Difference between revisions of "Druid"

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(Spellcasting)
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=== Spellcasting ===
 
=== Spellcasting ===
 
: ''See also: [[:Category:Druid Spells | Druid Spells]].''
 
: ''See also: [[:Category:Druid Spells | Druid Spells]].''
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).
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A druid casts divine spells, which are drawn from the druid spell list.
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To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
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A druid can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score.
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A druid may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare before resting.  
  
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
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==== Spontaneous Conversion ====
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Druids can spontaneously cast any summon creature spell (eg. summon creature I).  
  
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
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==== Chaotic, Evil, Good, and Lawful Spells ====
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A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
  
A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). 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.
 
 
==== Spontaneous Casting ====
 
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
 
  
 
{{Spell Progression
 
{{Spell Progression

Latest revision as of 13:25, 25 October 2017

Druid
Druid
Hit Die d8
Skills 4 + INT
Proficiencies Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Sling, Spear, Light Armor, Medium Armor, Shield
Class Skills Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim
Requirements
Alignment
LG NG CG
LN N CN
LE NE CE

Source: Player's Handbook, p. 33-7
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"The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear—all these and more are at the druid's command. The druid however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid's sacred grove, and to those who feel her wrath, the distinction is overly fine." -- Player's Handbook


Class Features

Level BAB Fortitude Reflex Will Special
1 +0 +2 +0 +2 Animal Companion, Nature Sense, Wild Empathy
2 +1 +3 +0 +3 Woodland Stride
3 +2 +3 +1 +3 Trackless Step
4 +3 +4 +1 +4 Resist Nature's Lure
5 +3 +4 +1 +4 Wild Shape (1/day)
6 +4 +5 +2 +5 Wild Shape (2/day)
7 +5 +5 +2 +5 Wild Shape (3/day)
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6 Venom Immunity
10 +7/+2 +7 +3 +7 Wild Shape (4/day)
11 +8/+3 +7 +3 +7 Wild Shape (5/day)
12 +9/+4 +8 +4 +8 Wild Shape (Dire), Plant Shape
13 +9/+4 +8 +4 +8 A Thousand Faces
14 +10/+5 +9 +4 +9
15 +11/+6/+1 +9 +5 +9 Timeless Body
16 +12/+7/+2 +10 +5 +10 Elemental Shape (1/day)
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11 Wild Shape (6/day), Elemental Shape (2/day)
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12 Elemental Shape (3/day)


Spellcasting

See also: Druid Spells.

A druid casts divine spells, which are drawn from the druid spell list. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. A druid can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score. A druid may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare before resting.

Spontaneous Conversion

Druids can spontaneously cast any summon creature spell (eg. summon creature I).

Chaotic, Evil, Good, and Lawful Spells

A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.


Level Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 1
2 4 2
3 4 2 1
4 5 3 2
5 5 3 2 1
6 5 3 3 2
7 6 4 3 2 1
8 6 4 3 3 2
9 6 4 4 3 2 1
10 6 4 4 3 3 2
11 6 5 4 4 3 2 1
12 6 5 4 4 3 3 2
13 6 5 5 4 4 3 2 1
14 6 5 5 4 4 3 3 2
15 6 5 5 5 4 4 3 2 1
16 6 5 5 5 4 4 3 3 2
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4