New Druid Class

DMEntropy

First Post
I found this on the WotC forums. It is a new take on the Druid class that I really like. It has some very good flavor to it. I would like to present this for comments about possibly including it in our setting with the author's permission.

DRUID
GAME RULE INFORMATION
Druids have the following game statistics.
Abilities: Same as in Player’s Handbook.
Alignment: Same as in Player’s Handbook.
Hit Die: d8.

Class Skills
Same as in Player’s Handbook.
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
code:

Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +2 +0 +2 Animal companion, spellcasting, wild empathy
2nd +1 +3 +0 +3 Lord of the wild (1st ability)
3rd +2 +3 +1 +3 Trackless step
4th +3 +4 +1 +4 -
5th +3 +4 +1 +4 Lord of the wild (2nd ability)
6th +4 +5 +2 +5 Druidic path (step 1)
7th +5 +5 +2 +5 -
8th +6/+1 +6 +2 +6 Druidic path (step 2)
9th +6/+1 +6 +3 +6 Lord of the wild (3rd ability)
10th +7/+2 +7 +3 +7 Druidic path (step 3)
11th +8/+3 +7 +3 +7 -
12th +9/+4 +8 +4 +8 Druidic path (step 4)
13th +9/+4 +8 +4 +8 -
14th +10/+5 +9 +4 +9 Druidic path (step 5)
15th +11/+6/+1 +9 +5 +9 Timeless body
16th +12/+7/+2 +10 +5 +10 Druidic path (step 6)
17th +12/+7/+2 +10 +5 +10 -
18th +13/+8/+3 +11 +6 +11 Druidic path (step 7)
19th +14/+9/+4 +11 +6 +11 -
20th +15/+10/+5 +12 +6 +12 Druidic path (step 8)



Class Features
All of the following are class features of the druid.

Weapon and Armor Proficiency: Same as in Player’s Handbook.

Animal Companion (Ex): Same as in Player’s Handbook.

Spellcasting: Same as in Player’s Handbook, but druid cannot spontaneously cast summon nature’s ally spells until she takes summoner path (see druidic path ability).

Whenever druid casts spell in a specific area, she must make caster level check, or the spell fizzles.
code:

Area Caster level check DC
Village 0 + spell level
Small town 4 + spell level
Large town 8 + spell level
Small city 12 + spell level
Large city 16 + spell level
Metropolis 20 + spell level
Planar metropolis 24 + spell level
Other plane* 10 + spell level


* - If the druid is on another plane, and that plane has two alignment descriptors (thus is not neutral at all), she must make caster level check. If she is in village or bigger town on such plane, use town's DC increased by 10.

Wild Empathy (Ex): Same as in Player’s Handbook.

Lord of the Wild (Ex): Druids hail form various lands and environments, and none two druids are alike. Upon reaching 2nd level, druid must decide what king of wilderness will be her home. This choice determines what abilities will she gain at 2nd, 5th and 9th levels. The choices are: arctics, deserts, forests, mountains, plains, seas, skies, swamps, underground, and urban. When in her environment, a druid enjoys +2 competence bonus on knowledge (nature) and survival checks. In case of sky druids, their enviroment begins at the height of 100 feet in the outdoor area. In case of urban druids, their enviroment are villages and bigger cities.

1. Arctic Druid: Arctic druids champion winter, frost, ice, and snow.
· Drift Stride (Ex): A 2nd level, a druid can move across the top of snow and not step into it or be impeded in her progress over a snowy area, similar to the effects of a water walk spell. Snow enchanted or magically manipulated to impede movement still affects the druid.
· Ice Stride (Ex): At 5th level, a druid can move across ice and and not step into it or be impeded in her progress over an icy area, similar to the effects of a water walk spell. She does not take two squares to enter the icy area, and Balance, Tumble or Climb DCs in the area are not increased for her. This ability does not protect the druid from the cold of the ice or the negative effects due to long contact. Ice enchanted or magically manipulated to impede movement still affects the druid.
· Cold Resistance (Ex): At 9th level, a druid gains Cold Resistance 10.

