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
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

Class Features

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:

0th levelcreate water, cure/inflict minor wounds, detect magic, detect poison, flare, guidance, know direction, light, mending, purify food and drink, resistance, stabilize, virtue.
1st levelcalm animals, charm animal, cure/inflict light wounds, detect animals or plants, detect snares and pits, endure elements, entangle, faerie fire, goodberry, hide from animals, jump, longstrider, magic fang, magic stone, obscuring mist, pass without trace, produce flame, shillelagh, speak with animals, summon nature's ally I.
2nd levelanimal messenger, animal trance, barkskin, bull's strength, cat's grace, chill metal, cure/inflict moderate wounds?, delay poison, fire trap, flame blade, flaming sphere, fog cloud, gust of wind, heat metal, hold animal, reduce animal, lesser restoration, soften earth and stone, spider climb, summon nature's ally II, summon swarm, tree shape, warp wood, wood shape.
3rd levelcall lightning, contagion, cure/inflict serious wounds?, daylight, diminish plants, dominate animal, greater magic fang, meld into stone, neutral poison, plant growth, poison, protection from cold, protection from fire, quench, remove disease, sleet storm, snare, speak with plants, spike growth, stone shape, summon nature's ally III, water breathing, wind wall.
4th levelair walk, antiplant shell, blight, command plants, control water, cure/inflict critical wounds?, dispel magic, flame strike, freedom of movement, giant vermin, ice storm, reincarnate, repel vermin, rusting grasp, scrying, spike stones, summon nature's ally IV.
5th levelanimal growth, atonement, awaken, baleful polymorph, call lightning storm, commune with nature, control winds, death ward, hallow, insect plague, stoneskin, summon nature's ally V, transmute mud to rock, transmute rock to mud, tree stride, unhallow, wall of fire, wall of thorns.
6th levelantilife shell, greater dispel magic, find the path, fire seeds, ironwood, liveoak, move earth, repel wood, spellstaff, stone tell, summon nature's ally VI, transport via plants, wall of stone.
7th levelanimate plants, changestaff, control weather, creeping doom, fire storm, heal, greater scrying, summon nature's ally VII, sunbeam, transmute metal to wood, true seeing, wind wall.
8th levelanimal shapes, control plants, earthquake, finger of death, repel metal or stone, reverse gravity, summon nature's ally VIII, sunburst, whirlwind, word of recall.
9th levelantipathy, elemental swarm, foresight, regenerate, shambler, shapechange, storm of vengeance, summon nature's ally IX, sympathy.


See the Spells page for information about how level 0 spells work in the Worlds of Adventure campaign.

Class abilities

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
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.)

Druid archetypes