On playing Druids

Remathilis

Legend
Ok, I've NEVER, in 15 years of D&D, ever played a druid for more than a game tops. So now, I'm going to try it. However, I'm not sure how the get the most out of my tree-hugger. So I'm asking you for some advice on how to play a druid.

I'm looking for two things, mechanical and role-playing advice. Mechanical includes race (I'm thinking human or halfling), feats, spells, animal companions, wild shapes, and advice on how to maximize his utility in most situations (combat, survival, dungeons, social). Suggestions on gear (magical and mundane) are also helpful.

Role-playing is more nebulous: I'm looking for ideas on how a druid could/should view different things: dungeons, undead, cities, paladins, neutral alignment, etc. Ideas on unique twists are welcome.

For background: The group is 8th level. We have a paladin, wizard, rogue, bard and cleric (since we already have all the major food groups, I don't have to fill a specific role like healer). Alignments run to lawful and/or good.

So, fellow ENWorlders, help me make the best druid I can be.
 

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My quick contribution:

Druids have a lot of long-range spells, and can make themselves into big birds... Couple those two facts with natural spell and you're pretty dang good to go.
 

Any chance you can tell me if your druid has/needs a patron deity? Is this a campaign setting that's well known? Or it is a homebrew?
 

Nightfall said:
Any chance you can tell me if your druid has/needs a patron deity? Is this a campaign setting that's well known? Or it is a homebrew?

Homebrew setting. Pretty standard, cept no elves/half elves, and orcs are intelligent and have a civilization.

I'm thinking of avoiding a patron deity and revering Pure Nature. Not that I have anything against gods per se, just I don't believe I get my power from them.
 

How do you want to play him/her (also a relevant point...)? Evil, good, somewhere in between? Treehugger/neutral (the faun died, but it died to feed the lion. such is life...)/ eco-terrorist?

Are you allowed 3rd party material?
 

Storyteller01 said:
How do you want to play him/her (also a relevant point...)? Evil, good, somewhere in between? Treehugger/neutral (the faun died, but it died to feed the lion. such is life...)/ eco-terrorist?

Are you allowed 3rd party material?

I'm kinda stuck with at worst a neutral outlook (paladin PC) so I'm thinking guardian type.

WotC books only. My DM is pretty strict on non-core, so I need OK anything with him first. If it appears broken, he'll ban it. I want to stay pure-druid, so I'm not really looking at PrCs or Multi-classing.
 

...

Some less standard ideas:

- Nature is blood; blood from the earth and blood to the earth. You revel in and celebrate the cycle of blood grown, shed from tooth and claw, and drunk for strength. Civilized ways are as wrongful to you as to the most savage barbarian.

- All the secrets of creation are whispered by the trees in a language that spans years. You are a sage of the mysteries, surrounded by parchments and inks, who seeks to learn the very essence of creation from those most elder and alien beings.

- The wilds are a savagery run rampant, and must be tamed. Would you leave human children to be raised in filth and violence? No, you - and all intelligent beings, for all that too few realize it - are a carekeeper and gardener of animal and plant. All must be domesticated, and thereby protected, least it destroy itself.

- The world has become sick at its core, and the nature of the wild is the manifestation of this sickness. Only by purging the taint - a taint too few know of and can see - can animal and plant start again from nothing, as it did in the beginning. All must be destroyed, one at a time, by caring hands and in the right way. It will take an age, but it must be done.

Reason
Principia Infecta
 

Remathilis said:
I'm kinda stuck with at worst a neutral outlook (paladin PC) so I'm thinking guardian type.

WotC books only. My DM is pretty strict on non-core, so I need OK anything with him first. If it appears broken, he'll ban it. I want to stay pure-druid, so I'm not really looking at PrCs or Multi-classing.

No worries. There's a 3rd party PrC whose premise is that the universe was created by the gods by using a more primal, darker world as its base (now nearly obliterated by the 'civilized' universe). They want to bring it back. even if you can't use the PrC, the bais may be worth while.
 

Remathilis said:
Ok, I've NEVER, in 15 years of D&D, ever played a druid for more than a game tops. So now, I'm going to try it. However, I'm not sure how the get the most out of my tree-hugger. So I'm asking you for some advice on how to play a druid.

I'm looking for two things, mechanical and role-playing advice. Mechanical includes race (I'm thinking human or halfling), feats, spells, animal companions, wild shapes, and advice on how to maximize his utility in most situations (combat, survival, dungeons, social). Suggestions on gear (magical and mundane) are also helpful.

