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Human Druids

Michael Morris

First Post
Mysterious and enigmatic, Druids do one thing well - watch. Legends say that the druids are the eldest priesthood, and while other priesthoods contest this, it is known that the druids alone have a worldwide (or nearly so) power structure. While many druids seem to go through their entire lives as loners, other become involved in a special political hierarchy that is unlike all others, cumulating into one individual - the Grand Druid. This post can be traced since time immemorial, and it is currently filled by an individual named Alisan.

Background: Druids are very much on the fringe of Telzoan society. While the clerics of Telensiarty begrudgingly acknowledge the role of the deities of Siliani, they have all worked to undermine the role of the druids in Telzoan society. Clerics of Pentalism do not even begin to acknowledge druids as divine spellcasters in any form.

Individual druids are usually the children of druids themselves, and those that are not are all but adopted by their mentors at a very young age.

[h2]Variant: Druids of the Winds[/h2]
While the goddess Tiania is the patron of most druids, others prefer to serve one of Tiania’s four servants: Sere of the North Wind, Lady of Winter; Damnisu of the East Wind, Lord of Spring; Tethas of the South Wind, Lord of Summer, and Basia of the West Wind, Lord of Autumn.

[h3]Druid of the North Class Features[/h3]
Druids of the North have no woodland stride, resist nature’s lure, venom immunity, or thousand faces ability. They also cannot wildshape into a fire or earth elemental.
  • Resistance to Cold: At 1st level druids of the North can’t be harmed by natural cold, but magical cold attacks still affect them. However, at 5th level they gain a cold resistance of 5 against magical attacks. At 10th level this resistance increases to 10, and it increases to 15 at 15th level and 20 at 20th level.
  • Snowwalk: At 4th level the druids of the north can walk upon snow without sinking into it at all or leaving tracks upon it.
  • Freezing Touch: Instead of spontaneously casting summon spells, the druids of the north wind cast freezing touch spells. These are identical to the inflict wounds spells except they damage by means of extreme cold and have the cold descriptor.
  • Freezing Spells: Any spell on the druid list that has the fire descriptor (flamesphere, flametrap, etc.) is inverted when cast by a druid of the north to become a cold spell dealing cold damage.

[h3]Druid of the East Class Features[/h3]
Druids of the East have no woodland stride, resist nature’s lure, or venom immunity.
  • See through Mist: At 2nd level druids of the east can see through clouds of all types as if they weren’t there, including those created by the spells wall of fog, stinking cloud, or cloudkill.
  • Gaseous Form: At 5th level druids of the east can use gaseous form, as per the spell, once per day. At 10th level they can use the ability twice, three times at 15th and four times per day at 20th level.
  • Water Breathing: At 9th level the druids of the east can breath water at will.

[h3]Druid of the South Class Features[/h3]
Druids of the South have no woodland stride, resist nature’s lure, venom immunity, or thousand faces ability.
  • Immune to heat: At 1st level the druids of the south are immune to the effects of natural heat, though fire attacks affect them normally.
  • Resistance to Electricity: At 5th level druids of the south gain an electricity resistance of 5. At 10th level this resistance increases to 10, and it increases to 15 at 15th level and 20 at 20th level.
  • Shocking Touch: Druids of the South can shock with a touch, spontaneously casting spells into this ability. This is identical to the ability to spontaneously cast inflict spells except the damage is from electricity.

[h3]Druid of the West Class Features[/h3]
Druids of the West have no woodland stride, or resist nature’s lure.
  • Unparchable: At 2nd level Druids of the West can live indefinitely without water.
  • Color Spray: Beginning at 3rd level druids of the west can use color spray, once per day per 3 levels. If this color spray strikes a plant its foliage will instantly turn to its fall colors – this in addition to the normal effects of color spray.
 

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