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In Which We Build A 5E Followers Chart, Part One: Clerics
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<blockquote data-quote="steeldragons" data-source="post: 6455844" data-attributes="member: 92511"><p>This being the "cleric" thread, I figure I'll throw Druid's in here too (if you don't mind). A DM may, optionally, use this table for any Good or Neutral aligned cleric of the Nature Domain (and/or future, nature-related domains).</p><p></p><p>Druid's are a bit different, because even if/when they gain a "lordly" status, and establish a "stronghold" grove or henge, they aren't really "building a castle" need/attracting the kinds of numbers or followers that other "civilized/construction/settlements" generate.</p><p></p><p><strong><u>Druid [Neutral] Followers Roll %d</u></strong></p><p></p><p><strong>1-35: Commoners:</strong> d10 x 50 farmers, basic laborers who work with the land.</p><p><strong>36-45: Craftsmen/Artisans:</strong> add 1 per 50 commoners [or roll d10] with skill in 1 type [each] Artisan's or special Tools/Kit (healers/herbalists, burglar/thief, alchemist, etc...)</p><p><strong>46-55: Animals:</strong> Unusual or Giant versions of Animals come to the region and will befriend/protect the druid and their territory. The creatures are at the DMs discretion as appropriate for the terrain/setting or choose from the following: 2 + d6 Giant Eagles, 1 Giant Owl, 2 + d6 Giant Deer/Megaloceres, d4 Giant Badgers, 2 + d6 Dire Wolves, 1 Owlbear. </p><p><strong>56-65: Ranger Lodge:</strong> d10 x 10 well-trained naturalist/survivalist warriors of Good or Neutral alignment will set up a base of operations and roam the region in search of threats and evil. These numbers can be counted on to fight to the death in defense of the druid's lands, the common folk of the region, the grove/henge or any of the "special creatures" who follow the PC. </p><p><strong>66-75: Sylvan Folk Settlers:</strong> d6 x 50 demi-humans of goodly alignment and disposition move in and will supply whatever cultural goods normally attributed to them, even if the Druid's stronghold does not lie in one of their preferred living terrains: Satyrs, Sprites or [Forest] Gnomes. </p><p><strong>76-85: Aspirants:</strong> d6 x 5 novitiate druids of varying experience and level come to serve the druid and his/her region, performing normal duties and rites so the druid might focus on the "big stuff/great mysteries" of nature. The highest of these should be no more than half the druid's own level, with 2 subordinates 1 quarter level, and remaining aspirants level 1.</p><p></p><p><strong>86: Magi:</strong> d4 mages or clerics of a nature deity of similar philosophic view [Neutral] come to share the druid's territory, building a cottage or small shrine or domicile. 1 will be of a level comparable to [d4 lower] the druid. The others will be his/her follower/apprentices no higher than half the druid's level.</p><p><strong>87-90: Centaur Enclave:</strong> a small band [2d6] of centaurs come to your territory and pledge their friendship/allegiance to the druid. They provide advantage to all Nature checks, Perception and Investigation rolls, as long as they are consulted about a particular issue/lore, and establish a watch throughout the surrounding lands and serve as protectors/guard to the grove/henge itself. One of them should be a spellcaster no more than half the druid's level, one leader [Fighter or Ranger] half the druid's level and 2 subordinates/lieutenants at levels half-that [1 quarter of the druid].</p><p><strong>91: Werebear:</strong> a Werebear moves into the area and will react favorably to the druid or others of its special followers. It will aid in the region's defense and alert the druid to intruders.</p><p><strong>92-95: Treant: </strong> a Treant moves into the area and will react favorably to the druid or others of its special followers. It will aid in the region's defense and alert the druid to intruders. </p><p><strong>96: Magical Beast:</strong> A herd/flock of magical beasts comes to the druid's territory and offers its services as regional guard, sentry and mount [if needed], as follows: d4 Unicorns, d4 Griffons or d6 Hippogriffs.</p><p><strong>97: Dryad: </strong> a Dryad moves into the area and will react favorably to the druid or others of its special followers. It will aid in the region's defense and alert the druid to intruders.</p><p><strong>98: Giantkin: </strong> 1 [or d4] giantkin comes to the druid's territory to establishes a lair of its own. It will tolerate the druid's presence and follow/recognize the druid's authority, or at least will not interfere with the druid's actions/wishes, while allowed to maintain its own natural behaviors. The DM may choose a type appropriate for the campaign setting or use the following: Ogre, Firbolg, Ettin.</p><p><strong>99: Dragon:</strong> A dragon suitable to the terrain comes to the druid's territory. It will tolerate the druid's presence and follow/recognize the druid's authority, or at least will not interfere with the druid's actions/wishes, while allowed to maintain its own natural behaviors. Good aligned dragons will agree as act as guard, sentry, adviser and/or mount [if needed]. The dragon may reveal itself to the druid only, the territory as a whole, or no one (maintaining human form in some unassuming common-folk craftsman to keep a secretive watch over the grove's goings-on), or remain in its natural form somewhere in the wilderness/territory, as the DM needs/DM's discretion. The DM may select a dragon type suitable for the campaign/terrain or use the following [roll d6]: 1: Copper, 2-4: Green, 5: Black, 6: Bronze. </p><p><strong>00: Elemental Being:</strong> d4 elemental creatures become a normal fixture of the druid's stronghold/territory. These beings will answer to the needs of the druid and/or the good of the "stronghold" as a whole. The DM may choose an elemental being that is suitable to the terrain/campaign or use the following: [roll d6]: 1: Sylph, 2: Nixie, 3: natural Earth Elemental [of HD/CR not exceeding half the druid's level], 4: Stone Giant, 5: Djinn, 6: Marid.