protection from Chaos (Law), 10' Radius
Speak with Plants
Sticks to Snakes
Level 5
Commune with Nature*
Control Winds*
Create Food and Drink
Insect Plague
Passplant*
Wall of Fire or Ice
New Druid Spells
Commune with Nature
Spell Level: D5
Range: Caster
Duration: Three questions
Commune with Nature functions as the
Commune spell. However, rather than consulting a higher power, the
Druid communes directly with the spirit of nature. It is inadvisable
for Druids to cast this spell more than once per week. At the
Referee's discretion, a Druid may cast a double-strength version of
this spell allowing for six questions (with a correspondingly longer
duration) once per year. Commune with Nature may only be cast
outdoors.
Control Winds
Spell Level: D5
Range: Centered on caster
Duration: 5 minutes + 1 minute per
level
The caster can control all wind within
a radius of 240 feet. The caster can make the winds tumultuous and
violent like a hurricane, or completely calm and still, or anything
in between. Exceptionally strong winds may require a saving throw to
avoid being knocked prone or blown around.
Faerie Fire
Spell Level: D1
Range: 60 feet
Duration: 1 hour
Faerie Fire causes an object to glow
with an eerie fey light, roughly as bright as a torch. The area
illuminated can be up to 10 square feet plus 2 square feet per level.
The spell can be used to determine the size of a partially-hidden
object or to illuminate an enemy. In areas of darkness, illuminating
an enemy may grant a +1 bonus to attacks versus that enemy.
Find the Path
Spell Level: D2
Range: Caster
Duration: 10 minutes
Find the Path shows the most direct
route to a specific destination that the caster knows the location
of, or shows a specific direction. For example, a Druid may use Find
the Path to find the most direct route to Frostfang Peak (though that
route may lead through uninhabitable or inhospitable areas). Find the
Path does not necessarily show the best route, only the most direct.
Locate Plants
Spell Level: D2
Range: 60ft. + 10ft. per level
Duration: 1 minute per level
Locate Plants functions as the Locate
Objects spell, but only in relation to a specific type of plant. For
example, the caster may choose to have the spell locate an oak tree.
The caster must have seen a specimen of the plant specified at some
point prior to casting the spell.
Passplant
Spell Level: D5
Range: Touch (first plant)
Duration: One hour per level or until
exit
Passplant allows the caster to step
into one tree or similarly-sized plant and exit from another plant of
the same kind. The plant must have a girth equal to or larger than
the caster's own. The caster may stay within the plants, but will be
ejected from whichever plant they happen to be within when the
spell's duration runs out. The type of plant determines both the
maximum distance the caster can travel with a single casting of the
spell, as noted in the table below. The caster may travel between
multiple plants, but can only travel between plants of the same kind
and only up to the maximum distance allowed for that kind of plant.
Type of Plant |
Maximum Distance (feet) |
Oak, Ash, Yew |
3,000 |
Elm, Eucalyptus |
2,000 |
Other deciduous |
1,500 |
Any coniferous |
1,000 |
Other plant |
750 |
Warp Wood
Spell Level: D2
Range: 60 feet
Duration: Permanent
The spell allows the caster to warp,
bend, and twist wood as if it were clay. The spell affects a volume
of 2 inches by 4 inches by 5 feet per two levels – roughly the
volume of a quiver of arrows or a spear. However, it is important to
note that for certain tasks such as springing a leak in a boat or
springing open a wooden door may only require warping of a small
volume of wood.
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