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<blockquote data-quote="Gandhi39" data-source="post: 5187573" data-attributes="member: 89316"><p><strong>03. Classes - 04 - Druid</strong></p><p></p><p>DRUID</p><p></p><p>Alignment: Neutral-good, lawful-neutral, neutral, chaotic-neutral or neutral-evil.</p><p></p><p>HP/Level: 5.</p><p></p><p>Class Save Bonuses: +1 Fort, +1 Refl, +1 Will.</p><p></p><p>Druid Class Skills: Animal Handling, Athletics, Concentration, Crafts, Knowledge (mystical), Knowledge (wilderness), Outliving, Perception, Persuasion, Ride and Spellcrafts.</p><p></p><p>Skill Training Feats: Skill Training (Animal Handling), Skill Training (Concentration), Skill Training (Knowledge (wilderness)), Skill Training (Outliving), Skill Training (Spellcrafts).</p><p></p><p>Proficiency Feats: Weapon Proficiency (simple), Armor Proficiency (light), Armor Proficiency (medium), Shield Proficiency, Weapon Finesse.</p><p></p><p>[code]</p><p>Table: The Druid</p><p> ———————— Spells per Day1 ——–—————</p><p>Level BAB Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th</p><p>1st +0 Track, wilderness understanding 3 2+1 — — — — — — — —</p><p>2nd +1 Speak with animals, eschew materials 4 2+1 — — — — — — — —</p><p>3rd +2 Wild shape (small) 4 2+1 1+1 — — — — — — —</p><p>4th +3 Woodland stride 5 3+1 2+1 — — — — — — —</p><p>5th +3 Wild shape (medium) 5 3+1 2+1 1+1 — — — — — —</p><p>6th +4 Speak with plants 5 3+1 3+1 2+1 — — — — — —</p><p>7th +5 Wild shape (large) 6 4+1 3+1 2+1 1+1 — — — — —</p><p>8th +6/+1 Trackless step 6 4+1 3+1 3+1 2+1 — — — — —</p><p>9th +6/+1 Wild shape (huge and tiny) 6 4+1 4+1 3+1 2+1 1+1 — — — —</p><p>10th +7/+2 Venom immunity 6 4+1 4+1 3+1 3+1 2+1 — — — —</p><p>11th +8/+3 Wild shape (move action) 6 5+1 4+1 4+1 3+1 2+1 1+1 — — —</p><p>12th +9/+4 A thousand faces 6 5+1 4+1 4+1 3+1 3+1 2+1 — — —</p><p>13th +9/+4 Wild shape (gargantuan, treant) 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — —</p><p>14th +10/+5 Divine reach 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — —</p><p>15th +11/+6/+1 Wild shape (elementals) 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 —</p><p>16th +12/+7/+2 Mastery of elements 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 —</p><p>17th +12/+7/+2 Wild shape (dragons) 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1</p><p>18th +13/+8/+3 Control weather 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1</p><p>19th +14/+9/+4 Wild shape (swift action, at-will) 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1</p><p>20th +15/+10/+5 Timeless body 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1</p><p></p><p>1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a druid gets a domain spell for each spell level, starting at 1st.</p><p>The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the druid may receive for having a high Wisdom score.</p><p>[/code]</p><p></p><p>Class Features</p><p></p><p>Other Proficiencies: Druids are also proficient with the scimitar and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). </p><p></p><p>Restrictions: Druids are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description). Druids are also prohibited from carrying metal shields. A druid who wears prohibited armor or carries a prohibited shield is, while doing so, unable to cast spells gained from her druid levels and also unable to use any druid supernatural or spell-like ability.</p><p></p><p>Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).</p><p></p><p>To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.</p><p></p><p>Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.</p><p></p><p>A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.</p><p></p><p>Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.</p><p></p><p>Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.</p><p>Domains, and Domain Spells: Choose one of the following cleric domains: Air, Animal, Earth, Fire, Plant or Water. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.</p><p></p><p>Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.</p><p></p><p>A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.</p><p>Track: Druids gain Track as a bonus feat at 1st level.</p><p></p><p>Wilderness Understanding (Ex): Druids add half their class level as a competence bonus to Animal Handling, Knowledge (wilderness) and Outliving checks. Ranger class levels stack with Druid class levels for this ability.</p><p></p><p>Speak With Animals (Sp): Beginning at 2nd level, a druid is able to use the Speak With Animals spell at-will as a spell-like ability, with a caster level equal to her druid level.</p><p></p><p>Eschew Materials: At 2nd level you gain Eschew Materials as a bonus feat.</p><p></p><p>Wild Shape (Su): Beginning at 3rd level, a druid gains the ability to turn herself into an alternate form and back again. This ability can be used once per day per druid level until 18th level, and at-will beginning at 19th level. You may change from alternate form directly to another by spending a normal use, but reverting back to your original form never spends a daily use. The transformation lasts until the druid becomes unconscious or chooses to transform again (to an alternate or back to his original form). Some effects may force a druid to forcefully revert to his original form. Considering he still controls this power, when some effect forcefully transforms a druid to some other form, the druid may use Wild Shape to negate the effect assume one of his alternate forms and then revert to his original form (he may not directly revert to his original form). Changing form (to an alternate or back) is a standard action that doesn’t provoke attacks of opportunity. The transformation becomes a move action at 11th level and a swift action at 19th level.</p><p>Her options for new forms include all creatures with the animal and vermin types except for swarms and dinosaurs (see the Monster Manual). Her options for new forms also include the treant at 13th level, air, earth, fire and water elementals beginning at 15th level and dragons at 17th level.</p><p></p><p>At 3rd level she is able to turn into creatures of small size only. She adds in creatures of medium size at 5th, large size at 7th, huge and tiny size at 9th and gargantuan size at 13th. In any case, the new form’s Hit Dice can never exceed the character’s druid level.</p><p>Assuming an alternate form via wild shape results in the following changes to the character:</p><p></p><p>—The druid retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic, air, fire, earth or water subtypes, the druid gains these subtypes as well.</p><p></p><p>—The druid gains the Strength and Dexterity ability scores of its new form. Apply the changed Strength and Dexterity modifiers in all appropriate areas. It retains the Constitution, Intelligence, Wisdom and Charisma ability scores of its original form with their original racial ability adjustments. The druid retains the hit points of its original form.</p><p></p><p>—The druid loses its original form’s racial immunities, vulnerabilities, bonuses to saves, bonuses to skill checks, and bonus feats.</p><p></p><p>—The druid gains all its new form’s racial immunities, vulnerabilities, bonuses to saves, bonuses to skill checks, and bonus feats. Exception: The druid does not gain immunity to mental effects when assuming a vermin creature form because he retains his Intelligence score and is not considered mindless.</p><p></p><p>—The druid loses the movement modes (and speeds), natural weapons, natural armor, special attacks (extraordinary and supernatural) and other special qualities (extraordinary and supernatural) of the original form not derived from class levels (such as the barbarian’s rage class feature). </p><p></p><p>—The druid gains the movement modes (and speeds), natural weapons, natural armor, special attacks (extraordinary and supernatural) and other special qualities (extraordinary and supernatural) of the new form. The druid does not gain any spell-like ability of its new form.</p><p></p><p>—The druid is considered proficient with all natural weapons gained from its new form.</p><p></p><p>—The druid retains other special attacks, special qualities and abilities (extraordinary, supernatural and spell-like) of its original form, except for those requiring a body part that the new form does not have.</p><p></p><p>—The druid retains all other game statistics of its original form, including HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.</p><p></p><p>—A druid loses her ability to speak while in animal and vermin form because she is limited to the sounds that a normal, untrained animal or vermin can make, but she can communicate normally with other animals and vermins of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) The same does not occur to the elemental forms. Although with a different voice, elementals can speak.</p><p></p><p>—The druid retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. The Natural Spell feat lets you circumvent component problems while in a wild shape.</p><p></p><p>—The druid is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on checks of the Disguise subskill if it uses this ability to create a disguise.</p><p></p><p>—Any gear worn or carried by the druid melds into the new form. All melded gear becomes nonfunctional except for magic armors with the wild ability, rings and wondrous items. When the druid reverts to her true form, any objects previously melded reappear in the same location on her body that they previously occupied and are all once again functional. New items carried during the wild shape or worn over the assumed form fall off and land at the druid's feet.</p><p></p><p>—A true seeing spell or ability reveals the druid’s natural form. A druid using wild shape reverts to its natural form when killed, but separated body parts retain the present shape. A druid cannot use wild shape to take the form of an advanced creature or a creature with a template.</p><p></p><p>Woodland Stride (Ex): Starting at 4th 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.</p><p></p><p>Speak With Plants (Sp): Beginning at 6th level, a druid is able to use the Speak With Plants spell at-will as a spell-like ability, with a caster level equal to her druid level.</p><p></p><p>Trackless Step (Ex): Starting at 8th level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.</p><p></p><p>Venom Immunity (Ex): At 10th level, a druid gains immunity to all poisons. </p><p></p><p>A Thousand Faces (Su): At 12th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.</p><p></p><p>Divine Reach (Su): Beginning at 14th level, a druid can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the druid must make a ranged touch attack instead.</p><p></p><p>Mastery of Elements (Su): Beginning at 16th level, the druid can alter a spell gained by druid levels when cast so that it utilizes a different element from the one it normally uses. For example, a druid could cast a flamestrike that deals sonic damage instead of fire damage. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.</p><p></p><p>Control Weather (Sp): Beginning at 18th level, a druid is able to use the Control Weather spell at-will as a spell-like ability, with a caster level equal to her druid level.</p><p></p><p>Timeless Body (Ex): After attaining 20th level, a druid no longer takes ability score penalties for aging and cannot die of old age or be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue.</p><p></p><p>Ex-Druids</p><p>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).</p></blockquote><p></p>
[QUOTE="Gandhi39, post: 5187573, member: 89316"] [b]03. Classes - 04 - Druid[/b] DRUID Alignment: Neutral-good, lawful-neutral, neutral, chaotic-neutral or neutral-evil. HP/Level: 5. Class Save Bonuses: +1 Fort, +1 Refl, +1 Will. Druid Class Skills: Animal Handling, Athletics, Concentration, Crafts, Knowledge (mystical), Knowledge (wilderness), Outliving, Perception, Persuasion, Ride and Spellcrafts. Skill Training Feats: Skill Training (Animal Handling), Skill Training (Concentration), Skill Training (Knowledge (wilderness)), Skill Training (Outliving), Skill Training (Spellcrafts). Proficiency Feats: Weapon Proficiency (simple), Armor Proficiency (light), Armor Proficiency (medium), Shield Proficiency, Weapon Finesse. [code] Table: The Druid ———————— Spells per Day1 ——–————— Level BAB Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 Track, wilderness understanding 3 2+1 — — — — — — — — 2nd +1 Speak with animals, eschew materials 4 2+1 — — — — — — — — 3rd +2 Wild shape (small) 4 2+1 1+1 — — — — — — — 4th +3 Woodland stride 5 3+1 2+1 — — — — — — — 5th +3 Wild shape (medium) 5 3+1 2+1 1+1 — — — — — — 6th +4 Speak with plants 5 3+1 3+1 2+1 — — — — — — 7th +5 Wild shape (large) 6 4+1 3+1 2+1 1+1 — — — — — 8th +6/+1 Trackless step 6 4+1 3+1 3+1 2+1 — — — — — 9th +6/+1 Wild shape (huge and tiny) 6 4+1 4+1 3+1 2+1 1+1 — — — — 10th +7/+2 Venom immunity 6 4+1 4+1 3+1 3+1 2+1 — — — — 11th +8/+3 Wild shape (move action) 6 5+1 4+1 4+1 3+1 2+1 1+1 — — — 12th +9/+4 A thousand faces 6 5+1 4+1 4+1 3+1 3+1 2+1 — — — 13th +9/+4 Wild shape (gargantuan, treant) 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — — 14th +10/+5 Divine reach 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — — 15th +11/+6/+1 Wild shape (elementals) 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — 16th +12/+7/+2 Mastery of elements 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — 17th +12/+7/+2 Wild shape (dragons) 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 18th +13/+8/+3 Control weather 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 19th +14/+9/+4 Wild shape (swift action, at-will) 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 20th +15/+10/+5 Timeless body 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1 1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a druid gets a domain spell for each spell level, starting at 1st. The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the druid may receive for having a high Wisdom score. [/code] Class Features Other Proficiencies: Druids are also proficient with the scimitar and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Restrictions: Druids are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description). Druids are also prohibited from carrying metal shields. A druid who wears prohibited armor or carries a prohibited shield is, while doing so, unable to cast spells gained from her druid levels and also unable to use any druid supernatural or spell-like ability. Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below). To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Domains, and Domain Spells: Choose one of the following cleric domains: Air, Animal, Earth, Fire, Plant or Water. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. Track: Druids gain Track as a bonus feat at 1st level. Wilderness Understanding (Ex): Druids add half their class level as a competence bonus to Animal Handling, Knowledge (wilderness) and Outliving checks. Ranger class levels stack with Druid class levels for this ability. Speak With Animals (Sp): Beginning at 2nd level, a druid is able to use the Speak With Animals spell at-will as a spell-like ability, with a caster level equal to her druid level. Eschew Materials: At 2nd level you gain Eschew Materials as a bonus feat. Wild Shape (Su): Beginning at 3rd level, a druid gains the ability to turn herself into an alternate form and back again. This ability can be used once per day per druid level until 18th level, and at-will beginning at 19th level. You may change from alternate form directly to another by spending a normal use, but reverting back to your original form never spends a daily use. The transformation lasts until the druid becomes unconscious or chooses to transform again (to an alternate or back to his original form). Some effects may force a druid to forcefully revert to his original form. Considering he still controls this power, when some effect forcefully transforms a druid to some other form, the druid may use Wild Shape to negate the effect assume one of his alternate forms and then revert to his original form (he may not directly revert to his original form). Changing form (to an alternate or back) is a standard action that doesn’t provoke attacks of opportunity. The transformation becomes a move action at 11th level and a swift action at 19th level. Her options for new forms include