Dark Druids

Dark Druids


Where as Druids were the priests of the ancient Celts the Dark Druids were the servants of nature demons and other evil spirits. While the Druids were respected and held in awe, Dark Druids are seen as worshippers of darkness and corruption. They used their powers and those of their dark gods for petty vengeance and in an attempt to bend nature to the will of their dark lords.

Hit Dice: d6

Saving Throws: Fort; Good, Will; Good, Reflex; Poor

Base Attack Bonus: Poor

Weapons: Sickle, Dagger, Club, Net, Blow Gun, Hand Axe, and Scimitar

Armor: Must be natural (wood, rock, leather, or hide)

Divine Spells: Starts out with four Domains and gains one Domain every eight levels after level one and up to level 33.

0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 - - - - - - - -
2nd 4 2 - - - - - - - -
3rd 4 2 1 - - - - - - -
4th 5 3 2 - - - - - - -
5th 5 3 2 1 - - - - - -
6th 5 3 3 2 - - - - - -
7th 6 4 3 2 1 - - - - -
8th 6 4 3 3 2 - - - - -
9th 6 4 4 3 2 1 - - - -
10th 6 4 4 3 3 2 - - - -
11th 6 5 4 4 3 2 1 - - -
12th 6 5 4 4 3 3 2 - - -
13th 6 5 5 4 4 3 2 1 - -
14th 6 5 5 4 4 3 3 2 - -
15th 6 5 5 5 4 4 3 2 1 -
16th 6 5 5 5 4 4 3 3 2 -
17th 6 5 5 5 5 4 4 3 2 1
18th 6 5 5 5 5 4 4 3 3 2
19th 6 5 5 5 5 5 4 4 3 3
20th 6 5 5 5 5 5 4 4 4 4
Arcane Spells: as wizard
Domains: as deity plus Plant and Animal

Nature Sense, Resist Nature's Lure
Venom Immunity, Aura of Evil, Familiar, Scribe Scroll, and Brew Magical Potion.
Lawful Evil Powers: Infernal Power*, Harm Animals**, Summon Fiend***, Enslave Animals, and Corrupt Nature. Neutral Evil Powers:none yet. Chaotic Evil Powers: none yet.


Alignment: must be Evil

Class skills: as wizard plus diplomacy and intimidate

Skill Points: (4+Int)x4 at first level, 4+Int every level afterwards.

Special: must worship an Evil god

*Multiplies the saving throw DC by 2 for all divine spells with either the Evil alignment descriptor or arcane spells cast for a specifically Evil purpose.

**All of these spell like abilities are usable against only animals, vermin, beasts, magical beasts, or animals.

1. Inflict Minor Wounds 1\day
2.
3.
4.
5. Inflict Minor Wounds 2\day
6.
7.
8.
9. Inflict Minor Wounds 3\day
10.
11.
12.
13. Inflict Minor Wounds 4\day
14.
15.
16.
17. Inflict Light Wounds 5\day
18.
19.
20.
21. Inflict Light Wounds 6\day
22.
23.
24.
25. Inflict Light Wounds 7\day
26.
27.
28.
29. Inflict Light Wounds 8\day
30.
31.
32.
33. Inflict Moderate Wounds 9\day
34.
35.
36.
37. Inflict Moderate Wounds 10\day
38.
39.
40.
41. Inflict Moderate Wounds 11\day
42.
43.
44.
45. Inflict Moderate Wounds 12\day
46.
47.
48.
49. Inflict Severe Wounds 13\day
50.
51.
52.
53. Inflict Severe Wounds 14\day
54. Inflict Severe Wounds 15\day
55. Inflict Severe Wounds 16\day
56. Inflict Critical Wounds 17\day
57. Inflict Critical Wounds 18\day
58. Inflict Critical Wounds 19\day
59. Harm 20\day
60. Harm 21\day

