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Dark Sun Conversion - classes
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<blockquote data-quote="Staffan" data-source="post: 1226577" data-attributes="member: 907"><p style="text-align: left"><span style="font-size: 15px">Druid</span></p> <p style="text-align: left"><span style="font-size: 15px"></span><strong>Alignment:</strong> At least partially neutral.</p> <p style="text-align: left"><strong>Hit die:</strong> d8.</p> <p style="text-align: left"><strong>Class skills: </strong>Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str) [Only druids with appropriate guarded lands get Swim as a class skill].</p> <p style="text-align: left"><strong>Skill points: </strong>4+Int modifier.</p> <p style="text-align: left">[code] [b] Spell progression</p> <p style="text-align: left">Lvl BAB Fort Ref Will Class features [/b] [b] 0 1 2 3 4 5 6 7 8 9</p> <p style="text-align: left">[/b]1 +0 +2 +0 +2 Animal companion, nature sense, 3 1 — — — — — — — —</p> <p style="text-align: left"> remain concealed</p> <p style="text-align: left">2 +1 +3 +0 +3 4 2 — — — — — — — —</p> <p style="text-align: left">3 +2 +3 +1 +3 Speak with animals on guarded lands 4 2 1 — — — — — — —</p> <p style="text-align: left">4 +3 +4 +1 +4 5 3 2 — — — — — — —</p> <p style="text-align: left">5 +3 +4 +1 +4 Speak with plants on guarded lands 5 3 2 1 — — — — — —</p> <p style="text-align: left">6 +4 +5 +2 +5 5 3 3 2 — — — — — —</p> <p style="text-align: left">7 +5 +5 +2 +5 Speak with animals, sustenance 6 4 3 2 1 — — — — —</p> <p style="text-align: left">8 +6/1 +6 +2 +6 Wild shape (1/day, Small-Large) 6 4 3 3 2 — — — — —</p> <p style="text-align: left">9 +6/1 +6 +3 +6 Wild shape (2/day), speak with plants 6 4 4 3 2 1 — — — —</p> <p style="text-align: left">10 +7/2 +7 +3 +7 Wild shape (3/day) 6 4 4 3 3 2 — — — —</p> <p style="text-align: left">11 +8/3 +7 +3 +7 Wild shape (Tiny) 6 5 4 4 3 2 1 — — —</p> <p style="text-align: left">12 +9/4 +8 +4 +8 Wild shape (plant) 6 5 4 4 3 3 2 — — —</p> <p style="text-align: left">13 +9/4 +8 +4 +8 Wild shape (4/day) 6 5 5 4 4 3 2 1 — —</p> <p style="text-align: left">14 +10/5 +9 +4 +9 6 5 5 4 4 3 3 2 — —</p> <p style="text-align: left">15 +11/6/1 +9 +5 +9 Wild shape (Huge) 6 5 5 5 4 4 3 2 1 —</p> <p style="text-align: left">16 +12/7/2 +10 +5 +10 6 5 5 5 4 4 3 3 2 —</p> <p style="text-align: left">17 +12/7/2 +10 +5 +10 Wild shape (5/day) 6 5 5 5 5 4 4 3 2 1</p> <p style="text-align: left">18 +13/8/3 +11 +6 +11 6 5 5 5 5 4 4 3 3 2</p> <p style="text-align: left">19 +14/9/4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3</p> <p style="text-align: left">20 +15/10/5 +12 +6 +12 6 5 5 5 5 5 4 4 4 4[/code]</p> <p style="text-align: left"></p> <p style="text-align: left"><span style="font-size: 12px">Class features</span></p> <p style="text-align: left"><span style="font-size: 12px"></span><strong>Armor and Weapon proficiencies: </strong>Druids are proficient in all simple and martial weapons, but not with armor and shields. Druids get the same spell failure chance as arcane spellcasters do when wearing armor.</p> <p style="text-align: left"></p> <p style="text-align: left"><strong>Spellcasting: </strong>A druid may cast any spell on the druid list, plus spells from one or two elemental spheres based on their guarded lands. If they have access to two elemental spheres, increase all spells in those by one level to reflect the reduced focus the druid has on them. Example: Argaz is a druid whose guarded land is a mountain in the Mekillot Mountains, which gives him access to the sphere of Earth. He is able to cast Soften Earth and Stone as a 2nd-level spell. Neriah, on the other hand, is a druid whose guarded land is a tar pit near the Sea of Silt which gives her access to the sphere of Fire, and is able to cast Flame Blade as a 2nd-level spell. Finally, Reziron is a druid whose guarded land is a volcano in the Ringing Mountains. This gives him access to both the spheres of Earth and Fire, and can cast both Soften Earth and Stone and Flame Blade as 3rd-level spells.