2. Desert Druid: Desert druids champion sand, hot, dry air, and endless seas of dunes.
· Desert Stride (Ex): A 2nd level, a druid can move across the sand (including quicksand) and not step into it or be impeded in her progress over a sandy area, similar to the effects of a water walk spell. Sand enchanted or magically manipulated to impede movement still affects the druid.
· Dry Soul (Ex): At 5th level, a druid no longer needs to drink to survive.
· Fire Resistance (Ex): At 9th level, a druid gains Fire Resistance 10.

3. Forest Druid: Forest druids champion forests, jungles, and plants (this is your basic D&D druid).
· Woodland Stride (Ex): At 2nd 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
· Resist Nature’s Lure (Ex): At 5th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).
· Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

4. Mountain Druid: Mountain druids champion mountains and heights.
· Fast Climbing (Ex): A 2nd level, a druid can use accelerated climbing option without suffering penalty to skill check. She also gains a +2 competence bonus on Climb checks.
· Slow Fall(Ex): At 5th level, a druid within arm’s reach of a wall can use it to slow her descent. When using this ability, she takes damage as if the fall were 20 feet shorter than it actually is.
· Slopecrawler (Ex): At 9th level, a druid gains climb speed 20. If she already has one, her climb speed increases by 10 feet instead.

5. Plains Druid: Plains druids champion savannas, steppes and grasslands.
· Run: A 2nd level, a druid gains run feat for free.
· Fast Movement (Ex): At 5th level, a druid’s land speed increases by 10 feet.
· Eagle Eye (Ex): At 9th level, a druid gains +6 competence bonus on all Spot checks.

6. Sea druid: Sea druids champion seas, oceans and underwater world.
· Fisheye(Ex): At 2nd level, a druid's sight is not distorted by water. She can see through water as easily as through air.
· Natural Swimmer (Ex): At 5th level, a druid gains swim speed 20. If she already has one, her swim speed increases by 10 feet instead. Thought she has swim speed, she doesn’t gain the ability to breathe water until 9th level.
· Breathe Water (Su): At 9th level, a druid can breathe water as easily as air.

7. Sky Druid: Sky druids champion air, wind and clouds.
· Feather Fall (Sp): At 2nd level, a druid can use feather fall spell at will.
· Air Combat (Ex): At 5th level, a druid gains +1 competence bonus on attack rolls and +1 dodge bonus to AC against flying creatures.
· Wings (Ex): At 9th level, a druid grows bird-like wings and can fly at a speed of 30 ft. with good maneuverability. If she already has fly speed, instead of growing wings her fly speed increases by 10 ft.

8. Swamp druid: Swamp druids champion bogs, marshes and swamps.
· Weightless Step (Ex): A 2nd level, a druid can move across the marshes and bogs and not step into it or be impeded in her progress over a swampy area, similar to the effects of a water walk spell. Bog enchanted or magically manipulated to impede movement still affects the druid.
· Poison Resistance (Ex): At 5th level, druid enjoys a +4 bonus on saves against poisons. (Thanks quaiven)
· Disease Immunity (Ex): At 9th level, a druid becomes immune to all diseases.

9. Underground druid: Underground druids champion grottos, caverns and the underworld.
· Sense Direction and Earthquakes(Ex): At 2nd level, a druid can always discern north while underground. She can also sense incoming earthquake if the earthquake is going to affect location she is in. She can sense it up to 1 minute/level before first tremor happens.
· Darkvision (Ex): At 5th level, a druid gains darkvision. If she already has darkvision, her existing darkvision range increases by 30 feet.
· Lungs of Earth (Ex): At 9th level, a druid does no longer need to breathe while underground. This includes underground rivers and lakes.

