Druid, LoD (3.5e Prestige Class)

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Druid[edit]

Prepare to feel the wrath of nature, heretic!
—Seyya, High Elven Druidess

Druids are mage who specialize in natural powers, most of them were adepts who dedicated themselves to nature. Their power over animal and shapeshifting ability allow them to strike fear into the heart of their enemies, and the enemies of nature. Some evil druid learn how to tap energy from nature, in base every druid do but evil druids sometime don't revere nature, they simply control it.

Becoming a Druid[edit]

Adept is the class that benefit the most by taking this class. The power of the druid reside in his spellcasting ability, while wild forms and animal companions are welcomed additions they aren't alone make a good druid.

Entry Requirements
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Skills: Knowledge (nature) 8 ranks, Knowledge (religion) 4 ranks, Spellcraft 6 Ranks, Survival 6 ranks.
Spellcasting: Be able to cast at least 4th level divine spells.
Patron: Gaïa, Ghanadel or Orrianne or learning how to tap power from nature from an evil druid.
Special: Must join a Druid's circle .
Table: The Druid

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Animals companions, natural summoner, wild empathy, Wild form (Predator Form) +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Trackless steps, woodland stride +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Wild form (Aerial Form) +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 Wild form (Dire Form) +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Venom immunity +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Wild form (Nature Avenger Form) +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Thousand faces +1 level of existing divine spellcasting class
8th +6 +6 +2 +6 Timeless body, wild form (Aspect of Nature) +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 +1 level of existing divine spellcasting class
10th +7 +7 +3 +7 Wild form (Legendary Form) +1 level of existing divine spellcasting class

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).


Table: The Epic Druid

Hit Die: d8

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

4 + Int modifier skill points per level.

Class Features[edit]

Druids class feature concentrate

Spellcasting: Spells per Day: When a new druid level is gained, the character gains new spells per day as if he had also gained a level in any one divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of druid to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before he became a druid, he must decide to which class he adds each level of druid for the purpose of determining spells per day.

Natural summoner (Ex): May convert prepared spell slots into Summon Nature's ally spell of equal or lower level.

Animals Companions (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)

The druid can have a number of animals companions equal to the half of his druid class level and his Wisdom modifier (if any) (minimum 1).

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Wild Form (Sp): At will, the druid may take the form of an animal or other nature-oriented form. He retain his Hit Dice, Saving Throws, Base Attack Bonus, Abilities Score (may be enhanced by the form) and special qualities except those that require a body part the taken form do not have. Wild Forming is a swift action, there is no maximum time you can remain in your Wild Form. While in this form you are considered both an animal and a humanoid.

Predator Form: The druid may take the form of a wolf, a panther or any other regular predator (depending on the region the druid lives in). This form grants:

  • +4 Bonus to Strength and Dexterity
  • +4 to Natural Armor
  • Reach becomes equal to the reach of long creature of the same size
  • Lose Spellcasting Ability, speech
  • Double land speed.
  • Gain a natural attack which damage depend on size: (2 claws one bite)
Size Bite Damage Claw Damage
Fine 1
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 3d6 2d6
Colossal 4d6 3d6


Aerial form: The druid is able to turn himself in an aerial creature like an eagle or a falcon. This form grants:

  • +2 Bonus to Strength and +4 Bonus to Dexterity
  • Reach become equal to the reach of long creature of the same size
  • Lose Spellcasting Ability, speech
  • Get a fly speed equal to the double of the druid land speed.
  • Get a natural attack
Size Talon Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

Dire Form: You take the form of a bear, a tiger or a dire wolf (or any other big animal).

  • +8 Bonus to Strength, +4 to Constitution
  • +8 to Natural Armor
  • You are one category bigger (maximum of Colossal)
  • Reach become equal to the reach of long creature of the same size
  • Lose Spellcasting Ability, speech
  • You have a powerful Natural Attack: (2 claws one bite)
Size Bite Damage Claw Damage
Fine 1d2 1
Diminutive 1d3 1d2
Tiny 1d4 1d3
Small 1d6 1d4
Medium 1d8 1d6
Large 2d6 1d8
Huge 3d6 2d6
Gargantuan 4d6 3d6
Colossal 5d6 4d6

Nature Guardian Form:

  • +12 Bonus to Strength, +6 to Constitution
  • +12 to Natural Armor
  • You are one category bigger (maximum of Colossal)
  • Reach become equal to the reach of a tall creature of the same size
  • Lose Spellcasting Ability, speech
  • Halves Land Speed
  • You have two powerful Slam Attacks:
Size Slam Attack
Fine 1d2
Diminutive 1d3
Tiny 1d4
Small 1d6
Medium 1d8
Large 2d6
Huge 3d6
Gargantuan 4d6
Colossal 5d6

Aspect of Nature: Unlike other Wild Forms, the druid must choose one of these forms and choses another for each 2 points of wisdom over ten (Wisdom modifier +1). The druid takes the form of natural power like seasons, sea, and wind. Unlike other druid forms he is considered wholly outsider but may be resurrected unlike other outsiders.

