#$e Co"!lete Drid's Handbook by Da%id Pl%er CRED&#S Design: David Pulver Editing: Sue Weinlein New Black and White Art: Jeff Easley Color Art: arry El!ore" #eith Parkinson" Alan Pollack $y%ogra%hy: Angelika okot& Production: Paul 'anchette S%ecial $hanks: Peter Donald" Chris (urray" Bruce Nor!an" and $i! Pulver) $S*" +nc) $S*" td) P,B -./ 012 Church End" ake 3eneva" Cherry 'inton W+ .405- Ca!6ridge CB0 4B 7)S)A) 7nited #ingdo! AD8ANCED D7N3E,NS 9 D*A3,NS" AD9D" D*A3,N" SPEJA((E*" D7N3E,N (AS$E*" :,*3,$$EN *EA(S" and W,*D ,: 3*E;'AW# are registered trade!arks owned 6y $S*" +nc) PANESCAPE" (,NS$*,7S (AN7A" and the $S* logo are trade!arks owned 6y $S*" +nc) All $S* characters" character na!es" and the distinctive likenesses thereof are trade!arks owned 6y $S*" +nc) < 0==5 $S*" +nc) All *ights *eserved) Printed in the 7)S)A) Distri6uted to the 6ook and ho66y trade in the 7nited #ingdo! 6y $S* td) Distri6uted to the toy and ho66y trade 6y regional distri6utors) $his !aterial is %rotected under the co%yright laws of the 7nited States of A!erica) Any re%roduction or unauthori&ed use of the !aterial or artwork contained herein is %rohi6ited without the e>%ress written %er!ission of $S*" +nc) #able o' Contents &ntrod(tion C$a!ter )* Drid C$ara(ters Druidic ,rgani&ation $he Essential Druid Druidic Branches Branch Portraits Arctic Druid Desert Druid 3ray Druid :orest Druid Jungle Druid (ountain Druid Plains Druid Swa!% Druid (ulti? and Dual?Class Druids Agriculture: E>%anded *ules C$a!ter 2* Drid +its 7sing #its A ook at Druid #its Adviser Avenger Beastfriend 3uardian 'ive!aster ost Druid Natural Philoso%her ,utlaw Pacifist Savage Sha%eshifter $ote!ic Druid 8illage Druid Wanderer A6andoning #its (odifying and Creating #its C$a!ter ,* #$e Dridi( Order $he Circles 'igh?level Druids $he Shadow Circle Creating a Druidic 'istory C$a!ter -* Role.!layin/ Drids Druidic :aith $he Neutral Align!ent A Druid@s *es%onsi6ilities Character Strategy *elations with ,thers Personality $y%es Di%lo!at 3ardener +dealist (ysterious :igure Nurturer *ustic $raditionalist :anatic (isanthro%e Druid Ca!%aigns C$a!ter 0* Dridi( 1a/i( New S%ells :irst?level Second?level $hird?level :ourth?level :ifth?level Si>th?level Seventh?level New (agical +te!s 'er6al (agic C$a!ter 2* Sa(red Gro%es :eatures of a Sacred 3rove Stewardshi% Sanctifying and Awakening a 3rove (agical Sacred 3roves Defiled and Cursed 3roves Standing Stones A!!endi3es* A: AD9DA,riginal Edition Druids B: Bi6liogra%hy Drid C$ara(ter Re(ord S$eet Drid +it Re(ord S$eet #ables* 0: :ar! *ating 1: :ar! *ando! Events 4: esser 3rove Powers 5: 3reater 3rove Powers .: Pro%erties of Cursed 3roves /: Powers of Standing Stones -: ,riginal Druid E>%erience Points B: ,riginal 'iero%hant E>%erience Points =: Ele!ental ConCurings 02: Druidic S%ells 6y Class and evel &ntrod(tion (ysterious guardian of a sacred grove" wise counselor to !onarchs" cunning !aster of !any sha%es" friend of ani!als" and terri6le defender of uns%oiled Nature: $his is the druid of the Advanced Dungeons 9 DragonsA ga!e) Although the %riests of the Celtic tri6es of Western Euro%e in the ti!e of *o!e called the!selves druids" the druids of the AD9DA ga!e are not Celtic %riests" nor do they %ractice the 6loody rites that !ade the ancient druids infa!ous in the eyes of *o!e) *ather" these druids !ore closely rese!6le creatures of 8ictorian ro!ance and !odern fantasy" (erlin figures who revere Nature and wield %ower over %lants" ani!als" the weather" and the ele!ents) $his 6ook is designed to illu!inate the !any a6ilities of druids and show how the neutral and DunalignedD druid can 6est adventure with a %arty of %redo!inantly good characters) +t also reveals what a druid does when not adventuring and de!onstrates how a druid can 6eco!e the center of a new and e>citing ca!%aign) The Complete Druid's Handbook adds nu!erous o%tions to the druid class fro! the Player's Handbook" including druids fro! regions other than the woodlands" and introduces !any s%eciali&ed druid kits) Also included are new s%ells and !agical ite!s" as well as rules for a druid@s sacred grove) $hose using this 6ook with the AD9D ,riginal Edition ga!e should know that %age references corres%ond with the AD9D 1nd Edition Player's Handbook (PH) and Dungeon Master Guide (DMG). $he original druid class a%%ears here as an a%%endi>" with so!e !aterial fro! the AD9D ,riginal Edition reference 6ook nearthed !r"ana. C$a!ter )* Drid C$ara(ters $he traditional druid is a guardian of the woodlands) Nature" however" is vast and diverseE thus the druids detailed in this 6ook !ight live their lives %rotecting Cungle rain forests" arctic tundra" or even the su6terranean 7nderdark) As a result" several distinct 6ranches of druid are %resented here" each essentially a new su6class 6uilt around the 6asic conce%t of the druid class) As a %layer" choose your druidic 6ranch right after deciding to %lay a druid character) Dridi( Or/ani4ation $he 6asic druid as descri6ed in the PH is referred to here as the Dforest druid)D $he na!es of the other 6ranches reflect their geogra%hic s%ecialty: arctic druids" desert druids" and so on) (e!6ers of all the 6ranches of the druidic order have the sa!e align!ent??true neutral??and worshi% Nature) $hey share one ethos and owe at least no!inal allegiance to the world@s 3rand Druid) But" as 6efits the infinite diversity of Nature" every 6ranch differs in details and a%%roach to its !ission) $he granted %owers and s%ells that Nature finds a%%ro%riate for a druid in one region are often ina%%ro%riate for a druid fro! a very different cli!ate and terrain) :or instance" while the forest druids descri6ed in the PH have !aCor access to the Plant s%here of %riest s%ells" the 6ranch of desert druids has only !inor access to that s%here" reflecting the less a6undant %lant life in the desert) Si!ilarly" while a forest druid@s a6ility to %ass through overgrowth is very useful in the woods" it has !uch less utility for a desert druid) +nstead" the 6ranch of desert druids has granted %owers ena6ling the! to survive in arid country) So!e rivalry e>ists 6etween the different 6ranches of druids) ,n !ost worlds" the forest druids 6elong to the do!inant 6ranch) 'owever" on a few worlds Fsuch as one in the !idst of an ice ageG another 6ranch !ight wield the !ost %ower) :or !ore details on rivalry 6etween 6ranches" see Cha%ter 4: $he Druidic ,rder) $he Dungeon (aster can restrict so!e 6ranches to non%layer characters FNPCsG or even %rohi6it the! to suit the 6ackground or direction of a ca!%aign) :or e>a!%le" the Dungeon (aster FD(G !ight decide that the gray druids of the 7nderdark would !ake e>citing adversaries for the characters) Since having %layer characters FPCsG as gray druids would water down the i!%act of the gray druids as foes" the D( can %rohi6it %layers fro! choosing that 6ranch) ater in the ca!%aign" after the %arty has encountered the gray druids" the D( !ight o%en the 6ranch to %layers) Si!ilarly" so!e druid 6ranches si!%ly !ay not see! very logical or useful in certain ca!%aigns) A wise D( would discourage %layers fro! selecting the arctic 6ranch for their druid characters in a ca!%aign set in a Cungle) #$e Essential Drid So!e characteristics and li!itations a%%ly to all 6ranches of the druidic order) $he following section e>%ands on the rules for druid characters in the PH F%gs) 4.B4BG) Ali/n"ent and Et$os All druids are of neutral align!ent and share an ethos devoted to %rotecting the wilderness and !aintaining natural cycles and a 6alance 6etween good and evil FPH" %gs) 4-" 5-G) :or a detailed discussion of the neutral align!ent and the 6eliefs of druids" refer to Cha%ter 5: *ole?%laying Druids) E3!erien(e and Hit Di(e All druids !ust use the druid colu!n of $a6le 14: Priest E>%erience evels FPH" %) 44G) Druids" like other !e!6ers of the %riest grou%" use eight?sided 'it Dice F'DG" gaining one die %er level fro! 0st through =th level) After =th level" druids receive an additional 1 hit %oints %er level" 6ut gain no s%ecial 6onus for high Constitution) Pro'i(ien(ies and Crosso%ers Druids gain %roficiencies Cust like other %riests FPH" %) .2G" starting with two wea%on and four nonwea%on %roficiencies) +t is strongly reco!!ended that you" the %layer" use the o%tional nonwea%on %roficiency rules when creating druid characters with this 6ook) $he various 6ranches of druids Fand the druid kits descri6ed laterG !ake e>tensive use of the nonwea%on %roficiency syste! to differentiate a!ong ty%es of druids) Note that druid nonwea%on %roficiencies co!e fro! the general" %riest" and warrior grou%s) Druids have access to the warrior grou% Feven though !any other %riests do notG 6ecause it contains !any of the %roficiencies associated with outdoor skills the druid needs to o%erate in the wilderness) 1oney and E5i!"ent Druids start with 4d/?02 g%" which they can use to %urchase eHui%!ent) All 6ut a few coins Fless than 0 g%G !ust 6e s%ent %rior to entering %lay) +f using the o%tional druid kit rules descri6ed later in this 6ook" 6oth the initial !oney and the eHui%!ent allowed !ight vary de%ending on the kit) 1a/i(al &te"s Druids use all !agical ite!s nor!ally %er!itted to %riests" with the e>ce%tion of written ite!s F6ooks and scrollsG and those ty%es of ar!or and wea%ons that are nor!ally for6idden the!) F$he wea%ons and ar!or %er!itted to !e!6ers of each 6ranch and kit do vary" 6ut they re!ain si!ilar to those allowed to druids in the PH)G $hus" a druid who finds !agical chain !ail !ay not wear it" since druids !ust use only non!etallic ar!or) Si!ilarly" a druid cannot wield a !agical !ace" since !aces are not a!ong the %er!itted druidic ar!s) #$e Se(ret 6an/a/e All druids can s%eak a secret language in addition to other tongues they know) 7sing the o%tional %roficiency syste!" the secret language does not reHuire a %roficiency slot) The se"ret language o# the druids has its roots in $ritish tradition. ! language "alled Thari% deri&ed #rom Celti" roots% apparently 'as spoken as a se"ret tongue throughout the $ritish (sles by a small number o# tra&eling #olk su"h as tinkers and bards. (t later 'as adopted by some Gypsy "lans in addition to )omany% their o'n (ndi" language. Thari may predate the Dark !ges% and some "laim #luen"y in it e&en today. Certain resear"hers seeking the roots o# Thari as a language distin"t #rom Gaeli" ha&e linked its origins to both an"ient Celti" "ra#t guilds and to the histori"al druids. (# the DM 'ants to name the druids' se"ret language% Thari possesses some histori"al rele&an"e. Not only can druids use the secret language to %rovide %asswords" they can s%eak this %rivate tongue when they wish to 6affle nondruidic eavesdro%%ers) +t is a %recise tool for discussing NatureE a druid can say Ddense" old?growth %ine forestD in one word rather than a whole %hrase) $he secret language has a s%eciali&ed and detailed voca6ulary li!ited to dealing with Nature and natural eventsE 6eyond this s%here" it is very 6asic) A druid could use the secret language to talk a6out the health of a %erson" ani!al" or %lantE discuss the weatherE or give detailed directions through the wilderness) $he language also can descri6e druidic s%ells" cere!onies" %owers" and any natural and su%ernatural creatures known to the druids) 'owever" it contains no words for so%histicated hu!an e!otions" for !ost tools or artifacts F6eyond those used for hunting" far!ing" or fishingG" or for wea%ons and ar!or Fother than ite!s druids useG) $he language also contains few words that refer to conce%ts %eculiar to sentient 6eings" like property% *usti"e% the#t% or 'ar) $ense distinctions 6lur in this secret tongueE usually the conce%ts druids e>%ress 6ear a certain i!!ediacy or ti!elessness) :inally" the secret language of the druids re!ains a %urely s%oken tongue) A few si!%le runes or !arks Fsy!6oli&ing danger% sa#e 'ater% sa#e trail" and so onG e>ist for !arking %aths and leaving !essages" 6ut the language cannot co!!unicate actual sentences and co!%le> ideas in writing) 'ere@s an e>a!