</p> <p style="text-align: left"></p> <p style="text-align: left"><strong>Spontaneous casting: </strong>A druid can swap out any prepared spell for a Summon Nature’s Ally of the same level, just like a cleric can convert spells to cures.</p> <p style="text-align: left"></p> <p style="text-align: left"><strong>Guarded Lands: </strong>As alluded to above, a druid has his own guarded lands, and gains magical power from the spirit of that particular land. Some examples of guarded lands and the elements they give:</p> <ul> <li data-xf-list-type="ul"><p style="text-align: left">Earth: A particular mountain or hill, a rock outcropping, an expanse of desert or steppes.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Air: The skies over a particular area, the winds of a canyon, or any prevailing wind pattern.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Fire: Dry grasslands, volcanic vent, hot springs, or boiling tar pits.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Water: A spring or pool, an oasis, or a natural cistern.</p> </li> </ul> <p style="text-align: left"><strong>Bonus Language: </strong>Druids gain Druidic as a bonus language. This is a secret language that is never taught to non-druids, and while it has an excellent vocabulary dealing with natural things it is rather sparse in other areas.</p> <p style="text-align: left"><strong>Animal Companion (Ex): </strong>Just like in the PHB/SRD. Note that some of the animals don’t exist on Athas. This will be updated after I go through the Dark Sun monsters and decide which ones get to be considered Animals.</p> <p style="text-align: left"><strong>Nature Sense (Ex): </strong>A +2 bonus to Knowledge (Nature) and Survival checks.</p> <p style="text-align: left"><strong>Remain concealed (Ex): </strong>When on his guarded lands, a druid gets a +15 sacred bonus on Hide checks.</p> <p style="text-align: left"><strong>Speak with Animals (Su): </strong>A 3rd-level druid is capable of speaking to the animals on his guarded lands. At 7th level, this ability extends to other places as well.</p> <p style="text-align: left"><strong>Speak with Plants (Su): </strong>A 5th-level druid can speak with plants on his guarded lands. At 9th level, this ability extends to plants everywhere.</p> <p style="text-align: left"><strong>Sustenance (Su): </strong>While on his guarded lands, a druid of 7th level or above doesn’t need to eat or drink. He gets his sustenance directly from the land. This ability never works off the guarded lands.</p> <p style="text-align: left"><strong>Wild Shape (Su): </strong>As core druids, except the ability comes later, the size limitations, and that the druid never gains the ability to turn into an elemental. In addition, the druid is limited to animals that live naturally on his guarded lands.</p></blockquote><p></p>
[QUOTE="Staffan, post: 1226577, member: 907"] [left][size=4]Druid [/size][b]Alignment:[/b] At least partially neutral. [b]Hit die:[/b] d8. [b]Class skills: [/b]Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str) [Only druids with appropriate guarded lands get Swim as a class skill]. [b]Skill points: [/b]4+Int modifier. [code] [b] Spell progression Lvl BAB Fort Ref Will Class features [/b] [b] 0 1 2 3 4 5 6 7 8 9 [/b]1 +0 +2 +0 +2 Animal companion, nature sense, 3 1 — — — — — — — — remain concealed 2 +1 +3 +0 +3 4 2 — — — — — — — — 3 +2 +3 +1 +3 Speak with animals on guarded lands 4 2 1 — — — — — — — 4 +3 +4 +1 +4 5 3 2 — — — — — — — 5 +3 +4 +1 +4 Speak with plants on guarded lands 5 3 2 1 — — — — — — 6 +4 +5 +2 +5 5 3 3 2 — — — — — — 7 +5 +5 +2 +5 Speak with animals, sustenance 6 4 3 2 1 — — — — — 8 +6/1 +6 +2 +6 Wild shape (1/day, Small-Large) 6 4 3 3 2 — — — — — 9 +6/1 +6 +3 +6 Wild shape (2/day), speak with plants 6 4 4 3 2 1 — — — — 10 +7/2 +7 +3 +7 Wild shape (3/day) 6 4 4 3 3 2 — — — — 11 +8/3 +7 +3 +7 Wild shape (Tiny) 6 5 4 4 3 2 1 — — — 12 +9/4 +8 +4 +8 Wild shape (plant) 6 5 4 4 3 3 2 — — — 13 +9/4 +8 +4 +8 Wild shape (4/day) 6 5 5 4 4 3 2 1 — — 14 +10/5 +9 +4 +9 6 5 5 4 4 3 3 2 — — 15 +11/6/1 +9 +5 +9 Wild shape (Huge) 6 5 5 5 4 4 3 2 1 — 16 +12/7/2 +10 +5 +10 6 5 5 5 4 4 3 3 2 — 17 +12/7/2 +10 +5 +10 Wild shape (5/day) 6 5 5 5 5 4 4 3 2 1 18 +13/8/3 +11 +6 +11 6 5 5 5 5 4 4 3 3 2 19 +14/9/4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3 20 +15/10/5 +12 +6 +12 6 5 5 5 5 5 4 4 4 4[/code] [/left] [left][size=3]Class features [/size][b]Armor and Weapon proficiencies: [/b]Druids are proficient in all simple and martial weapons, but not with armor and shields. Druids get the same spell failure chance as arcane spellcasters do when wearing armor. [/left] [left][b]Spellcasting: [/b]A druid may cast any spell on the druid list, plus spells from one or two elemental spheres based on their guarded lands. If they have access to two elemental spheres, increase all spells in those by one level to reflect the reduced focus the druid has on them. Example: Argaz is a druid whose guarded land is a mountain in the Mekillot Mountains, which gives him access to the sphere of Earth. He is able to cast Soften Earth and Stone as a 2nd-level spell. Neriah, on the other hand, is a druid whose guarded land is a tar pit near the Sea of Silt which gives her access to the sphere of Fire, and is able to cast Flame Blade as a 2nd-level spell. Finally, Reziron is a druid whose guarded land is a volcano in the Ringing Mountains. This gives him access to both the spheres of Earth and Fire, and can cast both Soften Earth and Stone and Flame Blade as 3rd-level spells. [/left] [left][b]Spontaneous casting: [/b]A druid can swap out any prepared spell for a Summon Nature’s Ally of the same level, just like a cleric can convert spells to cures. [/left] [left][b]Guarded Lands: [/b]As alluded to above, a druid has his own guarded lands, and gains magical power from the spirit of that particular land. Some examples of guarded lands and the elements they give:[/left] [list][*][left]Earth: A particular mountain or hill, a rock outcropping, an expanse of desert or steppes.[/left] [*][left]Air: The skies over a particular area, the winds of a canyon, or any prevailing wind pattern.[/left] [*][left]Fire: Dry grasslands, volcanic vent, hot springs, or boiling tar pits.[/left] [*][left]Water: A spring or pool, an oasis, or a natural cistern.[/left] [/list][left][b]Bonus Language: [/b]Druids gain Druidic as a bonus language. This is a secret language that is never taught to non-druids, and while it has an excellent vocabulary dealing with natural things it is rather sparse in other areas. [b]Animal Companion (Ex): [/b]Just like in the PHB/SRD. Note that some of the animals don’t exist on Athas. This will be updated after I go through the Dark Sun monsters and decide which ones get to be considered Animals. [b]Nature Sense (Ex): [/b]A +2 bonus to Knowledge (Nature) and Survival checks. [b]Remain concealed (Ex): [/b]When on his guarded lands, a druid gets a +15 sacred bonus on Hide checks. [b]Speak with Animals (Su): [/b]A 3rd-level druid is capable of speaking to the animals on his guarded lands. At 7th level, this ability extends to other places as well. [b]Speak with Plants (Su): [/b]A 5th-level druid can speak with plants on his guarded lands. At 9th level, this ability extends to plants everywhere. [b]Sustenance (Su): [/b]While on his guarded lands, a druid of 7th level or above doesn’t need to eat or drink. He gets his sustenance directly from the land. This ability never works off the guarded lands. [b]Wild Shape (Su): [/b]As core druids, except the ability comes later, the size limitations, and that the druid never gains the ability to turn into an elemental. In addition, the druid is limited to animals that live naturally on his guarded lands.[/left] [/QUOTE]
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