Powerful spell casters and shapechangers, druids have a large variety of divine spells and can change into various animal forms to change the role they play in a group.
Solo Ability: Good.
| Field | Value |
|---|---|
| HP / Level | 8 |
| Skill Points / Level | 4 + Intelligence modifier |
| Play Style | Magic |
| Spell DC Ability | Wisdom |
Druids use divine magic and gain all of their spells as they level up. They don't have to inscribe new spells like wizards or pick a subset like favored souls. Druids also have the amazing ability to actually change form into animals and other natural creatures. They can use this to change the way they attack enemies.
Unlike wizards and sorcerers, druids have access to healing spells, but cannot heal as much as clerics and favored souls.
At taverns or rest shrines, druids can switch spells to better address the challenges of their current quest.
Druids also have pets to aid them in battle that advance and grow with them.
You were a druid in a past life. You occasionally find yourself gazing at the stars, and you get sentimental around mistletoe. Each time you acquire this feat your summoned creatures, charmed minions, and hirelings gain +2 to all ability scores. This feat can be stacked up to three times.
| Level | BAB | Fort | Ref | Will | Special | Spell Points | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +0 | +2 | +0 | +2 |
|
50 | 2 | ||||||||
| 2 | +1 | +3 | +0 | +3 |
|
75 | 3 | ||||||||
| 3 | +2 | +3 | +1 | +3 | 100 | 3 | 2 | ||||||||
| 4 | +3 | +4 | +1 | +4 | 125 | 4 | 3 | ||||||||
| 5 | +3 | +4 | +1 | +4 |
|
150 | 4 | 3 | 2 | ||||||
| 6 | +4 | +5 | +2 | +5 | 180 | 4 | 4 | 3 | |||||||
| 7 | +5 | +5 | +2 | +5 |
|
215 | 5 | 4 | 3 | 2 | |||||
| 8 | +6 | +6 | +2 | +6 |
|
255 | 5 | 4 | 4 | 3 | |||||
| 9 | +6 | +6 | +3 | +6 |
|
300 | 5 | 5 | 4 | 3 | 2 | ||||
| 10 | +7 | +7 | +3 | +7 | 350 | 5 | 5 | 4 | 4 | 3 | |||||
| 11 | +8 | +7 | +3 | +7 |
|
405 | 5 | 5 | 5 | 4 | 3 | 2 | |||
| 12 | +9 | +8 | +4 | +8 | 465 | 5 | 5 | 5 | 4 | 4 | 3 | ||||
| 13 | +9 | +8 | +4 | +8 |
|
530 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | ||
| 14 | +10 | +9 | +4 | +9 | 600 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | |||
| 15 | +11 | +9 | +5 | +9 |
|
675 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | |
| 16 | +12 | +10 | +5 | +10 | 755 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | ||
| 17 | +12 | +10 | +5 | +10 |
|
840 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 |
| 18 | +13 | +11 | +6 | +11 | 930 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | |
| 19 | +14 | +11 | +6 | +11 | 1025 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | |
| 20 | +15 | +12 | +6 | +12 | 1125 | 6 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Represents your knowledge of the wilderness.
Activate this ability to summon your Wolf companion.
You gain an additional spell preparation slot per spell level to cast a Summon Nature's Ally spell of that level.
All Druids take an oath that prohibits them from wearing metal armor, using metal shields, and using rune arms. As a result, using these items suppresses Druidic abilities. Warforged Druids are forbidden from taking armor feats other than Composite Body.
Transmutes natural matter around you into Goodberries. Goodberries are infused with primal magic, and provide a full meal's nourishment. If eaten in a tavern, they act as tavern food and drink, refilling your health and spell points.
When cast, the Goodberries appear in your inventory. The higher the caster level, the more nourishing the Goodberries are.
Increases your maximum spell points by 80, increases your spell critical chance by 5%, and grants Echoes of Power if you drop below 12 spell points.
(Granted automatically by Alchemist, Artificer, Cleric, Druid, Favored Soul, Sorcerer, Warlock, or Wizard level one.)
Attacks the target and causes a bleed effect.
Activate this ability to revive your Wolf companion three times per rest.
Attacks the target. If the attack qualifies as a sneak attack, then the target needs to succeed at a saving throw or be knocked prone.
Activate this ability to lower an animal's or beast's aggression, effectively mesmerizing them.