10. Urban Druid: Urban druids are unique breed. They champion cities and other congreations of civilized folk. They see such places as battlefields where nature lost battle, but not war.
· Towncasting (Su): At 2nd level, whenever a druid makes caster level check because she casts spell in village or bigger city (but not on another plane), the check’s DC is reduced by 10.
· Metrocasting (Su): At 5th level, a druid automatically succeeds at caster level check when casting spell in village or bigger city (but not on another plane).
· Town Portal (Sp): At 9th level, once per day, a druid can cast modified version of transport via plants spell. By entering (simply walking into wall) a building, a druid can emerge from another building made of roughly same substance (brick, stone, wood etc.) within up to 1 mile per caster level. Both buildings must be standing in small or bigger town.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Druidic Path: When attaining 6th level, a druid must choose her specialization. Once chosen, the path cannot be changed and each 2 levels after 6th, it improves. The aviable paths are: caller of beasts, dendruid, rock druid, shaman, and wild shapeshifter.

1. Caller of Beasts: A master at summoning her allies, the caller of beasts can enhance her spellcasting powers, preferably summon nature’s ally spells. Lords of the wild from all environments can take this path.
· Step One: At 6th level, a druid can spontaneously cast summon nature’s ally I-IX spell.
· Step Two: At 8th level, each creature druid conjured with any summon nature’s ally spell, gains a +2 racial bonus to Strength and Constitution for the duration of the spell that summoned it. This stacks with augment summoning feat.
· Step Three: At 10th level, whenever a druid casts any summon nature’s ally I or II spell, spell conjures one more creature. This creature must of the same type as any other summoned with the same spell.
· Step Four: At 12th level, each creature druid conjured with any summon nature’s ally spell, gains a +2 racial bonus to all ability scores for the duration of the spell that summoned it. This stacks with augment summoning feat.
· Step Five: At 14th level, whenever a druid casts any summon nature’s ally I or II spell, spell conjures two more creatures, and any summon nature’s ally III or IV spell conjures one more creature. This creatures must of the same type as any other summoned with the same spell.
· Step Six: At 16th level, each creature druid conjured with any summon nature’s ally spell, gains a +4 racial bonus to Strength and Constitution and +2 to all other ability scores for the duration of the spell that summoned it. This stacks with augment summoning feat.
· Step Seven: At 18th level, whenever a druid casts any summon nature’s ally I or II spell, spell conjures three more creatures, any summon nature’s ally III or IV spell conjures two more creatures, and any summon nature’s ally V or VI spell conjures one more creature. This creatures must of the same type as any other summoned with the same spell.
· Step Eight: At 20th level, each creature druid conjured with any summon nature’s ally spell, gains a +4 racial bonus to all ability scores for the duration of the spell that summoned it. This stacks with augment summoning feat.

2. Dendruid: Dendruid is a druid who loves plants above all else. Her control over plants is unquestioned and her body slowly turns into one. Lords of the sky cannot take this path.
· Step One: At 6th level, a druid’s skin hardens and becomes bark-like. She gains +2 natural armor bonus.
· Step Two: At 8th level, a druid becomes more tuned to plant life. She gains +2 competence bonus on all Knowledge (nature) and Profession (herbalist) skill checks, as well as +8 bonus on Hide checks within forested areas.
· Step Three: At 10th level, a druid can command or rebuke plant creatures in the same way an evil cleric commands or rebukes undead creatures. She may use this ability a number of times per day equal to 3 + her Charisma modifier.
· Step Four: At 12th level, a druid gains ability to speak with plants (as per spell) at will.
· Step Five: At 14th level, a druid no longer needs to eat as long as she stays on sun for at least 4 hours a day. She also no longer needs to sleep.
· Step Six: At 16th level, druid’s skin harden even more. Her natural armor bonus increases to +4.
· Step Seven: At 18th level, a druid heals one point of damage per hour as long as she touched the soil with her body. Stone, rocks, water or sand is not enough for her to heal wounds.
· Step Eight: At 20th level, a druid’s type changes to plant. She becomes immune to poison, sleep, paralysis, stunning, polymorphing, critical hits and mind-influencing effects. She also gains low-light vision ability. On the negative side, a druid can now be subject of plant-affecting spells and effects, including other druids’ and clerics’ with plant domain ability to command or rebuke plants, but she gains +4 turn resistance against such attempts. A druid also becomes vulnerable to fire, which means she takes half again as much (+50%) damage as normal from fire, regardless or whether a saving throw is allowed, or if the save is a success or failure.

3. Rock Druid: Rock druids revere earth, stones, and rocks. She gains qualities of stone and rocks are her friends. Lords of the sea, sky, and swamp cannot take this path.
· Step One: At 6th level, a druid gains stonecunning ability. This is same as dwarven racial ability, but instead of +2 racial bonus a druid gains +4 competence bonus. In addition, druid’s skin colorations turns stony, and she gains +4 bonus on Hide checks within rocky areas.
· Step Two: At 8th level, a druid’s body becomes more dense and rock-like. She gains Damage Reduction 1/-.
· Step Three: At 10th level, a druid can command or rebuke earth elementals in the same way an evil cleric commands or rebukes undead creatures, or she can turn or destroy air elementals in the same way a good cleric turns or destroys undead creatures. She may use this ability a number of times per day equal to 3 + her Charisma modifier.
· Step Four: At 12th level, a druid gains ability to speak with natural or worked stone (as per stone tell spell) at will and gains Terran as a bonus language.
· Step Five: At 14th level, a druid can lose any 3rd level or higher spell to spontaneously cast meld into stone spell. In addition, a duration of meld into stone spell cast by druid is unlimited.
· Step Six: At 16th level, a druid’s body becomes even more dense. Her Damage Reduction increases to 2/-.
· Step Seven: At 18th level, a druids takes falling damage as if she fallen 100 feet less, as long as she lands on natural ground (sand, rock, stone, soil, mud etc.). To use this ability, she does not have to be within arm’s reach of a wall.
· Step Eight: At 20th level, a druid’s type changes to elemental (earth). She gains immunity to poison, sleep, paralysis, and stunning and is no longer subject to critical hits or flanking. On the negative side, a druid is now vulnerable to elemental-affecting spells and effects including clerics’ with earth domain ability to command or rebuke earth elementals, but she gains +4 turn resistance against such attempts. A druid also becomes vulnerable to vibrations, which means she takes half again as much (+50%) damage as normal from sonic attacks, regardless or whether a saving throw is allowed, or if the save is a success or failure.

