Gains one use at level 1 and an additional use every 5 levels thereafter. May use the Summon Spirit Animal ability once per day.This grants the Totemic Druids a special connection to the animal kingdom, and they're able to call upon their spirits to aid them. The Totemic Druids closely identify with a particular animal, an animal that they feel represents their individual spirits. If you are playing a saga run as a single class druid, you’ll find your character, no matter the kit, trend to gradually move from the semi front line to the back line, which is more suitable for the druid, as a summoner, disabler, and a spell casting supporter.Their high level scaling isn’t good though, same as fighters, which is why a multi-class Fighter / Druid like Jaheira is able to make better use of the scattered XP of the two classes It only takes druids 300,000 exp to reach level 12, by then they already have two 6th level spells at their disposal, but from there onward to level 15 (archdruid) is a long road, but when they finally get there, they immediately unlock up to six 6th & 7th level spells slots, become immune to poison and start to gain HLA points.Prime Requisites For Dual-Classing: Wisdom, Charisma.18th level: Gains 10% resistance to cold, fire, electricity, and acid, gains a further 10% resistance at levels 21 and 24.7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.May only become Proficient (one slot) in any fighting style.May only become Proficient (one slot) in any weapon class.May only use the following weapons: scimitar, dagger, club, spear, quarterstaff, dart, sling.May only equip bucklers and non-metallic shields.May wear heavier armors as long as they are non-metallic, such as Ankheg Plate Mail.) (May wear any leather, studded leather or hide armors. The Druids serve the cause of nature and neutrality, the wilderness is their community, and they use their special powers to protect it and to preserve balance in the world. Shamans learn druid spells on level up, rangers may also access to them up to spell level 3, cells in light green are druid specific spells, which are not usable by clerics or paladins. This is increased to 20% at level 21 and 30% at level 24 Special abilities Shapeshifting Main article: ShapeshiftĪt level 7, the druid gains the ability to shapeshift into a black bear, brown bear, and wolf once each per day.Īt level 15, druids become immune to poison.Īt level 18, druids gain a 10% resistance to fire, cold, electricity, and acid. A Human Avenger can start with at most 16 in these ability scores. ^^ The Avenger class kit has a -2 penalty to maximum Strength and Constitution. This table uses the values for Humans, other Races have modified ability scores. ![]() Their prime ability scores of the druid are Wisdom and Charisma, they can only dual-class with fighters.ĭuring character creation, rolls below the minimum value for the class will be increased to that value. Only humans and half-elves can become druids. They can use bucklers and non-metallic shields if their other hand is available. ![]() For protection, they can wear any non-metallic armor and all headgear. ![]() ![]() They can use daggers, staves, slings, spears, clubs, scimitars (but not other weapons from the group) and darts as weapons. The weaponry and armor druids are allowed to use due to their ethos is limited to equipment that is primitive, related to their rituals or made from material found on the surface. Druids must select the spells they want to memorize for the upcoming day and then rest before they can cast them. Unlike mages and bards, who scribe scrolls to learn new spells, clerics and druids automatically know all spells of any spell levels they have unlocked. They can use priest spells, but they all are related to nature and thereby their spell choices are different from clerics and have a fewer amount of spells available to them. 8 Table for experience, hit points and weapon proficiencyĭruids are priests dedicated to nature and balance and any disciplined druid is a true neutral character.
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