D N T
Attacks the target and performs a bluff check.
DNT TBD
Attacks the target and stuns them.
DNT TBD
Attacks the target and causes a bleed effect.
DNT TBD
Attacks the target and sunders the target's armor.
You leap forward with the speed and ferocity of a sudden avalanche. You attack enemies in your path, and targets caught in your wake are frozen solid for 20 seconds. A successful reflex save negates the effect, and creatures caught in the ice can attempt fortitude saves to escape every 3 seconds. Creatures frozen are considered helpless, but they also gain DR/Adamantine 5.
Animal Form: Transform into a Bear. While in Bear form, you gain a +2 racial bonus to Constitution, and +10% exceptional bonus to AC. You gain a -2 penalty to Intelligence and Charisma. While in Bear form you gain access to a number of spells and enhancements that require Bear form, but the cooldowns of your non-animal form spells are increased to 2.5 times their normal length. While in Bear Form, your melee attacks can Strikethrough (granting a chance to hit an additional target) unless you are actively using the Defensive Fighting feat. You can Strikethrough while moving in Bear Form.
You now attack with tooth and claw using the stats of whatever weapon held in your right hand. Shields work normally but you cannot shield bash.
Spell effects now consider you as an animal. If you are a Warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
You cannot use wands or scrolls while in animal form.
Animal Form: Transform into a Wolf. While in Wolf form, you a +10% combat style bonus to attack speed, a +3 bonus to attack while flanking, +1d6 sneak attack damage, and a 10% bonus to movement speed. You gain a -2 penalty to Intelligence and Charisma. While in Wolf form you gain access to a number of spells and enhancements that require Wolf form, but the cooldowns of your non-animal form spells are increased to 2.5 times their normal length.
You now attack with tooth and claw using the stats of whatever weapon held in your right hand. Shields work normally but you cannot shield bash.
You are considered an animal. If you are a Warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
You cannot use wands or scrolls while in animal form.
Animal Form: Transform into a Bear. While in Bear form, you gain a +2 racial bonus to Constitution, and +10% exceptional bonus to AC. You gain a -2 penalty to Intelligence and Charisma. While in Bear form you gain access to a number of spells and enhancements that require Bear form, but the cooldowns of your non-animal form spells are increased to 2.5 times their normal length. While in Bear Form, your melee attacks can Strikethrough (granting a chance to hit an additional target) unless you are actively using the Defensive Fighting feat. You can Strikethrough while moving in Bear Form.
You now attack with tooth and claw using the stats of whatever weapon held in your right hand. Shields work normally but you cannot shield bash.
Spell effects now consider you as an animal. If you are a Warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
You cannot use wands or scrolls while in animal form.
Animal Form: Transform into a Wolf. While in Wolf form, you a +10% combat style bonus to attack speed, a +3 bonus to attack while flanking, +1d6 sneak attack damage, and a 10% bonus to movement speed. You gain a -2 penalty to Intelligence and Charisma. While in Wolf form you gain access to a number of spells and enhancements that require Wolf form, but the cooldowns of your non-animal form spells are increased to 2.5 times their normal length.
You now attack with tooth and claw using the stats of whatever weapon held in your right hand. Shields work normally but you cannot shield bash.
You are considered an animal. If you are a Warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
You cannot use wands or scrolls while in animal form.
Activate this ability to befriend an animal or beast, effectively charming them.
Animal Form: Transform into a Dire Bear. While in Bear form, you gain a +4 racial bonus to Constitution, and +15% exceptional bonus to AC. You gain a -2 penalty to Intelligence and Charisma. While in Bear form you gain access to a number of spells and enhancements that require Bear form, but the cooldowns of your non-animal form spells are increased to 2.5 times their normal length. While in Bear Form, your melee attacks can Strikethrough (granting a chance to hit an additional target) unless you are actively using the Defensive Fighting feat. You also gain +20% Strikethrough Chance. You can Strikethrough while moving in Dire Bear form.
You now attack with tooth and claw using the stats of whatever weapon held in your right hand. Shields work normally but you cannot shield bash.
Spell effects now consider you as an animal. If you are a Warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
You cannot use wands or scrolls while in animal form.
