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<blockquote data-quote="Obly99" data-source="post: 9562280" data-attributes="member: 7035194"><p>An archetype of the druid inspired by the druids as the keepers of ancient knowledge and community guide instead of nature guardians and shapeshifters.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Celtic Druid (Druid Archetype)</span></strong></p><p></p><p><strong>Alters</strong> weapon and armor proficiency, nature bond; <strong>Replaces</strong> spontaneous casting, wild empathy, resist nature’s lure, wild shape, poison immunity, a thousand face, timeless body</p><p></p><p>Celtic Druids were priests, healers, poets and spiritual guides, deeply rooted in oral traditions, connection to the land and sacrificial rites. They moves away from wild creatures to embrace a more ritualistic and mystical aspect. A Celtic Druid is a charismatic and respected figure, combining deep spiritual knowledge with a tangible influence on nature and community. He is a master of words and ritual, able to summon the strength of the land itself to protect his allies and fight his enemies.</p><p></p><p><strong>Weapon and Armor Proficiencies:</strong> The Celtic druid gains proficiency with simple and martial axes, longswords, and light thrown weapons.</p><p>This alters weapon and armor proficiency.</p><p></p><p><strong>Dispel Hostility:</strong> A Celtic druid doesn’t gain spontaneous casting at 1st level. Instead, he can channel stored spell energy into a spell capable of dispelling hostile thoughts and strong emotions. He can “lose” a prepared spell that is not an orison in order to cast <em>calm emotions</em>.</p><p>Instead of the normal Will saving throw for that spell, the DC of a <em>calm emotions</em> spell cast with this ability is 10 + ½ the Celtic druid’s druid level + his Wisdom modifier. The spell level of a <em>calm emotions</em> spell cast with this ability is equal to the spell “lost” for cast it.</p><p>This ability replaces spontaneous casting.</p><p></p><p><strong>Herbalism:</strong> The Celtic druid must select the Herbalism nature bond variant presented in the Pathfinder Player Companion: Healer's Handbook.</p><p>This alters nature bond.</p><p></p><p><strong>Oral Knowledge (Ex)</strong>: At 1st level, the Celtic druid adds ½ his druid level (minimum +1) to all Knowledge skill checks (this bonus increase to his full druid level for Knowledge [nature]) and may make all Knowledge skill checks untrained. The Celtic druid adds his Wisdom bonus to Knowledge skill checks instead of his Intelligence bonus.</p><p>This replaces wild empathy.</p><p></p><p><strong>Nature Ritualist (Su):</strong> Starting at 4th level, a Celtic druid gains the ability to perform natural rituals, which take 10 minutes and consume rare herbs and offerings, a number of times per day equal to ½ his druid level + his Wisdom bonus. These rituals grant powerful effects:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Cleansing Ritual:</em> Removes diseases, poisons, and curses within 30 ft., replicating a <em>neutralized poison</em>, <em>remove curse</em>, and <em>remove disease</em> spells that affect the entire area (CL equivalent to the Celtic druid level).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Healing Ritual:</em> Heals 2d8 + druid level to all allies within 30 ft.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Wild Strength Ritual:</em> Grants a morale bonus on attack rolls, damage rolls, and saving throws to allies within 30 ft. for 1 hour equal to 1/3 his druid level.</p> </li> </ul><p>At 10th level, rituals can be performed as a standard action once per day.</p><p>This replaces wild shape.</p><p></p><p><strong>Ritual Sacrifice (Su):</strong> At 4th level, the Celtic druid can perform a ritual sacrifice as part of casting a druid spell to amplify its effects. Consuming natural material resources (natural objects, animals, or symbols) worth at least 10 gp per spell level (1 gp for orisons) and increasing the casting time to a full-round action increases the spell’s caster level by +1, allowing the spell to ignore SR, or increase the spell’s saving throw DC by +2. Spells that already have a full-round action or longer casting time instead double it.</p><p>The sacrifice does not need to be cruel or malicious, but it must have symbolic value (such as a tree felled for a <em>regeneration</em> ritual).</p><p>The druid can use this ability a number of times per day equal to his Wisdom bonus.</p><p>This replaces resist nature’s lure.</p><p></p><p><strong>Master of Sacred Circles (Su):</strong> At 9th level, the Celtic druid can create a sacred circle as a standard action that lasts up to 1 minute per druid level. In this circle of 30 ft. radius centered on the position of the Celtic druid at the time of creating it:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Allies gain element resistance 30 to acid, cold, electricity, fire, negative energy, or sonic (druid's choice when creating the circle).