Druids belong to the priest class group. (See the Character Advancement page for more information about class groups.)
Starting Wealth: 2d6 × 10 gp (average 70 gp). In addition, each character begins play with an outfit worth 10 gp or less.
The druid has a Medium base attack bonus, Medium Fortitude, Poor Reflex, and Medium Will saving throw bonuses. (See Table: Attack & Save Bonuses By Level, on the Classes page.)
The Druid | |||||
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Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +0 | +2 | |
2nd | +1 | +3 | +0 | +3 | |
3rd | +2 | +3 | +1 | +3 | |
4th | +3 | +4 | +1 | +4 | |
5th | +3 | +4 | +1 | +4 | |
6th | +4 | +5 | +2 | +5 | |
7th | +5 | +5 | +2 | +5 | |
8th | +6 | +6 | +2 | +6 | |
9th | +6 | +6 | +3 | +6 | |
10th | +7 | +7 | +3 | +7 | |
11th | +8 | +7 | +3 | +7 | |
12th | +9 | +8 | +4 | +8 | |
13th | +9 | +8 | +4 | +8 | |
14th | +10 | +9 | +4 | +9 | |
15th | +11 | +9 | +5 | +9 | |
16th | +12 | +10 | +5 | +10 | |
17th | +12 | +10 | +5 | +10 | |
18th | +13 | +11 | +6 | +11 | |
19th | +14 | +11 | +6 | +11 | |
20th | +15 | +12 | +6 | +12 |
All of the following are class features of the druid.
See the Spells page for information about which spells have been modified from their Pathfinder versions.
Druids no longer gain the ability to spontaneously cast summon nature's ally spells. (However, they can take the Spontaneous Nature Summons feat, which grants this ability.)
The druid's spell list in the Worlds of Adventure campaign (not including those spells which may be researched or discovered; see the Spells page for more information) is as follows:
See the Spells page for information about how level 0 spells work in the Worlds of Adventure campaign.
Druids gain the following ability at 1st level:
Nature Knowledge (Ex): A druid gains a +1 competence bonus on Knowledge (nature) checks for every two druid levels she has. This does not necessarily represent specific knowledge of particular animals, plants, or natural objects native to any given world; the skill check bonus applies to any natural phenomenon which the druid has at least encountered, or at least gotten a detailed description of, from someone well-versed in nature lore themselves. Rather, this ability represents a general understanding of nature and its workings, which is common across most worlds. This ability allows the character to make untrained Knowledge checks with any DC, not only DC 10.
The nature sense ability no longer grants a +2 bonus on Knowledge (nature) checks.
At 1st level, a druid must select a domain. The druid's choice of domain determines the forms the druid can assume using her wild shape ability (see Domains, below).
A druid can use her wild shape ability at will (immediately upon gaining it, not just at 20th level), and it lasts indefinitely, until the druid chooses to retake her normal form. Changing form is a full-round action which provokes an attack of opportunity.
Note on domains: Levels of classes within the priest class group stack for the purposes of determining which domain powers you character has access to, and the effects of those domain powers, if you select the same domain with multiple classes: for instance, if you are a multiclassed cleric/druid, and you select the Animal domain as your druid domain, and then also select the Animal domain as one of your cleric domains, then your cleric and druid levels will stack with each other for the purposes of determining which Animal domain abilities you get, and their effects.
A druid's saving throw Difficulty Classes for domain powers (that allow saving throws) are based on her total level in the priest class group, rather than levels of druid only.
Domain | Wild Shape Forms |
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Animal | 4th level: Small or Medium animals (as beast shape I) 6th level: Large or Tiny animals (as beast shape II) 8th level: Huge or Diminutive animals, or Small or Medium magical beasts (as beast shape III) 10th level: Large or Tiny magical beasts (as beast shape IV) |
Plant | 4th level: Small or Medium plants (as plant shape I) 8th level: Large plants (as plant shape II) 12th level: Huge plants (as plant shape III) |
Air | 4th level: Small air elemental (as elemental body I) 6th level: Medium air elemental (as elemental body II) 9th level: Large air elemental (as elemental body III) 12th level: Huge air elemental (as elemental body IV) |
Earth | 4th level: Small earth elemental (as elemental body I) 6th level: Medium earth elemental (as elemental body II) 9th level: Large earth elemental (as elemental body III) 12th level: Huge earth elemental (as elemental body IV) |
Fire | 4th level: Small fire elemental (as elemental body I) 6th level: Medium fire elemental (as elemental body II) 9th level: Large fire elemental (as elemental body III) 12th level: Huge fire elemental (as elemental body IV) |
Water | 4th level: Small water elemental (as elemental body I) 6th level: Medium water elemental (as elemental body II) 9th level: Large water elemental (as elemental body III) 12th level: Huge water elemental (as elemental body IV) |
Sun | 4th level: Small or Tiny animals (birds only; as beast shape I or beast shape II) 6th level: Small or Medium plants (as plant shape I) |
Weather | 4th level: Small or Tiny animals (as beast shape I or beast shape II) 6th level: Small air or water elemental (as elemental body I) |
Druids who select one of the elemental domains (Air, Earth, Fire, Water) usually take on the appearance of an animal made of their chosen element when they used their wild shape ability. A Fire druid might transform into a snake made of flame, an Earth druid may take on the shape of a bear made of rock and clay, and so forth. (This does not affect the attack forms that the druid gets, nor any other aspect of the transformation; it is a purely superficial characteristic.)
Druids who select either the Sun or Weather domain gain the following ability:
Spontaneous Domain Casting: You may spontaneously convert any druid spell you have prepared into one of your domain spells of the same level (from the domain which you have selected as your druid domain), in the same way that a cleric may spontaneously convert a prepared spell into a cure or inflict spell. You may treat your druid domain spells (whether cast from domain spell slots, or cast spontaneously) as if they had the Natural Spell feat applied to them, with no increase in spell slot level or casting time. (This does not, however, add your domain spells to your druid spell list; see the Domain Spell Access feat.)