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What DO you DO for... Druids?
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<blockquote data-quote="Khaalis" data-source="post: 2876482" data-attributes="member: 2167"><p>For a homebrew game world we are creating, we did some very similar changes to the druid, making them much more a "priest" of a faith rather than the lycanthropic combat beast they are in represented as in core. However, being based on celtic druids, who did fight, we retain some small combat skill in the form of the medium BAB.</p><p></p><p><u>Key Features</u>:</p><p><strong>Alignment:</strong> Must be neutral (any)</p><p><strong>HD:</strong> d6</p><p><strong>BAB:</strong> Medium</p><p><strong>Class Skills:</strong> Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (history, geography, nature, planes), Listen, Profession, Ride, Spellcraft, Spot, Surviva, and Swim.</p><p><strong>Skill Points:</strong> 4</p><p><strong>Class Features</strong>:</p><p><u>Dropped</u>: </p><p>* Animal Companion (no druid in historic reference mentions familiars/animal companions).</p><p>* Resist Nature's Lure (we just never really felt this ability belonged as fey are technically outside the natural order)</p><p>* Venom Immunity (druids were no more resistant to poison than anyone else)</p><p>* Wild Shape (druids are not refered to historically as shapechangers).</p><p>* Thousand Faces (druids are not described in history as metamorphs or masters of disguise).</p><p></p><p><u>Retained</u>:</p><p>* Bonus Languages</p><p>* Nature Sense</p><p>* Wild Empathy</p><p>* Natural (woodland) Stride</p><p>* Trackless Step</p><p>* Timeless Body</p><p>* Ex-Druids</p><p></p><p><u>Added</u>:</p><p>* <strong>Nature Lore:</strong> A druid gains a bonus to all knowledge (nature) checks equal to their druid level to see whether they know some relevant information about local notable creatures, legendary locations, or noteworthy natural wonders. If the druid has 5 or more ranks in Knowledge (history), they gain a +2 bonus on this check. A successful nature lore check will not reveal the powers of a magic item but may give a hint as to its general function from stories of the item’s history. A druid may not take 10 or take 20 on this check; this sort of knowledge is essentially random. (See Bardic Knowledge Table) This ability counts as Bardic Knowledge for purposes of class ability prerequisites and stacking as well as feat prerequisites.</p><p></p><p>* Totem Spirit: Basically each druid communes with nature through a specific totem spirit. This is a little more shamanic than druidic, but it was something we wanted for the world's druids to set them slightly apart. This spirit is the focal point between the druid and the greater power that is "Nature". </p><p></p><p><strong>Totem Spirit:</strong> At 1st level all druids choose a totem spirit, or some say the totem chooses the druid, to which they have a direct affinity. Once chosen, the druid’s totem cannot be changed. The druid gains the ability to speak with animals related to their totem spirit as if using the speak with animal spell. This is an extraordinary ability usable at will.</p><p>..........Totems: Badger, Bear, Boar, Hawk, Lion, Owl, Snake, Stag, Turtle, Wolf</p><p>..........At 4th level and every 3 levels thereafter (7th, 10th, 13th, 16th, and 19th), the druid gains a totem power from their totem spirit. Note that some totem powers have a level prerequisite. No power may be chosen twice with the exception of bonus feats, though each bonus feat counts as a separate totem power.</p><p></p><p>{These powers include things like:</p><p>• Courage of the Badger (Ex): The badger totem druid gains a +4 bonus on saves against fear as well as a +2 bonus to initiative checks.</p><p>• Natator (Ex): The bear totem druid gains their totems affinity for water, gaining a +4 to all Swim checks.</p><p>• Speed of the Hawk (Ex): The hawk totem druid gains a +2 competence bonus to Initiative checks.</p><p>etc.}</p><p></p><p>* <strong>Rites (Su):</strong> At 2nd level, druids gain the ability to administer the religious rites, including prayers, funerals and marriage, acting as an instrument of the natural divine order to render these ceremonies truly holy. The divine energy imparted by one of these ceremonies grants the effects of a <em>bless</em> spell on those who participate for one hour. Participants with the Piety feat gain the effects of a bless for 24 hours after such a ritual. This divine energy (and blessing) is one reason many blue and green knights <em>{PrCs}</em> will pray with a druid before a battle (along with cleansing the soul in case of death).</p><p></p><p>* <strong>Improved Nature Sense (Ex):</strong> By 5th level the druid can identify plants and animals (their species and special traits) with perfect accuracy without the need to roll a knowledge (nature) skill check. The druid can also determine whether water and plants is safe to drink/eat or if they are dangerous without need for a Survival skill check.</p><p></p><p>* <strong>Commune with Totem Spirit (Sp):</strong> A 9th level druid can speak directly with their totem spirit once per day. This acts just as an divination spell. At 17th level the druid can commune with their totem spirit twice per day.</p><p></p><p>* <strong>Commune with Nature (Sp):</strong> A 12th level druid can, once per day, commune with the spirits of nature such as water spirits, tree spirits, etc. as if using the Commune with Nature spell. At 20th level the druid may use this ability twice per day.</p><p></p><p></p><p><strong>Spells:</strong> For our world we altered the casting for druids to a spontaneous caster mimicing the Beguiler/Warmage/Dread Necromancer template. This isnt necessary, but it seemd to make more sense than a cleric who has to pray for spells. Druids shouldnt have to "pray" for their spells. They should simply know them and cast what is necessary as it is required.</p><p></p><p>The druid spell list was also altered to remove elemental direct damage spells but retain weather oriented elemental spells such as <em>call lightning</em>, <em>ice storm</em>, etc. We also removed some of the more arcane-like spells such as <em>freedom of movement</em>, <em>spider climb</em>, <em>word of recall</em>, <em>shapechange</em>, etc. However, they gain the priestly oriented spells such as <em>bless</em>, <em>prayer</em>, etc. as well as some anti-undead spells since druids are protectors of the natural order and undead are the direct opposition to that natural order.