Druids
| Human |
Dwarf, Shield | Dwarf, Gold | Dwarf, Duergar | Dwarf, Jungle | Dwarf, Urdunnirin | Dwarf, Arctic | Elf, Moon | Elf, Sun | Elf, Green | Elf, Sea | Elf, Avariel | Elf, Drow | Elf, Lythari | Gnome, Rock | Gnome, Forest | Gnome, Svirfneblin | Gnome, Spriggan | Half-Elf, Moon | Half-Elf, Sun | Half-Elf, Green | Half-Elf, Sea | Half-Elf, Avariel | Half-Elf, Drow | Halfling, Hairfoot | Halfling, Stout | Halfling, Tallfellow | Aarakocra | Centaur | Lizard Man | Wemic |
Serôsian Locathah | Malenti, Noble | Serôsian Merfolk | Shalarin | Serôsian Triton |
Chauntea | U |
- | - | - | - | - | - |
12 | 12 | 12 | 12 | 12 | 12 | 12 |
- | - | - | - |
12 | 12 | 12 | 12 | 12 | 12 |
12 | 12 | 12 |
- | 14 | - | - |
- | - | - | - | - |
Eldath | U |
- | - | - | - | - | - |
12 | 12 | 12 | 12 | 12 | 12 | 12 |
- | - | - | - |
12 | 12 | 12 | 12 | 12 | 12 |
12 | 12 | 12 |
- | 14 | - | - |
- | - | - | U | - |
Mielikki | U |
- | - | - | - | - | - |
12 | 12 | 12 | 12 | 12 | 12 | 12 |
- | - | - | - |
12 | 12 | 12 | 12 | 12 | 12 |
12 | 12 | 12 |
- | 14 | - | - |
- | - | - | - | - |
Shiallia | U |
- | - | - | - | - | - |
- | - | - | - | - | - | - |
- | - | - | - |
12 | 12 | 12 | - | - | - |
- | - | - |
- | - | - | - |
- | - | - | - | - |
Silvanus | U |
- | - | - | - | - | - |
12 | 12 | 12 | 12 | 12 | 12 | 12 |
- | - | - | - |
12 | 12 | 12 | 12 | 12 | 12 |
12 | 12 | 12 |
- | 14 | - | - |
- | - | - | - | - |
Angharradh | - |
- | - | - | - | - | - |
12 | - | - | - | - | - | - |
- | - | - | - |
- | - | - | - | - | - |
- | - | - |
- | - | - | - |
- | - | - | - | - |
Deep Sashelas | - |
- | - | - | - | - | - |
- | - | - | 12 | - | - | - |
- | - | - | - |
- | - | - | 12 | - | - |
- | - | - |
- | - | - | - |
- | 12 | - | U | - |
Rillifane Rallathil | - |
- | - | - | - | - | - |
12 | 12 | 12 | 12 | 12 | 12 | 12 |
- | - | - | - |
12 | 12 | 12 | 12 | 12 | 12 |
- | - | - |
- | - | - | - |
- | - | - | - | - |
Sheela Peryroyl | - |
- | - | - | - | - | - |
- | - | - | - | - | - | - |
- | - | - | - |
- | - | - | - | - | - |
12 | 12 | 12 |
- | - | - | - |
- | - | - | - | - |
Ubtao | U |
- | - | - | - | - | - |
- | - | - | - | - | - | - |
- | - | - | - |
- | - | - | - | - | - |
- | - | - |
- | - | - | - |
- | - | - | - | - |
|
All druids are as noted in the Player's Handbook, with the following changes:
- All druids have major access to the spheres of all, animal, elemental, healing, plant, and weather.
- All druids have minor access to the divination sphere.
- Druids can use any natural armor, such as padded, hide, leather, or wooden armor, and wooden, stone, or shell shields, but also ankheg armor, aurumvorax armor, behir scale mail, bulette shields, dragon armor, dragon shields, or even tarrasque shields.
