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what are druids?
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<blockquote data-quote="Voadam" data-source="post: 9254411" data-attributes="member: 2209"><p>Druids are fairly undefined but generally part of a nature oriented cult/spellcasting tradition so there is a lot to allow specifics to be defined by a player or DM in a specific campaign.</p><p></p><p>In FR they are cultists of individual nature gods with overlap of nature domain clerics of the same nature gods.</p><p></p><p>In Eberron they have the specific traditions of that setting, the spellcasting tradition and organization being founded by a dragon to safeguard the world against extraplanar threats, the splitting of cults into Gatekeepers, Children of Winter, Asbound, the fey one, etc. with different focuses.</p><p></p><p>In Greyhawk they are the Old Faith separate from the God worshippers.</p><p></p><p>In the 4e cosmology they are tied to the Primal Spirits of the World separate from the Gods and the Primordials.</p><p></p><p>In the Scarred Lands they are titan worshipers with a different divine power source than the clerical god worshippers.</p><p></p><p>In core D&D they are vaguely Celtic nature cultists with nature oriented spells, shapeshifting, scimitars as stand ins for sickle swords as thematically sickle iconography. This sometimes means they are just generic shaman types, sometimes Merlin based, sometimes witchy, sometimes vaguely Shub Niggurath Call of Cthulhu cultist, or whatever. </p><p></p><p>I have thought of using the class as an Ars Magica Bjornaer Magus stand in, as a Norse Vanir magic tradition, as the sea witch tradition in Freeport, and other thematic roles. A player in one of my 5e games used the class to mechanically represent a Werewolf the Apocalypse werewolf PC concept with their nature magic rites and shapeshifting.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9254411, member: 2209"] Druids are fairly undefined but generally part of a nature oriented cult/spellcasting tradition so there is a lot to allow specifics to be defined by a player or DM in a specific campaign. In FR they are cultists of individual nature gods with overlap of nature domain clerics of the same nature gods. In Eberron they have the specific traditions of that setting, the spellcasting tradition and organization being founded by a dragon to safeguard the world against extraplanar threats, the splitting of cults into Gatekeepers, Children of Winter, Asbound, the fey one, etc. with different focuses. In Greyhawk they are the Old Faith separate from the God worshippers. In the 4e cosmology they are tied to the Primal Spirits of the World separate from the Gods and the Primordials. In the Scarred Lands they are titan worshipers with a different divine power source than the clerical god worshippers. In core D&D they are vaguely Celtic nature cultists with nature oriented spells, shapeshifting, scimitars as stand ins for sickle swords as thematically sickle iconography. This sometimes means they are just generic shaman types, sometimes Merlin based, sometimes witchy, sometimes vaguely Shub Niggurath Call of Cthulhu cultist, or whatever. I have thought of using the class as an Ars Magica Bjornaer Magus stand in, as a Norse Vanir magic tradition, as the sea witch tradition in Freeport, and other thematic roles. A player in one of my 5e games used the class to mechanically represent a Werewolf the Apocalypse werewolf PC concept with their nature magic rites and shapeshifting. [/QUOTE]
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