Class: Druid

Open Game Content

Constraints

 * Aligned Spells: You cannot cast spells of an alignment opposing your own or the one of your god. Spells that are potentially restricted have an appropriate descriptor such as [chaos], [evil], [good] or [law].
 * Alignment: A druids alignment must be at least partially neutral.
 * Metal use: Druids are not permitted to wear armor or to use shields made of metal. Acting against that causes a druid to loose his spellcasting abilities. These return 24 hours after removing all these things.
 * This can be circumvent by equipment made of wood that has been turned into ironwood using a spell of that name.


 * Changes in lifepath: A druid who ceases to revere nature, changes to a prohibited alignment, or teaches 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).

Benefits
Hit Die: d8, Trained Skills: 4, Class Bonuses: +3 END, +2 P/D, +2 INS, +3 WILL
 * Combat Training: Simple Weapons and and one of those two Druid Weapons or Spears, Light Armor Group and Shield Group.
 * Favored Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Class Features

 * Animal Companion (Ex): At 1st level, a druid gains an animal companion as described under Animal Companion. A druids Animal Companion Level is his Druid level.
 * Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
 * A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.


 * Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
 * Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
 * 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.
 * 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.
 * Wild Empathy (Ex): See the description under Class Features
 * Wild Shape (Su): At 5th 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. This ability functions like the polymorph spell, except as noted here. 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 and the new form's number of Hit Dice can’t exceed the character’s druid level.
 * 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.)
 * The number of uses per day increase at 6th and 7th level by each one time. At 8th level a Druid may Change into a large animal under the same constraints.


 * Woodland Stride (Ex): A druid moves through any sort of undergrowth (such as natural thorns, briars or overgrown areas or similar terrain) at his normal speed without taking damage or suffering other impariment. However should the this undergrowth be magically enhanced or manipulated, normal penalties apply.

Spellcasting
A Druid who has a Wisdom Score of 11 or higher gains the ability to cast a few spells drawn from the druid spell list. A druid prepares his spells as described below. Druid spells are treated have a spell level as indicated and a druids spell-casting Attribute is Wisdom. The number of spells per day a druid may cast is given in the class table and may be adjusted by Bonus Spells.

Caster Level := Druid class level Spell Safe DC := 10 + Spell Level + WIS Modifier

A Druid has to select a time at that he meditates for one hour to (re)gain his spells. Spells are gained upon finishing meditation. Time of resting has no effect on preparation and no rolls are required, however spells can only be selected during this meditation.

0-Level Spells (Orisons)

 * Create Water: Creates 2 gallons/level of pure water.
 * Cure Minor Wounds: Cures 1 point of damage.
 * Detect Magic: Detects spells and magic items within 60 ft.
 * Detect Poison: Detects poison in one creature or object.
 * Flare: Dazzles one creature (-1 penalty on attack rolls).


 * Guidance: +1 on one attack roll, saving throw, or skill check.
 * Know Direction: You discern north.
 * Light: Object shines like a torch.
 * Mending: Makes minor repairs on an object.
 * Purify Food and Drink: Purifies 1 cu. ft./level of food or water.


 * Read Magic: Read scrolls and spellbooks.
 * Resistance: Subject gains +1 bonus on saving throws.
 * Virtue: Subject gains 1 temporary hp.

1st-Level Spells

 * Calm Animals: Calms (2d4 + level) HD of animals.
 * Charm Animal: Makes one animal your friend.
 * Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
 * Detect Animals or Plants: Detects kinds of animals or plants.
 * Detect Snares and Pits: Reveals natural or primitive traps.
 * Endure Elements: Exist comfortably in hot or cold environments.
 * Entangle: Plants entangle everyone in 40-ft.-radius.


 * Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
 * Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
 * Hide from Animals: Animals can’t perceive one subject/level.
 * Jump: Subject gets bonus on Jump checks.
 * Longstrider: Your speed increases by 10 ft.
 * Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
 * Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.


 * Obscuring Mist: Fog surrounds you.
 * Pass without Trace: One subject/level leaves no tracks.
 * Produce Flame: 1d6 damage +1/level, touch or thrown.
 * Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
 * Speak with Animals: You can communicate with animals.
 * Summon Nature’s Ally I: Calls creature to fight.

2nd-Level Spells

 * Animal Messenger: Sends a Tiny animal to a specific place.
 * Animal Trance: Fascinates 2d6 HD of animals.
 * Barkskin: Grants +2 (or higher) enhancement to natural armor.
 * Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
 * Bull’s Strength: Subject gains +4 to Str for 1 min./level.
 * Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
 * Chill Metal: Cold metal damages those who touch it.
 * Delay Poison: Stops poison from harming subject for 1 hour/level.
 * Fire Trap [M]: Opened object deals 1d4 +1/level damage.


 * Flame Blade: Touch attack deals 1d8 +1/two levels damage.
 * Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
 * Fog Cloud: Fog obscures vision.
 * Gust of Wind: Blows away or knocks down smaller creatures.
 * Heat Metal: Make metal so hot it damages those who touch it.
 * Hold Animal: Paralyzes one animal for 1 round/level.
 * Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
 * Reduce Animal: Shrinks one willing animal.
 * Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.


 * Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
 * Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
 * Spider Climb: Grants ability to walk on walls and ceilings.
 * Summon Nature’s Ally II: Calls creature to fight.
 * Summon Swarm: Summons swarm of bats, rats, or spiders.
 * Tree Shape: You look exactly like a tree for 1 hour/level.
 * Warp Wood: Bends wood (shaft, handle, door, plank).
 * Wood Shape: Rearranges wooden objects to suit you

3rd-Level Spells

 * Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
 * Contagion: Infects subject with chosen disease.
 * Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
 * Daylight: 60-ft. radius of bright light.
 * Diminish Plants: Reduces size or blights growth of normal plants.
 * Dominate Animal: Subject animal obeys silent mental commands.
 * Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
 * Meld into Stone: You and your gear merge with stone.


 * Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
 * Plant Growth: Grows vegetation, improves crops.
 * Poison: Touch deals 1d10 Con damage, repeats in 1 min.
 * Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
 * Quench: Extinguishes nonmagical fires or one magic item.
 * Remove Disease: Cures all diseases affecting subject.
 * Sleet Storm: Hampers vision and movement.


 * Snare: Creates a magic booby trap.
 * Speak with Plants: You can talk to normal plants and plant creatures.
 * Spike Growth: Creatures in area take 1d4 damage, may be slowed.
 * Stone Shape: Sculpts stone into any shape.
 * Summon Nature’s Ally III: Calls creature to fight.
 * Water Breathing: Subjects can breathe underwater.
 * Wind Wall: Deflects arrows, smaller creatures, and gases

4th-Level Spells

 * Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
 * Antiplant Shell: Keeps animated plants at bay.
 * Blight: Withers one plant or deals 1d6/level damage to plant creature.
 * Command Plants: Sway the actions of one or more plant creatures.
 * Control Water: Raises or lowers bodies of water.
 * Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).


 * Dispel Magic: Cancels spells and magical effects.
 * Flame Strike: Smite foes with divine fire (1d6/level damage).
 * Freedom of Movement: Subject moves normally despite impediments.
 * Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
 * Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
 * Reincarnate: Brings dead subject back in a random body.


 * Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
 * Rusting Grasp: Your touch corrodes iron and alloys.
 * Scrying [F]: Spies on subject from a distance.
 * Spike Stones: Creatures in area take 1d8 damage, may be slowed.
 * Summon Nature’s Ally IV: Calls creature to fight.