In Fitz's Campaign...

In the northern part of Fitz's primary campaign area, dominated by Celtish tribes, the presiding priests and lawspeakers are druids, and they have a fairly rigid hierarchy and considerable power within their tribal society.

However, by no means all, or even most, of them are Druids as per the character class. They worship the Celtic pantheon, but in an organised medieval way rather than in the ancient manner, and they include Clerics and Paladins like any other religious grouping, as well as many priests without any character class at all.

The extent of druidical religious and societal domination

A crazy old forest hermit might have "Druid" as their character class, but have nothing whatever to do with the Celtic druidical priesthood.

Don't get too hung up on issues of nomenclature. A druid might be a Druid, but then again they might not be.

Druid

Druids worship the spiritual power of nature, maintain and protect holy places, perform festivals and ritual observances, and protect balance and harmony between civilisation and nature. Their magic is rooted in the mystical oneness of nature, and they have particular power over fire, stone, and weather, as well as over plant- and animal life.

Some druids pay homage to particular nature gods (some of these quite savage), while others eschew all deities and commune directly with the spiritual power of nature.

Rather than using a holy symbol as clerics do, druids require mistletoe, holly, or (if neither can be found) oak leaves to cast their spells, and one of these is a required component for all druidic spells unless a druidic spell has no material component specified in the spell description.

The druid must harvest these materials by the light of a full moon, or the darkness of a new moon, in order for the component to work with full efficacy. If mistletoe or holly is not gathered by the druid’s hand at the proper time, the druid’s spells will have only half the normal effect. Oak leaves always produce spells of half power, and if they are not harvested properly, oak leaves will permit spells of only one-quarter power.

Player character druids must be neutral, although druids of differing alignments may be found as non-player characters in some GMs’ campaigns.

Druids receive bonus spells for high wisdom, just as clerics do. See the table provided under “Cleric” for details.

There can only be a certain number of high-level druids in the world. The limits are: 12th level druid (High Druid)—no more than 3 in the world at any one time; 13th level druid (Archdruid)—no more than 2 in the world at any given time, 14th level druid (Supreme Druid)—no more than a single Supreme Druid can exist.

If a druid receives so many experience points that he or she is eligible to increase to these levels, but all the vacant slots are already filled, then he or she must create a vacancy. This is done by issuing a formal challenge to the druid in question, following which the two characters must compete in a contest of some kind—often, but not necessarily, a duel.

The loser of the contest goes down to the next lowest level (losing all experience down to the very minimum to qualify for the new level). This may, in turn, result in a further contest if the preceding level is also fully occupied.

The Druid Character
Minimum Scores: Str 6, Dex 6, Con 6, Int 6, Wis 12, Cha 15
Hit Die Type: d8 (max 14)
Alignment: Neutral only
Experience bonus: Wisdom and Charisma 16+
Armour/Shield Permitted: Leather only, wooden shields only
Weapons Permitted: Club, dagger, dart, hammer, oil, scimitar, sling, spear, staff
Weapon Proficiencies: 2 + 1 every 3 levels
Penalty to hit for non-proficiency: -4
Weapon Specialisation: N/A

Druid Class Abilities

Druids’ Cant: All druids speak a secret language called the druids’ cant. The druidic cant cannot be learned by non-druids (unless otherwise noted, such as in the case of higher-level assassins).

Saving Throw Bonus: All druids gain a saving throw bonus of +2 against fire and lightning attacks of all kinds.

Spell Casting: Druids may memorise and cast druidic spells in accordance with the tables provided below.

Advanced Abilities

Druid’s Knowledge (3rd): At third level and higher, a druid can identify plant and animal types, and can determine when water is pure and safe to drink.

Wilderness Movement (3rd): At third level and higher, a druid can move through any natural undergrowth leaving no trace of his or her passage, and may do so with no reduction in his or her normal movement speed.

Immunity to Fey Charm (7th): At seventh level and higher, the druid becomes immune to charms and other such mental enchantments cast by fey creatures such as dryads, pixies, brownies, etc.