%le of how the secret language works in %ractice) Su%%ose two druids are discussing a !agical ite! and want to converse entirely in the secret language" using no words 6orrowed fro! other tongues) ,ne druid wishes to say: $his !agical long sword was a gift to (elinda" wife to #ing *u%ert" fro! *u%ert@s court wi&ard Drufus) $he !age gave it the %ower to throw lightning 6olts) But then #ing *u%ert grew Cealous of (elinda) 'e had her e>ecuted and took the 6lade for hi!self) After *u%ert died" the sword was left 6uried in the dungeons under his castle) +n the secret language" the story !ight co!e out so!ething like this: $his !agic sci!itar was for the $all 3olden :e!ale" !ate of the (an?eader" fro! the Wielder of (agic fro! the 8ale of the White Eagles) 'e %ut the call lightning %ower in it) But the (an?eader wanted it) 'e killed the $all 3olden :e!ale and took it for hi!self) 'e died) $he sci!itar stayed in the cave under his 6ig stone !an?den) See the differenceI $here@s no word for long s'ord" so our druid has su6stituted Dsci!itar)D FAll druidic wea%ons have na!es)G $he idea of a gi#t is descri6ed in !ore 6asic ter!s) +n addition" the conce%t of na!ing has no %lace in this Nature?oriented languageE %eo%le and creatures are known 6y descri%tion" status" or %lace of origin) +i,ard 6eco!es the !ore generic Dwielder of !agic)D -ightning" a natural %heno!enon" has an eHuivalent in the secret language) But the secret language cannot convey a hu!an e!otion such as *u%ert@s *ealousy" so the druid has had to su6stitute less %recise %hrasing) Si!ilarly" the %rivate tongue does not cover e.e"ution or murder" so the druid used the !ore generic Dkilled)D :inally" no druidic ter! corres%onds to dungeon or "astle" so the druid has had to use other wordsJDcave under his 6ig stone !an?denD??to convey that i!age) ,f course" a druid not worried a6out 6eing overheard !ight !i> the secret language and nor!al s%eech in a single sentence) $he secret language hel%s 6ind the worldwide druidic order together) Druids fro! different circles FSee Cha%ter 4: $he Druidic ,rderG or 6ranches all s%eak the sa!e secret language) 'owever" they !ay have develo%ed their own regional accents or dialects) $hese could ena6le a listener to identify the region the druid co!es fro!" or %rovide a clue to the s%eaker@s 6ranch) +n a S%ellCa!!erA or Planesca%eA ca!%aign and through the use of certain s%ells and !agical ite!s" druids fro! different worlds can !eet) $he D( should decide whether their secret languages rese!6le each other enough to allow co!!unication) :inally" the druid@s secret language" while %rivate" is not su%ernatural??theoretically" others can learn it) 'owever" 6ecause the tongue %rovides druids with code %hrases or %asswords" they si!%ly 'ill not teach it to nondruids) $he great druid of the region will %unish any who 6reak with this tradition) S$a!e($an/in/ Characters 6elonging to al!ost all druidic 6ranches Fdiscussed later in this cha%terG can sha%echange into various ani!al for!s u%on reaching -th level) :or !ore than the following guidelines" consult the descri%tion of a %articular 6ranch@s granted %owers) Nor!ally" the druid can assu!e only a li!ited nu!6er of sha%es each day" de%ending on the character@s 6ranchE the choice of 6ranch usually restricts the ty%es of for!s the druid can assu!e) Shifting sha%e takes one round" during which the druid cannot take other actions) $he druid can re!ain in the new sha%e indefinitely??the duration of a for! ends only when the druid turns 6ack to the original sha%e or assu!es another one) A druid can shift fro! one sha%e to another without returning to hu!an for! first) 7%on assu!ing a new for!" the druid heals 02K to /2K F0d/?02G of all da!age) F*ound fractions down)G :or e>a!%le" a druid who has suffered 0. %oints of da!age rolls a 4 on a d/) $herefore" the character regains 42K?0. h%" or 5). h%) $his value 6eco!es 5 hit %oints after rounding) $he ani!al for! a druid assu!es can vary fro! the si&e of a 6ullfrog or s!all 6ird to that of a 6lack 6ear) 7nless noted otherwise" the druid can assu!e only the for! of a nor!al Freal?worldG ani!al in nor!al %ro%ortions) A druid in ani!al for! takes on all the 6east@s %hysical characteristics !ove!ent rate" a6ilities" Ar!or Class FACG" nu!6er of attacks" and da!age %er attack) $he druid retains original hit %oint and saving throw values) $he druid@s clothing and one ite! held in each hand also 6eco!e %art of the new 6odyE these rea%%ear when the druid resu!es nor!al sha%e) 3enerally" a druid in ani!al for! cannot use such ite!s" 6ut in %articularly challenging ca!%aigns" the D( !ay allow %rotective devices" such as a ring o# prote"tion" to function nor!ally) A sha%echanged druid radiates strong Alteration !agic) #rnin/ Undead No druid has the granted %ower to turn undead) Such creatures are not of the living world??the only world that concerns druids??so !e!6ers of this class have no control over the!) Hi/$er.le%el Drids $he worldwide organi&ation of the druids allows for the e>istence of only a li!ited nu!6er of 01th? or higher?level druids" assigning the! s%ecial titles" servants" and res%onsi6ilities) Druids who gain enough e>%erience to reach 01th level can advance only if they find a vacancy within the ,rder@s ranks or wrest a %osition fro! another druid through the challenge) FSee Cha%ter 4: $he Druidic ,rder)G ,nly one 0.th?level druid e>ists in any ca!%aign world: the 3rand Druid" chief of all druids in the world) $he 3rand Druid can co!e fro! any 6ranch" though on !any worlds this %osition reHuires a !e!6er of the usually do!inant forest druids) A 3rand Druid who retires and continues to gain e>%erience can 6eco!e a hiero%hant druid" of which a world can have any nu!6er) $he rules for druids of 01th and higher levels descri6ed in the PH on %gs) 4-?4B a%%ly to all druidic 6ranches) :or !ore details on the hierarchy of druids and the s%ecial res%onsi6ilities of higher?level characters" see Cha%ter 4: $he Druidic ,rder) Dridi( 7ran($es Each 6ranch within the druidic order o%erates" effectively" as a se%arate %riest class under the standard druid rules) 'ere@s how the %ages that follow descri6e the characteristics of each 6ranch: 1ini"" Ability S(ores8 $he druidic %ri!e reHuisites of Wisdo! 01 and Charis!a 0." or slightly !odified scores" serve as the !ini!u! a6ility scores necessary for a character to choose a %articular 6ranch) Ra(es Allo9ed) Standard FforestG druids are usually hu!ans or half?elves" 6ut !e!6ers of other races can choose so!e druidic 6ranches) FDetails on these o%tions a%%ear in The Complete $ook o# Humanoids)G A nu!6er in %arenthesis shows the !a>i!u! level these characters nor!ally reachE they can achieve higher levels only with high a6ility scores" as stated in the DMG% %gs) 05?0.) The Complete $ook o# Humanoids offers four new races for use as druid PCs: alaghi" centaurs" saurials" and swan!ays) ,ther nonhu!ans can 6eco!e druids" at the D(@s o%tion" though details on these characters should 6e carefully worked out within the guidelines of The Complete $ook o# Humanoids) Possi6le allowa6le races include: Dryads8 A dryad is Huite shy and una6le to travel far fro! her ho!e tree) 7nusual circu!stances !ight allow a dryad PC to 6eco!e a druid and travel within a large forest using !agical ite!s that link her with her ho!e tree" 6ut it re!ains unlikely that the dryad will advance 6eyond 5th level in a6ility) D*A3,NA (aga&ine FL02=" D'ooves and 3reen 'airDG has suggested that half?dryads F6orn of a union of hu!an !ale and dryadG !ight reach -th level or higher) Dryads and half?dryads always 6eco!e forest druids) El%es8 $he AD9D ,riginal Edition nearthed !r"ana reference 6ook allowed elves to 6eco!e druids) ,nly sylvan elves !ay achieve druidhood" %erha%s in re!ote areas such as lost islands or other worlds) Sylvan elf druids can reach 01th level Flike regular clericsG and can take the 'er6alist kit fro! The Complete $ook o# /l&es F%gs) B4?B5G) $hey always fall under the forest druid 6ranch) +nterested %layers !ight develo% a druidlike %riest kit for an elf" such as the halfling@s eaftender) $hough drow cannot 6eco!e druids" half?drow Flike all half?elvesG canE these al!ost always 6eco!e gray druids) Giant.kin) :ir6olgs and voadkyn" descri6ed in The Complete $ook o# Humanoids" !ight 6eco!e forest druids in certain re!ote regions of a ca!%aign) $hey could reach the -th level of a6ility) Again" %layers could develo% a druidlike %riest kit for this race) Hal'lin/s8 $he AD9D ,riginal Edition ga!e allowed halflings to reach the /th level of a6ility as NPCsE nearthed !r"ana allowed halfling druid PCs to reach higher levels) +n the AD9D 1nd Edition Complete $ook o# Gnomes and Hal#lings F%gs) 00=?012G" halfling %riests gained the eaftender kit" which strongly rese!6les the druid class) eaftender %riests nor!ally !ay achieve Bth level) +f halflings 6eco!e true druids" they can reach Bth level" too" usually in the forest or %lains 6ranches) 6i4ard 1en8 A civili&ed grou% of li&ard !en on a world in the S%ellCa!!er setting !ight have druids a!ong the!) $hough so!e li&ard !en a6oard the shi% S%ellCa!!er Fdetailed in The -egend o# 0pell*ammer 6o>ed setG achieved high levels of clerical a6ility" !ost li&ard !an druids would not advance 6eyond -th level) $hese 6eings 6eco!e Cungle or swa!% druids) Satyrs8 As a rule" satyrs concern the!selves too !uch with having fun to 6other with the serious side of a druid@s life) Satyr druid PCs should not gain levels a6ove 5th) An article in D*A3,N (aga&ine issue L02=" D'ooves and 3reen 'air"D allowed half? satyrs F6orn of hu!an wo!en and satyrsG to reach /th level or higher) Satyrs and half? satyrs always 6elong to the forest druid 6ranch) Ar"or and :ea!ons Per"itted) (ost druids wear natural ar!or FleatherG and use wooden shields) ,ther ar!ors" es%ecially !etallic kinds" are for6idden to all druids) (ost of the wea%ons %er!itted to druids of a %articular 6ranch rese!6le tools used in herding" hunting" and far!ing" or hold sy!6olic !eaning to the druid) :or instance" the curved sci!itar and kho%esh re%resent 6oth the sickle used in the harvest and the crescent !oon" which stands for 6irth" death" and re6irth in the cycle of Nature) $he standard druid can use the following wea%ons: clu6" sickle" dart" s%ear" dagger" sci!itar" sling" and staff Foptional1 scytheG) 7se of !etallic wea%ons and tools usually re!ains unrestricted" 6ut local availa6ility can %rove a %ro6le!" es%ecially in areas like the arctic tundra) Non!etallic !aterials can !ake effective wea%ons" with the following !odifiers Fco!%ared to si!ilar !etallic ite!sG: $one1 42K costE .2K weightE ?0 da!ageE ?0 to attack roll) 0tone1 .2K costE -.K weightE ?0 da!ageE ?1 to attack roll) +ood1 02K costE .2K weightE ?1 da!ageE ?4 to attack roll) $he da!age !odifier reduces the da!age nor!ally done 6y the wea%on" with a !ini!u! of 0 %oint of da!age) $he attack roll !odifier does not a%%ly to !issile wea%ons" as the attack roll reflects the character@s ai! and is not a function of the !aterial used to !ake the wea%on) Da!age !odifiers do a%%ly to !issile wea%ons" however) Enchanted non!etallic wea%ons !ust overco!e the negative !odifiers" tooE thus a bone dagger 23 works Cust as well as a nor!al steel dagger) Whenever a non!etallic wea%on inflicts !a>i!u! da!age in co!6at" it has a 0 in 12 chance of 6reaking and 6eco!ing useless) F$he D( rolls a d12)G Non9ea!on and :ea!on Pro'i(ien(ies8 A druid of a %articular 6ranch !ust have certain %roficiencies re4uired 6y the 6ranch) )e"ommended %roficiencies are only strong suggestions) +f the D( %er!its the o%tional druid kits fro! the ne>t cha%ter" select the druid@s %roficiencies only after you" the %layer" have chosen a kit" since kits have their own %roficiency reHuire!ents) +f the D( %refers to use secondary skills rather than nonwea%on %roficiencies" choose a%%ro%riate druidic skills fro! $a6le 4/ in the PH" %) .4) The scythe is a 'eapon a&ailable to many druidi" bran"hes. (ts large "ur&ed blade% sharp only on its inner edge% atta"hes to a handle 5 to 6 #eet long. ! har&esting tool used to reap grain% the s"ythe "osts 5 gp and 'eighs 7 lbs. This medium8si,ed (M) 'eapon must be used t'o8handed. (t "auses pier"ing9slashing (P90) damage 'ith speed #a"tor 7. ! s"ythe in#li"ts 3d623 points o# damage &s. small or medium8si,ed opponents% or 3d7 &s. large opponents. S!$eres o' &n'len(e8 Each 6ranch allows its !e!6ers access to different clerical s%ell s%heres) FAn asterisk indicates a s%here to which 6ranch !e!6ers have only !inor access)G Druids gain 6onus s%ells for high Wisdo!) Granted Po9ers) A druid has a wider variety of granted %owers than a standard cleric" an advantage 6alanced 6y a druid@s !ore li!ited s%here selection and inferior ar!or) S!e(ial 6i"itation8 So!e 6ranches suffer fro! unusual disadvantages) :or e>a!%le" heat de6ilitates an arctic druid) Holy Sy"bol and Gro%e8 (any 6ranches of druids use %lants as holy sy!6ols and s%ell co!%onents !istletoe" for instance" sy!6oli&es the forest druid) +n ha6itats where !istletoe is not availa6le Fsuch as deserts or arctic regionsG" druids use other sy!6ols) :orest druids worshi% in groves of ancient trees" which have 6eco!e sanctuaries" !eeting %laces" and sites of %ower for the!) Alternate worshi% sites can re%lace groves for 6ranches whose %ri!ary terrain does not foster tree growth) FSee Cha%ter /: Sacred 3roves)G 7ran($ Portraits $he following section of this cha%ter descri6es the various 6ranches of druids that !ight e>ist in a ca!