Exotic Armor | Cost (gp) | Weight (lbs.) | AC | Notes |
Ankheg Armor | 1,000 gp + ankheg shell | 30 lbs. | AC 2 | - |
Aurumvorax Hide Garment (small) | 15,000-20,000 gp | 30 lbs. | AC 4 | +4 save vs. normal fire, +2 save vs. magical fire |
Aurumvorax Hide Garment (medium) | 15,000-20,000 gp | 40 lbs. | AC 3 | +4 save vs. normal fire, +2 save vs. magical fire |
Aurumvorax Hide Garment (large) | 15,000-20,000 gp | 50 lbs. | AC 2 | +4 save vs. normal fire, +2 save vs. magical fire |
Behir Scale Armor | 1,000 gp | 40 lbs. | AC 6 | Ultramarine/deep blue/pale blue color, with bands of gray-brown |
Giant Toad Leather Armor | 5 gp + giant toad skin | 15 lbs. | AC 8 | Colorful but malodorous |
Lizard Man Scale Armor | 240 gp | 40 lbs. | AC 6 | - |
Naga Scale Armor | 500+ gp + naga skin | 40 lbs. | AC 4 | +2 enchantment |
Dragon Armor | 1,000-10,000 gp, + dragon skin | 25 lbs. | AC 8- | AC is 4 less than the dragon it was taken from (minimum AC 8) |
Bulette Shield | - | 15 lbs. | AC -2 to -4 | Fashioned by dwarven smiths only; +1 to +3 strength |
Dragon Shield, Small | 20-120 gp, + dragon skin | 3 lbs. | -1 | Protects against only 2 attacks/round |
Dragon Shield, Large | 30-180 gp, + dragon skin | 8 lbs. | -1 | Protects against front or flank attacks; -2 against missiles |
Tarrasque Shield | - | ? lbs. | -6 | Fashioned by dwarven smiths only; +5 enchantment, 2 years to manufacture |
- Druids may use the following weapons: clubs, sickles, darts, spears, daggers/knives, scimitars, slings, and staves.
- Archdruids, great druids, and grand druids are all separate by deity. Thus, there is a grand druid each for Chauntea, Eldath, Mielikki, Shiallia, and Silvanus (there may be
grand druids for Angharradh, Deep Sashelas, Rillifane Rallathil, and Sheela Peryroyl, but this is a very high level for demihumans to reach and is unlikely).
- Hierophant druids gain the following additional abilities (as per original 1st edition rules):
- 16th Level: Druids are blessed with extra longevity equal to their level times 10 years.
- 17th Level: Druids' hibernation ability can last up to their level times 10 years.
- 18th Level: Druids can conjure air elementals
- 19th Level: Druids can conjure magma/smoke para-elementals
- 20th Level: Druids can conjure ice/ooze para-elementals
- 21st Level: Druids can enter the para-elemental planes at will.
- 22nd Level: Druids can enter the Plane of Shadow at will.
- 23rd Level: Druids can enter any Inner Plane, the Inner Plane probability lines (the 7th dimension), and
the Plane of Concordant Opposition at will.
- Elemental conjurings may be done in lieu of fire or earth elemental conjurations; elemental conjurations
for druids are as follows:
1d100 | Fire | Earth | Water | Air |
01-85 | 16 HD elemental | 16 HD elemental | 16 HD elemental | 16 HD elemental |
86-94 | 1d3+1 salamanders | 1d3+1 xorn | 1d6+6 tritons (5th-8th level) riding hippocampi | 1d3+1 invisible stalkers |
95-98 | efreeti | dao | marid | djinni |
99-00 | 21-24 HD elemental | 21-24 HD elemental | 21-24 HD elemental | 21-24 HD elemental |
Para-elemental summonings are as follows:
1d100 | Magma | Ice | Ooze | Smoke |
01-85 | 16 HD para-elemental | 16 HD para-elemental | 16 HD para-elemental | 16 HD para-elemental |
86-95 | 1d4+4 lava children | 1d4+4 winter wolves | 1d4+20 mud-men | 1d4+20 vapor rats |
96-00 | 21-24 HD para-elemental | 21-24 HD para-elemental | 21-24 HD para-elemental | 21-24 HD para-elemental |
Note that these effects are different from the typical effects of the various conjure elemental spells.
- All druids can pray for and cast any deity-specific spells, regardless of sphere.
Totem sisters, female moon elf druids of Angharradh, have the ability to use totemic magic. Totemic magic is not cast
as normal magic spells, but are instead inscribed upon an appropriate surface using a knife, paint, or
other pigments.
