Game Rule Information
The following changes have been made to the powers and abilities
of the Druid. Any published rules for the druid that do not directly
contradict the contents of this page still apply.
Class Features
Weapon and Armour Proficiency: I use the rules for Weapon
Group Feats (UA p94). At first level the druid gains
the Basic Weapons feat and the Druid Weapons feat. Druids continue
to be proficient in light and medium armour, and with shields. Their
armour must be made of natural material - i.e. it must be padded,
leather, hide or another armour approved by the GM. Any shield carried
must be wooden.
Ignore Spell Failure (Light Armour): Druids gain the equivalent
of this
feat at first level. However, it only functions for armour that
fits with the druid's ethos (i.e. padded or leather armour).
Ignore Spell Failure (Medium Armour): Druids the equivalent
of this
feat at fourth level. However, it only functions for armour
that fits with the druid's ethos (i.e. hide). If they already have
this feat they may select another in its place.
Ignore Spell Failure (Shields): Druids gain the equivalent
of this
feat as a bonus feat at fifth level. However, it only functions
if the druid is employing a wooden shield.
Spellcasting: Druids cast nature magic, not divine magic.
Their power does not come from a god, but from the living world
itself. This is a technique they share with other classes such as
rangers and healers. Complete details of nature
magic and how it functions can be found in the section on magic.
Animal Companion (Ex): The rules presented on p35-36 of
the PHB stand with one exception. The druid's animal companion
is not typical of its kind. Players should roll up their animal
companions in the same way as character: 4d6 drop the lowest for
each stat, and then apply racial modifiers. However, creatures of
the Animal type cannot have an Intelligence score greater than 2.
Players should roll hit points and not take the average figure.
Spontaneous Casting: The use of spell-points make these
rules redundant. The druid cannot turn other spells he has memorised
into summoning spells because he doesn't memorise spells.
Chaotic, Evil, Good and Lawful Spells: Druids strive to
shake off the confines of good and evil. They consider neutrality
to be the only way forward, and are motivated by a desire to balance
the world. They may cast any spells with these descriptors that
appear on their spell lists, as long as they do so in balance.
Wild Shape (Su): The basic rules for wild shaping remain
unchanged, but there are some extremely important and game-changing
modifcations that druids players must accept. The ability to wildshape
is greatly prized by the druidic order. Druids aren't really considered
to have 'made it' unless they can change form. Becoming and animal
and being one with nature is like a narcotic to a druid. Once they
start, they can't stop. The adrenaline rush, the new sensations,
the enhanced senses - it is overwhelming.
There is no limitation in the number of times a druid can wildshape
in one day, nor is there any limitation in the amount of time a
druid can spend in his wildshaped form. As soon as he reaches 5th
level he can wildshape as many times as he likes. However, there
is a price. The more a druid wildshapes, the more he loses himself.
With each successive change he remembers less and less about the
thinking being he was and more and more like the animal he has become.
Every time a druid wildshape he takes on some characteristics of
the creature without realising it. As a dog he might mark his territory,
as a magpie he might be attracted by shiny things.
In the standard rules, the druid can use his wildshape an increasingly
number of times per day as he rises in level. For the purposes of
the House Rules, read the table as the number of times per day he
can safely wildshape. If the druid exceeds this figure there
is a chance he is stuck in his wildshaped form forever. For each
extra wildshaping attempt the druid must make a Will saving throw
(DC 15). If he succeeds then the wildshape attempt works normally.
If he fails then he is stuck in that wildshape form until the next
sunrise when he can attempt another saving throw (at +1 DC) to return
to their original form. If that save fails then he makes an attempt
the following day at another +1 to DC and so on. If any of those
saving throws fails by 10 points or more, then the druid takes on
the mental characteristic of the animal he ressembles. He forgets
his past life, his powers and abilities and becomes a creature of
the wild. Powerful magicks may be able to restore a druid after
such an event, but they would not be easy to come by, and first
the druid would have to be caught.
The levels at which the druid gains the ability to turn into creatures
of different sizes and types (such as plant creatures) is unchanged.
Equally, when a druid gains the power to turn into an elemental
(16th level) the number of times per day he can do this, is actually
the number of times per day he can safely do this. Because changing
into an elemental is a more profound experience than turning into
a shrew, the base DC of the Will saving throw is 25.
Finally, druids who wish to wildshape into a specific creature
they have met may do so by taking the new feat, Unique
Shape.
Healing Magic: Druids gain access to healing magic (cure
light wounds, cure moderate wounds etc) at exactly the
same level as a generic cleric. In the standard rules they are normally
one level behind the cleric in the acquisition of these spells.
These changes have been made to make the game fairer. See the section
on Wounds and Healing
for changes in the amount of hit points healing magic restores.
Variants
The following druid variants appear in the Unearthed Arcana.
They deserve a mention here for the sake of completeness and their
position in the rules. Players shouldn't feel obligued to adopt
these options instead of the standard class. Variants don't make
the character any more powerful, they simply make it different.
"Official" variants are found in a variety of sources,
for a complete list of all the variants I use in my campaigns follow
this link.
Druidic Avenger: A marriage of the druid and barbarian classes,
a druidic avenger is a character who foregoes his animal companion,
and some of his wild empathy skills in return for fast movement
and the ability to enter a rage. It's nothing that can't be duplicated
by multiclassing, but it's a single class and is different enough
to stand in the rules. See Unearthed Arcana p51 for more
details.
Wild Shape Variant - Aspect of Nature: This variant, again
from Unearthed Arcana, allows a druid to utilise one of his
uses of wildshape to gain a more versatile game related benefit.
For example, rather than turning into an halibut (which would make
opening that underwater door exceedingly tricky) he can choose to
grow gills and webbed fingers instead. The advantage of this is
that the druid retains his own type and spell-casting abilities,
and that he can combine different aspects - so he could draw on
the power of the elephant and the power of the halibut to become
a very strong swimmer. There is nothing particularly wrong with
these rules, but they are incompatible with the list of Wild Feats
that appears on p78 of the Complete Divine. In the Complete
Divine the ability to do any one of these tricks calls for a
feat. So to gain the ability to grow gills and web fingers would
call for the character to have the Swim as a Fish feat, or it would
not be possible.
Obviously, both variants cannot exist in the rules so I had to
choose between the two. I decided to go down the Wild Feat route
presented in the Complete Divine. I did because I believe
the versatility in using wild shape in such a fashion should be
costly to the druid, not something they can automatically do. It
also takes something away from the Warshaper prestige class (Complete
Warrior p90). However, there is one small change necessitated
by my changes to the wild shape rules. None of these wild shape
feats have a duration placed upon them. If they state a duration
in the description the ignore them. See p67 of Unearthed Arcana
for details of the Aspect of Nature rules. Some of them could easily
be converted into additional wild feats.
Planar Substituion Levels: Druids who make the prerequisites
may swap out certain class abilities in favour of planar-related
ones. At 4th level they may swap Resist Nature's Lure for Resist
Extraplanar Might. At 9th level they may swap Immunity to Venom
for Planar Tolerance. At 13th level they may swap A Thousand Faces
for Counter Summoning. They also gain Knowledge (the planes) as
a class skill. See Planar Handbook pages 27 and 31 for more
details.
See Also:
|