Monday, 16 March 2015

Nyssian Druid

Here is the druid found in my game worlds. I created it awhile ago with the intention of getting rid of
the shape-shifting ability.

Druids regardless of alignment are loosely connected and very rarely attack each other. They are all bound by mission, it`s just the way they take steps to complete their duties will differ. They usually organize themselves in Circles, all are bound to a group, equivalent to a church or Obelisk. Many Circles are specific to a single race, alignment or other feature. Non druids often join a Circle in remote areas, if the Circle Elders are open to this.


Nyssian Druid

Alignment: Any Neutral

Hit Dice: d8
Class Skills: As per Player`s Handbook
Weapon and Armor Options:  As per Player`s Handbook
Spells: Per the druid spell list. They cannot cast spells from the Chaotic, Evil, Good, and Lawful Spells domains

Bonus Languages: A druid’s bonus language options include Sylvan, Faerie, & Druid.

Animal Companion, Nature Sense, Wild Empathy: Per PhB at 1st level

Woodland Stride: Per PhB at 2nd level.

Animals Step (Ex): A druid can make their footprints to match any medium sized animal at will.

Brew Draught (Su): At 6th level a druid can create simple natural potions in ten minutes for any first level spells that they can cast. At 8th, 10th & 12 they learn how to make potions of the next spell level. They can brew only one spell draught every day which can have from one to six sips and last 24 hours.

Adaptation (Su): Can change their body to better handle the dangers around them mimicking an animal’s natural properties (Some examples: Legs to run faster, Gills to Breathe Underwater, Wings for limited flight, etc). Each adaptation is a free action to enact the change.

Speak with Animals (Ex): Can speak with animals as the spell at will if within 10 feet of the animal.

Venom Immunity (Ex): Gains immunity to all natural poisons found in the wild or can be created from natural sources. They gain +6 to all other (non-natural) toxins.

Druid Grove (Su): Magic Circle Campsite affects 50 feet in circular radius with fire in the center, Lasts 12 hours, Natural Healing Rate Doubles, +4 on all re-rolls to avoid negative magic affects, +6 spotting strangers approaching, Natural resources available.

Speak With Plants (Ex): Can speak with plants at will as per spell if within 10 feet of the plant

A Thousand Faces (Su): Can change their appearance at will as if using the alter self spell

Animate Plants (Su): Can animate plants once per day.

Greater Druid Grove (Su): Magic Circle Campsite affects 100 feet circular radius with small fire in the center, Lasts 24 hours, Natural Healing Rate Triples, +10 on all re-rolls to avoid negative magic affects, Automatic spotting strangers approaching, Natural resources available, 50% chance of magical merchant (friendly to the Druid's cause) available

Eyes of the Forest (Su): Can commune with all animals within a region, the spell is similar to commune with the forest except the distance is 20 miles per druid level

LevelBABFortRefWillSpecialZero1st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Wild empathy31







2nd+1+3+0+3Woodland Stride42







3rd+2+3+1+3Animal’s Step43







4th+3+4+1+41st Adaptation531






5th+3+4+1+4Speak w/Animals542






6th+4+5+2+5Brew Draught543






7th+5+5+2+52nd Adaptation6531





8th+6+6+2+6Venom immunity6542





9th+6+6+3+6Druidic Grove6643





10th+7+7+3+73rd Adaptation66531




11th+8+7+3+7Speak with Plants66542




12th+9+8+4+8A thousand Faces67543




13th+9+8+4+84th Adaptation676431



14th+10+9+4+9Animate Plants676542



15th+11 / +1+9+5+95th Adaptation6865431


16th+12/+2+10+5+10G Druidic Grove6875432


17th+12/+2+10+5+106th Adaptation68764421

18th+13/+3+11+6+11Eyes of the Forest687654321
19th+14/+4+11+6+117th Adaptation6886553321
20th+15/+5+12+6+12Perfect Self6887554332

No comments:

Post a Comment