Shapeshift (7th): Druids of 7th level or higher may change their forms up to three times per day. The form assumed must be a natural animal, no smaller than a mouse, and no larger than double the druid’s normal weight; in the process of shapeshifting, the druid recovers 1d6 × 10 percent of any hit points he or she might have sustained as damage.

Druid Level Advancement
Level Base XP
Required
Hit Dice
(d8)
Notes Spells Per Day by Level
1 2 3 4 5 6 7
1 0 1 2
2 2,000 2 2 1
3 4,000 3 Druid’s Knowledge;
Wilderness Movement
3 2 1
4 8,000 4 4 2 2
5 12,000 5 4 3 2
6 20,000 6 4 3 2 1
7 35,000 7 Immunity to Fey Charm; Shapeshift 4 4 3 1
8 60,000 8 4 4 3 2
9 90,000 9 5 4 3 2 1
10 125,000 10 5 4 3 3 2
11 200,000 11 5 5 3 3 2 1
12 300,000 12 High Druid 5 5 4 4 3 2 1
13 750,000 13 Archdruid 6 5 5 5 4 3 2
14* 1,500,000 14 Supreme Druid 6 6 6 6 5 4 3

* 14th level (at 1,500,000 experience points) is the ceiling for druids. Any further experience points the druid receives will simply be lost.

Druid Saving Throw Table
Level Aimed
Magic Items
(e.g., rod, staff, wand)
Breath
Weapons
Death
Paralysis
Poison
Petrifaction
Polymorph
Spells
for unlisted
categories
1-3 14 16 10 13 15
4-6 13 15 9 12 14
7-9 11 13 7 10 12
10-12 10 12 6 9 11
13-14 9 11 5 8 10

Druid To Hit Table

Attack
Bonus
Level Roll required to hit Armour Class
Attack Bonus = 20 - THAC0
-10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
+0 1-3 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
+2 4-6 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
+4 7-9 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
+6 10-12 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
+8 13-14 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2

Druid Spells by Level

Level One

  1. Animal Friendship
  2. Detect Magic
  3. Detect Pits and Snares
  4. Entangle
  5. Faerie Fire
  6. Invisibility to Animals
  7. Locate Animals
  8. Pass Without Trace
  9. Predict Weather
  10. Purify Water
  11. Shillelagh
  12. Speak with Animals

Level Two

  1. Barkskin
  2. Charm Person or Mammal
  3. Create Water
  4. Cure Light Wounds
  5. Feign Death
  6. Fire Trap
  7. Heat Metal
  8. Locate Plants
  9. Obscurement
  10. Produce Flame
  11. Trip
  12. Warp Wood

Level Three

  1. Call Lightning
  2. Cure Disease
  3. Hold Animal
  4. Neutralise Poison
  5. Plant Growth
  6. Protection From Fire
  7. Pyrotechnics
  8. Snare
  9. Stone Shape
  10. Summon Insects
  11. Tree
  12. Water Breathing

Level Four

  1. Animal Summoning I
  2. Call Woodland Beings
  3. Control Temperature 100 ft radius
  4. Cure Serious Wounds
  5. Dispel Magic
  6. Hallucinatory Forest
  7. Hold Plant
  8. Plant Door
  9. Produce Fire
  10. Protection From Lightning
  11. Repel Insects
  12. Speak with Plants

Level Five

  1. Animal Growth
  2. Animal Summoning II
  3. Anti-Plant Shell
  4. Commune With Nature
  5. Control Winds
  6. Insect Plague
  7. Pass Plant
  8. Sticks to Snakes
  9. Transmute Rock to Mud
  10. Wall of Fire

Level Six

  1. Animal Summoning III
  2. Anti-Animal Shell
  3. Conjure Fire Elemental
  4. Cure Critical Wounds
  5. Feeblemind
  6. Fire Seeds
  7. Transport via Plants
  8. Turn Wood
  9. Wall of Thorns
  10. Weather Summoning

Level Seven

  1. Animate Rock
  2. Chariot of Fire
  3. Confusion
  4. Conjure Earth Elemental
  5. Control Weather
  6. Creeping Doom
  7. Finger of Death
  8. Fire Storm
  9. Reincarnate
  10. Transmute Metal to Wood