%aign world) $he D( !ay freely create other 6ranches as desired" such as wilds%ace druids Ffro! unusual worlds in the S%ellCa!!er ca!%aignG" aHuatic druids Ftending ocean life on the continental shelvesG" aerial druids Fliving on se!isolid cloud islandsG" and so on) Note that kits function within and in addition to 6ranches) Ar(ti( Drid Des(ri!tion* Arctic druids feel at ho!e on the fro&en %olar tundra or on the slo%es of snowca%%ed !ountains and ancient glaciers) $hey even venture at ti!es across lifeless ice fields to assist lost ani!als) +f an +ce Age took %lace in the distant %ast" arctic druids !ay very well clai! to 6elong to the oldest druidic 6ranch" tracing their ancestry all the way 6ack to the days when hu!ans huddled within caves) 3lydo" a ty%ical arctic druid" Fillustrated a6oveG concerns hi!self !ore with ani!als than with %lants) 3uardian of cari6ou herds" %enguins" auks" seals" %olar 6ears" and other arctic and su6arctic ani!als" he relentlessly %ursues those who e>%loit ani!als out of desire for %rofit) 'owever" he faithfully 6efriends hunters and tra%%ers who res%ect the land and take fro! it no !ore than they need) 1ini"" Ability S(ores* Wisdo! 01" Constitution 04" Charis!a 0.) Ra(es Allo9ed: 'u!an" half?elf. :ptional??alaghi F00G) Ar"or and :ea!ons Per"itted* eather ar!or" wooden shieldE clu6" dagger" dart" har%oon" knife" sling" s%ear" staff) Arctic druids can use !etallic wea%ons if they find the!" 6ut !ining is e>tre!ely rare in arctic areas" !aking such ite!s rare as well) :ea!on Pro'i(ien(ies* )e"ommended?? knife" har%oon" s%ear) Non9ea!on Pro'i(ien(ies* )e4uired?? FgeneralG fire?6uilding" weather senseE FwarriorG survival FarcticGE )e"ommended?? FgeneralG ani!al handling" ani!al training" direction sense" fishing" swi!!ingE F%riestG ancient history" healingE FwarriorG endurance" hunting" !ountaineering" tracking) S!$eres o' &n'len(e* All" Ani!al" DivinationM" Ele!ental" 'ealing" PlantM" Weather) F$he arctic druid@s !inor access to the Plant s%here reflects the less a6undant %lant life in arctic cli!es)G Granted Po9ers* An arctic druid like 3lydo has the following granted %owers: *eceives a N1 6onus to all saving throws vs) cold?6ased attacks) earns the languages of intelligent !onsters whose natural ha6itats are tundra" arctic" and su6arctic regions) $he arctic druid gains one e>tra %roficiency slot for this %ur%ose every three levels Fat 4rd" /th" etc)G) Such languages include those s%oken 6y ettins" frost giants" ice toads" selkies" were6ears" white dragons" winter wolves" ver6eeg" yeti" and others) +gnores the effects of free&ing weather u%on hi!self at 4rd level) +dentifies with %erfect accuracy arctic %lants and ani!als" thin ice Fice that would give way under the weight of a %erson or a sledG" and %ure water at 4rd level) Passes over ice and snow without leaving a trail and can !ove over such terrain at full !ove!ent rate at 4rd level) Sha%echanges u% to three ti!es a day at -th level) $he druid can assu!e the for! of a land !a!!al" !arine !a!!al" or 6ird that dwells in arctic and su6arctic cli!ates: a cari6ou" %enguin" %olar 6ear" seal" reindeer" snowy owl" wolf" wolverine" and so on) $he druid can@t take the sa!e ani!al@s sha%e !ore than once each day) S%ecial i!itation: An arctic druid is used to a cold cli!ate and suffers a ?0 %enalty to attack rolls" saving throws" and a6ility checks in environ!ents with te!%eratures a6ove B2 degrees :ahrenheit) Holy Sy"bol and Gro%e* 3lydo" as an arctic druid" uses as his holy sy!6ol a 6one of an arctic ani!al that has 6een carved into the sha%e of a knife" whistle" flute" or other instru!ent) +f the druid dwells 6eyond the arctic tree line" he chooses as his DgroveD?? usually near a glacier??an ancient cave whose walls are covered with %rehistoric %aintings of ani!als) Desert Drid $he deserts %rove as inhos%ita6le to !ost nor!al %lant and ani!al life as the arctic regions) 'owever" deserts re!ain vital to the worldwide order of druids) Desert druids such as ,taH F%ictured on %) 00G are either !e!6ers of native no!ad tri6es or her!its who have !oved to the desert to esca%e civili&ation) 8alued for their a6ilities to heal sick ani!als Fand %eo%leG and to find or create %ure water" they nor!ally re!ain on good ter!s with desert no!ads) Although desert druids revere all the flora and fauna of a desert" fro! cacti and scor%ions to vultures and ca!els" they !ost fiercely %rotect the few fertile oases" which house their sacred groves) Desert druids also !ay reside in se!idesert areas" hot scru6 lands" and cha%arral) 7nless a D( sets a ca!%aign in actual desert land" this 6ranch 6est suits an NPC the %arty !ay encounter traveling through the wastes) (any desert druids live as her!its" not fond of distur6ances" and can 6e short te!%ered or downright eccentric) 'owever" no one can to% their knowledge of their own desert area) +f a %arty seeks so!ething in the trackless wastes or finds itself lost" facing a sandstor!" or running out of food or water" a chance encounter with a desert druid like ,taH !ay s%ell salvation) 1ini"" Ability S(ores* Wisdo! 01" Constitution 01" Charis!a 0.) Ra(es Allo9ed* 'u!an) Ar"or and :ea!ons Per"itted* eather ar!or" wooden shieldE clu6" sickle" dart" s%ear" dagger" kho%esh" sci!itar" sling" short 6ow" staff) :ea!on Pro'i(ien(ies* )e"ommended?? sci!itar" short 6ow" staff) Non9ea!on Pro'i(ien(ies* )e4uired?? FgeneralG direction sense" weather senseE FwarriorG survival FdesertG) )e"ommended?? FgeneralG riding Fland?6asedGE F%riestG healing" local historyE FwarriorG endurance" tracking) S!$eres o' &n'len(e* All" Ani!al" DivinationM" Ele!ental Fair" earth" fireG" Ele!entalM FwaterG" 'ealing" PlantM" Weather) Granted Po9ers* A desert druid like ,taH has the following granted %owers: *eceives a N1 6onus to all saving throws vs) fire or electrical attacks) 3oes without water for one day %er level without suffering thirst) *egaining use of this %ower reHuires the druid to have resu!ed a nor!al intake of water for a ti!e eHual to the days of de%rivation) earns the languages of desert?dwelling intelligent creatures F6rass dragons" dragonnes" la!ias" thri?kreen" etc)G" gaining one e>tra %roficiency slot for this %ur%ose every three levels Fat 4rd" /th" etc)G) +nfalli6ly identifies desert %lants and ani!als and %ure water at 4rd level) Sees through non!agical !irages at 4rd level and gains a N5 on any roll to save against illusions cast within a desert) Crosses sands and dunes on foot without leaving a trail and at full !ove!ent rate at 4rd level) Senses the distance" direction" and si&e of the nearest natural water source Fwell" s%ring" oasis" sea" etc)G if one lies within 0 !ile %er level) $his %ower" gained at 4rd level" is usa6le once %er day) Sha%echanges u% to three ti!es %er day at -th level" once each into a nor!al !a!!al" re%tile" and 6ird) $he druid can sha%echange only into ani!als whose natural ha6itat is the desert) Co!!on desert?dwelling ani!als include ca!els" eagles" hawks" li&ards" !ice" rats" snakes" and vultures) ,therwise" this %ower functions identically to that descri6ed in the PH" %) 4-) S!e(ial 6i"itation* None) Holy Sy"bol and Gro%e* A desert druid@s grove nor!ally lies within a 6eautiful oasis in the dee% desert) Branch !e!6ers use as their holy sy!6ol a vial of water fro! a sacred oasis" filled under a full !oon) Gray Drid $he rare gray druids inha6it and tend the shadowy real!s of the hidden life that e>ists without sunlight??fungi" !olds" and sli!es??and the nocturnal creatures that dwell in lightless" su6terranean real!s) 3ray druids are !ore closely associated with the earth than with other ele!ents of Nature) While !any of the! live in underground caves or ruins Fes%ecially in the 7nderdarkG" they are found any %lace fungal life grows a6undantly" either a6ove or 6elow ground) 3ray druids tend to o%%ose dungeon delvers" es%ecially dwarves" who they 6elieve defile and e>%loit the underground environ!ent) $hey have very good relations with dee% gno!es and %assa6le relations with drow" who they feel show !ore a%%reciation of the 6eauty of the 7nderdark than !ost dwarves or !en) But the gray druids don@t always o%%ose surface dwellers) Su%%ose a !a&e of caverns has develo%ed a co!%le> ecology: fungi" sli!es" rust !onsters" su6terranean li&ards" %ur%le wor!s" and so on) $hen an evil wi&ard and his ogres !ove in and 6egin DclearingD the caverns" destroying the !onsters in %re%aration to esta6lish an underground stronghold) +n this situation" the gray druid *y6na F%ictured on %) 00G !ight recruit a %arty of adventurers??not to loot the caverns Fthough the PCs !ay take the wi&ard@s treasureG 6ut to defeat the wi&ard@s forces??and in so doing" save the local ecology fro! destruction) 1ini"" Ability S(ores* Wisdo! 01" Charis!a 0.) Ra(es Allo9ed* 'u!an" half?elf FdrowG) Ar"or and :ea!ons Per"itted* eather ar!or" wooden shieldE clu6" sickle" dart" s%ear" dagger" sci!itar" sling" staff) :ea!on Pro'i(ien(ies* )e"ommended??dart" sci!itar) Non9ea!on Pro'i(ien(ies* )e4uired?? FgeneralG direction senseE F%riestG her6alis!E FwarriorG 6lind?fighting) )e"ommended?? FgeneralG ani!al training" fishingE F%riestG ancient history" healing) S!$eres o' &n'len(e* All" Ani!al" DivinationM" Ele!ental Fearth" waterG" Ele!entalM Fair" fireG" 'ealing" Plant" WeatherM) Granted Po9ers* A gray druid like *y6na has the following granted %owers: +dentifies with %erfect accuracy %ure water" fungi" su6terranean ani!als" and all sli!es" %uddings" Cellies and !olds Fincluding !onster ty%esG at 4rd level) earns the languages of su6terranean creatures Forcs" go6lins" troglodytes" >orn" etc)G" gaining one e>tra %roficiency slot every three levels Fat 4rd" /th" etc)G for this %ur%ose) Controls fungi" Cellies" !olds" oo&es" %uddings" and sli!es Fnonintelligent or of ani!al +ntelligenceG at -th level) $he druid can use this %ower once %er day to control 0 'it Die of creatures %er level) +t affects only a 42?yard radius around the druid) :or instance" *y6na" a 02th?level druid" could control two . 'D sli!es or one 02 'D %udding) $he creatures receive no saving throw" 6ut re!ain controlled only as long as they stay within 42 yards of the druid) An uncontrolled creature reverts to its nor!al 6ehavior %atterns) A gray druid like *y6na will not send a controlled !onster to its death unless 6y doing so she can %rotect the su6terranean ecology) $his %ower does not ani!ate a stationary entity or grant it any new a6ilities) F*y6na could co!!and a shrieker to shriek or 6e silent or !ove" 6ut not to sing or s%eak)G Control lasts for one turn %er level of the druid) Sha%echanges into a nor!al re%tile" a nor!al !a!!al" or a non%oisonous giant s%ider at -th levelE the druid can assu!e each for! once %er day) $he druid can change only into a re%tile or !a!!al that dwells underground" such as a !ole" 6adger" tunnel snake" etc) $he a6ility is otherwise identical to druidic sha%echanging in the PH) S!e(ial 6i"itation* 3ray druid Ani!al s%here s%ells affect only ani!als native to su6terranean environ!ents) So" *y6na could cast animal #riendship on a rat" a huge s%ider" or a 6adger" 6ut not on a wolf or horse) A gray druid has a ?1 %enalty on saving throws against s%ells creating 6right light" such as continual light) Due to long en!ity" dwarves react to gray druids at ?1) F$he reverse is also true)G Holy Sy"bol and Gro%e* 3ray druids use a %uff6all !ushroo! grown and harvested in co!%lete darkness as their holy sy!6ol) $hey usually take %art of an underground cavern??a thriving su6terranean ecosyste!??for a grove) ;orest Drid $he forest druid??the druid descri6ed in the PH??serves as the guardian of 6oth the great forests of the wilderness and the s!aller woodlands and orchards that lie ne>t to cultivated fields in flat lands" rolling %lains" or wooded hills) :orest druids hold trees Fes%ecially ash and oakG sacred and never destroy woodlands or cro%s" no !atter what the situation Falthough a druid could act to change the nature of a wood enchanted with evil" for instance" without destroying itG) $he forest druid acts as a living 6ridge 6etween the wilderness and those hu!ans??such as hunters" loggers and tra%%ers??who dwell on its 6orders) As the %layer" you can choose to role?%lay one of two kinds of forest druids: one fro! a te!%erate deciduous forest" or one fro! a su6arctic conifer forest) $he for!er ty%e is 6etter known and !ore nu!erous on !ost worldsE though conifer forests grow to vast si&es" they e>ist within often hostile environ!ents and lack the great variety in wildlife of war!er forests) :or Huick reference" the infor!ation on the te!%erate?forest druid 6ranch is re%eated here" along with suggested %roficiencies) 7nless otherwise noted" infor!ation a%%lies to 6oth te!%erate? and cold?forest druids) 1ini"" Ability S(ores* Wisdo! 