![]() ![]() Orisons (Sp)ĭruids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “ Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Chaotic, Evil, Good, and Lawful SpellsĪ druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Spontaneous CastingĪ druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).Ī druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. Her base daily spell allotment is given on Table: Druid. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. A druid must choose and prepare her spells in advance. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs see Chaotic, Evil, Good, and Lawful Spells. SpellsĪ druid casts divine spells, which are drawn from the druid spell list. Druids are proficient with shields (except tower shields) but must use only wooden ones.Ī druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).ĭruids are proficient with light and medium armor but are prohibited from wearing metal armor thus, they may wear only padded, leather, or hide armor. The following 3rd Party Publisher feats are available to a druid character who meets the prerequisites.ĭruids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. Nature bond, nature sense, orisons, wild empathyĪll of the following are class features of the druid. The druid’s class skills are Climb ( Str), Craft ( Int), Fly ( Dex), Handle Animal ( Cha), Heal ( Wis), Knowledge (geography) ( Int), Knowledge (nature) ( Int), Perception ( Wis), Profession ( Wis), Ride ( Dex), Spellcraft ( Int), Survival ( Wis), and Swim ( Str). Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders. Druids worship personifications of elemental forces, natural powers, or nature itself. Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. ![]() Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. ![]()
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