Thursday, November 7, 2013

Swords & Wizardry White Box - Druid

With my D&D Next Mines of Madness game and my Swords & Wizardry Nentir Vale campaign both dead on arrival (due to stuff coming up for players and scheduling problems), I've decided to go full steam ahead on an Eberron campaign using Swords & Wizardry White Box. The problem is, I need a ton of stuff converted over to White Box to run Eberron, so that's what I've been working on. I'll include a detailed list of stuff I need to convert and how far along I am on those conversions in my next post, but rest assured, it's a fairly long list.

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.

Image Source: Paizo
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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