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 2876482, member: 2167"] For a homebrew game world we are creating, we did some very similar changes to the druid, making them much more a "priest" of a faith rather than the lycanthropic combat beast they are in represented as in core. However, being based on celtic druids, who did fight, we retain some small combat skill in the form of the medium BAB. [u]Key Features[/u]: [b]Alignment:[/b] Must be neutral (any) [b]HD:[/b] d6 [b]BAB:[/b] Medium [b]Class Skills:[/b] Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (history, geography, nature, planes), Listen, Profession, Ride, Spellcraft, Spot, Surviva, and Swim. [b]Skill Points:[/b] 4 [b]Class Features[/b]: [u]Dropped[/u]: * Animal Companion (no druid in historic reference mentions familiars/animal companions). * Resist Nature's Lure (we just never really felt this ability belonged as fey are technically outside the natural order) * Venom Immunity (druids were no more resistant to poison than anyone else) * Wild Shape (druids are not refered to historically as shapechangers). * Thousand Faces (druids are not described in history as metamorphs or masters of disguise). [u]Retained[/u]: * Bonus Languages * Nature Sense * Wild Empathy * Natural (woodland) Stride * Trackless Step * Timeless Body * Ex-Druids [u]Added[/u]: * [b]Nature Lore:[/b] A druid gains a bonus to all knowledge (nature) checks equal to their druid level to see whether they know some relevant information about local notable creatures, legendary locations, or noteworthy natural wonders. If the druid has 5 or more ranks in Knowledge (history), they gain a +2 bonus on this check. A successful nature lore check will not reveal the powers of a magic item but may give a hint as to its general function from stories of the item’s history. A druid may not take 10 or take 20 on this check; this sort of knowledge is essentially random. (See Bardic Knowledge Table) This ability counts as Bardic Knowledge for purposes of class ability prerequisites and stacking as well as feat prerequisites. * Totem Spirit: Basically each druid communes with nature through a specific totem spirit. This is a little more shamanic than druidic, but it was something we wanted for the world's druids to set them slightly apart. This spirit is the focal point between the druid and the greater power that is "Nature". [b]Totem Spirit:[/b] At 1st level all druids choose a totem spirit, or some say the totem chooses the druid, to which they have a direct affinity. Once chosen, the druid’s totem cannot be changed. The druid gains the ability to speak with animals related to their totem spirit as if using the speak with animal spell. This is an extraordinary ability usable at will. ..........Totems: Badger, Bear, Boar, Hawk, Lion, Owl, Snake, Stag, Turtle, Wolf ..........At 4th level and every 3 levels thereafter (7th, 10th, 13th, 16th, and 19th), the druid gains a totem power from their totem spirit. Note that some totem powers have a level prerequisite. No power may be chosen twice with the exception of bonus feats, though each bonus feat counts as a separate totem power. {These powers include things like: • Courage of the Badger (Ex): The badger totem druid gains a +4 bonus on saves against fear as well as a +2 bonus to initiative checks. • Natator (Ex): The bear totem druid gains their totems affinity for water, gaining a +4 to all Swim checks. • Speed of the Hawk (Ex): The hawk totem druid gains a +2 competence bonus to Initiative checks. etc.} * [b]Rites (Su):[/b] At 2nd level, druids gain the ability to administer the religious rites, including prayers, funerals and marriage, acting as an instrument of the natural divine order to render these ceremonies truly holy. The divine energy imparted by one of these ceremonies grants the effects of a [i]bless[/i] spell on those who participate for one hour. Participants with the Piety feat gain the effects of a bless for 24 hours after such a ritual. This divine energy (and blessing) is one reason many blue and green knights [i]{PrCs}[/i] will pray with a druid before a battle (along with cleansing the soul in case of death). * [b]Improved Nature Sense (Ex):[/b] By 5th level the druid can identify plants and animals (their species and special traits) with perfect accuracy without the need to roll a knowledge (nature) skill check. The druid can also determine whether water and plants is safe to drink/eat or if they are dangerous without need for a Survival skill check. * [b]Commune with Totem Spirit (Sp):[/b] A 9th level druid can speak directly with their totem spirit once per day. This acts just as an divination spell. At 17th level the druid can commune with their totem spirit twice per day. * [b]Commune with Nature (Sp):[/b] A 12th level druid can, once per day, commune with the spirits of nature such as water spirits, tree spirits, etc. as if using the Commune with Nature spell. At 20th level the druid may use this ability twice per day. [b]Spells:[/b] For our world we altered the casting for druids to a spontaneous caster mimicing the Beguiler/Warmage/Dread Necromancer template. This isnt necessary, but it seemd to make more sense than a cleric who has to pray for spells. Druids shouldnt have to "pray" for their spells. They should simply know them and cast what is necessary as it is required. The druid spell list was also altered to remove elemental direct damage spells but retain weather oriented elemental spells such as [i]call lightning[/i], [i]ice storm[/i], etc. We also removed some of the more arcane-like spells such as [i]freedom of movement[/i], [i]spider climb[/i], [i]word of recall[/i], [i]shapechange[/i], etc. However, they gain the priestly oriented spells such as [i]bless[/i], [i]prayer[/i], etc. as well as some anti-undead spells since druids are protectors of the natural order and undead are the direct opposition to that natural order. 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