Classes > Priests > Druid

Non-Lawful, Non-Evil only. Also known as Alchemist. A wise and respected diviner who serves nature as its protector and serves their people as a skilled augur. They all speak Elven and cannot wear metallic armor. Sun Elves, Drow, Dragonkin, Trolls and Goblins cannot be Druids.

Druids are sages who offer guidance to all cultures that revere nature. They are at peace in wild places, and tend to live secluded lives, only mingling with civilized folk to gather ingredients for their potions or when sought out for medicine. They are expert alchemists, knowing the effects of each herb and plant that grows on the material plane and beyond, and use this great wealth of knowledge to aid others. Particularly powerful Druids are equally respected in turn by nature, with the flora and fauna of the world being able to sense their intentions and instinctively coming to their aid. +10 Knowledge (Nature), +10 Craft (Alchemy) and +10 Animal Handling.

Druids add their WIS modifier to the effect of their healing miracles. They may not cast Holy or Shadow miracles, but can cast Nature. All plants, elementals and animals are, by default, peaceful to Druids that don't attack them.

Level 1: Druids can expend a spell slot of any tier to cast a healing spell at the same tier without memorization.

Level 3: Druids gain the ability to Wild Shape once per 3 levels daily. This allows them to shapeshift into any animal the size of a horse or smaller.

Level 5: Along with the Craft skill, Druids can concoct potions that will summon the effects of any spell they know if splashed or imbibed, by steeping its casting reagents in pure water and mixing it overnight. Only one potion can be worked on at a time.

Level 9: Wild Shape also includes the ability to turn into sentient plant creatures.

Level 14: Wild Shape also includes animals up to the size of mammoths.

Level 16: Wild Shape can consume 3 charges to turn the Druid into an elemental.


Level

Base Slots

Bonuses

Level

Base Slots

Bonuses

1

2

Prayer, Healing, Natural Miracles

11

4/3/3/3/3/1

-

2

3

-

12

4/3/3/3/3/1

Archpriest, Feat

3

4/2

Wild Shape I

13

4/3/3/3/3/1/1

-

4

4/3

Sense Curse, Feat

14

4/3/3/3/3/1/1

Wild Shape II

5

4/3/2

Alchemy

15

4/3/3/3/3/1/1/1

-

6

4/3/3

-

16

4/3/3/3/3/1/1/1

Prayer III, Feat, Wild Shape III

7

4/3/3/1

-

17

4/3/3/3/3/1/1/1/1

-

8

4/3/3/2

Prayer II, Feat

18

4/3/3/3/3/1/1/1/1

-

9

4/3/3/3/1

Wild Shape II

19

4/3/3/3/3/2/1/1/1

Feat

10

4/3/3/3/2

-

20

4/3/3/3/3/2/2/1/1

-