01" Charis!a 0.) Ra(es Allo9ed* 'u!an" half?elf) :ptional??alaghi F00G" centaur F05G" saurial F=G" swan!ay F01G) F,nly hu!ans" half?elves" alaghi" and centaurs can 6eco!e cold?forest druids)G Ar"or and :ea!ons Per"itted* eather ar!or" wooden shieldE clu6" sickle" dart" s%ear" dagger" sci!itar" scythe" sling" staff) :ea!on Pro'i(ien(ies* )e"ommended??any two of the a6ove wea%ons) Non9ea!on Pro'i(ien(ies* )e"ommended?? FgeneralG ani!al trainingE F%riestG healing" her6alis!E FwarriorG ani!al lore" survival FforestG" tracking) S!$eres o' &n'len(e* All" Ani!al" DivinationM" Ele!ental" 'ealing" Plant" Weather) Granted Po9ers* $he forest druid has the following granted %owers: *eceives a N1 6onus to all saving throws vs) fire or electrical attacks) earns the languages of woodland creatures Fcentaurs" dryads" elves" satyrs" gno!es" dragons" giants" li&ard !en" !anticores" ni>ies" %i>ies" s%rites" treants" etc)G" gaining one e>tra %roficiency slot for this %ur%ose every three levels Fat 4rd" /th" etc)G) F$he languages of cold?forest druids include those of the giant lyn>" giant owl" %ine treants" and cold?dwelling grou%s of centaurs" elves" gnolls" gno!es" etc)G +dentifies %lants" ani!als" and %ure water with %erfect accuracy at 4rd level) Passes through overgrown areas at 4rd level without leaving a trail and at full !ove!ent rate) :or instance" the te!%erate?forest druid 3aron F%ictured a6oveG can !ove with ease through dense thorn 6ushes" 6riar %atches" %ine trees" tangled Cungle vines" and so on) 'e also is i!!une to %oison ivy" %oison oak" and si!ilar irritating %lants) When using this %ower" 3aron !ust 6e on foot" not riding an ani!al) 'as i!!unity to "harm s%ells cast 6y woodland creatures such as dryads at -th level) $he druid@s i!!unity does not e>tend to "harm s%ells cast 6y creatures who !erely ha%%en to 6e living in or %assing through a forest" such as a woods? dwelling hu!an !age or va!%ire) Sha%echanges into a nor!al" real?world re%tile" 6ird" or !a!!al u% to three ti!es %er day at -th level" e>actly as descri6ed in the PH) Each ani!al for! Fre%tile" 6ird" or !a!!alG can 6e used only once %er day) $he druid cannot assu!e giant for!s) S%ecial i!itation: See D'oly Sy!6ol and 3rove)D Holy Sy"bol and Gro%e* $he grove of a forest druid is Cust that: a stand of hallowed trees) Druids of this 6ranch??such as 3atha" a cold?forest druid Fillustrated on %) 0.G??use !istletoe as a holy sy!6ol) :or full effectiveness" 3atha !ust gather the !istletoe 6y the light of the full !oon using a golden or silver sickle s%ecially !ade for this task) +f a s%ell reHuires a holy sy!6ol and 3atha only has !istletoe harvested 6y other !eans" halve the da!age and area of effect Fif anyG and add N1 to the target@s saving throw Fif a%%lica6leG) <n/le Drid $he %rotectors of tro%ical rain forests" Cungle druids usually grow u% in tri6es" as Cungle %ests" vegetation" and cli!ate discourage far!ing" herding" and city?6uilding) Because !ost tri6al !e!6ers live closely attuned to the natural world" Cungle druids have a greater likelihood of involving the!selves directly in the affairs of hu!ans than other druids !ight) +n fact" a Cungle druid like Si!a F%ictured on %) 0.G usually holds a %osition of %ower and res%ect" wielding great %olitical authority) 'owever" Cungle druids do not associate the!selves with a %articular tri6e or %eo%le" as do !ost tri6al %riests or witch doctors) +nstead" they ado%t a neutral %osition" !ediating intertri6al feuds and handling relations 6etween hu!an tri6es and Cungle? dwelling hu!anoids" de!ihu!ans" or intelligent !onsters) +n so!e cases" a great druid 6eco!es a virtual Dking of the Cungle"D wielding %ower over a coalition of several tri6es" nonhu!ans" and ani!als) 1ini"" Ability S(ores* Wisdo! 01" Charis!a 0.) Ra(es Allo9ed* 'u!an) :ptional??saurial F=G) Ar"or and :ea!ons Per"itted* No ar!or" wooden shieldE 6lowgun" clu6" dart" knife" s%ear" staff) :ea!on Pro'i(ien(ies* )e"ommended?? 6lowgun" knife) Non9ea!on Pro'i(ien(ies* )e4uired?? F%riestG healing" her6alis!) )e"ommended?? FgeneralG ani!al ta!ing" weather senseE F%riestG local historyE FwarriorG survival FCungleG" tracking) S!$eres o' &n'len(e* All" Ani!al" DivinationM" Ele!ental" 'ealing" Plant" Weather) Granted Po9ers* $he Cungle druid has the following granted %owers: Passes through overgrown areas" such as thick Cungle" without leaving a trail and at full !ove!ent rate) earns the languages of tro%ical forest and swa!% creatures Fcouatl" li&ard !en" naga" tasloi" yuan?ti" etc)G" gaining one e>tra %roficiency slot for this %ur%ose every three levels Fat 4rd" /th" etc)G) +dentifies %lants" ani!als" and %ure water with %erfect accuracy at 4rd level) Sha%echanges into a nor!al Fnot giantG re%tile" 6ird" or !a!!al u% to three ti!es %er day at -th level) $he druid can use each ani!al for! Fre%tile" 6ird" or !a!!alG only once %er day and can choose fro! only those ani!als that !ake their nor!al ha6itat within Cungles or tro%ical swa!%s) S!e(ial 6i"itation* None) Holy Sy"bol and Gro%e* $he Cungle druid uses a to!?to! FCungle dru!G as a holy sy!6ol) Constructing a re%lace!ent takes two weeks) $he grove is usually a circle of trees" often near a waterfall) 1ontain Drid $he !ountain druid dwells in areas of rugged hills" al%ine forests" and %eaks and rocks a6ove the tree line) (e!6ers of this 6ranch" such as Dansil Fillustrated on %) 0=G" wield over their environ!ents a %ower gained fro! the ele!ent of earth and es%ecially fro! stone) $hey also draw %ower fro! the weather" es%ecially stor!s and clouds) Dansil and his fellows %rotect !ountains and al%ine flora and fauna fro! those who would e>%loit the!) $his role freHuently 6rings the! into conflict with !iners" es%ecially dwarves) (ountain druids often ally the!selves with stor! and stone giants" which further angers dwarves) 1ini"" Ability S(ores* Strength =" Wisdo! 01" Charis!a 0.) Ra(es Allo9ed* 'u!an" half?elf) Ar"or and :ea!ons Per"itted* eather ar!or" wooden shieldE clu6" sickle" dart" s%ear" dagger" sci!itar" sling" staff) :ea!on Pro'i(ien(ies* )e"ommended??clu6" sling" s%ear) Non9ea!on Pro'i(ien(ies* )e4uired?? FwarriorG !ountaineering" survival F!ountainG) )e"ommended??FgeneralG ani!al trainingE F%riestG healing" her6alis!E FwarriorG ani!al lore) S!$eres o' &n'len(e* All" Ani!al" DivinationM" Ele!ental Fearth" airG" Ele!entalM Ffire" waterG 'ealing" Plant" Weather) Granted Po9ers* $he !ountain druid has the following granted %owers: *eceives a N5 6onus to all saving throws vs) electrical attacks and to !ountaineering %roficiency checks) 3ains a !odifier of N4 to e>%erience level when deter!ining the effects of a s%ell fro! the Ele!ental Fearth or airG or Weather s%heres cast while in the !ountains) :or instance" say Dansil" a .th?level !ountain druid" cast the Weather s%ell obs"urement while in his !ountain environs) $hat s%ell" which has effects nor!ally lasting 12 rounds Ffour rounds %er levelG" has an adCusted duration of 41 rounds" as though Dansil were Bth level) (odify its nor!al area of effect of .2 feet ? .2 feet F02 feet ? 02 feet %er levelG to B2 feet ? B2 feet) Senses avalanches" volcanic eru%tions" and rockfalls one turn 6efore they ha%%en when the %layer rolls 0 to . on 0d/) $his a6ility also ena6les the druid to detect deadfall tra%s and falling 6locks on a roll of 0 to 4 on 0d/) earns the languages of !ountain?dwelling sentient creatures Fsuch as dwarves" red dragons" stone or stor! giants" etc)G" gaining one e>tra %roficiency slot for this %ur%ose every three levels Fat 4rd" /th" etc)G) +dentifies %lants" ani!als" and %ure water with %erfect accuracy at 4rd level) Sha%echanges into a nor!al" real?world re%tile" 6ird" or !a!!al u% to three ti!es %er day at -th level" e>actly as descri6ed in the PH) Each ani!al for! Fre%tile" 6ird" or !a!!al" e>cluding giant for!sG can 6e used only once %er day) S!e(ial 6i"itation* None) Holy Sy"bol and Gro%e* $he !ountain druid uses an eagle feather as a holy sy!6ol) $he grove of a druid Fsuch as DansilG usually lies in the higher elevations" often a glade near a 6eautiful waterfall on a slo%e or an ancient circle of standing stones on a %eak) Plains Drid $he %lains druid lives on o%en grasslands with few or no trees: te!%erate %rairies and %a!%as" hot veldts and savannas" cool ste%%es" and the like) ;alla is such a druid) FSee illustration ne>t %age)G She often finds herself in the co!%any of no!adic hunters and herders) 'er %owers and interests rese!6le those of a forest druid" 6ut she has a closer interest in the weather and the health of great herds roa!ing her lands than in trees and cro%s) Second only to the forest 6ranch" %lains druids re!ain a!ong the !ost co!!on and 6est known of all druids) 1ini"" Ability S(ores* Wisdo! 01" Charis!a 0.) Ra(es Allo9ed* 'u!an" half?elf) :ptional??centaur F05G) Ar"or and :ea!ons Per"itted* eather ar!or" wooden shieldE clu6" sickle" dart" s%ear" dagger" sci!itar" scythe" sling" staff) :ea!on Pro'i(ien(ies* )e"ommended??clu6" sling" s%ear) Non9ea!on Pro'i(ien(ies* )e4uired?? FgeneralG riding Fland?6asedG" weather senseE FwarriorG ani!al lore" tracking) )e"ommended??FgeneralG ani!al handling" ani!al trainingE F%riestG healingE FwarriorG endurance" hunting" survival F%lainsOste%%esG) S!$eres o' &n'len(e* All" Ani!al" DivinationM" Ele!ental Fair" earth" fireG" Ele!entalM FwaterG" 'ealing" Plant" Weather) Granted Po9ers* ;alla" a ty%ical %lains druid" %ossesses these granted %owers: *eceives a N1 6onus to all saving throws vs) fire and electrical attacks Fdue to this 6ranch@s need to fight such natural dangers as %rairie fires" lightning strikes" etc)G) 'as a N5 6onus to any ani!al handling" ani!al lore" or ani!al training %roficiency checks concerning %lains?dwelling herd 6easts or riding ani!als) earns the languages of %lains?dwelling sentient creatures Fsuch as centaursG" gaining an e>tra %roficiency slot for this %ur%ose every three levels Fat 4rd" /th" etc)G) +dentifies %lants" ani!als" and %ure water with %erfect accuracy at 4rd level) S%eaks with any land ani!als that hu!ans can ride" as well as %lains?dwelling herd ani!als" at 4rd level as though she had cast a speak 'ith animals s%ell) Sha%echanges into a nor!al" real?world re%tile" 6ird" or !a!!al co!!on to the %lains u% to three ti!es %er day at -th level" e>actly as descri6ed in the PH) ;alla can use each ani!al for! Fre%tile" 6ird" and !a!!alG only once %er day and cannot assu!e giant for!s) S!e(ial 6i"itation* None) Holy Sy"bol and Gro%e* Plains druids ty%ically wear their holy sy!6ol: a diade! or ar! 6and woven fro! %rairie grass under a full !oon) $hey often choose as their grove a circle of standing stones on the o%en grass) S9a"! Drid $he swa!% druid@s role centers around guarding !arshes" fens" 6ogs" wetlands" and swa!%s" as well as the a6undant %lant and ani!al life within the!) Willoo" an average swa!% druid F%ictured ne>t %ageG" rese!6les a nor!al forest druid" 6ut his %articular ha6itat !akes hi! less socially acce%ta6le) 'e o%%oses anyone who would drain his swa!% in the na!e of D%rogress"D even if such land were needed for far!ing or ur6an construction) Swa!% druids often live as her!itsE the !ore socia6le a!ong the! so!eti!es serve as %riests for outlaws hiding in the swa!%s or for li&ard !en who lack their own sha!ans) 1ini"" Ability S(ores* Wisdo! 01" Charis!a 01) Ra(es Allo9ed* 'u!an) :ptional??saurial F=G) Ar"or and :ea!ons Per"itted* eather ar!or" wooden shieldE clu6" dagger" dart" kho%esh" sci!itar" scythe" sickle" sling" s%ear" staff) :ea!on Pro'i(ien(ies* )e"ommended??any two of the a6ove) Non9ea!on Pro'i(ien(ies* )e4uired?? FgeneralG swi!!ingE F%riestG her6alis!E FwarriorG survival Fswa!%G) )e"ommended?? FgeneralG sea!anshi% Ffor s!all 6oatsG" weather senseE F%riestG healing" local historyE FwarriorG ani!al lore) S!$eres o' &n'len(e* All" Ani!al" DivinationM" Ele!ental Fearth" waterG" Ele!entalM Fair" fireG" 'ealing" Plant" Weather) Granted Po9ers* A swa!% druid has the following granted %owers: 'as an i!!unity to insect?trans!itted diseases co!!on to swa!%s" such as !alaria" and a N1 6onus on saving throws vs) any other diseases) *eceives a N0 reaction adCust!ent fro! nor!al ani!als that live in swa!%s Fsuch as crocodilesG and fro! !onsters whose ha6itat is a swa!% or !arsh for instance" 6lack dragons" 6ullywugs" and li&ard !en) earns the languages of intelligent hu!anoids and !onsters that inha6it the swa!% F6lack dragons" 6ullywugs" li&ard !en" sha!6ling !ounds" will o@ wis%s" etc)G" gaining one e>tra %roficiency slot for this %ur%ose every three levels Fat 4rd" /th" etc)G) FNote that to Ds%eakD with a will o@ wis%" a swa!% druid needs a light source" such as a hooded lantern" to signal with)G +dentifies %lants" ani!als" and %ure water with %erfect accuracy at 4rd level) Passes through overgrown areas and !ud at the full !ove!ent rate without leaving a trail at 4rd level) $he swa!