Author Topic: The Druid Handbook  (Read 281656 times)

Offline Mooncrow

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Re: The Druid Handbook
« Topic Start: November 11, 2011, 12:39:27 PM »
Standard Class Features
"I am a Druid, I have special abilities that are more powerful than your entire class!"  'Nuff said.

  • Spells: Spellcasting is one corner of the trifecta that is Druid.  The fact that it will receive its own section in the guide should attest to its awesomeness.
  • Bonus Languages: I only mention this because Druid is the only class that adds an automatic language (not to be confused with bonus languages), Druidic.  This language is usually the major stumbling block for players wishing to enter the Fochluchan Lyricist prestige class.
  • Animal Companion (Ex): At first glance, you'd wonder what makes your animal companion so awesome, but you realize how very useful an obedient animal can be for you.  Especially after you buff it into an engine of destruction.  This will also get its own section, review the different companions you can get.
  • Nature Sense (Ex): Sort of like the ugly sweater your grandmother gives you: love her, hate the gift.
  • Wild Empathy (Ex): Animal Diplomacy.  But it's a lot harder to get an animal to be helpful, because the check is harder to modify.
  • Woodland Stride (Ex): While it's not exactly a medal-winner in its own right, it helps you if you have to be the scout.
  • Trackless Step (Ex): Nice if you're being followed, but...that's about it.
  • Resist Nature’s Lure (Ex): If you're facing a lot of Fey, it's okay, but otherwise it's just a step along the path toward...
  • Wild Shape (Su): This is the reason you picked Druid.  It's own section is later, but suffice it to say that this is where the Druid's Real Ultimate Power comes from.
  • Venom Immunity (Ex): At least we won't have to worry about assassins...
  • A Thousand Faces (Su): Free disguising is good, but true seeing has been available for a while.
  • Timeless Body (Ex): Say goodbye to aging penalties!  If you're starting at this level, feel free to age yourself to venerable for the extra untyped +3 to mental stats.


Alternate Class Features
Many of these abilities are situational, so I won't rank any of them.  Decide which ones you like best for yourself.

Alters Armor/Weapon Proficiencies
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Alters Spellcasting
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Alters Animal Companion
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Alters Nature Sense
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Alters Wild Empathy
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Alters Woodland Stride
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Alters Trackless Step
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Alters Resist Nature's Lure
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Alters Wild Shape
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Alters Venom Immunity
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Alters Thousand Faces
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Wild Reaper VariantDragon 311 - this version changes a lot of things, and it's one of the few upgrades to the base druid chassis.
Alters:
Wild Shape - forms must be carnivorous or omnivorous animals that eat carrion.  No plant or elemental forms.
Spells - A much larger list of spontaneous casting, several of which are very nice.  Spontaneous castings is delayed until 3rd level
Animal Companion - same rules as wild shape
Poison Immunity - traded for disease immunity
Turn Undead - At 12th level, the Wild Reaper gets Turn Undead - qualifying the druid for DMM
A Thousand Faces - traded for a +4 bonus to saving throws against death effects and level drain
Fast healing 1 - gained at 16th level, increases to fast healing 3 at 20th
Ability damage healing 1 - gained at 17th level, increasing to ability damage healing 2 at 20th
Timeless Body is delayed until 19th level
« Last Edit: August 16, 2012, 11:25:37 PM by Mooncrow »