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6455844, member: 92511"] This being the "cleric" thread, I figure I'll throw Druid's in here too (if you don't mind). A DM may, optionally, use this table for any Good or Neutral aligned cleric of the Nature Domain (and/or future, nature-related domains). Druid's are a bit different, because even if/when they gain a "lordly" status, and establish a "stronghold" grove or henge, they aren't really "building a castle" need/attracting the kinds of numbers or followers that other "civilized/construction/settlements" generate. [B][U]Druid [Neutral] Followers Roll %d[/U][/B] [B]1-35: Commoners:[/B] d10 x 50 farmers, basic laborers who work with the land. [B]36-45: Craftsmen/Artisans:[/B] add 1 per 50 commoners [or roll d10] with skill in 1 type [each] Artisan's or special Tools/Kit (healers/herbalists, burglar/thief, alchemist, etc...) [B]46-55: Animals:[/B] Unusual or Giant versions of Animals come to the region and will befriend/protect the druid and their territory. The creatures are at the DMs discretion as appropriate for the terrain/setting or choose from the following: 2 + d6 Giant Eagles, 1 Giant Owl, 2 + d6 Giant Deer/Megaloceres, d4 Giant Badgers, 2 + d6 Dire Wolves, 1 Owlbear. [B]56-65: Ranger Lodge:[/B] d10 x 10 well-trained naturalist/survivalist warriors of Good or Neutral alignment will set up a base of operations and roam the region in search of threats and evil. These numbers can be counted on to fight to the death in defense of the druid's lands, the common folk of the region, the grove/henge or any of the "special creatures" who follow the PC. [B]66-75: Sylvan Folk Settlers:[/B] d6 x 50 demi-humans of goodly alignment and disposition move in and will supply whatever cultural goods normally attributed to them, even if the Druid's stronghold does not lie in one of their preferred living terrains: Satyrs, Sprites or [Forest] Gnomes. [B]76-85: Aspirants:[/B] d6 x 5 novitiate druids of varying experience and level come to serve the druid and his/her region, performing normal duties and rites so the druid might focus on the "big stuff/great mysteries" of nature. The highest of these should be no more than half the druid's own level, with 2 subordinates 1 quarter level, and remaining aspirants level 1. [B]86: Magi:[/B] d4 mages or clerics of a nature deity of similar philosophic view [Neutral] come to share the druid's territory, building a cottage or small shrine or domicile. 1 will be of a level comparable to [d4 lower] the druid. The others will be his/her follower/apprentices no higher than half the druid's level. [B]87-90: Centaur Enclave:[/B] a small band [2d6] of centaurs come to your territory and pledge their friendship/allegiance to the druid. They provide advantage to all Nature checks, Perception and Investigation rolls, as long as they are consulted about a particular issue/lore, and establish a watch throughout the surrounding lands and serve as protectors/guard to the grove/henge itself. One of them should be a spellcaster no more than half the druid's level, one leader [Fighter or Ranger] half the druid's level and 2 subordinates/lieutenants at levels half-that [1 quarter of the druid]. [B]91: Werebear:[/B] a Werebear moves into the area and will react favorably to the druid or others of its special followers. It will aid in the region's defense and alert the druid to intruders. [B]92-95: Treant: [/B] a Treant moves into the area and will react favorably to the druid or others of its special followers. It will aid in the region's defense and alert the druid to intruders. [B]96: Magical Beast:[/B] A herd/flock of magical beasts comes to the druid's territory and offers its services as regional guard, sentry and mount [if needed], as follows: d4 Unicorns, d4 Griffons or d6 Hippogriffs. [B]97: Dryad: [/B] a Dryad moves into the area and will react favorably to the druid or others of its special followers. It will aid in the region's defense and alert the druid to intruders. [B]98: Giantkin: [/B] 1 [or d4] giantkin comes to the druid's territory to establishes a lair of its own. It will tolerate the druid's presence and follow/recognize the druid's authority, or at least will not interfere with the druid's actions/wishes, while allowed to maintain its own natural behaviors. The DM may choose a type appropriate for the campaign setting or use the following: Ogre, Firbolg, Ettin. [B]99: Dragon:[/B] A dragon suitable to the terrain comes to the druid's territory. It will tolerate the druid's presence and follow/recognize the druid's authority, or at least will not interfere with the druid's actions/wishes, while allowed to maintain its own natural behaviors. Good aligned dragons will agree as act as guard, sentry, adviser and/or mount [if needed]. The dragon may reveal itself to the druid only, the territory as a whole, or no one (maintaining human form in some unassuming common-folk craftsman to keep a secretive watch over the grove's goings-on), or remain in its natural form somewhere in the wilderness/territory, as the DM needs/DM's discretion. The DM may select a dragon type suitable for the campaign/terrain or use the following [roll d6]: 1: Copper, 2-4: Green, 5: Black, 6: Bronze. [B]00: Elemental Being:[/B] d4 elemental creatures become a normal fixture of the druid's stronghold/territory. These beings will answer to the needs of the druid and/or the good of the "stronghold" as a whole. The DM may choose an elemental being that is suitable to the terrain/campaign or use the following: [roll d6]: 1: Sylph, 2: Nixie, 3: natural Earth Elemental [of HD/CR not exceeding half the druid's level], 4: Stone Giant, 5: Djinn, 6: Marid. [/QUOTE]
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