Druid Level Progression | Druid Spell Progession | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
level | XP | Title | HD | THAC0 | D | W | P | B | S | 1st | 2nd | 3rd | 4th | 5th |
1 | 0 | Aspirant | 1d6 | 19[0] | 11 | 12 | 14 | 16 | 15 | 1 | - | - | - | - |
2 | 2,000 | Ovate | +1d6 | 19[0] | 11 | 12 | 14 | 16 | 15 | 2 | - | - | - | - |
3 | 4,000 | Initiate of the 1st Circle | +1d6 | 19[0] | 11 | 12 | 14 | 16 | 15 | 2 | 1 | - | - | - |
4 | 7,500 | Initiate of the 2nd Circle | +1d6 | 19[0] | 11 | 12 | 14 | 16 | 15 | 2 | 2 | - | - | - |
5 | 12,500 | Initiate of the 3rd Circle | +1d6 | 17[+2] | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 1 | 1 | - |
6 | 20,000 | Initiate of the 4th Circle | +1d6 | 17[+2] | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 2 | 1 | 1 |
7 | 35,000 | Initiate of the 5th Circle | +1d6 | 17[+2] | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 2 | 2 | 1 |
8 | 60,000 | Initiate of the 6th Circle | +1d6 | 17[+2] | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 3 | 2 | 2 |
9 | 90,000 | Druid | +1d6 | 14[+5] | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 3 | 3 | 2 |
10 | 125,000 | Druid, 10th lvl | +2 | 14[+5] | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 4 | 3 | 3 |
11 | 200,000 | Druid, 11th lvl | +2 | 14[+5] | 6 | 7 | 9 | 11 | 9 | 5 | 5 | 4 | 4 | 3 |
12 | 300,000 | Druid, 12th lvl | +2 | 14[+5] | 6 | 7 | 9 | 11 | 9 | 5 | 5 | 5 | 4 | 4 |
13 | 750,000 | Druid, 13th lvl | +2 | 12[+7] | 3 | 5 | 7 | 8 | 7 | 6 | 5 | 5 | 5 | 4 |
14 | 1,500,000 | Arch-Druid | +2 | 12[+7] | 3 | 5 | 7 | 8 | 7 | 6 | 6 | 5 | 5 | 5 |
Druids are priests of nature, protecting wild lands from the encroachment of “civilised” Law and the corrupting touch of Chaos. They worship the force of nature itself, personified in the form of various nature deities.
Alignment: Druids regard the ways of the natural world as the ideal state of things. They see the concepts of Law and Chaos as extremes that are both equally against nature. Thus, druids must be neutral in alignment.
Druids of 7th level and above are immune to the charms of fairies and Sylvan creatures (e.g. dryads, nixies).
The holy doctrine of the druids stipulates that they may not use metal armour or shields (wooden shields may be purchased at the normal price). Their choice of weapons is limited to clubs, daggers, slings, spears, and staves.
See Magic, for full details on divine magic.
Druids gain a +2 bonus to saving throws against electricity (lightning) and fire.
Druids can identify all plants and animals and can discern pure water.
Druids speak a secret tongue known only to their sect. At each level above 2nd, a druid also learns to speak a language used by creatures of Sylvan forests (e.g. dryads, green dragons, pixies, treants).
From 3rd level, a druid can pass through natural environments without leaving any tracks. The character is also able to move through overgrown areas at normal speed and without impediment.
A party with a druid has only a 1-in-6 chance of getting lost in woodlands.
At 7th level, a druid gains the power to change into the form of a reptile, bird, and mammal (once per day each). The animal may be of any size up to around twice the bulk of the druid’s normal form. If a druid has lost hit points, they regain 1d4 hit points per level upon changing into an animal. All equipment carried by the druid is absorbed into the animal form and reappears when the druid changes back.
There can only be nine druids of 12th level. When a druid has enough experience to reach 12th level, they must challenge an existing 12th level druid. The character only advances to 12th level if the other druid is defeated. Such challenges may take any form that is agreed by both parties, including combat (which need not be fatal). Likewise, there can only be three druids of 13th level and a single druid (known as the arch-druid) of 14th level.
Druids who attain 12th level or above may build a stronghold integrated into a natural setting..