% druid can use this %ower to cross Huicksand without sinking) 7ses the animal #riendship s%ell Fwhich usually affects only nor!al or giant ani!alsG at .th level to influence se!i?intelligent swa!%?dwelling !onsters or those of ani!al +ntelligence) $he effects on such !onsters" including cato6le%as" hydra" lernaean hydra" and %yrohydra" re!ain those of animal #riendship) $he druid has to want to 6efriend the !onster" not use it as sword?fodder) Sha%echanges into a nor!al re%tile" 6ird" or !a!!al u% to three ti!es %er day at -th level) $he druid can assu!e only the for! of real?world creatures that live in swa!%s or wetlands Fcrocodile" frog" !arsh 6ird" snake" etc)G) $he druid can ado%t each ani!al for! Fre%tile" 6ird" or !a!!alG once %er day) Casts an inse"t plague Fas the s%ellG once %er day at -th level) $his %ower works only when the druid is within the 6oundaries of a swa!% or !arsh) S!e(ial 6i"itation* Willoo@s clothes" like those of !ost swa!% druids" freHuently look caked with !ud and often dri% with swa!% water) 'e always has a faint odor of the swa!% a6out hi!) 'is lack of cleanliness gives hi! a ?0 %enalty to reaction adCust!ent fro! !ost %eo%le and a ?4 %enalty regarding u%%er?class individuals" such as gentry or no6les) Holy Sy"bol and Gro%e* $he grove usually lies dee% within a !arsh or swa!%??a stand of 6eautiful !angroves" wee%ing willows" swa!% oak" or the like) (any groves are actually islands" so!eti!es guarded 6y natural tra%s such as Huicksand) A swa!% druid uses as a holy sy!6ol a vial of water fro! a sacred swa!% grove) 1lti. and Dal.Class Drids $his section ela6orates on the o%tions for %layers who wish to role?%lay !ulti? or dual?class druids) $he choices and descri%tions are culled fro! a variety of sources" including the PH and DMG) 1lti.Class Drids ,nly half?elves can 6e !ulti?class druids) (ulti?class druids !ust a6ide 6y the wea%on" shield" and ar!or restrictions of their 6ranches) $he PH F%gs) 11" 55G !entions the half?elf@s o%tions of druidOfighter" druidOranger" druidO!age" and druidOfighterO!age) FSo!e earlier %rintings incorrectly cite only the druidOfighter co!6ination on %) 55)G Drid=;i/$ter8 $he core AD9D rules %er!it the druidOfighter) Drid=Ran/er8 $he core AD9D rules %er!it the druidOranger) The Complete )anger's Handbook" %) -=" gives guidelines for %laying such characters: A Nature deity of good align!ent !ust e>ist whose s%ecialty %riests are all druids) $his %riesthood !ust ally with a grou% of rangers) Any half?elf druidOranger !ust o6ey the level li!its for de!ihu!ans FDMG" %) 0.G" !aking it unlikely for the character to co!%ete for high levels of druidic %ower) $he druidOranger@s !ulti%le interests antagoni&e conservative druids" and the character usually suffers fro! divided loyalties) FCreate a si!ilar character with fewer %ro6le!s 6y giving a druidOfighter the Avenger or Beastfriend kit" descri6ed in the ne>t cha%ter)G Drid=1a/e and Drid=;i/$ter=1a/e8 $he core AD9D rules %er!it the druidO!age and druidOfighterO!age) While these co!6inations e>ist" they re!ain rare and reHuire the D(@s %er!ission) $hey cannot wear ar!or or use shields" and !ust li!it their wea%ons to those %er!itted to druids) Dal.Class Drids All nor!al rules for dual?class characters a%%ly to druids) $he druid@s restriction to neutral align!ent li!its the o%tions to 6ardOdruid" fighterOdruid" wi&ardOdruid" and thiefOdruid) So!e druids %refer to see the u%%er ranks of the ,rder filled 6y D%ureD druids those who have devoted their lives solely to the ,rder) Dual?class characters so!eti!es face %reCudice fro! other druids) ;i/$ter=drids8 ,ften acting as wandering guardians of Nature and country folk F!uch like neutral rangersG" fighterOdruids also can 6eco!e her!it?knights" living away fro! society and defending a %articular grove with their lives) :ighters who 6eco!e druids often do so 6ecause they seek s%iritual growth" 6ecause they have grown disgusted with the world of !an" or occasionally as %enance for a %articular !isdeed) Druids who 6eco!e fighters" on the other hand" want to take a !ore direct a%%roach to defending the wildernessE others seek to attune the!selves to Nature 6y !astering their own 6odies using eastern?style fighting arts" often 6eco!ing rather enig!atic Penlike warrior?!ystics) :i4ard=drids8 ooked u%on with dee% sus%icion 6y !ost other druids" wi&ardOdruids generally find the!selves stereoty%ed as untrustworthy or sche!ing) Conservative ele!ents within the druidic order often atte!%t to 6lock wi&ardOdruids fro! reaching 01th level) +f they fail" they deli6erately encourage rising druids to challenge the dual?class character to a duel in %reference to other targets) Wi&ards usually 6eco!e druids for %hiloso%hical reasons: either a fear that unrestrained use of !agical or divine forces threatens the cos!ic 6alance" or a desire to learn the druidic arts to 6etter understand the workings of Nature) Druids who study wi&ardry !ost often see this !agic as another %art of Nature to study and !aster) #$ie'=drids8 Such co!6inations a%%ear rarely" since the city serves as the o%ti!u! ho!e 6ase for the thief) As with wi&ardOdruids" %eo%le tend to distrust thiefOdruids) A druid who 6eco!es a thief usually does so after 6eco!ing disillusioned with the druidic order) A thief 6eco!es a druid usually as the result of highly unusual circu!stances an outlaw flees to the wilderness to esca%e %ursuit only to 6efriend a local druid" co!e to love Nature" and decide to ado%t a new way of life) Hi/$.le%el Dal.Class Drids8 A dual?class character who achieved a high level as a fighter or wi&ard 6efore 6eco!ing a druid has an edge in the challenge a druid faces to advance 6eyond 00th level) :or fairness" the ,rder generally 6ans such %layer characters fro! initiating challengesE they can gain e>%erience levels a6ove 00th only to fill a vacancy) D(s with a taste for %olitical intrigue !ay %er!it an e>ce%tion if the character receives s%ecial dis%ensation fro! the druidic order) $his !eans a dual?class druid !ust have a s%onsor: in theory" a higher?level druid who attests to the character@s fairness and co!!it!ent to the ,rder) +n %ractice" the s%onsor is often a druid who wants a dangerous rival re!oved and 6elieves the dual?class character has a good chance of doing soQ +n the case of wi&ardOdruids" however" the ,rder often F6ut not alwaysG for6ids wi&ard s%ells during the challenge) A %eculiar situation can occur if a character has achieved 01th to 0.th level as a druid" then ado%ts another class) +n effect" such characters have Ddro%%ed outD of the ,rder) Although inactive as druids" they retain their for!er 'it Dice and hit %oints) When they wish to use their druidic %owers again Fafter achieving one level !ore in the new class than their druid levelG" they !ust challenge an incu!6ent for the high?level druidic %osition they once held) A dual?class character who loses the challenge !ust dro% a level" as usual 6ut then !ay face another challenge and another" until the %layer character eventually wins a %osition or falls to 00th level) As a result of this danger" dual?class %layer characters usually %refer to switch classes 6efore reaching 01th level or after e>ceeding 0.th level) A/ri(ltre* E3!anded Rles $he D( !ay use this e>%ansion of the agriculture %roficiency when druid characters assist a s!all village facing tough ti!es or if a PC takes u% far!ing) $hese rules can figure the %ros%erity of an entire village if the D( grou%s area far!s together and uses the %roficiency rating of the village leader or druid with $a6les 0 and 1) Before a%%lying the following rules" the D( !ust decide how !any %eo%le the far! in Huestion is designed to su%%ort) A !edieval far! needs a !anager with the agriculture %roficiency) At o%ti!u! level" a far! has one worker %er every two %eo%le it su%%orts) A far! with !ore workers !ay %roduce a slight sur%lusE if it has fewer workers" it will yield less" since the crew would have !ore chores than hands) Children 6etween ages - and 00 count as half a worker each" and those 01 and older each count as another full worker) Ho9 Did t$e ;ar" Per'or"> $o Huickly deter!ine the success of a far! For garden or villageG for the year" the D( looks at the nu!6er of %eo%le it can su%%ort) :or instance" a fa!ily far! !ight %roduce enough to su%%ort si> %eo%le) +f the fa!ily has five !e!6ers" the far! shows a %rofit) With si>" the far! !erely scra%es 6y) A fa!ily of seven is starting to get hungry) ;i/rin/ ;ar" Pro'itability D(s wanting !ore %recise details a6out a far!@s %erfor!ance can follow these ste%s: 0) Deter!ine Proficiency Base) Every year the D( rolls 0d/ and adds the result to the far!er@s +ntelligence score) $hen" the D( locates the far!er@s adCusted agriculture %roficiency rating F6ase scoreG on $a6le 0) #able )* ;ar" Ratin/ 7ase S(ore ;ar" Pro'itability 0?. Disastrous year /?02 Poor yield 00?0/ Average harvest 0- and u% Bu!%er cro% 1) A%%ly the Worker (odifier) $he nu!6er of far! workers !odifies the 6ase %roficiency score) :or each 02K 6y which the far! crew falls 6elow its o%ti!u! nu!6er of workers" the D( a%%lies a ?0 %enalty to the 6ase score in $a6le 0) +f the far! has 12K !ore workers than o%ti!u!" the D( adds a N0 6onus to the 6ase score in $a6le 0) F'aving !ore workers gives no e>tra 6onus)G 4) :igure the *ando! Events (odifier) As any far!er would tell you" what !akes the far!ing life interesting is Nature@s eternal cussedness: rando! events) $he D( should roll on $a6le 1 to see what@s in store for the far!" then a%%ly the rando! events !odifier to the adCusted 6ase score) #able 2* ;ar" Rando" E%ents d2? E%ent C$e(k 1odi'ier 0 *uinous weather ?/ 1?4 Bad weather ?5 5?/ Ani!al disease ?1 -?B Building da!aged ?1 = Predators ?0 02 Poachers or 6andits ?0 00?05 No 6ad news 2 0.?0- 7sed good seed N0 0B?0= 3ood weather N1 12 S%ecial D( Note that often the actions of the far!ers For PCs hel%ing the!G and availa6le %riestly or druidic s%ells can reduce the %enalty fro! rando! events) See the descri%tions 6elow: *uinous weather !ay include flooding or a long drought) A successful weather sense %roficiency check 6y the far!er halves the %enalty) F$he far!er had advance warning and %re%ared for the weather)G +f the far!er knows a druid to use the "ontrol 'eather s%ell" the D( can negate the %enalty) Bad weather !ight !ean an early frost" a slight drought" or e>cessive rain) $he weather sense %roficiency and "ontrol 'eather work as in Druinous weather"D a6ove) A disease 6reaks out a!ong the far!@s do!estic creatures) A successful healing %roficiency check Fone tryG 6y the far!er halves the %enaltyE the "ure disease s%ell negates this %enalty) Building da!age !ay result fro! a severe stor!" fire" or other disaster) $he %enalty a%%lies only if the far!er cannot afford to fi> things" and continues to a%%ly every year until re%airs are !ade) Paying 02 g% for every %erson the far! su%%orts Dre%airsD each %enalty %oint) Predators" %oachers" or 6andits re%eatedly steal food or ani!als) +f PCs negotiate with" drive off" or destroy the !enaceFsG" the %enalty does not a%%ly) A s%ecial roll !eans so!ething unusual occurs) Perha%s a wi&ard war or a dragon devastates the far!??a%%ly ?02 to all checks this yearQ +f a god@s avatar sto%s 6y and 6lesses the cro%s" a%%ly N. to far! rolls) Note: A plant gro'th s%ell can add 12K to .2K to a far!@s annual yield FPH" %) 101G) -8 ;ind t$e ;ar"'s Pro'itability8 After a%%lying the worker and rando! events !odifiers to the 6ase %roficiency score" the D( deter!ines %rofita6ility using $a6le 0) A disastrous year !eans the far! %roduces .2K less than it should) A %oor harvest yields 12K less than nor!al) An average year !eans the far! %roduces at ca%acity) :inally" a 6u!%er cro% co!es to 12K a6ove nor!al yield) FNor!al yield is the a!ount reHuired to feed those the far! su%%orts)G #$e Har%est's Cas$ Vale D(s also can !easure far! %roductivity in cash ter!s) $he value of the harvest eHuals the nu!6er of %eo%le the far! can su%%ort ti!es 4/ g% Fthe !ini!u! annual cost of living for a %erson in sHualid conditions??DMG" %) 45G) $he D( su6tracts the yearly cost of living of the far!er and workers fro! the harvest value" leaving the far!@s %rofit) With this infor!ation" the D( can see if any fa!ilies are starving and how !uch aid would get the! 6ack on their feet) Deter!ining a far!@s %rofita6ility can %rovide role?%laying o%%ortunities for druids in a %arty) $he guidelines of !any 6ranches and kits reHuire druids to offer aid to far!s and villages in need) +n the course of hel%ing" the druid can stu!6le on a nu!6er of adventure hooks) D(s can even design whole ca!