Druid

A mage with an affinity for holy magic and damage dealing

LevelBase Attack BonusActions per turnReflex SaveFortitude SaveWill SaveSpecial
102111Animal Companion, Wild Shape
202121HP Bonus
302232
412232Spells
512343
612353Herbalist
722464
822464Wisdom of the Wilds
932575
1032585Prestige Class: Master Changer or Leader of the Pack
1133696
1243696
13437107Bonus Feat
14537117
15538128
16538128
17639139
18639149
1973101510Bonus Feat
2073101510
Hit Die: 2D4

Skills: 2 + int mod (x4 at first level)
Class Skills: Craft, Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, and Persuasion

Weapon Proficiencies: None

Special

Animal Companion: Druids Begin with an animal companion of their choice. See below for a options:

Light Horse:  HP: 1D10 HP         Speed: 50 ft. (10 squares)       Armor Class: 14, touch 12, flat-footed 12 

Attack: Kick +2 melee (1d8+1)          Space/Reach: 5 ft./5 ft. 

Special Qualities: Pack: This creature can hold any number of items.

Saves: Fort +1, Ref +4, Will +1


Wolf:  HP: 1D12 HP       Speed: 40 ft. (8 squares)          Armor Class: 14, touch 12, flat-footed 12 

Attack: Bite +3 melee (1d6+1)          Space/Reach: 5 ft./5 ft. 

Special Qualities: Low-light vision 

Saves: Fort +5, Ref +5, Will +1


Octopus: HP: 1D8 HP Speed: Swim, 40 ft. (8 squares)        Armor Class: 17, touch 16, flat-footed 11 

Attack: Wrap +1 melee (1d4+1)    Space/Reach: 5 ft./5 ft. 

Special Attacks: Ink shot: Fire an ink attack up to 15 feet. 

If hit, target gets disadvantage on their next attack. 

Special Qualities: Saves: Fort +3, Ref +5, Will +0 


Owl: HP: 1D10 HP Speed: Flight, 25 ft. (5 squares) Armor Class: 16, touch 16, flat-footed 10 

Attack: Claw +1 melee (1d4+1)     Space/Reach: 5 ft./5 ft. 

Special Qualities: Flyby: you may move before and after you attack. 

Saves: Fort +0, Ref +4, Will +3


Snake: HP: 1D6 HP Speed: 20 ft. (4 squares)      Armor Class: 17, touch 17, flat-footed 10 

Attack: Bite +1 melee (1d4+1)       Space/Reach: 5 ft./5 ft. 

Special Attacks: Poison: If you succeed on a bite attack, the target can become poisoned. The must roll a 

fortitude save vs your will save. If they fail, they become unable to move for 1d4 rounds. 

Saves: Fort +1, Ref +5, Will +1

Animal Companion’s HP is equal to the dice roll for each level you are. This is retroactive (if you get a new wolf at level 5, you would roll 5D12). 

You may get a new animal companion after dismissing the old one. Gain a new animal companion by rolling a successful nature check on a wild animal. Animals that are stronger will require a stronger check, and extremely strong animals may flat out refuse.

Wild Shape: Con Mod times per day, gain the ability to turn into animals. Turning into an animal requires a standard action. You may only turn into animals you have touched for 30 seconds. While in animal form , you gain the ability to speak to animals, but lose the ability to speak common. You may not cast spells while in animal form unless they do not require a speaking element. Turning back to normal requires a standard action.

HP Bonus: You and your animal companion gain 20 Max HP.

Spells: Druids gain the ability to cast level 0 and level 1 spells at level 1, and may cast an additional level spell every 2 levels after that. See below for details.

Player LevelSpell Levels Known
40, 1
5
62
7
83
9
104
Player LevelSpell Levels Known
11
125
13
146
15
167
17
188

Druids may memorize up to wis mod spells to cast from memory, and they may cast the same amount of spells each day. It requires a full rest to change these out with spells you have written down. You may cast other spells, however, you must read off of scrolls or a spells book. You may not cast spells while wearing Medium or heavy armor.

Herbalist: You may find herbs while traveling on land. Herbs may be combined to make more powerful potions. If there are no herbs unique to the region, roll a d4 and see below for default herbs.

  1. Hazel Leaf: Heals 4 damage
  2. Golden Root: Gain +3 on your next save
  3. Fire Herb: Gain +3 on your next athletic or acrobatic check
  4. 2 Hazel Leaves: Heals 4 damage each

The Herbs can also be added to already brewed potions to give added effects.

Wisdom of the Wilds: Gain damage reduction equal to your Wisdom modifier.

Prestige Class: Master Changer or Leader of the Pack

Choose one:

Master Changer: Wild Shape may be used any number of times each day.

You may use wild shape as a free action once per day.

Gain +5 Nature.

Leader of the Pack: You may have up to wis mod animal companions.

Animal companions gain +wis mod to damage and to attack rolls.

Gain +5 Animal Handling.

Bonus Feat: Gain a bonus feat.