Animal Form: Transform into a Winter Wolf. While in Winter Wolf form, you gain a +20% combat style bonus to attack speed, a +5 bonus to attack while flanking, +2d6 sneak attack damage, and a 10% bonus to movement speed, increases +1% per druid level (Max 30%). You suffer a -2 penalty to intelligence and charisma. While in Winter Wolf form you gain access to a number of spells and enhancements that require Wolf or Winter Wolf form, but the cooldowns of your non-animal form spells are increased to 2.5 times their normal length.
You now attack with tooth and claw using the stats of whatever weapon held in your right hand. Shields work normally but you cannot shield bash.
You are considered a magical beast. If you are a Warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
You cannot use wands or scrolls while in animal form.
You are immune to ability score damage from natural poisons. (This does not protect against magical or supernatural poisons.)
Animal Form: Transform into a Dire Bear. While in Bear form, you gain a +4 racial bonus to Constitution, and +15% exceptional bonus to AC. You gain a -2 penalty to Intelligence and Charisma. While in Bear form you gain access to a number of spells and enhancements that require Bear form, but the cooldowns of your non-animal form spells are increased to 2.5 times their normal length. While in Bear Form, your melee attacks can Strikethrough (granting a chance to hit an additional target) unless you are actively using the Defensive Fighting feat. You also gain +20% Strikethrough Chance. You can Strikethrough while moving in Dire Bear form.
You now attack with tooth and claw using the stats of whatever weapon held in your right hand. Shields work normally but you cannot shield bash.
Spell effects now consider you as an animal. If you are a Warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
You cannot use wands or scrolls while in animal form.
Animal Form: Transform into a Winter Wolf. While in Winter Wolf form, you gain a +20% combat style bonus to attack speed, a +5 bonus to attack while flanking, +2d6 sneak attack damage, and a 10% bonus to movement speed, increases +1% per druid level (Max 30%). You suffer a -2 penalty to intelligence and charisma. While in Winter Wolf form you gain access to a number of spells and enhancements that require Wolf or Winter Wolf form, but the cooldowns of your non-animal form spells are increased to 2.5 times their normal length.
You now attack with tooth and claw using the stats of whatever weapon held in your right hand. Shields work normally but you cannot shield bash.
You are considered a magical beast. If you are a Warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
You cannot use wands or scrolls while in animal form.
Elemental Form Modifier: Toggling this feat will allow you to still appear human while in elemental forms including thorn or hive hybrid forms.
Elemental Form: Transform into a Fire Elemental. While in fire elemental form, you have a +3 bonus to caster level and max caster level for fire spells, but your water spells have a -3 penalty to caster level and max caster level. You also gain 65% fire absorption, but take 15% more damage from cold based attacks. You also gain +3 bonus Imbue Dice. While in Fire Elemental form you gain access to a number of spells that require it.
You are considered an Elemental. You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis, and stun, and a 100% bonus to fortification. If you are a Warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
Elemental Form: Transform into a Water Elemental. While in water elemental form, you have a +3 bonus to caster level and max caster level for water and cold spells, but your fire spells have a -3 penalty to caster level and max caster level. You also gain 65% cold absorption, a large bonus to your swim skill, but take 15% more damage from fire based attacks. You also gain +3 bonus Imbue Dice. While in Water Elemental form you gain access to a number of spells that require it.
You are considered an Elemental. You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis, and stun, and a 100% bonus to fortification. If you are a warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
You are one with nature. No corrupt influences can possess your body after death - you are immune to the spawn effect of most undead.
Elemental Form: Transform into a Fire Elemental. While in fire elemental form, you have a +3 bonus to caster level and max caster level for fire spells, but your water spells have a -3 penalty to caster level and max caster level. You also gain 65% fire absorption, but take 15% more damage from cold based attacks. You also gain +3 bonus Imbue Dice. While in Fire Elemental form you gain access to a number of spells that require it.
You are considered an Elemental. You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis, and stun, and a 100% bonus to fortification. If you are a Warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.
Elemental Form: Transform into a Water Elemental. While in water elemental form, you have a +3 bonus to caster level and max caster level for water and cold spells, but your fire spells have a -3 penalty to caster level and max caster level. You also gain 65% cold absorption, a large bonus to your swim skill, but take 15% more damage from fire based attacks. You also gain +3 bonus Imbue Dice. While in Water Elemental form you gain access to a number of spells that require it.
You are considered an Elemental. You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis, and stun, and a 100% bonus to fortification. If you are a warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells.