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Druid: Keeper of the Wild Balance

“We are not separate from nature. We are its voice, its fury, its healing touch. In every root, every storm, every flame—we endure.”

When the realms forget to listen to the wind, when mortals tear down groves in the name of progress, and when unnatural things crawl from the depths to poison the land, the Druid awakens.

Born of the wild and shaped by the endless dance of the natural world, a druid is not a mere observer of nature—they are its guardian, its hand, and at times, its vengeance. Some walk the world in bark and bone, healing the broken and soothing the savage. Others shift into beasts beneath the moon, claws flashing in defense of the sacred balance. Fire answers their call. The tides bend at their whisper. And from stone and seed, they weave the very breath of life into spells and form.

To be a druid is to stand in quiet communion with the wild places of the world. Their temples are ancient groves, mist-choked swamps, and mountain peaks scoured by wind. They are initiates of timeless circles, bearers of runes older than kings, and disciples of truths that predate written word.

Druids do not rule nature—they merge with it, becoming storm and soil, predator and protector. They embody the cycle of life and death: the wolf that hunts, the tree that shelters, and the rot that returns all things to the earth.


Real-World Inspirations

The Druid class in Dungeons & Dragons draws heavily from a tapestry of ancient cultures, spiritual philosophies, and mythic archetypes. Though the class has evolved over editions, its roots are embedded in real-world history and lore.

Celtic Druids

The clearest inspiration comes from the Druids of ancient Celtic societies, particularly in Gaul, Ireland, and Britain. These historical druids were priests, philosophers, and judges—mystics deeply tied to natural cycles, sacred groves, and oral traditions. They were believed to possess profound knowledge of the natural world, astronomy, and healing. Some accounts describe them as mediators between the mortal and the divine, capable of both great wisdom and terrifying curses.

While historical accuracy is elusive—the Romans demonized and mystified them in equal measure—the D&D Druid borrows the mystique of these ancient spiritual leaders and merges it with fantasy.

Shamanism and Animism

Beyond Celtic roots, Druids echo elements of shamanistic traditions around the world. Like shamans, druids in D&D:

  • Communicate with spirits (animals, plants, elemental forces)
  • Travel in altered states (Wild Shape)
  • Use natural tools and rituals to heal or harm
  • Serve as intermediaries between the physical and spiritual realms

Druidic themes resonate strongly with animist worldviews, where every rock, tree, and river is alive with spirit and meaning.

Nature Mysticism & Romanticism

The modern vision of the druid also draws from the romanticized naturalist of literature and fantasy—the wandering sage who prefers moonlight to lamplight and speaks in riddles while watching stars through treetop canopies. Writers like J.R.R. Tolkien (with characters like Radagast the Brown) helped cement the idea of the mystical nature-guardian in popular fantasy.

Ecological Symbolism

In contemporary storytelling, the Druid often reflects environmental themes. They are protectors of the planet in a world under siege—standing in defense of balance, wilderness, and life against the onslaught of civilization, corruption, or unnatural forces.


Why Play a Druid?

You become the voice of something older and wilder than kings and dragons. Whether you want to rain down lightning from the clouds, transform into a panther, or restore a blighted forest with a single whispered word, the druid offers endless flexibility and narrative depth. Every Druid is a story of harmony and resistance—of life in its most primal, unbreakable form.


  • Druid, (2024 D&D / One D&D)
  • Druid, Pathfinder

Druid

Class Features

As a Druid, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per Druid level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Druid level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields (Druids will not wear armor or use shields made of metal)
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism kit
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor
  • A wooden shield
  • A scimitar or any simple melee weapon
  • An explorer’s pack or a druidic focus
  • A druidic focus

Druid Table

LevelFeaturesCantrips1st2nd3rd4th5th6th7th8th9th
1Spellcasting, Druidic, Channel Nature22
2Nature’s Aid23
3Primal Order Feature242
4Ability Score Improvement343
5Wild Resurgence3432
6Primal Order Feature3433
7Nature’s Ward34331
8Ability Score Improvement34332
9Elemental Fury343331
10Primal Order Feature443332
11Druidic Vitality4433321
12Ability Score Improvement4433321
13Improved Elemental Fury44333211
14Primal Order Feature44333211
15Timeless Form443332111
16Ability Score Improvement443332111
17Archdruid Magic4433321111
18Archdruid4433331111
19Ability Score Improvement4433332111
20Druidic Apotheosis4433332211

Class Features

Druidic

You know Druidic, the secret language of Druids. You can speak the language and use it to leave hidden messages. Others spot the message with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.


Spellcasting

You can cast druid spells using Wisdom as your spellcasting ability. You prepare a number of spells equal to your Druid level + your Wisdom modifier.

You can change your prepared spells after a long rest. You can also cast druid spells as rituals if the spell has the ritual tag.


Channel Nature

At 1st level, you can use Channel Nature to call on primal magic. You start with one use and gain additional uses at higher levels. You regain all uses on a long rest.

Uses:

  • 1 use at level 1
  • 2 uses at level 6
  • 3 uses at level 18

You gain more Channel Nature options from your Primal Order. At 2nd level, you can also use it to Wild Shape.


Wild Shape

Starting at 2nd level, you can use Channel Nature to transform into a beast.

You choose from standardized Wild Shape stat blocks such as:

  • Animal of the Land
  • Animal of the Sea
  • Animal of the Sky

The creature’s stats scale with your level, and you can stay in Wild Shape for a number of hours equal to half your Druid level (rounded down).


Nature’s Aid

At 2nd level, you gain a nature-themed ability, like healing or summoning, depending on your subclass.


Primal Order

At 3rd level, choose your Druid subclass (Primal Order), which grants features at levels 3, 6, 10, and 14.

Options include:

  • Circle of the Land
  • Circle of the Moon
  • (Others may appear in future supplements)

Ability Score Improvement (ASI)

At levels 4, 8, 12, 16, and 19, you can increase one ability score by 2 or two scores by 1. You can alternatively take a feat.


Wild Resurgence

At 5th level, when you use Wild Shape, you can expend a spell slot to regain hit points equal to 1d8 per level of the slot spent.


Nature’s Ward

At 7th level, you gain immunity to poison and disease and resistance to poison damage.


Elemental Fury

At 9th level, when you deal elemental damage (fire, cold, lightning, thunder), you can add your Wisdom modifier to the damage once per turn.


Druidic Vitality

At 11th level, you regain one expended spell slot of 5th level or lower when you finish a short rest.


Timeless Form

At 15th level, you suffer none of the effects of aging, and you can’t be aged magically.


Archdruid Magic

At 17th level, choose one 1st-level and one 2nd-level Druid spell. You can cast each once without expending a spell slot. You regain the ability to do so after a long rest.


Archdruid

At 18th level, your Wild Shape has no use limit. You can transform as many times as you like.


Druidic Apotheosis

At 20th level, your Wisdom score increases by 2 (maximum 22), and you regain all expended uses of Channel Nature when you roll initiative.

druid 1
Create

“The Druid” – Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. 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. 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. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.

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. Druids worship personifications of elemental forces, natural powers, or nature itself. 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.

Alignment: Any neutral

Hit Die: d8

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The druid’s class skills (and the key ability for each skill) are Concentration (Constitution), Craft (Intelligence), Diplomacy (Charisma), Handle Animal (Charisma), Heal (Wisdom), Knowledge (nature) (Intelligence), Listen (Wisdom), Profession (Wisdom), Ride (Dexterity), Spellcraft (Intelligence), Spot (Wisdom), Survival (Wisdom), and Swim (Strength).

Skill Points at 1st Level (4 + Intelligence modifier) x?4.

Skill Points at Each Additional Level 4 + Intelligence modifier

The Druid
 ——– Spells per Day ——–
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial01st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Animal companion, nature sense, wild empathy31
2nd+1+3+0+3Woodland stride42
3rd+2+3+1+3Trackless step421
4th+3+4+1+4Resist nature’s lure532
5th+3+4+1+4Wild shape (1/day)5321
6th+4+5+2+5Wild shape (2/day)5332
7th+5+5+2+5Wild shape (3/day)64321
8th+6/+1+6+2+6Wild shape (Large)64332
9th+6/+1+6+3+6Venom immunity644321
10th+7/+2+7+3+7Wild shape(4/day)644332
11th+8/+3+7+3+7Wild shape (Tiny)6544321
12th+9/+4+8+4+8Wild shape (plant)6544332
13th+9/+4+8+4+8A thousand faces65544321
14th+10/+5+9+4+9Wild shape (5/day)65544332
15th+11/+6/+1+9+5+9Timeless body, wild shape (Huge)655544321
16th+12/+7/+2+10+5+10Wild shape (elemental 1/day)655544332
17th+12/+7/+2+10+5+10 6555544321
18th+13/+8/+3+11+6+11Wild shape (6/day, elemental 2/day)6555544332
19th+14/+9/+4+11+6+11 6555554433
20th+15/+10/+5+12+6+12Wild shape (elemental 3/day, Huge elemental)6555554444

Class Features

All of the following are class features of the druid.

Weapon and Armor Proficiency

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.

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).

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.

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.

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.

Dante Gabriel Rossetti (1828-1882) Title : The Beloved (The Bride)
Dante Gabriel Rossetti (1828-1882) Title : The Beloved (The Bride)

Bonus Languages : A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Animal Companion (Ex) : A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf.

If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid.

If the campaign takes place in the wholly or partly in an lost world environment, the following creatures are also available: Acanthostega,

This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)

Nature Sense (Ex) : A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex) : A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex) : Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex) : Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex) : Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su) : At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Venom Immunity (Ex) : At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su) : At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex) : After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the druid still dies of old age when her time is up.

The druid spell list

Ex-Druids

A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the Atonement spell description).

The Druid’s Animal Companion

A druid’s animal companion is different from a normal animal of its kind in many ways. A druid’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Class
Level
Bonus
HD
Natural
Armor Adj.
Strength/Dexterity Adj. Bonus
Tricks
Special
1st-2nd +0 +0 +0 1 Link,
share spells
3rd-5th +2 +2 +1 2 Evasion
6th-8th +4 +4 +2 3 Devotion
9th-11th +6 +6 +3 4 Multiattack
12th-14th +8 +8 +4 5  
15th-17th +10 +10 +5 6 Improved evasion
18th-20th +12 +12 +6 7 

Twelve Global Druidic Archetypes

Diverse Druid Inspirations, Armed, Armored, and Equipped


1. The Grovekeeper of the Old Ways

Inspiration: Celtic Druids (Britain & Gaul)
Armor: Hide armor or bark-infused padded armor
Weapons: Sickle and sling
Gear: Herbalism kit, druidic focus carved from oak, satchel of mistletoe and ritual herbs, horned wooden mask
Notes: Guardian of sacred groves, versed in law, lore, and prophecy. Often serves as a spiritual guide to rural villages.


2. The Cloud-Walker of the Steppes

Inspiration: Mongolian Tengerist Shaman
Armor: Robes layered with horsehide strips (treated as light armor)
Weapons: Staff crowned with feathers, hunting knife
Gear: Drum (musical instrument), bundle of charms, fur-lined tent kit, preserved horse milk rations
Notes: Walks between the sky and the spirits of ancestors. Calls winds, storms, and animal spirits in battle and divination.


3. The Rainforest Dreamspeaker

Inspiration: Amazonian tribal shamanism (Yanomami, Kayapo, etc.)
Armor: None; body painted with natural dyes
Weapons: Blowgun with poison darts, obsidian-tipped spear
Gear: Herbalism kit, satchel of rare jungle herbs, hallucinogenic brew (for rituals), monkey skull fetish
Notes: Channeler of plant consciousness. Understands the dream-paths between flora and spirit realms. Knows thousands of plant uses.


4. The Saami Spirit-Caller

Inspiration: Northern Scandinavian Sámi Noaidi
Armor: Reindeer-hide tunic with runic beadwork (light armor)
Weapons: Bone club, curved ritual knife
Gear: Reindeer-hide tent, snowshoes, drum focus with brass symbols, pouch of sacred stones
Notes: Walker in blizzards, friend of reindeer, wind, and fire. Banishes evil spirits and heals through ancestral guidance.


5. The Desert Binder

Inspiration: Berber and Tuareg animists (North Africa)
Armor: Desert robes and leather armor
Weapons: Curved sickle-sword (scimitar), shortbow
Gear: Waterskin blessed at an oasis, sand-glass timer, sun-charm necklace, carved stone talismans
Notes: Interpreter of sand spirits and mirages. Keeps ancient pacts with desert spirits. Uses dust magic and illusions.


6. The Forest Monk of the Celestial Bamboo

Inspiration: Chinese Daoist hermits & Wu shamans
Armor: Padded robe with celestial embroidery (light armor)
Weapons: Quarterstaff, bronze sickle
Gear: Scrolls with herbal recipes, incense sticks, gourd of medicinal tea, rice paper talismans
Notes: Masters of inner alchemy. Reads omens in the wind and birds. Uses medicine, chi, and weather rituals to maintain harmony.


7. The Swamp Oracle

Inspiration: Afro-Caribbean Vodou / Hoodoo rootworkers
Armor: Cloak made of stitched swamp beast skins (hide armor)
Weapons: Rusted machete, bone dagger
Gear: Jars of preserved herbs, skull focus, ritual chalk, snake vertebrae jewelry, wax poppets
Notes: Speaks with spirits of the dead and swamp. Commands decay, disease, and transformation. Equal parts healer and feared witch.


8. The Thunder-Watcher of the Plains

Inspiration: Lakota & Plains Native American spirituality
Armor: Deerhide armor painted with lightning motifs (light armor)
Weapons: Spear, war club
Gear: Totem necklace, feathered dreamcatcher focus, fire-starting kit, bundle of sacred stones
Notes: Interpreter of sky signs, caller of thunderbirds. Uses chants and smoke to travel into visions and summon storms.


9. The Stone-Speaker of the Andes

Inspiration: Incan & Quechua Earth priests
Armor: Quilted cloth armor with silver thread
Weapons: Macuahuitl (stone-edged blade), sling
Gear: Cocoa leaves, obsidian focus, woven sun medallion, pouch of ceremonial corn
Notes: Guardian of terraced fields and high mountains. Hears the voices of rocks. Wields earthquake and fertility magics.


10. The Ash-Walker of the Burning Earth

Inspiration: Aboriginal Australian lore (particularly Fire Dreaming)
Armor: Char-streaked hide, treated as hide armor
Weapons: Boomerang, fire-hardened spear
Gear: Fire-sand, songline sticks, ochre paint, woven net bag
Notes: Channeler of fire spirits, guardian of Dreamtime paths. Shapechangers and storytellers who walk between real and mythic worlds.


11. The Ocean Whisperer

Inspiration: Polynesian navigators and spiritualists (Hawaiian kahuna, Māori tohunga)
Armor: Shark-hide skirt, shell necklace (light armor)
Weapons: Wooden war club, bone harpoon
Gear: Shell focus, whale-oil lantern, coral fetishes, ceremonial tattoos
Notes: Sings to the waves, calls sea beasts and spirits of drowned ancestors. Protects islands from unnatural tides.


12. The Urban Root-Witch (Fantasy-Urban Blend)

Inspiration: Modern eco-paganism, hedge witchcraft
Armor: Recycled armor (light), infused with living moss
Weapons: Rusted sickle, ironwood cane
Gear: Pocket garden kit, alchemy vials, street-foraged spell components, urban totem stones
Notes: Navigates the spirit-threads growing through city cracks. Defends green spaces and balances magic in industrialized zones.

Non-Human Druidic Archetypes

By Race, Specific Real-World Region, Origin, and Equipment


1. Elf – Sylvan High Druid

Region: Schwarzwald (Black Forest), Germany and the Carpathian Mountains, Romania
Origin: European mythology (Celtic, Slavic, Norse Elves)
Primal Order: Order of the Wild (Flora and Fey aligned)
Armor: Leaf-woven padded armor with moonsteel inlays (light armor)
Weapons: Longbow and silver sickle
Gear: Elvenstar pendant, ancient runescrolls, bottles of starlight dew, enchanted seed pouches
Worships: Artio, Flidais, Leshy, Diana


2. Dwarf – Stoneheart Druid

Region: Central Alps (Austria, Switzerland, Northern Italy)
Origin: Germanic/Norse mythology (Svartálfar, mountain spirits)
Primal Order: Order of the Stone (Earth-aligned)
Armor: Stone-etched scale mail (medium armor)
Weapons: Hammerstaff, iron-shod pickaxe
Gear: Flint totems, mountain seed crystals, chisel focus, beard-oil infused with lichen
Worships: Geb, Ogma, Ilmarinen


3. Halfling – Hearthgrove Herbalist

Region: South Downs and Cotswolds, England
Origin: British folklore (hobbits, brownies, faeries)
Primal Order: Order of the Hearth (Life and Earth aligned)
Armor: Patchwork leather, vine-wrapped (light armor)
Weapons: Sling, garden shears used as sickle
Gear: Pouch of lucky clovers, iron pot focus, spice blend packets, wildflower tinctures
Worships: Rhiannon, Demeter, Bastet


4. Orc – Bloodroot Warden

Region: Ethiopian Highlands and Mongolian Steppe
Origin: Various tribal mythologies (Māori, Dogon, Central Asian steppe)
Primal Order: Order of the Flame (Fire and Strength aligned)
Armor: Bone-plated hide armor (medium armor)
Weapons: Fire-tempered spear, obsidian blade
Gear: Scorch-charms, volcanic ash pouches, ceremonial mask, warpaint kit
Worships: Pele, Sekhmet, Camazotz


5. Gnome – Rootwisp Druid

Region: Carpathian Mountains (Ukraine, Slovakia, Romania)
Origin: European folklore (gnomes, kobolds, tomte)
Primal Order: Order of the Whisper (Fungus and Secret Life aligned)
Armor: Moss-encrusted padded armor (light armor)
Weapons: Mushroom-headed club, thorny dart wand
Gear: Bag of spores, lichen-scroll spellbook, mushroom tea blend, luminescent powder
Worships: Nantosuelta, Veles, Chang’e


6. Dragonborn – Emberdrake Druid

Region: Anatolian Plateau, Turkey and Tibetan Plateau, China
Origin: Sumerian, Babylonian, and Draconic mythologies
Primal Order: Order of the Storm (Sky and Flame aligned)
Armor: Bronze scale with glowing ember-threads (medium armor)
Weapons: Flame-spear, dragonbone sickle
Gear: Smoked crystal lens, fire glyph tokens, powdered scale poultice, solar mirror focus
Worships: Xiuhtecuhtli, Fūjin, Shenlong


7. Tiefling – Ashthorn Druid

Region: Thar Desert, India and Scorched Badlands of Anatolia
Origin: Demonic and infernal mythologies (Greek chthonic, Hindu rakshasa lore)
Primal Order: Order of the Blight (Decay and Corruption aligned)
Armor: Charred bark armor laced with bone thorns (medium armor)
Weapons: Bramble whip, blackened sickle
Gear: Plague idol, cursed bone totems, tinctures of corrupted water, dried thistle heart
Worships: Kali, Hecate, Coatlicue


8. Firbolg – Hillwarden Druid

Region: Scottish Highlands and County Kerry, Ireland
Origin: Irish myth (Firbolg tribes, Fomorians)
Primal Order: Order of the Skyroot (Sky and Earth aligned)
Armor: Stonefelt robes, ancient tartan over hide (light armor)
Weapons: Giantwood club, stormstone focus
Gear: Cloudroot poultice, sky-mapped staff, thunder pebble pouch, ceremonial antler crown
Worships: Lugh, Taranis, Cernunnos

Character Concepts

By Edward Atkinson Hornel - oil on canvas, Public Domain, https://commons.wikimedia.org/w/index.php?curid=7970078
By Edward Atkinson Hornel – oil on canvas, Public Domain, https://commons.wikimedia.org/w/index.php?curid=7970078

A character concept is like a character background. It provides adventuring and roleplaying suggestions as well as a small mechanical bonus and small mechanical penalty to help further define your character. Character concepts are an optional mechanic and should only be used with the approval of your game master.

The Quintessential Druid
Author Robin O. Duke
Series The Quintessential Series
Publisher Mongoose Publishing
Publish date 2002

Animal Companion Basics

Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level : The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD : Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj : The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Strength/Dexterity Adj : Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex) : A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex) : At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex) : If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex) : An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Evasion (Ex) : When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

ALTERNATIVE ANIMAL COMPANIONS

White Bear King Valemon by Theodor Kittelsen. Date 1901
White Bear King Valemon by Theodor Kittelsen. Date 1901

A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level -3)

5th Level or Higher (Level -4)

7th Level or Higher (Level -6)

10th Level or Higher (Level -9)

13th Level or Higher (Level -12)

16th Level or Higher (Level -15)

1 Available only in an aquatic environment.

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