4. Shaman: Shaman summons and talks to spirit guides. Lords of the wild from all environments can take this path. (The whole idea of spirit guides and its implementation is copied from Shadowfoot’s Shaman class.)
· Step One (Su): At 6th level, a druid may call upon his spirit guide for advice and guidance. A spirit guide is a visual personification of Nature that only the druid can see. It always appears to her in the same form, that of a speaking, intelligent animal such as a fox, bear, raven, or snake. The spirit guide has no material existence other than its image; it is not affected by magic or antimagic and cannot be attacked or attack, although true seeing and stronger divinations can make it visible to others. The druid can call on his spirit guide once per day. Summoning the spirit guide is a spell-like ritual requiring the druid meditate for 1d4 minutes; when she opens his eyes, her spirit guide is before her. In most cases, the spirit guide remains only long enough to perform the task requested, which takes a full round unless otherwise noted, and then disappears. Once it arrives, the druid may request from her spirit guide to identify (as per spell) single object within 5 feet of the druid. No material components are required.
· Step Two: At 8th level, a druid may call spirit guide up to 2 times per day. She can also ask spirit guide to whisper into the druid’s ear a translation of any language the druid is currently listening to or reading, as if the druid had cast the comprehend languages spell.
· Step Three: At 10th level, a druid may call spirit guide up to 3 times per day. She can also ask spirit guide to walk ahead of the druid and point out concealed perils, as if the druid had cast find traps. The spirit guide searches as if it had ranks in Search equal to the druid’s Search skill or to the druid’s level (whichever is higher). It also receives a +10 insight bonus to checks when detecting threats also identified by the detect snares and pits spell. The spirit guide never triggers a trap itself, even those it fails to detect, although the druid (or his party) can trigger any trap normally.
· Step Four: At 12th level, a druid may call spirit guide up to 4 times per day. She can also ask spirit guide to provide information about an important person, place, or thing, as if the druid had cast legend lore spell.
· Step Five: At 14th level, a druid may call spirit guide up to 5 times per day. She can also ask spirit guide to give the druid detailed information about the local terrain, as if the druid cast.commune with nature spell.
· Step Six: At 16th level, a druid may call spirit guide up to 6 times per day. She can also ask spirit guide to answer a single question, as if the druid had cast a form of divination. An inconclusive response means the spirit guide does not know or, more likely, won’t answer for its own mysterious reasons.
· Step Seven: At 18th level, a druid may call spirit guide up to 7 times per day. She can also ask spirit guide to lead her out of an area, as if the druid had cast find the path. If this trek lasts more than two hours, the spirit guide imparts to the druid the knowledge necessary to complete the journey and then disappears.
· Step Eight: At 20th level, a druid may call spirit guide up to 8 times per day. She can also ask spirit guide to locate a creature or object, as if the druid had cast discern location. This detection requires the spirit guide concentrate for 10 minutes; all other restrictions of the spell apply to the druid.

5. Wild Shapeshifter: This path represents druids who master their ability to transform bodies into those of other creautres. Lords of the wild from all environments can take this path.
· Step One (Su): At 6th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type (see the Monster Manual). This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals 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.)
· Step Two: At 8th level, a druid can also wildshape into Large animal, and can use wildshape up to 2 times per day.
· Step Three: At 10th level, a druid can use wildshape up to 4 times per day.
· Step Four: At 12th level, a druid can also wildshape into Tiny animal. She also becomes able to use wild shape to change into a plant creature, such as a shambling mound, with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature, such as a tree or a rose bush.)
· Step Five: At 14th level, a druid can also wildshape into Huge animal, and can use wildshape up to 5 times per day.
· Step Six: At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most cases).
· Step Seven: At 18th level, a druid can use wildshape up to 6 times per day to gain animal or plant form and up to 2 times per day to gain elemental form.
· Step Eight: At 20th level, a druid can also wildshape into Huge elemental, and can use wildshape up to 3 times per day to gain elemental form.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging (see Table 6–5: Aging Effects, page 109) and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
 

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I think this is too complicated to become our standard druid class. We want to be as close to playable "out of the box" as possible; that is to say, anyone vaguely familiar with the 3.5 PHB can come in and get started right away. If someone opens their new book, reads a little about the druid, and is fascinated and comes here wanting to play one, I don't think we want an entirely different druid for them to have to puzzle through - especially this one, which is practically 50 classes in one.

Modifying this into a prestige class, however, would maintain the flavor and leave the variety open to those that want it.
 

Good points Memnus. I do think that the Druid class has been harmed by the simplicity it is presented with in the Core Rules though. Perhaps making each of these different druids available as prestige classes that can be selected around 5th level would work well? That would make most low level druids generalists until they "find their niche" in nature and begin to specialize into their environments.
 

I'm all for Memnus and Entropy's idea. I think it would add a lot of flavor to the setting, or could anyway. I'm also generally opposed to changing core rules and classes.
 

I like this idea too. What if it was kinda like the ranger at 2nd level, deciding which direction to go. That would put you on a specific path?
 

Sounds nifty! Always thought the druid got the short end of the stick more often than not, especially in second edition, it's nice to have a little variety that might define it as more than a cleric of nature.
 




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