Description

Druids adventure to gain knowledge (especially about animals and plants unfamiliar to them) and power. Sometimes, their superiors call on their services. Druids may also bring their power to bear against those who threaten what they love, which more often includes ancient stands of trees or trackless mountains than people. While druids accept that which is horrific or cruel in nature, they hate that which is unnatural, including aberrations (such as ettercaps and carrion crawlers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when they encroach on the druids' territory.
Druids cast divine spells much the same way clerics do, through the acceptance of a nature deity. The worship of an appropriate deity is required and they're expected to follow a deity's alignment restrictions. Their spells are oriented toward nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, both mundane and special, as they advance in level.
The armour of a druid is restricted by traditional oaths to the items noted in Weapon and Armor proficiency(below), All other armor is prohibited. Though a druid could learn to wear full plate, putting it on would violate their oath and suppress their druidic powers. Druids avoid carrying much worked-metal with them because it interferes with the pure and primal nature that they attempt to embody.
Druids, in keeping with nature's ultimate indifference, must maintain at least some measure of dispassion. As such, they must be neutral on at least one alignment axis (chaotic-lawful or good-evil), if not both. Just as nature encompasses such dichotomies as life and death, beauty and horror, and peace and violence, so two druids can manifest different or even opposite alignments (neutral good and neutral evil, for instance) and still be part of the druidic tradition.
Though their organization is invisible to most outsiders, who consider druids to be loners, many druids are actually part of a society that spans the land, ignoring political borders. A prospective druid is inducted into this society through secret rituals, including tests that not all survive. Only after achieving some level of competence is the druid allowed to strike out on their own.
Most druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high ranking members of the society or participated in druidic gatherings. Many druids recognize each other as brothers and sisters. Like true creatures of the wilderness, however, druids sometimes compete with or even prey on each other.
A druid may be expected to perform services for higher-ranking druids, though proper payment is tendered for such assignments. Likewise, a lower-ranking druid may appeal for aid from her higher-ranking comrades in exchange for a fair price in coin or service.
Druids may live in small towns, but they always spend a good portion of their time in wild areas. Even large cities surrounded by cultivated land as far as the eye can see often have druid groves nearby - small, wild refuges where druids live and which they protect fiercely. Near coastal cities, such refuges may be nearby islands, where the druids can find the isolation they need.
Elves and gnomes have an affinity for natural lands and often become druids. Humans and half-elves also frequently adopt this path, and druids are particularly common among savage humans. Dwarves, halflings, and half-orcs are rarely druids.
Few from among the brutal humanoids are inducted into druidic society, though gnolls have a fair contingent of evil druids among them. Gnoll druids are accepted, though perhaps not welcomed, by druids of other races.
The druid shares with rangers and many barbarians a reverence for nature and a familiarity with natural lands. They often don't much understand the urban mannerism typical of a rogue, and they may find arcane magic disruptive and slightly distasteful. The typical druid also dislikes the paladin's devotion to abstract ideals instead of "the real world." Druids, however, are nothing if not accepting of diversity, and they take little offense at other characters, even those very different from them.
The druid enjoys extraordinary versatility. Though they lack the sheer healing power of the cleric, they make up for it with additional offensive power, thanks to their spell selection and wild shape ability. A druid back up by another secondary healer (such as a paladin) can prove extremely valuable to a group of adventurers. Their animal companion also provides valuable melee combat support.
(For setting and server-specific animal companion guidelines, please review: https://www.dragonsneck.com/wiki/Companions-and-Summons)
Druid Patrons
Druidic Oath
Druidic spiritual oaths prohibit them from using weapons other than the following: club, dagger, dart, spear, quarterstaff, scimitar, sickle, shortspear, shortbow & longbow. They are proficient with light and medium armors but are prohibited from wearing metal/heavy armors (thus, they may only wear padded, leather, or hide armor). They may only use wooden shields.
Violation of the Druidic Oaths results in 4 RL Hours of lost Spellcasting. Repeated offenses may result in falling altogether at the discretion of the DM team.
Note on Mielikki Exception: Mielikki Druids receive no exception for Druidic oath violations on TDN. In narrative, the exception existed up until The Longest Year, at the conclusion of that year, the oaths were universal across all Druids.
*Denotes modification from vanilla NWN.
Alignment Restriction: Any Neutral
Hit Die: d8
Proficiencies: Armor (light, medium), Shields (small, large), Weapons (druid)
Skill Points: 5 + INT Modifier
Class Skills: All Knowledges, Animal Empathy, Barter, Bluff, Concentration, Craft Trap, Decipher Script, Diplomacy, Heal, Intimidate, Parry, Perform, Sense Motive, Spellcraft, Taunt
Primary Saving Throws: Fortitude, Will
Base Attack Bonus: +3/4 Levels
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs).