%aigns around a %arty@s effort to get a far!ing village 6ack on its feet) C$a!ter 2* Drid +its A kit is a collection of %roficiencies" restrictions" hindrances" and 6enefits intended to !ake a druid !ore colorful) A kit hel%s you" the %layer" create a detailed %ersonality and 6ackground for your PC" which !akes the character fit easily into the D(@s ca!%aign) Usin/ +its A druid kit works with the 6asic PH druid or with any of the 6ranches descri6ed in the %revious cha%ter) $hus" a desert druid could 6e a Savage Fco!ing fro! a %ri!itive desert tri6eG" a Wanderer Ftraveling the desert wastesG" a 3uardian F%rotecting a certain oasisG" or so!e other kit) 7ran($ and +it When 6uilding your druid character" choose the 6ranch first" as it has s%ecific a6ility score reHuire!ents) After that" %ick fro! any of the a%%lica6le kits) 'owever" !ake sure you have enough %roficiency slots to take the wea%on and nonwea%on %roficiencies reHuired 6y 6oth the 6ranch and the kit??although in !any cases 6ranchOkit %roficiency reHuire!ents overla%) D1 Restri(tions Prior to letting %layers select kits" the D( should e>a!ine each kit and decide whether it fits the overall ca!%aign) $he D( !ight want to restrict so!e kits to NPCs or %rohi6it others altogether) $he D( also !ay wish to !ake changes or add !aterial to so!e kits" to 6etter !atch the conditions of a %articular ca!%aign) $ake the Savage druid" for instance) +f the ca!%aign already features a %ri!itive tri6e of" say" %earl divers" the D( !ight adCust the Savage kit to fit esta6lished details of that tri6e@s cultural 6ackground for instance" the D( !ight !ake swi!!ing a reHuired or 6onus %roficiency) Rea(tion 7onses and Penalties Druid kits occasionally receive reaction 6onuses or %enalties as %art of their s%ecial 6enefits and hindrances) A reaction adCust!ent due to either the druid kit@s reHuire!ents or an e>tre!e Charis!a score FPH" %) 0BG is e>%ressed as a 6onus FN0" N1" etc)G or a %enalty F?0" ?1" etc)G) When rolling 1d02 for encounter reactions F$a6le .=" DMG" %) 024G" the D( !ust su6tract the 6onus or add the %enalty??not the other way around) :or instance" the druid Sna%dragon has a co!6ined N- reaction adCust!ent 6onus for her high Charis!a and her druid kit) $he D( then su6tracts - fro! the 1d02 encounter reaction roll to reflect the 6onus" due to the way $a6le .= in the DMG is designed) +its and t$e C$ara(ter Re(ord S$eet $o record a druid kit on your character record sheet F%gs) 01.?01-G" take the following ste%s: Add the na!e of the druid kit following the druid@s 6ranch) :or instance" a druid with the 'ive!aster kit and the %lains druid 6ranch would 6e written as: %lains druid F'ive!asterG) When recording the character@s %roficiencies" %ut an asterisk ne>t to those the character received free through the druid kit) $his will hel% you and your D( re!e!6er how !any %roficiencies the character is due) Where you have s%ace Fon the 6ack of your character sheet or on a se%arate %iece of %a%erG" write down the kit@s s%ecial 6enefits" hindrances" and any other features you wish to recall Huickly) ;ou also can use the s%ace %rovided on a co%y of the druid character sheets) A 6ook at Drid +its $his section %rovides a short e>%lanation of the structure of kit entries) $he entries the!selves follow in al%ha6etical order) +it Str(tre Each kit entry 6egins with a descri%tion discussing the nature of the kit and listing any s%ecial reHuire!ents a character needs to take it) F:or instance" to live as a Savage druid" the character !ust have 6een 6orn into??or ado%ted 6y??a %ri!itive tri6e)G $his descri%tion introduces an archety%e character designed to de!onstrate general attri6utes of the kit" not to serve as a character you" the %layer" have to role?%lay in a ca!%aign) A character of either gender can take any kit) $he kit entries also include the following sections: Role8 *ole?%laying suggestions are offered" as druids of varying kits can %lay widely different roles in a ca!%aign) 7ran($ Restri(tions8 +f a !e!6er of a s%ecific druidic 6ranch cannot take this kit" that restriction is noted) :ea!on Pro'i(ien(ies8 A druid with the kit in Huestion should take re"ommended %roficiencies 6ut !ust take re4uired ones) Se(ondary Skills8 +f your D( uses the rules for secondary skills" you !ay choose fro! $a6le 4/ FPH" %) .4G or select one of the choices listed here" in addition to those skills a%%ro%riate to the character@s druidic 6ranch) Non9ea!on Pro'i(ien(ies8 A given druid kit usually reHuires the character to choose certain nonwea%on %roficiencies) So!eti!es a %roficiency !erely is re"ommended??the character doesn@t have to take it) ,ften kits offer a 6onus %roficiency" which does not use u% a %roficiency slot) Druids can take 6oth %riest and warrior %roficiencies at nor!al cost FPH" %gs) .5?..G) E5i!"ent8 A few druid kits li!it the ty%e and a!ount of eHui%!ent the character can start with" acHuire" or use) S!e(ial 7ene'its8 $his %aragra%h details additional a6ilities of druids with this kit) S!e(ial Hindran(es8 $his section discusses any kit@s restrictions" li!itations" or disadvantages) :ealt$ ,%tions) 7sually the character starts with the %riest@s standard 4d/>02 g%) Ad%iser As a druid" your character can act as For work to 6eco!eG counselor to a ruler?? %erha%s a local knight or a high king) $hink of (erlin" who! older tales cast as a druid) An Adviser like the druid Ela! F%ictured a6oveG tries to !ake hi!self indis%ensa6le to his lord) $he class@s well?known neutrality !akes a ruler %erceive his advice as non%artisan" while the druid@s high Charis!a al!ost guarantees that the lord listens to his counsel) Ela! can use his Deyes in the wildernessD Fdescri6ed in Cha%ter 5: *ole?%laying DruidsG to %rovide his !aster with ti!ely and vital infor!ation) At the sa!e ti!e" the druid su6tly !ani%ulates his !aster to serve his own ends) :or e>a!%le" Ela! !ight encourage his lord to hunt in a 6eautiful forest the druid wishes to %rotect) WhyI Because Ela! knows the lord is a Cealous !an) ,nce he sees the 6eautiful forest and its fine ani!als" the lord will %ass a law !aking the forest a royal ga!e %reserve) As a result" the lord@s foresters will kee% %oachers away and %revent %easants fro! cutting the trees down) $he ruler and his courtiers will hunt there only once or twice a year@not enough to threaten the ani!als seriously) :or si!ilar reasons" a druidic Adviser like Ela! !ight take over %art of the education of the lord@s children" ostensi6ly to teach the! her6 lore" history" survival" and si!ilar skills) Actually" he uses the o%%ortunity to instill in the! a res%ect for Nature and the neutral world view??and %erha%s encourage the! to 6eco!e druids when they grow u%) Role* As an Adviser" Ela! is a !an of su6tlety and !ystery) 'e rarely s%eaks unless he has so!ething i!%ortant to say" and he always thinks carefully 6efore he says it) While not a fi>ture at his lord@s court" he kee%s an eye on things fro! a distance" often using ani!als to o6serve the ruler) 'e tends to %o% u% when !ost needed or least e>%ected" stay a day or a !onth" then vanish into the wilds) Always hungry for infor!ation" Ela! often roa!s the land disguised as a co!!on traveler For" at high level" in ani!al for!G" listening to the gossi% of %easants" traders" and innkee%ers to 6etter serve his own interests and those of his lord) As a PC" he carefully considers the %ur%ose and long?ter! ra!ifications of each adventure and insists on careful %re%aration and infor!ation gathering 6efore taking action) 7ran($ Restri(tions* None) :ea!on Pro'i(ien(ies* )e"ommended??staff) Se(ondary Skills* Scri6e) Non9ea!on Pro'i(ien(ies* $onus??etiHuette) )e"ommended??FgeneralG heraldry" weather senseE F%riestG healing" local history" s%ellcraftE Frogue" dou6le slotG reading li%sE Frogue" one slot" %er DS%ecial BenefitsDG disguise) E5i!"ent* $he Adviser need not s%end all starting !oney on eHui%!ent" 6ut can retain any leftover coinage) S!e(ial 7ene'its* As an Adviser" Ela! can %urchase the rogue@s disguise %roficiency at nor!al rather than dou6le cost) 'e stays free at the ruler@s stronghold Fno cost of livingG" and has the ear of the ruler) $he D( should esta6lish an NPC ruler for the druid to advise) 'el% the D( develo% a reason why the ruler trusts the PC" 6eyond his druidic 6ackground) Perha%s Ela! is a relative Fa cousin and younger son who failed to inherit and so Coined the druidic orderG" or the a%%rentice of a Frecently deceasedG older druid who used to tutor the lord) :or %lay 6alance" the D( should %lace a 0st?level %layer character as only one of several counselors to a lord of a s!all do!ain??%erha%s a knightly !anor or a 6arony) F+f you" the %layer" really want to role?%lay an Adviser to a king" !ake it an e>iled king trying to regain his crown)G +t@s u% to the PC to increase the lord@s influence) S!e(ial Hindran(es* Peo%le of the lord@s do!ain Fand i!!ediate neigh6orsG easily recogni&e Ela! as the court druid) +f the lord favors hi! or if the %o%ulace knows hi! to give good advice" !any will ask hi! to intercede for the! with the lord) +n addition" he !ay 6eco!e a target for his lord@s ene!ies or Cealous rival courtiers) ,n the other hand" if Ela! fails to %lease his !aster" he will find hi!self in disfavor at court: 'e suffers a !ini!u! ?1 reaction %enalty fro! the lord and court??%ossi6ly fro! all in the region Fif his 6ad advice led to a s%ectacular failure" like defeat on the 6attlefieldG) De%ending on the lord@s te!%er" an Adviser who has fallen into disfavor !ay face e>ile or worse until he !akes a!ends) :ealt$ O!tions* 4d/>02 g%) A%en/er $he Avenger druid has seen Nature suffer great wrongs) $ake the case of the druid $orrens) FSee illustration)G 'e had ho%ed to live as a 3uardian or 8illage Druid Flisted later in this cha%terG) 'owever" during his training" forces defiled the area under his %rotection and slew his !entor) (ay6e he feels he was too gentle" too weak) +t doesn@t !atter) 'e won@t let it ha%%en again) $orrens the Avenger no longer holds the defensive) +nstead" he roa!s the world seeking wrongs to right and foes to fight) And whether his o%%onent is a 6rutal king cutting down an ancient forest to 6uild a fleet of war galleys" or an evil va!%ire !enacing a %eaceful halfling village" the Avenger acts to sto% hi!) Per!anently) Role* $his druid is a gri!" strong" and silent warrior of the wilds) $orrens has little ti!e for anything 6ut his !ission" although he@s as %atient as a s%ider when it serves his %lans) A loner" he avoids love or friendshi%" fearing either could co!%ro!ise his !issionE if he associates with a %arty of adventurers" he treats the! as allies" 6ut not as friends) $he Avenger rarely s%eaks !ore than a6solutely necessary to hu!ans and !ost de!ihu!ans Falthough he !ay talk to ani!als or sylvan races like wood elvesG) 'e doesn@t 6other to e>%lain or Custify his actions) $he Avenger dislikes re!aining in one %lace" and freHuently !oves on after finishing a %articular Co6) 7ran($ Restri(tions* None) :ea!on Pro'i(ien(ies* )e"ommended?? sci!itar" s%ear) Se(ondary Skills* 'unting" wea%ons!ith) Non9ea!on Pro'i(ien(ies* $onus?? tracking) )e"ommended??FgeneralG ani!al trainingE F%riestG her6alis!E FwarriorG ani!al lore" endurance" set snares" survival) E5i!"ent* $he druid should s%end his initial allot!ent of gold %ieces entirely on eHui%!ent" for he loses any uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* $he Avenger receives an additional #ree wea%on %roficiency slot to use for any %roficiency his 6ranch allows) S!e(ial Hindran(es* $he druid@s gri! and silent de!eanor gives the character a ?0 %enalty to reaction adCust!ent fro! %eo%le in encounters) $orrens" like all Avengers" cannot have hench!en" hirelings" !ercenaries" or servants until he reaches 04th level) 'e can have any a!ount of treasure" 6ut cannot own !ore treasure and eHui%!ent than he can carry on his 6ack??any e>cess !ust go to a worthy cause) :ealt$ O!tions* 4d/>02 g%) 7east'riend A dee%??%erha%s instinctive??knowledge of the ha6its" actions" and 6ehavior of ani!als co!es naturally to a Beastfriend) asell" a ty%ical Beastfriend character F%ictured on the ne>t %ageG feels Huite %rotective of ani!als and fiercely %unishes those who inflict unnecessary har! u%on the!) She has nothing against %eo%le hunting for food Fwhich" after all" ani!als also doG 6ut considers hunting for s%ort re%ugnant and the use of ani!als in gladiatorial ga!es a horri6le cri!e) Role* A Beastfriend like asell s%ends !ost of her ti!e in the co!%any of ani!als) +n fact" she lives so !uch of her life around ani!als that so!eti!es she lacks social graces a!ong hu!ans) (any Beastfriends are gruff and hostile" %referring the co!%any of honest natural creatures to deceitful hu!ans" de!ihu!ans" and hu!anoidsE others like %eo%le" 6ut feel shy or tongue?tied around the! and so!eti!es 6ehave with %oor !anners) asell" like !ost with her kit" usually travels with one or !ore ani!al co!