|Please ignore the anachronistic watch|
The text in the quote box below is hereby designated Open Game Content via the Open Game License.
Prime Requisite: WIS
Alignment: Neutral (Balance)
Hit Dice: 1d6
Maximum Level: 13
Druids are a secretive sub-class of cleric, but their allegiance is not to a god but to Nature itself. As a consequence, they do not abide by human moral concepts, adopting instead a philosophy dedicating to protecting the balance of all things. That balance just as often requires acts that non-druids view as evil as those they view as good. This, combined with the fact that druids view Lawful civilization as an impediment to their plans, makes them objects of much fear and distrust.
Unlike clerics, druids eschew the use of metal armor or shields, preferring instead leather or wooden armor and shields. They may use most weapons, except crossbows and bows. Druids use the same experience point tables as clerics, as well as sharing their attack, spell, and saving throw progression, though they have a different selection of spells available to them (see Part III). Druids receive a +2 bonus to saving throws against all elemental-based attacks. They may use all magical items available to clerics, except spell scrolls or armor forbidden to them. Druids have no power over the undead.
The distrust of druids is further fueled by the fact that the druidic hierarchy consists almost entirely of apostate clerics, who have abandoned their former beliefs to embrace the Old Ways the druids espouse. A cleric of no higher than 7th level who renounces his original faith and adopts a Neutral (Balance) alignment may become a druid, with his clerical levels converting to druid levels, as described above. In addition, converted clerics gain certain additional abilities depending on the level at which they apostasized (these abilities are cumulative):
Former Clerical Level Bonus Abilities 1-2 +1 to hit against Lawful or Chaotic opponents 3-4 Retention of one otherwise forbidden clerical spell per point of Wisdom bonus 5-6 +1 damage per die against Lawful or Chaotic opponents 7 A minor (4 HD) elemental as a permanent companion. If slain, it cannot be replaced for one year.
Druidic philosophy accepts the survival of the fittest as a moral principle, which is why druids advance within their ranks through combat. At any given time, there can be no more than four Master Druids, two Archdruids, and one High Druid. A character who attains sufficient experience points to reach one of these levels must defeat one of the existing druids at this rank in battle before he can advance in level. The loser of such a competition drops in experience points to the level below the one he was seeking. Rematches are possible once sufficient experience points are later acquired, but many such contests are to the death, which discourages all but the most powerful and confident druids from seeking the highest ranks within their hierarchy. There are rumors of esoteric druid levels beyond High Druid. If they exist, few can attest to their existence and powers.
Druids have their own secret language, used in their rites and to identify themselves to other members of their cult. They also have the following abilities based on their level:
2nd level: The ability to identify animals and plants, as well as the ability to discern whether water or food is pure, safe, or poisoned. At this level, gain the ability to pass through thick vegetation with neither a penalty to movement nor any evidence of their passing.
6th level: The ability to assume animal shapes, three times per day. Any normal animal may be chosen, from as small as a bat or rat to as large as approximately twice human size, such as a bear. A specific animal shape may be taken only one time per day, for unlimited duration. However, while in the form of an animal the druid has all the physical properties of that animal, while retaining his normal mental state. Transitioning from one form to another allows the druid to heal 1d6x10% of any damage that has been sustained to the previous form. In addition, druids become immune to charm and charm-like effects from sylvan and elemental beings.