User:Zhenra-Khal/Realms Of Beyond/Classes/Druid

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<class name>[edit]

Druids (Drd; Primal) are like Clerics, but they venerate the natural world itself, plants, animals, the sun and moon, earth, sea and sky, rather than the gods that rule over them.


Making a <class name>[edit]

Primary Role: Controller

Secondary Role: Leader

<description>

Abilities: Vitality governs your hit points, as well as your Strain threshold, while Endurance improves your resistance to physical afflictions. Intuition governs your senses and how hard your spells are to resist, and Willpower makes it easier to concentrate and to resist mental attacks. Might improves your ability to dish out damage in melee, while Stamina helps you carry your gear and use Athletics. If your Vitality, Intuition and Might are all naturally 20 or higher, you gain a 10% bonus on all XP earned when Druid is your highest base class level.

Races: Any race can be a Druid, but those with a close connection to nature - Such as Elves - Are by far the most common Druids.

Alignment: Druids can be of any alignment, but they cannot be further than one step away on the Moral or Ethical axis than their chosen Circle.

Starting Gold: 4d6 ×10 gp (140 gp.)

Starting Age: Complex.

Table: Druid

Hit Die: d8

Level Saving Throws Special
Fort Ref Will
1st +2 +0 +2
2nd +3 +0 +3
3rd +3 +1 +3
4th +4 +1 +4
5th +4 +1 +4
6th +5 +2 +5
7th +5 +2 +5
8th 6+ +2 +6
9th +6 +3 +6
10th +7 +3 +7

Class Skills (4 + Int modifier per level, ×4 at 1st level)

Primary Skills: Concentration

Secondary Skills: Combat


Class Features[edit]

All of the following are class features of the Druid.

Weapon and Armor Proficiencies: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description.) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or carries 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.

Class Ability:

Class Ability (Ex):

Class Ability (Su):

Class Ability (Sp):