Gnome and dwarf are best (for the Con bonus). Quite honestly, I can't think of any core PH race that is bad for druids. Maybe elves (for the Con penalty). Note that the rules for Wildshape have changed; Con is important again. The wildshape rules technically don't give you an animal's low-light vision; take that into account if your GM is that kind of stickler.

Feats - the one that lets you cast spells while wildshaped; Natural Spellcasting. Skill Focus (Concentration) is useful for any spellcasters. Spell Focus (Conjuration) is pretty useless for druids but leads to Augment Summoning, which is great for druids.

Spells - spontaneous summoning means you can cast Summon Nature's Ally IV and summon unicorns for healing anytime you have a 4th+ level spell you didn't end up using.

I like Spike Stones, or whatever the 4th-level spell is that does damage to opponents walking towards you. That one is great when fighting in a dungeon, too.

Barkskin is also great for boosting your AC (even while Wildshaped) and that of your animal companion. Prepare it multiple times; get a staff of it if you can. IMO, the share spell ability is useless for spells that have a duration, unless you're a small character riding your animal companion (and that's just begging for area-of-effect spells to come at you).

Don't bother with spells like Hold Animal. You have Wild Empathy to keep animals from chomping on you, and if you fail your check... well, the animal could have made it's save.

Unfortunately, there are few buffs that will affect all your summons. I think you can use Greater Magic Fang on multiple animals and give them +1 to all their attacks, but that's about it. Animal Growth is the only really powerful one here. (Obviously single target buffs are great for your companion, who needs all the love it can get.) In any event, summoning too many creatures can annoy party members.

When wild shaping, you can probably afford to pick an animal that's really strong and has poor AC. You'll cast Barkskin on yourself anyway. Alternatively, wild shape into a bird and use that powerful feat to cast spells like Call Lightning with no one being able to figure out which bird you are to target you.

Pick an animal companion that either has multiple attacks or a really cool special attack like the wolf's trip. Weaker companions get better boosts from your animal companion enhancing abilities. Technically, they're all balanced with each other. If you want your animal companion to live long, though, I'd take a "weaker" one - it'll probably end up with a higher AC bonus once you've done the math. Naturally, said animal won't do as much damage or won't grapple as well as a bear. Then again, a wolf ("it's a dog") is easy to take into town and into dungeons, plus Animal Growth (when you eventually get the spell) makes its trip attack a lot nastier.

Don't get a small and/or flying animal for scouting; even if you cast Speak with Animal, it's just not smart enough to know what would be interesting to you. Plus, away from the party, it can get eaten.

Role-playing is more nebulous: I'm looking for ideas on how a druid could/should view different things: dungeons

Probably slightly negative. Dungeons, often being underground, disturb the ecology somewhat. A little, I think, and they do create new ecologies. There's no point getting upset at an old dungeon anyway.


Possibly hatred ... but I think it depends on what you think of intelligent life forms. (They don't eat, and most don't pollute, I think.) Certainly undead that do pollute, eat, excrete, slaughter animals "for fun" or otherwise harm the environment are going to draw your ire. That's what Flame Strike's for.


A necessary evil. It's not like farming doesn't affect the ecology either, taking up massive amounts of space and all.


No concern of yours one way or another. They tend to be nice about harming the environment.

neutral alignment

Druids don't have to be "hardass backstabbing neutral" anymore. Many druids don't care about the weak, but unless they're evil, they won't do anything to them, either. I think while all druids revere nature, the way they protect nature depends on their alignment. Starting a plague (something druids are good at) is an evil druid's way of saving a patch of wilderness from encroaching humans. EAFW (a Dark Sun supplement) had great roleplaying notes on clerics and druids; while you're devoted to nature, you're allowed to use nature's powers for other things, too. Nature doesn't really demand much of you, so you can adventure without too much trouble.
 

Remathilis said:
I'm thinking of avoiding a patron deity and revering Pure Nature. Not that I have anything against gods per se, just I don't believe I get my power from them.

Rightt...but does your DM believe that? See it's one thing to say as a player "My druid doesn't revere the god of nature." Your DM might say "Well I'm sorry but you have to!"

If you want I have ideas based of Scarred Lands druids. But again they generally need working around "Druids' aren't nature clerics!"
 

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