Totemic Image | Duration | Inscription Time | Object | Effect |
Bear | 1 day | 1 hour | Worn object | +1 STR |
Beast-Speaker | Permanent | 1 day | Worn object | Communicate w/ 1 animal type (up to 3 can be carried) |
Coyote | 1 day | 2 hours | Worn object | Opponents -1 hit, +1 AC, or -1 save |
Dolphin | Permanent | 1 week | Sea vessel gunwale/mast | +15% Seaworthiness |
Eagle | 1 use | 1 hour | Missile | +1 hit for 1 missile (3 images +2 hit) |
Firefly | Permanent | 6 hours | Staff/wand/amulet | Continual light |
Fox | 1 day | 1 hour | Amulet/cloak/gloves | +10% thieving abilities |
Gull | Permanent | 1 week | Sea vessel mast/tiller | Movement x 2 |
Hawk | 1 use | 1 hour | Missile | Range x 2 for 1 missile |
Horse | 1 day | 1 hour | Shoes/boots/sandals | Movement x 2 |
Otter | 1 day | 1 hour | Pendant/earring | Sw 18, hold breath 5 min. |
Owl | 1 day | 1 hour | Pendant/amulet/brooch/torc/circlet | See in darkness |
Salmon | Permanent | 3 days | Small boat gunwales | Move upstream at ½ rate without rowing |
Shrike | 1 use | 1 hour | Missile | +1 damage for 1 missile (3 images +2 damage) |
Tortoise | 1 week | 1 day | Armor/amulet/pendant | -1 AC |
Unicorn | 1 use | 1 hour | Stick/staff/stone | Cure light wounds by touch (up to 4 on stone, 6 on stick, 8 on staff) |
Whale | Permanent | 1 week | Sea vessel strake/gunwale/ram | No seaworthiness checks when ramming, 2d6 dam./20 cargo tons (max 9d6) |
Druids of a specific pantheon gain the following benefits/restrictions as listed in the table below:
Pantheon | Bonus Proficiencies | Abilities | Group-specific Spells |
Faerûnian Deities | Religion (Faerûnian) | - | - |
Elvish Deities | Religion (Elvish) Reading/Writing (Espruar) | - | Level 2: Camouflage Seeking |
Halfling Deities | Religion (Halfling) | Luiren priests may take the Healthy Cooking (2 slots) proficiency (Medicinal Cooking (2 slots) proficiency may be taken later) | - |
Undersea Deities | Religion (Undersea) | - | Level 1: Detect Predator Float Pressure Resistance Level 3: Converse with Sea Creatures Level 5: Echolocation |
Chultan Deities | Religion (Chultan) | Must be Tabaxi humans | - |
Druids of a specific deity additionally gain the following benefits/restrictions as listed in the table below:
Deity | Extra Spell Spheres | Proficiencies | Abilities | Deity-specific Spells |
Chauntea (True Clerics of Chauntea) | Major: protection time wardsMinor: travelers | Agriculture Herbalism | Survival (any) Modern Languages (pick two): brownie dryad elvish korred nymph pegasus pixie satyr sprite sylph treant unicorn | - | Level 1: Leaf Into Dagger** Seeking Mote** Level 2: Favor of the Goddess Ripen Plant** Level 3: Phantom Plow Wheat Into Blade** Level 4: Plant Lance Level 7: Conjure Nature Elemental (Dismiss Nature Elemental) Sanctify Sacred Site |
Eldath | Major: creation time wardsMinor: travelers | Swimming | Modern Languages (pick two): brownie dryad elvish korred nereid nixie nymph pegasus pixie satyr sirine sprite sylph treant unicorn | - | Level 1: Wailing Wind Level 2: Touchsickle Plant Renewal** Level 3: Flame Shield Greenwood Laughing Water** Mold Touch Wheel of Bones Level 5: Control Vapor Greater Touchsickle Water of Eldath Level 6: Spring Mastery Level 7: Mist of the Goddess |
Mielikki (Forestarms) | Major: combat time wardsMinor: travelers | Animal Lore Herbalism | Survival (woodland) Tracking Modern Languages (pick two:) brownie dryad elvish korred pegasus pixie satyr sprite sylph treant unicorn | Analyze balance at will in forested areas | Level 1: Find Drinkable Water** Level 2: Banish Blight Stalk Wood Sword Level 3: Unicorn Steed** Level 4: Ground Trace** Level 5: Tree Healing Level 7: Create Treant |
Mielikki (Shadoweirs) | Major: combat time wardsMinor: protection travelers | Animal Lore Survival (woodland) | Modern Languages (elvish) Modern Languages (pick two:) brownie dryad korred pegasus pixie satyr sprite sylph treant unicorn | multi-classed NG half-elf druid/ranger Analyze balance at will in forested areas May use long sword, long bow, any armor No armor penalties for elven chainmail | Level 1: Find Drinkable Water** Level 2: Banish Blight Stalk Wood Sword Level 3: Unicorn Steed** Level 4: Ground Trace** Level 5: Tree Healing Level 7: Create Treant |