all creatures with the animal and vermin types except for swarms and dinosaurs (see the Monster Manual). Her options for new forms also include the treant at 13th level, air, earth, fire and water elementals beginning at 15th level and dragons at 17th level. At 3rd level she is able to turn into creatures of small size only. She adds in creatures of medium size at 5th, large size at 7th, huge and tiny size at 9th and gargantuan size at 13th. In any case, the new form’s Hit Dice can never exceed the character’s druid level. Assuming an alternate form via wild shape results in the following changes to the character: —The druid retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic, air, fire, earth or water subtypes, the druid gains these subtypes as well. —The druid gains the Strength and Dexterity ability scores of its new form. Apply the changed Strength and Dexterity modifiers in all appropriate areas. It retains the Constitution, Intelligence, Wisdom and Charisma ability scores of its original form with their original racial ability adjustments. The druid retains the hit points of its original form. —The druid loses its original form’s racial immunities, vulnerabilities, bonuses to saves, bonuses to skill checks, and bonus feats. —The druid gains all its new form’s racial immunities, vulnerabilities, bonuses to saves, bonuses to skill checks, and bonus feats. Exception: The druid does not gain immunity to mental effects when assuming a vermin creature form because he retains his Intelligence score and is not considered mindless. —The druid loses the movement modes (and speeds), natural weapons, natural armor, special attacks (extraordinary and supernatural) and other special qualities (extraordinary and supernatural) of the original form not derived from class levels (such as the barbarian’s rage class feature). —The druid gains the movement modes (and speeds), natural weapons, natural armor, special attacks (extraordinary and supernatural) and other special qualities (extraordinary and supernatural) of the new form. The druid does not gain any spell-like ability of its new form. —The druid is considered proficient with all natural weapons gained from its new form. —The druid retains other special attacks, special qualities and abilities (extraordinary, supernatural and spell-like) of its original form, except for those requiring a body part that the new form does not have. —The druid retains all other game statistics of its original form, including HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses. —A druid loses her ability to speak while in animal and vermin form because she is limited to the sounds that a normal, untrained animal or vermin can make, but she can communicate normally with other animals and vermins of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) The same does not occur to the elemental forms. Although with a different voice, elementals can speak. —The druid retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components. The Natural Spell feat lets you circumvent component problems while in a wild shape. —The druid is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on checks of the Disguise subskill if it uses this ability to create a disguise. —Any gear worn or carried by the druid melds into the new form. All melded gear becomes nonfunctional except for magic armors with the wild ability, rings and wondrous items. When the druid reverts to her true form, any objects previously melded reappear in the same location on her body that they previously occupied and are all once again functional. New items carried during the wild shape or worn over the assumed form fall off and land at the druid's feet. —A true seeing spell or ability reveals the druid’s natural form. A druid using wild shape reverts to its natural form when killed, but separated body parts retain the present shape. A druid cannot use wild shape to take the form of an advanced creature or a creature with a template. Woodland Stride (Ex): Starting at 4th 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. Speak With Plants (Sp): Beginning at 6th level, a druid is able to use the Speak With Plants spell at-will as a spell-like ability, with a caster level equal to her druid level. Trackless Step (Ex): Starting at 8th level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Venom Immunity (Ex): At 10th level, a druid gains immunity to all poisons. A Thousand Faces (Su): At 12th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form. Divine Reach (Su): Beginning at 14th level, a druid can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the druid must make a ranged touch attack instead. Mastery of Elements (Su): Beginning at 16th level, the druid can alter a spell gained by druid levels when cast so that it utilizes a different element from the one it normally uses. For example, a druid could cast a flamestrike that deals sonic damage instead of fire damage. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. Control Weather (Sp): Beginning at 18th level, a druid is able to use the Control Weather spell at-will as a spell-like ability, with a caster level equal to her druid level. Timeless Body (Ex): After attaining 20th level, a druid no longer takes ability score penalties for aging and cannot die of old age or be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue. Ex-Druids 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). [/QUOTE]
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