%anions to who! she feels es%ecially devoted) 7ran($ Restri(tions* None) :ea!on Pro'i(ien(ies* )e"ommended?? staff) Se(ondary Skills* 3roo!" hunter) Non9ea!on Pro'i(ien(ies* $onus?? ani!al lore) )e"ommended??FgeneralG ani!al handling" ani!al training" riding Fland?6asedG" riding Fair6orneGE F%riestG healing) E5i!"ent* $he druid should s%end her initial allot!ent of gold %ieces entirely on eHui%!ent" as she loses any uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* +f asell" as a Beastfriend" carefully 6ut fearlessly a%%roaches a ta!ed or unta!ed ani!al" she can try to !odify the 6east@s reaction) $he druid can affect only natural ani!als??that is" those found in the real world F6ears" wolves" snakes" etc)G" as well as giant or !agically enlarged versions of nor!al ani!als) When dealing with a nonhostile or do!estic ani!al" the druid can a%%roach and 6efriend it auto!atically) Wild 6easts or ani!als trained to fight Flike attack dogs or war horsesG get a saving throw vs) rods to resist the druid at a !ini!u! %enalty of ?0) An additional ?0 %enalty a%%lies for every four full levels the druid has achieved: ?1 at 5th level" ?4 at Bth" etc) F$he druid@s %ower is not !agical" though)G +f the ani!al fails to save" the druid !ay choose to shift its reaction one category either direction on $a6le ./ FDMG" %) 024G) $he Beastfriend receives a N5 6onus on ani!al lore" ani!al training" and ani!al handling %roficiency checks) +f she does not have the actual %roficiency" she can function as if she did" without the N5 6onus) +f asell" as a Beastfriend" casts an Ani!al s%here s%ell on an ani!al" the su6Cect saves against it at a ?1 %enalty) $hanks to her knowledge of ani!als" a Beastfriend can recogni&e a lycanthro%e Fwhether in hu!an or ani!al for!G on a successful ani!al lore check) $he Beastfriend notes su6tle differences in the 6ehavior of a lycanthro%e in ani!al for! co!%ared to a nor!al ani!alE she also notices su6li!inal clues in the !ove!ent and 6ehavior of a lycanthro%e in hu!an for! that %oint to its ani!al nature) $he Beastfriend !ay !ake her one check only after she has 6een in the lycanthro%e@s %resence for a round) S!e(ial Hindran(es* A Beastfriend does everything she can to hel% and treat a hurt ani!al or free an a6used one and will kill an ani!al only to %ut a dying 6east out of its !isery) A Beastfriend who has co!e to know an ani!al !ay not har! it" allow others to hurt it" or send it suicidally into har!@s way) +n general" the Beastfriend does not recruit ani!als s%ecifically as 6odyguardsE rather" she accu!ulates friends and %ets" who !ay choose to do favors for her" such as scouting or defending her) +n return" the druid feeds and shelters the!" heals their inCuries" and rescues the! fro! ca%tivity) As with all Beastfriends" asell@s lack of social grace %revents her fro! learning the etiHuette %roficiency and gives her a ?0 %enalty to encounter reactions with those of her own race Fe>ce%t another with her kitG) :ealt$ O!tions* 4d/>B g%) Beastfriends have little interest in civili&ed !atters such as !oney" and seldo! venture into towns) Gardian So!e druids esta6lish the!selves as the guardians of a %articular %lace??the ha6itat of an endangered s%ecies" a stand of ancient trees" the lair of a dryad" or a sacred grove) ,ften the druid watches over a sacred grove with !agical %owers that others try to e>%loit for selfish or evil %ur%oses) $he D( should decide the e>tent of the 3uardian@s res%onsi6ility??usually one druid %rotects no !ore than a few acres of wilderness??and esta6lish why the area needs s%ecial druidic attention) :or instance" a !ountainto% !ight serve as the nesting %lace of a rare 6reed of hawks %ri&ed 6y no6les as hunting falcons" forcing the druid to continually guard against those who want to steal the chicks or eggs) A druid with the 3uardian kit !ay act as the %rotector of several %laces in a lifeti!e) Say the druidic order %laces Wa&ir" a low?level 3uardian druid" in charge of a non!agical grove) +f he fulfills his charge Fand rises to at least 4rd levelG" the ,rder !ay grant hi! the res%onsi6ility of a !agical grove" while a lower?level druid takes over his old %osition) +n order to a6andon this kit" a 3uardian like Wa&ir has to find so!eone else Fusually a druid of si!ilar levelG to take over his guardianshi%) 'e !ust a6andon the kit involuntarily if so!eone destroys or irre%ara6ly desecrates his grove) +n this case" the 3uardian !ight 6eco!e a ost Druid or devote his life to revenge as an Avenger) Role* A 3uardian lives dee% in the wilderness" away fro! hu!anity) ike !ost 3uardians" Wa&ir nor!ally feels wary of strangers" sus%ecting that they co!e to e>%loit or threaten the site he defends) So!e 3uardians can 6eco!e fiercely %rotective: +f Wa&ir were to witness the near? e>tinction of a %articular s%ecies of %lant or ani!al" the last few e>a!%les of which now live only in his grove" he could grow into an angry and ruthless %rotector) Such druids !ay strike out without warning to frighten off or kill intruders or even !ay !ake %acts with local !onsters to %rotect the grove) ,ther 3uardians are si!%ly shy her!its who welco!e good?intentioned visitors) Perha%s Wa&ir lives as a lonely" dedicated sentinelE he !isses hu!an contact" 6ut his strong sense of duty %revents hi! fro! leaving his %ost undefended) :reHuently" a 3uardian goes years without seeing another hu!anE Wa&ir !ay have as his only friends Cust the ani!al or nonhu!an residents of his %rotectorate) As a result" he !ay see! eccentric or awkward relating to hu!ans??even other druids) 7ran($ Restri(tions* None) :ea!on Pro'i(ien(ies* *eco!!ended?? staff) Se(ondary Skills* 'unter) Non9ea!on Pro'i(ien(ies* $onus??local history Fof his guardianshi%G) )e"ommended?? F%riestG her6alis!" ancient history" religionE FwarriorG ani!al lore" set snares) E5i!"ent* $he druid should s%end his initial allot!ent of gold %ieces entirely on eHui%!ent" as he loses any uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* $he druid receives a N0 6onus on saving throws and attack rolls when fighting to %rotect his guardianshi%) Ene!ies suffer a ?1 %enalty to saving throws while they re!ain in this %rotectorate) As a 3uardian" Wa&ir receives the res%ect of other druids FN0 reaction adCust!entG in his circle) FSee Cha%ter 4: $he Druidic ,rder for !ore on circles)G Although not all 3uardians serve as warders of sacred or !agical groves" so!e receive this res%onsi6ility) F:or details on these s%ecial sites" see Cha%ter /: Sacred 3roves)G A low?level druid character should watch over a grove with no !ore than one lesser %ower) +n addition" the D( !ust co!e u% with a good reason why a !agical grove falls into the hands of a low?level druidE %erha%s the original 3uardian" the PC@s !entor" !et with an une>%ected fate while still groo!ing the character to take over) Whenever a grove has any s%ecial a6ilities" the D( always should take care to li!it the %ower they give the druid) :or instance" a grove containing a !agical %ear tree with uniHue golden?hued fruit that gives the eater the effect of a treasure #inding %otion could un6alance a ca!%aign) Perha%s the tree %roduces only one such !agical %ear a year??the re!aining fruit is nor!al" although e>ce%tionally succulent) When the s%ecial fruit ri%ens" the druid !ust turn it over to a !essenger fro! the great druid) S!e(ial Hindran(es* $he druid needs to guard a site containing so!ething others eventually will want) $he D( should encourage the %layer to have the character devote so!e ti!e to defending the %lace" setting u% !agical or nor!al tra%s" checking with ani!al s%ies" and so on) +f the druid" such as Wa&ir" fails in his guardianshi%" he 6eco!es seriously de%ressed) 'e suffers a ?0 %enalty on all attack rolls" saving throws" and a6ility and %roficiency checks until he recovers fro! his loss) 'e also loses standing in the ,rder F?1 reaction %enalty fro! other druids in the region" instead of the %revious N0 6onusG) Wa&ir cannot recover fro! this de%ression until 0d5N0 years %ass and he %erfor!s so!e action to atone for his failure) :or instance" if a dragon destroyed the ancient stand of elder trees Wa&ir guarded" he !ust either defeat the dragon or find a way to restore the forest to life) :ealt$ O!tions* 4d/>02 g%) Hi%e"aster $he 'ive!aster druid lives to foster insectoid and arachnid life wherever it e>ists) (ost low?level 'ive!asters" such as Cagua F%ictured on the ne>t %ageG work as 6eekee%ers or the like) Role* 'ive!asters a%%ear so!ewhat enig!atic) (any atte!%t to instill insectoid virtues in their followers" such as %atience" hard work" and close coo%eration) So!e higher?level 'ive!asters even atte!%t to influence hu!an societies to ado%t a co!!unal %attern !odeled on that of hive insects) ,thers??often styling the!selves We6!asters?? take on the %atient" deadly %ersonas of %redator arachnids or insects such as dragonflies or s%iders" ruthlessly hunting down For lying in wait to tra%G the ene!ies of the druidic order) A 'ive!aster??s grove usually centers around the dwelling %lace of the creature for which the druid has the greatest affinity??a forest covered with s%ider we6s" a field with 6eehives" etc) 7ran($ Restri(tions* None) :ea!on Pro'i(ien(ies* )e"ommended?? sci!itar" staff) Se(ondary Skills* :ar!er" woodworkerOcar%enter) Non9ea!on Pro'i(ien(ies* )e"ommended??FgeneralG agricultureE FwarriorG ani!al lore" endurance" set snares) E5i!"ent* $he druid should s%end her initial allot!ent of gold %ieces entirely on eHui%!ent" as she loses any uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* A 'ive!aster receives a N5 6onus to saving throws against stings or 6ites of %oisonous insects or arachnids" including giant versions) $he druid also gains a N5 6onus on agriculture" ani!al training" and ani!al lore %roficiency checks concerning insects or arachnids" and can a%%ly the ani!al training %roficiency to giant insects and arachnids) A 'ive!aster like Cagua !ay %ass har!lessly through s%ider we6s of all sorts" including we6s created 6y the 'eb s%ell) When she casts a summon inse"ts" giant inse"t" "reeping doom" or inse"t plague s%ell" the %layer increases her effective level 6y three) 7%on reaching -th level" the druid gains the a6ility to sha%echange into a giant insect or arachnid ty%e once %er day) She can take the for! of a non%oisonous giant ant" giant centi%ede" giant s%ider" or giant was%) $he 'ive!aster !ay assu!e this insectoid for! instead of one of her other sha%echanging choices F6ird" !a!!al" or re%tileG) :or e>a!%le" Cagua !ay choose to avoid the 6ird for! today in favor of the insectoid for!" 6ut to!orrow she !ay decide not to sha%echange into re%tile for!) $he druid still can assu!e only three for!s %er day" Cust like the nor!al druidic sha%echanging a6ility) Note: 3ray druids with the 'ive!aster kit !ay assu!e the insectoid for! instead of any one of their usual sha%echanging choices: !a!!al" re%tile" or non%oisonous giant s%ider) S!e(ial Hindran(es* $he 'ive!aster@s animal #riendship% speak 'ith animals" and summon animals s%ells allow her to su!!on or co!!unicate with only insects" giant insects" or arachnids) 'ive!asters receive a ?4 %enalty when using ani!al %roficiencies Fani!al lore" ani!al training" etc)G on creatures that are not insects or arachnids) :ealt$ O!tions* 4d/?02 g%) 6ost Drid $he strangest !e!6ers of the druidic order" ost Druids find that !any other druids no longer consider the! kin) $he ost Druids co!e fro! lands that have 6een !aliciously destroyed??forests 6urned to the ground" swa!%s drained" !ountains ruined 6y !ining" and so on) *ather than try to re6uild or !ove on" a ost Druid such as Stru!a F%ictured ne>t %ageG allows his heart to darken fro! 6rooding on the devastation and e!6races strange !agic to seek revenge) 7nder e>tre!e stress Fand the D(@s discretionG" a druid !ay renounce a %articular kit forever and 6eco!e a ost Druid) Druids of 1nd or higher level lose one level as a result of the change 6ut suffer no other %enalties) Note that this is an e>ce%tion to the rule on a6andoning kits F%) 51G" so the D( !ay wish to restrict it to NPCs) Role* ost Druids always feel 6itter) So!eti!es they go insane" their hearts filled with an insatia6le" often i!%ossi6le" desire for vengeance against those who destroyed their land) :or instance" say Stru!a 6eca!e a ost Druid when he found his forest destroyed 6y orcs) 'e !ay atte!