Summer Form: You become the personification of the burning summer. Your skin becomes orange and wreathed in hot flames and your hair becomes living flames.

  • Immunity to Fire
  • May use Fireball (caster level 10) each 1d4 rounds.
  • Creatures that come in contact with you (grapple, unarmed or natural attack etc..) take 3d6 Fire Damage
  • +4 to caster level for all fire spells (pyromancy or spells with the fire descriptor).
  • Unable to use elements other than fire.
  • Cold deals double damage on the druid
  • Risk of igniting almost everything you touch.

Winter Form: You become the personification of winter, cold and ice. Your skin becomes blue and transparent, like ice.

  • Immunity to Cold
  • May use Cone of Cold (Caster level 10) each 1d6 rounds.
  • Damage Resistance 10/Magic
  • +4 to caster level for all cold or water spells (hydromancy or spells with the cold descriptor).
  • Unable to use elements other than cold or water.
  • Fire deals double damage on the druid
  • Halves Land Speed

Autumn Form:

  • Aura of Death: Every Creatures within 20ft of the druid must make a DC15 Fortitudes saves or take 2d6 + Druid Wisdom modifier negative damages. This aura heal undeads.
  • Immunity to Negative Energy
  • Spell Resistance: 25 + Druid HD, stack with other spell resistance source.
  • +4 Caster level to all spell dealing with negative energy (necromancy)
  • Unable to cast healing spells.
  • Halves Current hit points.

Spring Form:


Legendary Form: The druid may choose only one legendary form, he may use it once a day + 1 use per 2 points of Wisdom exceeding 10 (Wisdom Modifier +1). He may remain in this form a number of rounds equalling his druid levels + his total HD (druid level counted twice) + his Wisdom modifier.

The Great Bear: The form of a great bear look somewhat like werebear, but much bigger. The great bear is sacred animal of the north or in some temperated forest.

Requirement: None
  • + 22 Strength, +16 Constitution
  • +16 Natural Armor
  • Fast Healing 5
  • Immunity to Cold
  • +10 to Intimidate
  • You are two categories bigger (maximum of Colossal)
  • Lose Spellcasting Ability, speech
  • You have a powerful Natural Attacks: (2 claws one bite)
Size Bite Damage Claw Damage
Fine 1d2 1
Diminutive 1d3 1d2
Tiny 1d4 1d3
Small 1d6 1d4
Medium 1d8 1d6
Large 2d6 1d8
Huge 3d6 2d6
Gargantuan 4d6 3d6
Colossal 5d6 4d6

Nature Avenger:

Requirement: Must be Lawful (Lawful Neutral)


Dark Ancestor: Dark ancestor look like shade, taking some features of his living form.

Requirement: Must be a Dark Elf.
  • Immunity to Cold
  • Become Ethereal
  • Spell Resistance 50, stack with any other source of spell resistance.
  • Damage Resistance: 25/Magic
  • Gain fly speed, triple of land speed, perfect manoeuvrability.

Wrath of Gaïa:

Requirement: Any Non-Evil

Spirit of the Ancients:

Requirement: Must be a Elf (except a dark elf)

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the druid still dies of old age when her time is up.

Ex-Druid[edit]

A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).

Campaign Information[edit]

Playing a druid[edit]

Combat: Druid are spellcaster, they are better far from the front line. Their wild forms ability allow them to make potable melee fighter.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Druid in the World[edit]

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

Druid Lore[edit]

Characters with ranks in Knowledge (nature) can research Druid to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (nature)
DC Result
11 Druid are devotee of nature, they gain strange abilities.
16 Druid are able to influence animals greatly, they even have control on many animals.
21 Druids are able to transform themselves into animals or other nature-oriented creatures.
26 Except for deity such as Ghanadel or Orrianne who give druidic power to their druid, the druid gain their power by tapping the energy of Gaïa, good druids tap the excess but evil druids may tap the vital power of the world directly.

Druid in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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