Druidic Adept (3.5e NPC Class)
Druidic Adept[edit]
Making a Druidic Adept[edit]
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | |||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Animal Companion | 3 | 1 | — | — | — | — | ||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Nature Sense, Wild Empathy | 3 | 1 | — | — | — | — | ||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | 3 | 2 | — | — | — | — | |||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Woodland Stride | 3 | 2 | 0 | — | — | — | ||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | 3 | 2 | 1 | — | — | — | |||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | Trackless Step | 3 | 2 | 1 | — | — | — | ||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | 3 | 3 | 2 | — | — | — | |||||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | Resist Nature’s Lure | 3 | 3 | 2 | 0 | — | — | ||||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | 3 | 3 | 2 | 1 | — | — | |||||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | 3 | 3 | 2 | 1 | — | — | |||||||||||||||||||||||||||||||
11th | +5 | +3 | +3 | +7 | 3 | 3 | 3 | 2 | — | — | |||||||||||||||||||||||||||||||
12th | +6/+1 | +4 | +4 | +8 | 3 | 3 | 3 | 2 | 0 | — | |||||||||||||||||||||||||||||||
13th | +6/+1 | +4 | +4 | +8 | 3 | 3 | 3 | 2 | 1 | — | |||||||||||||||||||||||||||||||
14th | +7/+2 | +4 | +4 | +9 | 3 | 3 | 3 | 2 | 1 | — | |||||||||||||||||||||||||||||||
15th | +7/+2 | +5 | +5 | +9 | 3 | 3 | 3 | 3 | 2 | — | |||||||||||||||||||||||||||||||
16th | +8/+3 | +5 | +5 | +10 | 3 | 3 | 3 | 3 | 2 | 0 | |||||||||||||||||||||||||||||||
17th | +8/+3 | +5 | +5 | +10 | 3 | 3 | 3 | 3 | 2 | 1 | |||||||||||||||||||||||||||||||
18th | +9/+4 | +6 | +6 | +11 | 3 | 3 | 3 | 3 | 2 | 1 | |||||||||||||||||||||||||||||||
19th | +9/+4 | +6 | +6 | +11 | 3 | 3 | 3 | 3 | 3 | 2 | |||||||||||||||||||||||||||||||
20th | +10/+5 | +6 | +6 | +12 | 3 | 3 | 3 | 3 | 3 | 2 | |||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the druidic adept NPC class.
Weapon and Armor Proficiency: Druidic Adepts are skilled with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. Adepts are not proficient with any type of armor nor with shields.
Spells: A druidic adept casts divine spells which are drawn from the adept spell list (see below). Like a druid, an adept must choose and prepare her spells in advance. Unlike a druid, an adept cannot spontaneously cast summon nature ally spells.
To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier.
Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.
Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druidic Adept. In addition, she receives bonus spells per day if she has a high Wisdom score.
When Table: The Adept indicates that the adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
Each adept has a particular holy symbol (as a divine focus) depending on the adept’s magical tradition.
Adepts choose their spells from the following list.
0—create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.
1st—bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.
2nd—aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web.
3rd—animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.
4th—cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.
5th—baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.
Animal Companion (Ex): like Ranger's Animal Companion.
Nature Sense (Ex): A druidic adept gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): like Ranger's Wild Empathy.
Woodland Stride (Ex): Starting at 4th level, a druidic adept 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.
Trackless Step (Ex): Starting at 6th level, a druidic adept leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 8th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
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