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Enemies take –2 on attack and damage rolls.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">The druid’s spells gain a +2 bonus to overcome SR.</p> </li> </ul><p>The druid can use this ability once per day, plus one additional time per day at 17th and 20th levels. A druid can only have a single sacred circle active at a time.</p><p>This replaces poison immunity.</p><p></p><p><strong>Call of the Wickerman (Ex/Sp):</strong> At 14th level, the Celtic druid can crafting a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/wickerman/" target="_blank">wickerman</a> with more easy than any other circle of druids:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">he count as having the Craft Construct feat, but only for the purpose of crafting a wickerman.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">he gains a bonus to Craft (carpentry) and Craft (sculptures) equal to ½ his druid level and can make such checks untrained. The Celtic druid adds his Wisdom bonus to such Craft checks instead of his Intelligence bonus.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">he half the cost of the construct (including the 12,000 pounds of wicker and rare wood).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">he does not need to sacrifice a living humanoid inside the construct chest cage for activating the wickerman.</p> </li> </ul><p>At 17th level, the Celtic druid can summon as for a <em>summon monster IX</em> spell a wickerman once per day as a spell-like ability with caster level equal to his druid level.</p><p>This replaces a thousand face.</p><p></p><p><strong>Keeper of the Spirit World (Su):</strong> At 15th level, the Celtic druid gains the ability to directly contact and channel the spirit of air, earth, fire, or water. As a standard action, he can assume an elemental aura for 1 minute/druid level:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Air:</em> All speeds increases by +30 ft., gains uncanny dodge (as a rogue), and can fly with a speed of 90 ft. with perfect maneuverability as a supernatural ability.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Earth:</em> DR 10/adamantine, fortification 50%, +6 bonus to natural AC.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Fire:</em> Deals 6d6 fire damage to enemies within 10 ft. at end of his turn.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Water:</em> Gains fast healing 10, gains a constant <em>freedom of movement</em>, and can breathe underwater.</p> </li> </ul><p>This ability can be used 3/day but not more than one aspect can be active at the same time.</p><p>This replaces timeless body.</p><p></p><p><a href="https://mythologyvault.com/mythologies-by-culture/celtic-mythology/druids-in-celtic-culture/" target="_blank">Image from here</a></p></blockquote><p></p>
[QUOTE="Obly99, post: 9562280, member: 7035194"] An archetype of the druid inspired by the druids as the keepers of ancient knowledge and community guide instead of nature guardians and shapeshifters. [CENTER][B][SIZE=7]Celtic Druid (Druid Archetype)[/SIZE][/B][/CENTER] [B]Alters[/B] weapon and armor proficiency, nature bond; [B]Replaces[/B] spontaneous casting, wild empathy, resist nature’s lure, wild shape, poison immunity, a thousand face, timeless body Celtic Druids were priests, healers, poets and spiritual guides, deeply rooted in oral traditions, connection to the land and sacrificial rites. They moves away from wild creatures to embrace a more ritualistic and mystical aspect. A Celtic Druid is a charismatic and respected figure, combining deep spiritual knowledge with a tangible influence on nature and community. He is a master of words and ritual, able to summon the strength of the land itself to protect his allies and fight his enemies. [B]Weapon and Armor Proficiencies:[/B] The Celtic druid gains proficiency with simple and martial axes, longswords, and light thrown weapons. This alters weapon and armor proficiency. [B]Dispel Hostility:[/B] A Celtic druid doesn’t gain spontaneous casting at 1st level. Instead, he can channel stored spell energy into a spell capable of dispelling hostile thoughts and strong emotions. He can “lose” a prepared spell that is not an orison in order to cast [I]calm emotions[/I]. Instead of the normal Will saving throw for that spell, the DC of a [I]calm emotions[/I] spell cast with this ability is 10 + ½ the Celtic druid’s druid level + his Wisdom modifier. The spell level of a [I]calm emotions[/I] spell cast with this ability is equal to the spell “lost” for cast it. This ability replaces spontaneous casting. [B]Herbalism:[/B] The Celtic druid must select the Herbalism nature bond variant presented in the Pathfinder Player Companion: Healer's Handbook. This alters nature bond. [B]Oral Knowledge (Ex)[/B]: At 1st level, the Celtic druid adds ½ his druid level (minimum +1) to all Knowledge skill checks (this bonus increase to his full druid level for Knowledge [nature]) and may make all Knowledge skill checks untrained. The Celtic druid adds his Wisdom bonus to Knowledge skill checks instead of his Intelligence bonus. This replaces wild empathy. [B]Nature Ritualist (Su):[/B] Starting at 4th level, a Celtic druid gains the ability to perform natural rituals, which take 10 minutes and consume rare herbs and offerings, a number of times per day equal to ½ his druid level + his Wisdom bonus. These rituals grant powerful effects: [LIST] [*][LEFT][I]Cleansing Ritual:[/I] Removes diseases, poisons, and curses within 30 ft., replicating a [I]neutralized poison[/I], [I]remove curse[/I], and [I]remove disease[/I] spells that affect the entire area (CL equivalent to the Celtic druid level).[/LEFT] [*][LEFT][I]Healing Ritual:[/I] Heals 2d8 + druid level to all allies within 30 ft.[/LEFT] [*][LEFT][I]Wild Strength Ritual:[/I] Grants a morale bonus on attack rolls, damage rolls, and saving throws to allies within 30 ft. for 1 hour equal to 1/3 his druid level.[/LEFT] [/LIST] At 10th level, rituals can be performed as a standard action once per day. This replaces wild shape. [B]Ritual Sacrifice (Su):[/B] At 4th level, the Celtic druid can perform a ritual sacrifice as part of casting a druid spell to amplify its effects. Consuming natural material resources (natural objects, animals, or symbols) worth at least 10 gp per spell level (1 gp for orisons) and increasing the casting time to a full-round action increases the spell’s caster level by +1, allowing the spell to ignore SR, or increase the spell’s saving throw DC by +2. Spells that already have a full-round action or longer casting time instead double it. The sacrifice does not need to be cruel or malicious, but it must have symbolic value (such as a tree felled for a [I]regeneration[/I] ritual). The druid can use this ability a number of times per day equal to his Wisdom bonus. This replaces resist nature’s lure. [B]Master of Sacred Circles (Su):[/B] At 9th level, the Celtic druid can create a sacred circle as a standard action that lasts up to 1 minute per druid level. In this circle of 30 ft. radius centered on the position of the Celtic druid at the time of creating it: [LIST] [*][LEFT]Allies gain element resistance 30 to acid, cold, electricity, fire, negative energy, or sonic (druid's choice when creating the circle).[/LEFT] [*][LEFT]Enemies take –2 on attack and damage rolls.[/LEFT] [*][LEFT]The druid’s spells gain a +2 bonus to overcome SR.[/LEFT] [/LIST] The druid can use this ability once per day, plus one additional time per day at 17th and 20th levels. A druid can only have a single sacred circle active at a time. This replaces poison immunity. [B]Call of the Wickerman (Ex/Sp):[/B] At 14th level, the Celtic druid can crafting a [URL='https://www.d20pfsrd.com/bestiary/monster-listings/constructs/wickerman/']wickerman[/URL] with more easy than any other circle of druids: [LIST] [*][LEFT]he count as having the Craft Construct feat, but only for the purpose of crafting a wickerman.[/LEFT] [*][LEFT]he gains a bonus to Craft (carpentry) and Craft (sculptures) equal to ½ his druid level and can make such checks untrained. The Celtic druid adds his Wisdom bonus to such Craft checks instead of his Intelligence bonus.[/LEFT] [*][LEFT]he half the cost of the construct (including the 12,000 pounds of wicker and rare wood).[/LEFT] [*][LEFT]he does not need to sacrifice a living humanoid inside the construct chest cage for activating the wickerman.[/LEFT] [/LIST] At 17th level, the Celtic druid can summon as for a [I]summon monster IX[/I] spell a wickerman once per day as a spell-like ability with caster level equal to his druid level. This replaces a thousand face. [B]Keeper of the Spirit World (Su):[/B] At 15th level, the Celtic druid gains the ability to directly contact and channel the spirit of air, earth, fire, or water. As a standard action, he can assume an elemental aura for 1 minute/druid level: [LIST] [*][LEFT][I]Air:[/I] All speeds increases by +30 ft., gains uncanny dodge (as a rogue), and can fly with a speed of 90 ft. with perfect maneuverability as a supernatural ability.[/LEFT] [*][LEFT][I]Earth:[/I] DR 10/adamantine, fortification 50%, +6 bonus to natural AC.[/LEFT] [*][LEFT][I]Fire:[/I] Deals 6d6 fire damage to enemies within 10 ft. at end of his turn.[/LEFT] [*][LEFT][I]Water:[/I] Gains fast healing 10, gains a constant [I]freedom of movement[/I], and can breathe underwater.[/LEFT] [/LIST] This ability can be used 3/day but not more than one aspect can be active at the same time. This replaces timeless body. [URL='https://mythologyvault.com/mythologies-by-culture/celtic-mythology/druids-in-celtic-culture/']Image from here[/URL] [/QUOTE]
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