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What is Druidism in your game?
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<blockquote data-quote="Voadam" data-source="post: 8530911" data-attributes="member: 2209"><p>Looking over <a href="https://www.drivethrurpg.com/product/17176/ODD-Supplement-III-Eldritch-Wizardry-0e?affiliate_id=17596" target="_blank">OD&D Supplement III Eldritch Wizardry</a> it has an OD&D druid class.</p><p></p><p>It says "Druids are a sub-class of Clerics. They are neutral in nature (as mentioned in GREYHAWK). They are more closely attuned to Nature, serving as its priests rather than serving some other deity."</p><p></p><p>"Druids are not as involved with humans, or with helping them, as they are in protecting plants and animals."</p><p></p><p>"Druids are able to employ the following sorts of weapons: Daggers, sickle or crescent-shaped swords, spears, slings, and oil. They may wear armor of leather, and use wooden shields. They may not use metallic armor. Druids may use those magical items not otherwise proscribed to them which are usable by “all classes” and all those items normally usable by clerics, excluding all clerical items of a written nature (scrolls, books, etc.)."</p><p></p><p>"Druids have an obligation to protect woodland animals and plants, especially trees. Unlike the obligation of lawful and good types towards others of this sort, the tendency of druids will be to punish those who destroy their charges, rather than risk their own lives to actually save the threatened animal or plant. Druids will not slay an animal if it can be avoided, and they can never willingly or deliberately destroy a copse, woods or forest—no matter how enchanted or evil it may be—although they may attempt to modify such a place with their own magicks."</p><p></p><p>"These clerics all serve the same general deity (Nature), and so above the level of Initiate the number of persons is strictly limited."</p><p></p><p>Reincarnate is on their spell list at 7th level.</p><p></p><p><a href="https://www.drivethrurpg.com/product/17174/ODD-Supplement-I-Greyhawk-0e?affiliate_id=17596" target="_blank">OD&D Supplement I Greyhawk</a> has druids as monster entries:</p><p></p><p>"These men are priests of a neutral-type religion, and as such they differ in armor class and hit dice, as well as in movement capability, and are combination clerics/magic-users. Magic-use ranges from 5th through 7th level, while clericism ranges from 7th through 9th level. Druids may change shape three times per day, once each to any reptile, bird and animal respectively, from size as small as a raven to as large as a small bear. They will generally (70%) be accompanied by numbers of barbaric followers (fighters), with a few higher-level leaders (2–5 fighters of 2nd-5th levels) and a body of normal men (20–50)."</p></blockquote><p></p>
[QUOTE="Voadam, post: 8530911, member: 2209"] Looking over [URL='https://www.drivethrurpg.com/product/17176/ODD-Supplement-III-Eldritch-Wizardry-0e?affiliate_id=17596']OD&D Supplement III Eldritch Wizardry[/URL] it has an OD&D druid class. It says "Druids are a sub-class of Clerics. They are neutral in nature (as mentioned in GREYHAWK). They are more closely attuned to Nature, serving as its priests rather than serving some other deity." "Druids are not as involved with humans, or with helping them, as they are in protecting plants and animals." "Druids are able to employ the following sorts of weapons: Daggers, sickle or crescent-shaped swords, spears, slings, and oil. They may wear armor of leather, and use wooden shields. They may not use metallic armor. Druids may use those magical items not otherwise proscribed to them which are usable by “all classes” and all those items normally usable by clerics, excluding all clerical items of a written nature (scrolls, books, etc.)." "Druids have an obligation to protect woodland animals and plants, especially trees. Unlike the obligation of lawful and good types towards others of this sort, the tendency of druids will be to punish those who destroy their charges, rather than risk their own lives to actually save the threatened animal or plant. Druids will not slay an animal if it can be avoided, and they can never willingly or deliberately destroy a copse, woods or forest—no matter how enchanted or evil it may be—although they may attempt to modify such a place with their own magicks." "These clerics all serve the same general deity (Nature), and so above the level of Initiate the number of persons is strictly limited." Reincarnate is on their spell list at 7th level. [URL='https://www.drivethrurpg.com/product/17174/ODD-Supplement-I-Greyhawk-0e?affiliate_id=17596']OD&D Supplement I Greyhawk[/URL] has druids as monster entries: "These men are priests of a neutral-type religion, and as such they differ in armor class and hit dice, as well as in movement capability, and are combination clerics/magic-users. Magic-use ranges from 5th through 7th level, while clericism ranges from 7th through 9th level. Druids may change shape three times per day, once each to any reptile, bird and animal respectively, from size as small as a raven to as large as a small bear. They will generally (70%) be accompanied by numbers of barbaric followers (fighters), with a few higher-level leaders (2–5 fighters of 2nd-5th levels) and a body of normal men (20–50)." [/QUOTE]
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