***As Lesser to Greater Planar Ally for Evil Outsiders only.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12. Lesser Summoning 1/day
13. Lesser Summoning 2/day
14. Lesser Summoning 3/day, Normal Summoning 1/day
15. Lesser Summoning 4/day
16. Lesser Summoning 5/day
17. Lesser Summoning 6/day, Normal Summoning 2/day
18. Lesser Summoning 7/day
19. Lesser Summoning 8/day
20. Lesser Summoning 9/day, Normal Summoning 3/day, Greater Summoning 1/day
21. Lesser Summoning 10/day
22. Lesser Summoning 11/day,
23. Lesser Summoning 12/day, Normal Summoning 4/day
24. Lesser Summoning 13/day
25. Lesser Summoning 14/day
26. Lesser Summoning 15/day, Normal Summoning 5/day
27. Lesser Summoning 16/day
28. Lesser Summoning 17/day
29. Lesser Summoning 18/day, Normal Summoning 6/day, Greater Summoning 2/day
30. Lesser Summoning 19/day
31. Lesser Summoning 20/day
32. Lesser Summoning 21/day, Normal Summoning 7/day
33. Lesser Summoning 22/day
34. Lesser Summoning 23/day
35. Lesser Summoning 24/day, Normal Summoning 8/day
36. Lesser Summoning 25/day
37. Lesser Summoning 26/day
38. Lesser Summoning 27/day, Normal Summoning 9/day, Greater Summoning 3/day
39. Lesser Summoning 28/day
40. Lesser Summoning 29/day
41. Lesser Summoning 30/day, Normal Summoning 10/day
42. Lesser Summoning 31/day
43. Lesser Summoning 32/day
44. Lesser Summoning 33/day, Normal Summoning 11/day
45. Lesser Summoning 34/day
46. Lesser Summoning 35/day
47. Lesser Summoning 36/day, Normal Summoning 12/day, Greater Summoning 4/day
48. Lesser Summoning 37/day
49. Lesser Summoning 38/day
50. Lesser Summoning 39/day, Normal Summoning 13/day
51. Lesser Summoning 40/day
52. Lesser Summoning 41/day
53. Lesser Summoning 42/day, Normal Summoning 14/day
54. Lesser Summoning 43/day
55. Lesser Summoning 44/day
56. Lesser Summoning 45/day, Normal Summoning 15/day, Greater Summoning 5/day
57. Lesser Summoning 46/day
58. Lesser Summoning 47/day
59. Lesser Summoning 48/day, Normal Summoning 16/day
60. Lesser Summoning 49/day

As Dominate Animal at level 27 but any animal you control that tries to escape suffers 3d8 points of damage +1 per Dark Druid level every hour until it returns or dies. Or if the animal refuses to obey your commands it takes damage per minute of mutiny.

It both desecrates the area and gives all and plants and animals Lawful Evil alignment and either the fiendish or half-fiend templates unless they pass a will saving throw with a Difficulty check equal to 10+ your wisdom bonus+ Dark Druid Level+ levels in either Cardinal of Hell or Sorcerer(my diabolist class).

All powers listed in dark red can not be used on hallow ground.
 
Last edited:

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This class is overpowered. Divine and Arcane spells with spellcaster level progression from level 1 to 20.
If you want to build a class with divine and arcane spells look at the mystic theurge prc.
If your class or prc is more powerful than a mystic theurge it is overpowered.
Remember a pc needs cleric3/wizard3 to enter the mystic theurge prc.
Before entering the prc the pc has only access to half the level of spells than a pure spellcaster e.g. cleric caster level 3 instead of 6.
Your class combines a pure spellcaster cleric with a pure spellcaster wizard. That is a munchkin class.
 

Here are my suggestions to tone this class down

The Great Bear King said:
Dark Druids
If I read the name dark druid I think about an evil druid or a druid with the blighter prc.


The Great Bear King said:
Where as Druids were the priests of the ancient Celts the Dark Druids were the servants of nature demons and other evil spirits. While the Druids were respected and held in awe, Dark Druids are seen as worshippers of darkness and corruption.
Servant of nature demon or worshippers of darkness and corruption sounds like a cleric to me :)

The Great Bear King said:
They used their powers and those of their dark gods for petty vengeance and in an attempt to bend nature to the will of their dark lords.
This sounds like an evil multiclass druid: a druid/cleric or a single class cleric with animal and plant domain.

Do this build really need a new class or can it build as a prc?

The Great Bear King said:
Hit Dice: d6

Saving Throws: Fort; Good, Will; Good, Reflex; Poor

Base Attack Bonus: Poor

Weapons: Sickle, Dagger, Club, Net, Blow Gun, Hand Axe, and Scimitar

Armor: Must be natural (wood, rock, leather, or hide)
You reduce the hit dice, the bab and the domain spells for a full access to divine spells. That is not a fair trade.

The Great Bear King said:
Divine Spells: Starts out with four Domains and gains one Domain every eight levels after level one and up to level 33.
A normal cleric starts with two domains and does not get any further.

