(I'm building a set of simple classes for DD to cover the standard set of classes from OD&D (Assassin, Druid, Monk Paladin, Ranger). Here's the next in the series. See my first attempt at a Ranger here. You can get a PDF of the Druid here.)
Intimately
connected with the natural world, druids are primal spellcasters who have taken
vows to protect and defend nature. They worship Nature and act as its priests.
They are neutral in the struggle between Law and Chaos, keeping the balance
between the extremes.
Druids
may use leather armor and shields. They may use any weapon that is not
primarily composed of metal, with the exception of a sickle (equivalent of a
short sword), including spears, staves, lances, bows, and slings. Druids fight
as Clerics on the Attack Matrix.
Druids
cast primal spells much like clerics do; however, they receive their spells
from nature itself rather than a specific deity or deities. Each day, they
spend an hour either at dawn or dusk to prepare their spells. They do not
require a spellbook as they know their spells innately.
Druids
are especially skilled in woodcraft techniques including:
●
Tracking game and
enemies, as well as avoiding being tracked,
●
Hiding and moving
silently through cover,
●
Foraging for food
and water, and
●
Ambushing enemies
in the wilderness, as well as avoiding traps and ambushes.
A
druid accomplishes all of these with a throw of 3-6 on a six-sided die.
At 9th
level, a druid who chooses to establish a sacred grove or other natural feature
(cave, oasis, etc.) attracts loyal followers who swear druidic oaths to uphold
the Circle and the natural order. A typical Druidic Circle also includes some
kind of stronghold, keep, or other defensible location.
Table D.1 Druid Progression
|
|||||||
Experience
|
Saving Throw Versus
|
||||||
Druid
|
Points
|
Hit
|
Death
|
Wands
|
Paralysis
|
Breath
|
|
Level
|
Required
|
Dice
|
Poison
|
Rays
|
Petrify
|
Weapon
|
Spells
|
1
|
0
|
1
|
11
|
12
|
14
|
16
|
15
|
2
|
1,500
|
2
|
10
|
11
|
13
|
15
|
14
|
3
|
3,000
|
2+1
|
10
|
11
|
13
|
15
|
14
|
4
|
6,000
|
3
|
9
|
10
|
12
|
14
|
13
|
5
|
12,000
|
4
|
9
|
10
|
12
|
14
|
13
|
6
|
25,000
|
5
|
8
|
9
|
11
|
13
|
12
|
7
|
50,000
|
5+1
|
8
|
9
|
11
|
13
|
12
|
8
|
90,000
|
6
|
7
|
8
|
10
|
12
|
11
|
9
|
160,000
|
7
|
7
|
8
|
10
|
12
|
11
|
10
|
240,000
|
7+1
|
6
|
7
|
9
|
11
|
10
|
11
|
320,000
|
7+2
|
6
|
7
|
9
|
11
|
10
|
12
|
400,000
|
8
|
5
|
6
|
8
|
10
|
9
|
A
druid requires 160,000 experience points per level beyond the 12th.
A
druid adds one hit die per three levels beyond the 9th.
Table D.2 Druid Spells per Day
|
|||||
Spells Memorized per Day
|
|||||
Druid
|
By Spell Level
|
||||
Level
|
1
|
2
|
3
|
4
|
5
|
1
|
.
|
.
|
.
|
.
|
.
|
2
|
1
|
.
|
.
|
.
|
.
|
3
|
2
|
.
|
.
|
.
|
.
|
4
|
2
|
1
|
.
|
.
|
.
|
5
|
2
|
2
|
.
|
.
|
.
|
6
|
2
|
2
|
1
|
.
|
.
|
7
|
2
|
2
|
1
|
1
|
.
|
8
|
2
|
2
|
2
|
1
|
1
|
9
|
3
|
3
|
2
|
2
|
1
|
10
|
3
|
3
|
3
|
2
|
2
|
11
|
4
|
4
|
3
|
3
|
2
|
12
|
4
|
4
|
4
|
3
|
3
|
Command Animals
Druids
have a natural affinity for animals, giving them the ability to attempt to
influence an animal's behavior much in the same way that clerics turn undead.
To attempt to control an animal, roll 2d6 and consult the Command Animals
chart. A result of – on the chart means that the druid cannot attempt to
command that animal for a day. Succeeding on the check (rolling higher than the
number given or getting a † result) results in the animal being dominated by
the druid; it will not act aggressively toward the party (unless provoked), but
it will not obey commands. A result of * on the chart means that the animal
will obey simple commands from the druid for 10 minutes per level. A druid may
only command a single animal in this way at any one time. At the druid's
discretion, a commanded animal can be made a retainer of the druid. Animal
retainers count toward the character's Maximum Retainers limit based off
Charisma.
A
druid may communicate with a controlled animal (but only a controlled animal)
as if under the effects of a Speak with Animals spell.
Table D.3 Command Animals
|
||||||||
Animal
|
Druid Hit Dice
|
|||||||
HD
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
½
|
6
|
†
|
†
|
*
|
*
|
*
|
*
|
*
|
1
|
8
|
6
|
†
|
†
|
*
|
*
|
*
|
*
|
2
|
10
|
8
|
6
|
†
|
†
|
*
|
*
|
*
|
3
|
–
|
10
|
8
|
6
|
†
|
†
|
*
|
*
|
4
|
–
|
–
|
10
|
8
|
6
|
†
|
†
|
*
|
5
|
–
|
–
|
–
|
10
|
8
|
6
|
†
|
†
|
6
|
–
|
–
|
–
|
–
|
10
|
8
|
6
|
†
|
7
|
–
|
–
|
–
|
–
|
–
|
10
|
8
|
6
|
8
|
–
|
–
|
–
|
–
|
–
|
–
|
10
|
8
|
9
|
–
|
–
|
–
|
–
|
–
|
–
|
–
|
10
|
† 2-12
animals will not attack the party unless provoked.
* 2-12
animals will obey commands for 1 turn per level of the druid. At druid's
discretion, an animal can be made a retainer.
Should
a druid fail to command an animal, they cannot attempt to turn that animal
again until the next day.
Druid Spell List
(Spells marked with † are new spells
detailed below. Spells marked with * are Reversible.)
Table D.4
Druid Spells by Spell Level
|
|||
1st
|
2nd
|
3rd
|
|
Cure Light Wounds*
|
Locate Animals and Plants†
|
Call Lightning†
|
|
Detect Magic
|
Produce Flames†
|
Cure
Serious Wounds*
|
|
Faerie Fire†
|
Remove Disease*
|
Plant Growth
|
|
Fog Wall
|
Speak with Animals
|
Protection
from Fire†
|
|
Predict Weather†
|
Warp Wood†
|
PyroTechnics†
|
|
Purify Food and Drink*
|
Web
|
Water
Breathing
|
|
4th
|
5th
|
||
Animal Growth
|
Commune (with Nature)
|
||
Animal Summoning I†
|
Control Winds†
|
||
Control Water
|
Insect Plague
|
||
Neutralize Poison*
|
Passplant†
|
||
Speak with Plants
|
Transmute Rock to Mud*
|
||
Sticks
to Snakes†
|
Wall of Fire
|
||
New Druid Spells (from S&W
Complete)
Animal Summoning I (affects: special, duration: 1 hour, range: 3") The Druid summons
forth normal animals to serve as allies: 1 creature larger than a man (such as
an elephant), 3 animals the size of a man or horse (such as a lion), or 6
animals smaller than a man (such as a wolf). The animals obey the caster’s
commands.
Call Lightning
(affects: 1 creature or object, duration: 1 hour, range 30") This spell of
colossal power may only be used outdoors, and even then only when a storm is
present or immediately imminent. Under such conditions, the caster may tap into
and unleash the power of the storm itself, calling forth bolts of lightning
from the sky at intervals of no less than ten minutes in between. The lightning
blasts straight downward from the heavens, inflicting damage of 8d6 hp + 1
hp/level.
Control Winds (affects:
area centered on self, duration: 5 turns + 1 turn/level, range: 24") The
caster can control all wind within the area of effect. The caster can make the
winds tumultuous and violent like a hurricane, or completely calm and still, or
anything in between. Exceptionally strong winds may require a saving throw to
avoid being knocked prone or blown around.
Faerie Fire (affects:
1 object, duration: 1 hour, range: 6") Faerie Fire causes an object to
glow with an eerie fey light, roughly as bright as a torch. The area
illuminated can be up to 10 square feet plus 2 square feet per level. The spell
can be used to determine the size of a partially-hidden object or to illuminate
an enemy. In areas of darkness, illuminating an enemy may grant a +1 bonus to attacks
versus that enemy.
Locate Animals and Plants (affects: self, duration: 1 turn/level, range: 6"
+ 1"/level) Within the spell’s range, the caster perceives the correct
direction (as the crow flies) toward the nearest specimen of a type of animal
or plant named in the casting of the spell.
Passplant (affects:
self, duration: 1 hour/level or until exit) Passplant allows the caster to step
into one tree or similarly-sized plant and exit from another plant of the same
kind. The plant must have a girth equal to or larger than the caster's own. The
caster may stay within the plants, but will be ejected from whichever plant
they happen to be within when the spell's duration runs out. The type of plant
determines both the maximum distance the caster can travel with a single
casting of the spell, as noted in the table below. The caster may travel
between multiple plants, but can only travel between plants of the same kind
and only up to the maximum distance allowed for that kind of plant.
Table D.5
Passplant Distance
|
|
Plant Type
|
Max.
Distance
|
Oak, Ash, Yew
|
100"
|
Elm, Eucalyptus
|
75"
|
Other deciduous
|
50"
|
Any coniferous
|
30"
|
Other plant
|
25"
|
Predict Weather
(affects: self, duration: immediate, range: 2 sq. miles/level) The Druid
silently drinks in knowledge from the surrounding area, becoming attuned to the
patterns of air, wind, earth and fire. Within moments, the character can
predict what the weather conditions will be for the next twelve hours in the
immediate vicinity (2 square miles/ level). As with most forecasts of weather,
conditions may change unexpectedly, giving rise to a 5% chance that the Druid’s
prediction will, ultimately, prove to be incorrect.
Produce Flame (affects:
self, duration: 2 turns/level, range: touch) Flame ignites from nowhere in the
palm of the caster’s hand, causing no damage to the caster, but otherwise as
hot as natural fire. It can be used while held, or thrown to a distance of 30
feet, to ignite flammable materials. For so long as the druid-fire is in the
caster’s hand, it can be extinguished immediately whenever the caster wishes it
gone.
Protection from Fire (affects: 1 man-type, duration: 3 turns + 1 turn/level, range: touch)
This spell may be cast on another person, but it confers a great deal more
eldritch warding if it is woven personally around the caster. When used to
protect another creature, the spell’s warding grants complete immunity to
normal fire and cuts damage from magical fire in half. When used to ward the
caster, the spell also grants complete immunity against one exposure to magical
fire, after which it functions normally.
Pyrotechnics (affects:
1 fire source, duration: 1 hour, range: 24") The caster creates either
fireworks or blinding smoke from a normal fire source such as a torch or
campfire. The Referee will decide exactly how much smoke (or fireworks) is
produced, what effect it has, and what happens to it as it is produced, but the
amount of smoke will definitely be more than 8000 cubic feet (roughly 20 x 20 x
20 feet).
Sticks to Snakes
(affects: 2d8 sticks, duration: 1 hour, range: 12") The caster may turn as
many as 2d8 normal sticks into snakes, each one having a 50% chance of being
venomous. The snakes follow his commands, but turn back into sticks at the end
of the spell (or when killed).
Warp Wood (affects:
1 volume of wood, duration: permanent, range: 6") The spell allows the
caster to warp, bend, and twist wood as if it were clay. The spell affects a
volume of 2 inches by 4 inches by 5 feet per two levels – roughly the volume of
a quiver of arrows or a spear. However, it is important to note that for
certain tasks such as springing a leak in a boat or springing open a wooden
door may only require warping of a small volume of wood.
This class is inspired by the Swords &
Wizardry White Box Druid from Chris King. Some ideas from the White Box
Companion from James Spahn were also incorporated.
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