Shiallia | Major: charm combat necromantic (no reversed) time wardsMinor: protection travelers | Animal Lore Herbalism | Shears Survival (woodland) Tracking Modern Languages (pick two): dryad korred satyr sylph treant unicorn | Must be female if human May use shears (2 lb. S S 3 1d4/1d4 damage) Cannot cast raise dead or resurrection from the necromantic sphere | Level 3: Ease Labor/Inflict Labor Level 4: Fertility Level 6: Endless Dance |
Silvanus | Major: time sun wardsMinor: travelers | Animal Lore Pick two: Brewing Cobbling Cooking Fishing Weaving | Survival (any) Weather Sense Modern Languages (pick one): brownie dryad elvish korred nymph pegasus pixie satyr sprite sylph treant unicorn | - | Level 2: Jaws of the Wolf** Manythorns** Level 4: Briartangle Oakheart Smoke Ghost Thorn Spray Level 5: Fireward Moss Skull** Mulch Level 6: Falling Wall** Merge with Nature Level 7: Death Chariot |
Angharradh (Totem Sisters) | Major: charm sun | Long Bow Spear | Artistic Ability (general) | Must be female May use long bow, short bow Totemic magic: 1 symbol/level (total 17 symbols) | Level 1: Divine Romantic Interest Motes of Moonlight Speak with Avians Level 2: Eilistraee's Moonfire Moon Shield Level 3: Detect Spirits Moon Blade Wind Blast Level 4: Calm Winds Flight of Remnis Moonbow Moonbridge Level 5: Hamatree Level 7: Conjure Air Elemental (Dismiss Air Elemental) Nymph's Beauty Whirlwind |
Deep Sashelas (Sea Druids) | Major: sunMinor: creation |
Herbalism | Sea Lore Swimming Survival (underwater) Modern languages (pick one:) dolphin dragon turtle koalinth locathah merman morkoth sahuagin sea elvish sea sprite triton wereshark whale |
No access to elemental fire sphere spells +2 save vs. electricity (but not fire) Learns aquatic language every 3 levels (not woodland) 3: Pass through aquatic vegetation without trace 3: Identify aquatic plants, animals, untainted fresh/salt water perfectly 7: Immune to charm spells cast by aquatic creatures (kelpies, nixies, sirines) 7: Shapechange into normal reptile, fish, or mammal 3 times/day (dolphins, porpoises, seals, sea otters, etc.) | Level 1: Surface Sojourn Level 2: Shark Charm Level 3: Summon Cetacean Level 6: Conjure Water Elemental (Dismiss Water Elemental) Level 7: Cetacean Form |
Rillifane Rallathil (Skinwalkers) | Major: sunMinor: thought time | Animal Lore | Herbalism |
Starting funds: 2d6x5 gp Begin with proficiency in simple weapons (long/short bow, club, dagger/knife, javelin, spear) Can not buy better than leather armor at character creation No druidic shapechange ability May use long bow, short bow Can gain totem animal in fasting/meditating ritual (1d4 days) (1d10: crow, hawk, cooshee/coyote, fox, otter, raccoon, rabbit, lynx, mountain lion/cath shee, or bear) 1: Totem animal form once/3 days 2d10 hours 2: Totem animal form once/2 days 2d10 hours 4: Totem animal form once/day 2d20 hours 7: Totem animal form once/day 3d20 hours 11: Totem animal form at will | Level 1: Sap Level 2: Acorn Barrage Banish Blight Level 4: Amber Prison Oak Heart Level 5: Tree Healing Level 7: Conjure Nature Elemental (Dismiss Nature Elemental) Create Treant |
Sheela Peryroyl | Major: sunMinor: travelers | Herbalism | Agriculture Modern Languages (pick two): brownie centaur dryad elvish gnome korred nixie pixie satyr sprite treant unicorn | - | Level 1: Reed Staff Level 2: Sheela's Entangle Level 5: Royalberry |
Ubtao (Jungle Druids) | Major: travelersMinor: charm combat protection | Animal Lore Dinosaur Lore Herbalism | Healing Survival (jungle) Modern Languages (pick one): aarakocra aldani bullywug dwarf goblin lizard man (and its dialect, ptera-man) locathah muckdweller sahuagin troglodite Tabaxi yuan-ti | Weapons: blowgun, club, dart, dagger, kerrie, scimitar, spear, yklwa (yklwa: 4 lb. M P 5 1d8/1d10 ROF 1 1/2/3) Learn languages of tropical forest/swamp creatures every 3 levels 1: pass through overgrown areas without trace at full movement 7: shapechange into normal reptile/dinosaur, bird, or mammal 3 times/day (small Chultan dinosaurs only) | Level 2: Free Will Level 5: Call Dinosaurs |