|Unofficial rules compendium|
Alignment: Druids can be of any alignment.
In addition to normal alignment proximity, the neutral alignment is considered one step away from all other alignments. This gives additional alignment options to divine casters with alignment restrictions. A neutral divine caster can worship a deity of any alignment, and a neutral deity can have worshipers of any alignment.
Nature Bond and Domains
Druids who select the domain version of the nature bond class feature can choose from the following domains (including the listed subdomains, if any). A druid can select an alignment domain (Chaos, Evil, Good, Neutral, or Law) only if her alignment has a component of that alignment.
Air (Cloud, Weather), Animal (Fur, Feather, Vermin), Destruction (Catastrophe, Hatred, Rage), Earth (Caves), Elements, Fire (Arson, Ash, Smoke), Healing (Restoration), Neutral, Plant (Decay, Growth), Repose (Ancestors, Gravekeeper), Scalykind (Venom), Water (Flowing, Ice, Oceans, Rivers), Weather (Seasons, Storms).
A druid can also select from all Animal and Terrain Domains.
In addition, the following subdomains are available, but not their base domains: Augury (Knowledge subdomain), Light (Sun subdomain), Moon (Darkness subdomain), Night (Darkness subdomain), Stars (Void subdomain).
This is the original druid class table.
|Special||Spells per Day|
|1st||+0||+2||+0||+2||Nature bond, nature sense, orisons, wild empathy||3||1||—||—||—||—||—||—||—||—|
|4th||+3||+4||+1||+4||Resist nature's lure, wild shape (beast shape I 1/day)||4||3||2||—||—||—||—||—||—||—|
|6th||+4||+5||+2||+5||Wild shape (beast shape II, elemental form I 2/day)||4||3||3||2||—||—||—||—||—||—|
|8th||+6/+1||+6||+2||+6||Wild shape (beast shape III, elemental form II, plant form I 3/day)||4||4||3||3||2||—||—||—||—||—|
|10th||+7/+2||+7||+3||+7||Wild shape (elemental form III, plant form II 4/day)||4||4||4||3||3||2||—||—||—||—|
|12th||+9/+4||+8||+4||+8||Wild shape (elemental form IV, plant form III 5/day)||4||4||4||4||3||3||2||—||—||—|
|13th||+9/+4||+8||+4||+8||A thousand faces||4||4||4||4||4||3||2||1||—||—|
|14th||+10/+5||+9||+4||+9||Wild shape (6/day)||4||4||4||4||4||3||3||2||—||—|
|16th||+12/+7/+2||+10||+5||+10||Wild shape (7/day)||4||4||4||4||4||4||3||3||2||—|
|18th||+13/+8/+3||+11||+6||+11||Wild shape (8/day)||4||4||4||4||4||4||4||3||3||2|
|20th||+15/+10/+5||+12||+6||+12||Wild shape (at will)||4||4||4||4||4||4||4||4||4||4|
- Prime Druid
- Element spells and shapes banned
- Other summons standard action
- Transforming Beast
Druid Spell List Additions
Used by the animist and druid to level 9 and the hunter to level 6.
Level 0 benign dispel, bleeding wound, burst of flame, crack, fireflies, ground mist, paroxysm, stall flight (lesser), summon zero, touch of vertigo.
Level 1 cure light wounds, mature plant, resistance (greater).
Level 3 creeping mist, fey gold, stall flight, trial by fire.
Level 4 scent of sight.
Level 5 transfer enchantment, wall of thorns.
Level 6 x-ray eyes.
Level 7 true seeing.
Level 8 teleport beacon.
- Animate Dead
- Overcoming Arcane Spell Failure
- Polymorph Guide - Wild Shape Guide useful to all polymorphers.
- Polyharmony Guide - Futher polymoph guidance.
- Shadow Conjuration - Shadow Evocation
- Summoning guide
- Summon Monster
- Touch Spells, Spellstrike, and Spell Combat
|The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.|