Having come to
PHBR13 The Complete Druid's Handbook, we've hit something of a milestone. Not only are we now one-third of the way through this retrospective, we've also reached the end of the races and classes presented in the
Player's Handbook (plus, you know, psionics and humanoids). While we're not quite at the end of the PHBRs yet - we still have two more books focused on bringing older classes back into AD&D 2E - the end of this largest selection of the leatherette books is in sight!
But for now: druids. AD&D's own hippy-dippy tree-huggers, these are the guys who know where the wackiest of the tabaccy grows. Of course, the game never really portrayed them that way, instead presenting them as nature priests apart from clerics, who as a consequence of their focus on the natural world have to be strictly True Neutral. The druid is also, I'm fairly confident, the only class that carried the whole "you have to win a duel to advance to the next higher level" bit into AD&D 2E. The prior edition had a few other instances of that (monks, as I recall), but here it's a requirement that only druids need to fulfill (albeit only for 13th, 14th, and 15th level). That's because the druidic hierarchy is baked into that part of the class, and there can only be so many characters occupying the attendant slots of
Senior Vice President Arch-Druid, Great Druid, and Grand Druid.
To be fair, there was a caveat about advancing without a fight if someone squatting in those positions themselves advanced. But on a similar token, the PCs who reached those levels were at risk of being challenged by up-and-comers, and if you lost that fight you were kicked down a level. That part came across as being somewhat downplayed, by which I mean the possibility always seemed like something the books only passingly acknowledged, but it was still there. Needless to say, the whole "fight your way up the totem pole" thing was quickly discarded when Third Edition came out.
In the broader context of D&D, my personal opinion was that druids were very much second-stringers, mostly because their niche was so pigeonholed that they couldn't really be used for anything else. They could still be used in highly specific areas of various campaign worlds, but even then they tended to be part of the backdrop, such as in the Forgotten Realm's
FR2 Moonshae, Ravenloft's
Castles Forlorn, or
HR3 Celts (which I'll talk more about later). It was only after later editions genericized them (which wasn't necessarily a bad thing) that they started being name-dropped in the secondary titles of books like 3E's
Masters of the Wild and 4E's
Primal Power.
And with that
really long lead-in out of the way, let's look at this book specifically.
PHBR13 opens with the by-now-obligatory overview of the druid's powers. But before I could properly formulate my usual "I understand why it's here, but it shouldn't have to be" reaction, the book completely pulled the rug out from under me by turning around and immediately introducing "druidic branches." These are very much like Pathfinder's class archetypes in that they're thematic packages of abilities and drawbacks that replace the standard druid abilities, with the themes being different natural environments. So you have your desert druid, your mountain druid, your gray (i.e. subterranean) druid, etc. While none of these alter the base class
too much, this is still an excellent - and unexpected - set of variant options for the standard druid class (which is here presented as the "forest druid"). Right away, I like what I'm seeing.
Interestingly, this is where we find a sidebar which contains the only thing this book has to say about expanding racial access to the druid class. Whereas other books created special kits to allow demihumans (i.e. bards, rangers) or gave limited class options if you followed esoteric restrictions (i.e. paladins), this book takes a more conservative approach. It notes which races from
The Complete Book of Humanoids can become druids, and then lists six additional races - dryads, satyrs, elves, halflings, lizardmen, and giant-kin - that could possibly be accepted as druids (with level limits, of course). So I'm still not clear on how
Pikel Bouldershoulder got away with being a "doo-dad."
And then we come to a, thankfully brief, section on - I kid you not - expanded rules for
agriculture. I'm going to quote the opening sentence here, so you can see why I just stared at this when I read it:
The DM may use this expansion of the agriculture proficiency when druid characters assist a small village facing tough times or if a PC takes up farming.
"If a PC takes up farming." If your character has
any inclination to do this, then I hate to break it to you, but even if you're not the DM, you're playing an NPC.
Next come the actual kits, with the book helpfully noting that yes, you can take a kit in addition to a druidic branch (though a few are restricted to particular branches). The kits themselves are a mixed bag, with kits like the Advisor or the Outlaw being "meh" in the extreme, whereas the Shapeshifter and the Totemic Druid get some impressive new/altered powers. The Lost Druid is a cool "druid goes to the dark side" kit, but it level-caps the class (and notes that if you're beyond the cap, you can't take the kit). The most PC-friendly seems like the Wanderer kit, since it gives you an excuse for being itinerant and not tied to a particular location (even if that seems like a bit of an awkward fit with all of those environmentally-focused druidic branch options). I'll also note that, in an odd tonal shift, the kits all make mention of their own sample character; no stats or anything are given, but when they talk about how the kit alters the class, they'll say "a Totemic Druid like Vanier can shapechange into the forms of his totem animal a number of times per day equal to his experience level divided by three (rounded down) plus one" instead of phrasing it in the second person. It's very odd.
The next chapter is druidic orders, and while I didn't read this section much when I first got it way back when, I recall that it was the one that
blew my mind, simply because it put forward the idea that the worldwide druidic organization was monolithic
only in terms of the 15th-level Grand Druid; below that, they were sub-divided into geographic regions, each of which had their own hierarchy. So rather than there only being (IIRC) three 14th-level Great Druids in the whole world, there were only three for a particular region. It opened up a
lot of space - both creative and in terms of advancement - to my mind. (In fact, I have a vague recollection that I thought this was the case for Great Druids also, but the book makes it clear that's not the case; there's still just one of these guys in each campaign world.)
Oh, and did you know that there's a "Shadow Circle" within the druid organization? Yeah, the book puts forward that there's a cabal of druids (who are still True Neutral, mind you) who are staunchly anti-civilization and are trying to get their own people into positions of power. This has no mechanical representation whatsoever, and only gets a few pages of coverage before the book moves on. I wonder if their leader is the (Pipeweed-)Smoking Man.
The section on role-playing druids hits most of the expected notes. There's a bit here about worshiping Nature-with-a-capital-N versus nature deities, but that doesn't get as much coverage as I'd like, instead talking about playing your druid via various personality types, etc. It's not bad, but doesn't put a new spin on anything the way previous chapters did.
The chapter on druid magic, by contrast, gives us herbal magic. We still get new spells and magic items (with some cool options for allowing druids to link their life force to a tree, or even to become a treant), but the herbal magic section is...kind of like alchemy, actually. A tea that induces amnesia since the last time you slept? Pretty cool. Not exactly major magic, but that's kind of what you expect from herbalism.
Sacred groves are the subject of the final chapter, and these are honestly pretty cool too. It only seems to remember halfway through that these can also be magical, spending a lot of time talking about how druids will maintain and care for these places, but the powers they can have range from things like inducing prophetic dreams to natural scrying pools. And a section on cursed groves as well? Yes, please!
I'd be remiss if I didn't note that, in the book's section on references, it says that Nausicaä - the titular character from Hayao Miyazaki's film,
Nausicaä of the Valley of the Wind - is a gray druid with the Hivemaster kit. No stats for Ohms, unfortunately.
Overall, this book was much better than I remember it being, and stands out as one of the better PHBRs. Almost every section tries to introduce some new twist on what druids are, do, or can be. It's a great example of "coloring within the lines," in terms of fleshing out more options without needing to invalidate the restrictions that are already here (though it does expand them sometimes). It would leaf that to future editions.
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