The Great Bear King said:
Arcane Spells: as wizard
Drop this. Why do you think a dark druid needs arcane spells?

The Great Bear King said:
Domains: as deity plus Plant and Animal
No. The dark druid has to worship a diety which has the domains plant and animal. The dark druid has to take at level 1 two domians. One of this domains has to be either plant or animal.

The Great Bear King said:
Nature Sense, Resist Nature's Lure
Venom Immunity, Aura of Evil, Familiar, Scribe Scroll, and Brew Magical Potion.
When does a dark druid gets this abilities?

The Great Bear King said:
Lawful Evil Powers: Infernal Power*, Harm Animals**, Summon Fiend***, Enslave Animals, and Corrupt Nature. Neutral Evil Powers:none yet. Chaotic Evil Powers: none yet.
A druid can not be lawful evil. He can only be lawful neutral.
A druid can not be chaotic.


The Great Bear King said:
Alignment: must be Evil
As a druid the dark druid has to be neutral evil

The Great Bear King said:
Special: must worship an Evil god
Any evil god ? That is not good. A dark druid has to worship a god with the domains plant and animal.

The Great Bear King said:
*Multiplies the saving throw DC by 2 for all divine spells with either the Evil alignment descriptor or arcane spells cast for a specifically Evil purpose.
Spell focus (Evil) for free. No.

The Great Bear King said:
**All of these spell like abilities are usable against only animals, vermin, beasts, magical beasts, or animals.
Drop all spell-like abilities.

Hd: d6
Bab: as cleric
Saves: as cleric
skill points: as cleric.
class skills: combined list of cleric and druid.

Level Special
1 Rebuke Undeads, nature sense,
2 Animal companion, wild empathy
3
4 Woodland stride
5
6 Trackless step
7
8 Resist nature’s lure
9
10 Wild shape (1/day)
11
12 Wild shape (2/day)
13
14 Wild shape (3/day)
15
16 Wild shape (Large)
17
18 Venom immunity
19
20 Wild shape (4/day)

divine spells from druid an cleric
Code:
Level  0      1        2         3         4        5         6      7     8       9
1st	2	
2nd	3	1+1	
3rd	3	2+1	
4th	4	2+1	1+1	
5th	4	3+1	2+1		
6th	5	3+1	2+1	1+1	
7th	5	4+1	3+1	2+1		
8th	6	4+1	3+1	2+1	1+1
9th	6       4+1	4+1	3+1	2+1		
10th	6	4+1	4+1	3+1	2+1	1+1	
11th	6	5+1	4+1	4+1	3+1	2+1		
12th	6	5+1	4+1	4+1	3+1	2+1	1+1		
13th	6	5+1	5+1	4+1	4+1	3+1	2+1			
14th	6	5+1	5+1	4+1	4+1	3+1	2+1	1+1		
15th	6	5+1	5+1	5+1	4+1	4+1	3+1	2+1			
16th	6	5+1	5+1	5+1	4+1	4+1	3+1	2+1	1+1		
17th	6	5+1	5+1	5+1	5+1	4+1	4+1	3+1	2+1		
18th	6       5+1	5+1	5+1	5+1	4+1	4+1	3+1	2+1	1+1	
19th	6	5+1	5+1	5+1	5+1	5+1	4+1	4+1	3+1	2+1	
20th	6	5+1	5+1	5+1	5+1	5+1	4+1	4+1	4+1	2+1
 

My advice is just be an evil druid that uses his druidic powers for evil.

The blighter is also a good class.

If you really want to make the class, I'd say just make as the druid class, but drop wild shape (one of their best abilities) in return for certain spell like abilities of some of the evil powers that clerics or wizards get.

Giving them arcane spells, druid spells, AND domains is better than a gestalt class.
 

This so much overpowerful. As a guide line i think that custom class on 20 level shoudn't never be more powerful or usefull, beside the core class in the PHB.

I suggest you create a prestige class with your idea, or use the Blighter this a balanced Prestige class for an evil druid.

If you really want a druid evil class on 20 level, i think your should not make it more powerful beside the druid core class in the PHB.
 

yennico said:
Here are my suggestions to tone this class down


If I read the name dark druid I think about an evil druid or a druid with the blighter prc.



Servant of nature demon or worshippers of darkness and corruption sounds like a cleric to me :)


This sounds like an evil multiclass druid: a druid/cleric or a single class cleric with animal and plant domain.

Do this build really need a new class or can it build as a prc?


You reduce the hit dice, the bab and the domain spells for a full access to divine spells. That is not a fair trade.


A normal cleric starts with two domains and does not get any further.


Drop this. Why do you think a dark druid needs arcane spells?


No. The dark druid has to worship a diety which has the domains plant and animal. The dark druid has to take at level 1 two domians. One of this domains has to be either plant or animal.


When does a dark druid gets this abilities?


A druid can not be lawful evil. He can only be lawful neutral.
A druid can not be chaotic.



As a druid the dark druid has to be neutral evil


Any evil god ? That is not good. A dark druid has to worship a god with the domains plant and animal.


Spell focus (Evil) for free. No.


Drop all spell-like abilities.

Hd: d6
Bab: as cleric
Saves: as cleric
skill points: as cleric.
class skills: combined list of cleric and druid.

Level Special
1 Rebuke Undeads, nature sense,
2 Animal companion, wild empathy
3
4 Woodland stride
5
6 Trackless step
7
8 Resist nature’s lure
9
10 Wild shape (1/day)
11
12 Wild shape (2/day)
13
14 Wild shape (3/day)
15
16 Wild shape (Large)
17
18 Venom immunity
19
20 Wild shape (4/day)

divine spells from druid an cleric
Code:
Level  0      1        2         3         4        5         6      7     8       9
1st	2	
2nd	3	1+1	
3rd	3	2+1	
4th	4	2+1	1+1	
5th	4	3+1	2+1		
6th	5	3+1	2+1	1+1	
7th	5	4+1	3+1	2+1		
8th	6	4+1	3+1	2+1	1+1
9th	6       4+1	4+1	3+1	2+1		
10th	6	4+1	4+1	3+1	2+1	1+1	
11th	6	5+1	4+1	4+1	3+1	2+1		
12th	6	5+1	4+1	4+1	3+1	2+1	1+1		
13th	6	5+1	5+1	4+1	4+1	3+1	2+1			
14th	6	5+1	5+1	4+1	4+1	3+1	2+1	1+1		
15th	6	5+1	5+1	5+1	4+1	4+1	3+1	2+1			
16th	6	5+1	5+1	5+1	4+1	4+1	3+1	2+1	1+1		
17th	6	5+1	5+1	5+1	5+1	4+1	4+1	3+1	2+1		
18th	6       5+1	5+1	5+1	5+1	4+1	4+1	3+1	2+1	1+1	
19th	6	5+1	5+1	5+1	5+1	5+1	4+1	4+1	3+1	2+1	
20th	6	5+1	5+1	5+1	5+1	5+1	4+1	4+1	4+1	2+1

I think this much more balanced :)
 

Absolutly not. I'd use stronger words, but I think Eric's Grandmother would disapprove.


What you're suggesting is hideously overpowered. So much so that it's ridiculous. Why do they even get arcane spells at all, for starters?


If you really want Joe the Naughty Druid Supervillian, just use a gestalt Druid/Wizard and make 'im evil. No need to mess about making a new, unbalanced class for it.
 

Sejs said:
Absolutly not. I'd use stronger words, but I think Eric's Grandmother would disapprove.


What you're suggesting is hideously overpowered. So much so that it's ridiculous. Why do they even get arcane spells at all, for starters?


If you really want Joe the Naughty Druid Supervillian, just use a gestalt Druid/Wizard and make 'im evil. No need to mess about making a new, unbalanced class for it.

Which version are you talking about ? The last one of Yennico seem better or maybe i miss something.
 

Great Bear King said:
Nature Sense, Resist Nature's Lure
Venom Immunity, Aura of Evil, Familiar, Scribe Scroll, and Brew Magical Potion.
Lawful Evil Powers: Infernal Power*, Harm Animals**, Summon Fiend***, Enslave Animals, and Corrupt Nature. Neutral Evil Powers:none yet. Chaotic Evil Powers: none yet.

Are these all available at 1st level?

I am unclear about the spell selection. Do you mean they can choose only spells that appear in the domain lists? What arcane spells do they have access to? All of them? Ones they find in spellbooks and scrolls? What druid spells can they prepare?

Instead of doubling a spell DC maybe just add +2? Otherwise they can crazy pretty fast. A 5th level druid with a 16 wisdom, casting a suggestion for an evil purpose, would give it a DC of 32. That's too high for a villain that 5th level characters would face.
 


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