====== 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.
===== Class Attributes =====
echo "Hit Dice:"; d8\\
echo "Alignment:"; Any neutral\\
echo "Armor Proficiencies:"; Light armor, medium armor, and all shields (except tower shields)\\
echo "Weapon Proficiencies:"; Club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear\\
echo "Skill Points/Level:"; 4 + Int\\
echo "Class Skills:"; Athletics (Str), Concentration (Con), Diplomacy (Cha), Heal, (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Survival (Wis), Trade (Int)\\
^ Level ^ BAB ^ Fort ^ Ref ^ Will ^ Special ^ 0 ^ 1st ^ 2nd ^ 3rd ^ 4th ^ 5th ^ 6th ^ 7th ^ 8th ^ 9th ^
| 1st | +0 | +2 | +0 | +2 | Druidic Oath, Spontaneous Casting, Nature’s Gift, Nature Sense, Orisons, Wild Empathy | 3 | 1 | - | - | - | - | - | - | - | - |
| 2nd | +1 | +3 | +0 | +3 | Woodland Stride | 4 | 2 | - | - | - | - | - | - | - | - |
| 3rd | +2 | +3 | +1 | +3 | Trackless Step | 4 | 2 | 1 | - | - | - | - | - | - | - |
| 4th | +3 | +4 | +1 | +4 | Wild Shape (1/day) | 5 | 3 | 2 | - | - | - | - | - | - | - |
| 5th | +3 | +4 | +1 | +4 | Resist Nature’s Lure | 5 | 3 | 2 | 1 | - | - | - | - | - | - |
| 6th | +4 | +5 | +2 | +5 | Wild Shape (2/day) | 5 | 3 | 3 | 2 | - | - | - | - | - | - |
| 7th | +5 | +5 | +2 | +5 | Large Shape | 5 | 4 | 3 | 2 | 1 | - | - | - | - | - |
| 8th | +6/+1 | +6 | +2 | +6 | Wild Shape (3/day) | 5 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +6/+1 | +6 | +3 | +6 | Plant Shape, Venom Immunity | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
| 10th | +7/+2 | +7 | +3 | +7 | Wild Shape (4/day) | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
| 11th | +8/+3 | +7 | +3 | +7 | Tiny Shape | 5 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - |
| 12th | +9/+4 | +8 | +4 | +8 | Wild Shape (5/day) |5 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
| 13th | +9/+4 | +8 | +4 | +8 | Elemental Shape, A Thousand Faces | 5 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
| 14th | +10/+5 | +9 | +4 | +9 | Wild Shape (6/day) | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
| 15th | +11/+6/+1 | +9 | +5 | +9 | Huge Shape, Timeless Body | 5 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
| 16th | +12/+7/+2 | +10 | +5 | +10 | Wild Shape (7/day) | 5 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - |
| 17th | +12/+7/+2 | +10 | +5 | +10 | Greater Elemental Shape | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18th | +13/+8/+3 | +11 | +6 | +11 | Wild Shape (8/day) | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19th | +14/+9/+4 | +11 | +6 | +11 | Nature’s Tongue | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 |
| 20th | +15/+10/+5 | +12 | +6 | +12 | Wild Shape (at will) | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
===== Class Abilities =====
echo "Spells:"; A druid casts primal spells which are drawn from the druid spell list presented in the Player’s Handbook. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; the druid cannot cast any spell with an alignment descriptor opposite to her own or her deity’s (if she has one). A druid must choose and prepare her spells in advance. To prepare or cast a spell, a 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 the table above. In addition, she receives bonus spells per day if she has a high Wisdom score (see page 8 of the Player’s Handbook). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. 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.
echo "Druidic Oath:"; Upon being entrusted with the secrets of nature, a druid must swear a binding oath. This oath offers the following boons and restrictions.A druid learns the Druidic language automatically at 1st level, in addition to her normal allotment of languages. Druidic is a secret tongue spoken only amongst fellow druids, and it is forbidden for a druid to teach this language to a nondruid. Doing so violates the druidic oath. Druids are prohibited from wearing metal armor or using metal shields. A druid who wears metal armor or carries a metal shield has her bond with nature temporarily severed, making her unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. A druid who violates her oath by ceasing to revere nature, changing to a prohibited alignment, or teaching 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, PH 201).
echo "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.
echo "Nature's Gift (Ex):"; At 1st level, a druid’s bond with nature manifests itself in one of two ways. A druid may choose one of the following:
* echo "Animal Companion:"; The druid forms a close bond with an animal companion. A druid may begin play with any of the animals listed in the [[Animal Companions|Animal Companions]] page of the wiki. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
* echo "Primal Domain:"; The druid shares a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, or Water. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
echo "Nature Sense (Ex):"; A druid gains a +2 bonus on Nature and Survival checks.
echo "Orisons:"; Druids can prepare a number of orisons, or 0-level spells, each day, as noted on the previous table under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
echo "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 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.
echo "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. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
echo "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.
echo "Wild Shape (Su):"; At 4th 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 (see the Monster Manual). This ability functions like the alternate form special ability (see the Monster Manual). 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. For example, a druid who has never been outside a temperate forest could not become a polar bear.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 an additional time per day for every two druid levels gained after 4th, and can use this ability at will at 20th level. A druid cannot take the form of a creature whose HD exceeds the druid’s class level.
echo "Resist Nature's Lure (Ex):"; Starting at 5th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey.
echo "Large Shape:"; At 7th level, a druid can use her wild shape ability to turn into Large animals in addition to Small and Medium ones. The new form’s HD can’t exceed the druid’s class level.
echo "Plant Shape:"; At 9th level, a druid can use her wild shape ability to turn into plant creatures, using 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, such as a tree or a rose bush). The new form’s HD can’t exceed the druid’s class level.
echo "Venom Immunity (Ex):"; At 9th level, a druid gains immunity to all poisons.
echo "Tiny Shape:"; At 11th level, a druid can use her wild shape ability to turn into Tiny animals in addition to Small, Medium, and Large ones. The new form’s HD can’t exceed the druid’s class level.
echo "Elemental Shape:"; At 13th level, a druid can use her wild shape ability to turn into a Small, Medium, or Large elemental. When in the form of an elemental,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 (humanoid, in most cases). The new form’s HD can’t exceed the druid’s class level.
echo "A Thousand Faces (Su):"; At 13th level, a druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form.
echo "Huge Shape:"; At 15th level, a druid can use her wild shape ability to turn into Huge animals in addition to her previous shapeshifting capabilities. The new form’s HD can’t exceed the druid’s class level.
echo "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.
echo "Greater Elemental Shape:"; At 17th level, a druid can use her wild shape ability to turn into a Huge elemental in addition Small, Medium, or Large one. When in the form of an elemental, in addition to the normal effects of wild shape the druid gains all the elemental’s extraordinary, supernatural, and spelllike abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most cases). The new form’s HD can’t exceed the druid’s class level.
echo "Nature's Tongue (Ex):"; A druid of 19th level can speak with any plant or animal.