Level Progression / Spells per Day
Level | BAB | Fort | Reflex | Will | Feat | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Animal Companion, Nature Sense, Animal Shape | 3 | 2 | - | - | - | - | - | - | - | - | |
2nd | +1 | +3 | +0 | +3 | Woodland Stride | 4 | 3 | - | - | - | - | - | - | - | - | |
3rd | +2 | +3 | +1 | +3 | Trackless Step, Great Fortitude | 4 | 3 | 1 | - | - | - | - | - | - | - | |
4th | +3 | +4 | +1 | +4 | Resist Nature's Lure, Wild Shape (1x/day) | 5 | 4 | 2 | - | - | - | - | - | - | - | |
5th | +3 | +4 | +1 | +4 | | 5 | 4 | 2 | 1 | - | - | - | - | - | - | |
6th | +4 | +5 | +2 | +5 | Wild Shape (2x/day) | 5 | 4 | 3 | 2 | - | - | - | - | - | - | |
7th | +5 | +5 | +2 | +5 | | 6 | 5 | 3 | 2 | 1 | - | - | - | - | - | |
8th | +6/+1 | +6 | +2 | +6 | Wild Shape (3x/day) | 6 | 5 | 3 | 3 | 2 | - | - | - | - | - | |
9th | +6/+1 | +6 | +3 | +6 | Venom Immunity | 6 | 5 | 4 | 3 | 2 | 1 | - | - | - | - | |
10th | +7/+2 | +7 | +3 | +7 | Wild Shape (4x/day) | 6 | 5 | 4 | 3 | 3 | 2 | - | - | - | - | |
11th | +8/+3 | +7 | +3 | +7 | | 6 | 6 | 4 | 4 | 3 | 2 | 1 | - | - | - | |
12th | +8/+3 | +8 | +4 | +8 | Wild Shape (5x/day) | 6 | 6 | 4 | 4 | 3 | 3 | 2 | - | - | - | |
13th | +8/+3 | +8 | +4 | +8 | | 6 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | |
14th | +8/+3 | +9 | +4 | +9 | Wild Shape (6x/day) | 6 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | |
15th | +8/+3 | +9 | +5 | +9 | | 6 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | |
16th | +8/+3 | +10 | +5 | +10 | Wild Shape (7x/day) | 6 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | |
17th | +8/+3 | +10 | +5 | +10 | | 6 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | |
18th | +8/+3 | +11 | +6 | +11 | Wild Shape (8x/day) | 6 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
- Elemental Shape has been removed: See Wild Shape.
- Animal Companions completely reworked.
- Druids must select a nature deity. Additionally, failure to abide by the dogma of said deity may result in limitations of spell-casting and other deity-granted abilities.
- The list of nature deities can be found here: Nature Deities
- Animal Shape:
- Allows a Druid to transform into mundane non-combat animals. (consuming all gear much like vanilla Wild Shape does). This form is intended to be non combat and used for roleplay. !wildshape off removes any shape.
Players can use the !animalshape command to open a dialogue menu to choose their form.- Using the Animal Shape ability will transform the druid into the chosen form:
- Cat: Black Cat, Bobtail, Cougar, Leopard, Lynx
- Dog: Malamute, Mastiff, Wolf 1, Wolf 2, Wolf 3.
- Birds: Raven, Owl, Hawk, Eagle, Sparrow
- Grazing: Goat, Cow, Deer, Boar, Moose
- Other: Rat, Black Cobra, Spider, Squirrel, Fox
- Allows a Druid to transform into mundane non-combat animals. (consuming all gear much like vanilla Wild Shape does). This form is intended to be non combat and used for roleplay. !wildshape off removes any shape.
- Wild Shape:
- Duration 5min/Level.
- Instead of changing completely into another animal, you instead gain a boost to your abilities for 5min/Level. Your model will change into the animal, but you retain all of your gear, including weapons and shield. During this time the Druid will be affected with 100% Spell Failure. While in form you gain the benefits of Darkvision. All ability bonuses count towards the +8 ability cap. Switching form does not provoke Attacks of Opportunity.
- Druids get a use of Wild Shape at the following levels: 4,6,8,10,12,14,16,18
- Only a level 18 druid can cast spells while in Wild Shape.
- NOTE: Druids cannot speak normally when wildshaped. Only emotes will function - the only way of bypassing this is through the Animal language (to be added post-launch). Wildshapes are currently TBD, pending changes.
Wildshapes (TBD)
Spells
Cantrips | Spell Level 1 | Spell Level 2 | Spell Level 3 | Spell Level 4 | Spell Level 5 | Spell Level 6 | Spell Level 7 | Spell Level 8 | Spell Level 9 |
---|---|---|---|---|---|---|---|---|---|
Cure minor wounds | Camouflage | Barkskin | Call lightning | Cure serious wounds | Awaken | Crumble | Aura of vitality | Bombardment | Earthquake |
Flare | Cure light wounds | Blood frenzy | Contagion | Dispel magic | Cure critical wounds | Drown | Creeping doom | Finger of death | |
Light | Endure elements | Bull's strength | Cure moderate wounds | Flame strike | Death ward | Energy buffer | Fire storm | Nature's balance | Mass heal |
Resistance | Entangle | Charm Person or Animal | Dominate animal | Freedom of movement | Greater dispelling | Harm | Premonition | ||
Virtue | Grease | Flame lash | Greater magic fang | Hold monster | Inferno | Greater stoneskin | Heal | Call Nature's Ally VIII | Storm of vengeance |
Magic fang | Hold animal | Healing sting | Mass camouflage | Monstrous regeneration | Healing circle | Call Nature's Ally VII | Sunburst | Call Nature's Ally IX | |
Sleep | Lesser dispel | Infestation of maggots | Stoneskin | Owl's insight | Regenerate | ||||
Call Nature's Ally I | Lesser restoration | Neutralize poison | Call Nature's Ally IV | Slay living | Stonehold | Sunbeam | |||
Ultravision | One with the land | Poison | Ice Storm | Spell resistance | Call Nature's Ally VI | ||||
Burning Hands | Resist elements | Protection from elements | Call Nature's Ally V | ||||||
Call Nature's Ally II | Quillfire | Elemental Shield | Wall of fire | ||||||
Flame Weapon | Remove disease | Vine mine | |||||||
Cat's Grace | Spike growth | Call Lightning Storm | |||||||
Endurance | Call Nature's Ally III | ||||||||
Eagle's Splendor | Darkness | ||||||||
Gust of Wind |