%t to %lot the downfall of the entire orcish race and the death of every last orc) (ost ost Druids live solitary e>istences" 6ut so!eti!es they grou% together" often within the sinister Shadow Circle) FSee Cha%ter 4: $he Druidic ,rder)G 7ran($ Restri(tions* None) :ea!on Pro'i(ien(ies* )e"ommended?? sci!itar" staff) Se(ondary Skills* 'unter" wea%ons!ith) Non9ea!on Pro'i(ien(ies* )e"ommended??F%riestG her6alis!" s%ellcraftE FwarriorG ani!al lore" endurance" set snares" survival) E5i!"ent* A ost Druid such as Stru!a should s%end his initial allot!ent of gold %ieces entirely on eHui%!ent" as he loses any uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* $he druid gains !inor access to the Necro!ancy s%ell s%here) 7%on reaching /th level" he gains an additional %ower" the a6ility to ani!ate dead ani!als) $reat this %ower as the %riest s%ell animate deadE however" the druid !ay use it only once %er day" and it affects 0 'D of nor!al Freal?worldG ani!als %er level of the druid) S!e(ial Hindran(es* $he ost Druid cast only the re&ersed versions of heal or "ure s%ells) As a ost Druid" Stru!a !ay never attain 3rand Druid status" and thus !ay not %rogress %ast it to hiero%hant rank) A character of 3rand Druid or hiero%hant rank !ay not 6eco!e a ost Druid) All rangers and druids with other kits react to ost Druids at a ?5 %enalty" usually with a !i>ture of %ity and fear) F,ther ost Druids have only a ?1 %enalty to encounter reactions)G (ost druids consider ost Druids ene!ies and atte!%t to hunt" slay" or i!%rison the!) :ealt$ O!tions* 4d/>02 g%) Natral P$iloso!$er :ro! youth" the un6ridled curiosity of Natural Philoso%hers has lent the! a fascination a6out everything fro! the characteristics of %lants and ani!als to the workings of natural forces like lightning and weather" in addition to the ancient history of the druidic order) Besides the usual a6ility score reHuire!ents" a druid needs at least +ntelligence 0. for this kit) Role* Renia" a ty%ical Natural Philoso%her" delights in the study of new %lants and ani!als) She thinks nothing of venturing into a haunted forest to o6serve a rare circle of toadstools or visiting a dragon@s den to o6serve firsthand the !iracle of a hatching) She rarely interferes with her su6Cect of study" %referring to o6serve and sketch rather than 6ring ho!e s%eci!ens) Natural Philoso%hers often undertake adventures out of sheer curiosity) $his 6eco!es a good role for an NPC druid: Renia Fas either a doddering old sage or a 6rash young studentG hires a %arty to acco!%any her on a dangerous scientific e>%edition to visit a living island s%otted in a sahuagin?controlled ocean) A %arty also !ight acco!%any her to study the ecology of the sala!ander on the Ele!ental Plane of :ire or to check out a ru!or that a %reviously e>tinct s%ecies of giant owl now lives in the woods 6y a lich@s castle) 7ran($ Restri(tions* Arctic and Cungle druids cannot take this kit" as their harsh ho!e terrain forces the! to devote their ti!e to !ere survival" not scientific %ursuits) :ea!on Pro'i(ien(ies* )e"ommended?? staff) Se(ondary Skills* 'unter" navigator" scri6e) Non9ea!on Pro'i(ien(ies* $onus?? ancient history) )e"ommended??FgeneralG artistic a6ility" languages F!odernG" weather senseE F%riestG her6alis!" languages FancientG" readingOwritingE FwarriorG ani!al lore) E5i!"ent* $he druid should s%end her initial allot!ent of gold %ieces entirely on eHui%!ent" as she loses any uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* $he Natural Philoso%her !ay use wea%on %roficiency slots for nonwea%on %roficiencies) $his allows Renia to devote !ulti%le slots to a single %roficiency Fsuch as ani!al lore" her6alis!" or weather senseG" !aking her an e>%ert in &oology" 6otany" or !eteorology) S!e(ial Hindran(es* *e!e!6er to reflect in your role?%laying the Natural Philoso%her@s insatia6le curiosity) :or instance" Renia would rather study a new !onster than kill it or run away) She finds %u&&les and riddles irresisti6le and risks even her life to find the answers) :ealt$ O!tions* 4d/>02 g%) Otla9 +n a region where evil forces have triu!%hed and hold a %osition of authority" good %eo%le who resist have turned outlaw) :ro! their e>ile in the wilderness" these folk conduct guerrilla warfare against the cruel victors in the fashion of *o6in 'ood and his (erry (en) Since the 6alance has swung so far to the side of evil" the druid !ay freely act as a !ilitary co!!ander in the struggle to overthrow the o%%ressors) +n so!e situations" the druidic order itself !ay 6e outlawedE then the ,utlaw druid faces threats like wides%read %ersecution of druid followers and 6urning of sacred groves) Role* Because an outlaw 6and often fights in the wilderness Fa!6ushing ene!ies along forest roads or defending against %atrolsG" the druid@s %owers and skills naturally co!e to the forefront) ,ne such ,utlaw druid is (ackay) FSee illustration on this %age)G ,utside co!6at" he %roves e>cellent at gathering infor!ation and using his %riestly curative %owers) De%ending on the nature and align!ent of those in the grou%" you can role?%lay the ,utlaw druid as Cust another %arty !e!6er or as the 6and@s s%iritual For actualG leader) :ea!on Pro'i(ien(ies* *eco!!ended?? sci!itar" sling" staff) Se(ondary Skills* :ar!er" forester" hunter" wea%ons!ith) Non9ea!on Pro'i(ien(ies* $onus??set snares) )e"ommended??FgeneralG ani!al training" 6rewing" ro%e use" singing" weather senseE F%riestG healing" her6alis!" local history" religionE Frogue" dou6le slotG disguiseE FwarriorG ani!al lore" tracking) E5i!"ent* $he druid should s%end his initial allot!ent of gold %ieces entirely on eHui%!ent" as he loses any uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* None) S!e(ial Hindran(es* ocal authorities are always hunting for ,utlaws like (ackay) Ca%ture !eans i!%rison!ent??or worse) :ealt$ O!tions* 4d/>02 g%) Pa(i'ist $he Pacifist druid 6elieves in the sanctity of all life" 6ut es%ecially that of creatures with ani!al +ntelligence or higher) Role* $he restrictions on the druid@s actions F6elowG !ake this a challenging role to %lay" and one that works 6est within a %arty of good?aligned adventurers) $o give the %layer of a Pacifist druid a chance to shine" the D( should design adventures in which the character can hel% negotiate a di%lo!atic settle!ent of a crisis 6etween neigh6oring lords or where %arty !e!6ers so!eti!es can win over o%%onents 6y negotiation or !oral %ersuasion) :or e>a!%le" su%%ose a tri6e of go6lins !enaces hu!an lands) $he D( alone knows that the go6lins actually were dis%laced fro! their old caverns 6y an evil va!%ire and would return ho!e if so!eone destroyed the va!%ire) A scenario like this gives a clever Pacifist druid" such as ark Fa6oveG a chance to talk to the go6lins" discover why they intruded into hu!an land" then convince the %arty to ally with the! against the va!%ire) 7ran($ Restri(tions* None) :ea!on Pro'i(ien(ies* )e"ommended?? staff) Se(ondary Skills* :ar!er" groo!) Non9ea!on Pro'i(ien(ies* $onus?? healing) )e"ommended??FgeneralG 6rewing" cookingE F%riestG her6alis!" religion" s%ellcraftE FwarriorG ani!al lore" survival) E5i!"ent* A Pacifist like ark can %urchase no wea%ons e>ce%t darts or a staff) She should s%end her entire initial allot!ent of gold %ieces on eHui%!ent" as she loses uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* $he Pacifist druid can use so!e or all of her wea%on %roficiency slots to 6uy nonwea%on %roficiencies) Pacifists such as ark have the a6ility to s%eak soothing words to ease te!%ers and cal! savage 6easts) $his %ower can re!ove the effects of a #ear s%ell" cal! an enraged ani!al" or %acify a hostile crowd) ark can use this %ower a nu!6er of ti!es %er day eHual to her e>%erience level) 7sing soothing words acco!%lishes one of the following: Negates one #ear s%ell For si!ilar !onster a6ilityG on a single victi!E 'alts a single creature@s 6erserker rageE or $e!%orarily cal!s down a nu!6er of ani!als" characters" or !onsters Fwhose co!6ined levels or 'it Dice total no !ore than twice the druid@s levelG) A cal!ed grou% usually re!ains cal! for 0d5N0 rounds" as long as others refrain fro! hostile action against the!" their allies" or their %ro%erty) During this ti!e" the druid or others can atte!%t to esca%e or to negotiate a resolution to the situation) S!e(ial Hindran(es* ;ou" the %layer" !ust role?%lay this druid as a strict %acifist) A character like ark does not totally o%%ose others who do har! when necessary??after all" ani!als kill for food) 'owever" she never inCures a %erson or ani!al herself) +n addition" she encourages her co!%anions to use the !ini!u! reHuired force during encounters: to ask foes to surrender 6efore attacking the!" let retreating ene!ies flee if she thinks they won@t 6e a !enace again" and so on) 7se of her6al 6rews or !agic that does not %er!anently har! ene!ies is %erfectly a%%ro%riate) :or instance" ark can entangle foes" turn the! into trees" use slee%ing %oison" etc) 'owever" she a6solutely refuses to let har! co!e to ca%tives or innocents under her careE in fact" she uses her %owers and risks her life to %rotect the!) $he Pacifist druid@s code against violence does not e>tend to evil undead) $hese creatures are already dead 6ut need hel% finding their restE in other words" the druid will destroy the!) ike all Pacifists" ark eats only vegetarian !eals) F;ou" the %layer" decide whether your Pacifist character eats fish)G She won@t %revent others fro! eating !eat" 6ut usually e>%resses disa%%roval) 'igh?level Pacifists find the!selves disadvantaged when atte!%ting to advance a level" as winning a druidic challenge usually reHuires violent 6ehavior) 'owever" if ark wanted to even u% her chances in the challenge" she either could get her o%%onent to agree to a nonviolent contest" or she could win using har!less tricks or !agic) :inally" the %layer cannot roll or choose the following secondary skills: ar!orer" hunter" tra%%erOfurrier" or wea%ons!ith) :ealt$ O!tions* 4d/>02 g%) Sa%a/e $his druid lives in %ri!itive Stone Age tri6e" usually in a rain forest) 'aro" a ty%ical Savage druid F%ictured on the ne>t %ageG" differs fro! a savage %riest" sha!an" or witch doctor in that he 6elongs to the worldwide druidic order and" of course" to a druidic 6ranch) So!e Savage druids work and live a!ong %ri!itive tri6es as !issionaries fro! !ore civili&ed cultures) Role* *ather than associate with a %articular tri6e??as do !ost sha!ans or witch doctors??the Savage druid ado%ts a neutral %osition" !ediating intertri6al feuds and handling relations 6etween hu!an tri6es and neigh6oring hu!anoids" de!ihu!ans" or intelligent !onsters) (ost Savages live as her!its in the wild" although if 'aro gains high rank" he could control a coalition of tri6es%eo%le" nonhu!ans" and ani!als) +f 'aro Coins a %arty in !ore civili&ed lands" he occu%ies the role of outsider and o6server) $he Savage character should act %u&&led 6y so!e as%ects of !ore advanced civili&ation" i!%ressed" a!used" or disgusted 6y others) $he Savage druid@s reaction to 6ig cities is unlikely to 6e favora6leQ 7ran($ Restri(tions* None) :ea!on Pro'i(ien(ies* Savage druids are restricted to a choice of 6lowgun" clu6" dagger" har%oon" knife" s%ear" or staff) After adventuring in civili&ed lands Fadvancing at least one level doing soG" they can learn other wea%on %roficiencies) Se(ondary Skills* 'unter) Non9ea!on Pro'i(ien(ies* $onus??fire?6uilding" survival) )e"ommended??FgeneralG direction sense" fishing" swi!!ing" weather senseE F%riestG healing" her6alis!" local history" !usical instru!entE FwarriorG ani!al lore" endurance" !ountaineering" running" set snares" tracking) E5i!"ent* $he Savage druid can 6uy no ar!or Fthough he !ay acHuire a wooden shieldG and can 6uy only those wea%ons listed a6ove under DWea%on Proficiencies)D 'e should s%end his entire initial allot!ent of gold %ieces on eHui%!ent" as he loses any uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* $he Savage druid@s 6ody is covered with cere!onial scars and tattoos) $hese eli!inate the need to use the holy sy!6ol of 'aro@s 6ranch when casting s%ells??his tattoos and other !arkings are as effective as holy sy!6ols other druids use) S!e(ial Hindran(es* 'aro" like !ost Savage druids" has an unusual and i!%osing a%%earance) While he could alter his %ri!itive dress easily" his strange accent" weathered a%%earance" tattoos" and scars !ark hi! as a foreigner when he travels in civili&ed lands) $hese alien features give hi! a ?1 reaction %enalty a!ong civili&ed NPCsE %layers can decide how their PCs react) :ealt$ O!tions* 4d/>. g%) Savage druids 6egin adventuring unfa!iliar with !oneyE all their starting wealth is actually an eHuivalent value in goods) S$a!es$i'ter Sha%eshifter druids !aster their sha%echanging %owers at a lower e>%erience level than other druids) $his a6ility takes a s%ecial gift F%erha%s a taint of lycanthro%ic or silver dragon 6lood in the druid@s fa!ily treeG and intense training) But" those who %ersevere" such as *i!i F%ictured on the ne>t %ageG gain unusual !eta!or%hic %owers) Role* Sha%eshifters have !ercurial %ersonalities) Although 6y no !eans chaotic" they are Huick to anger" and easily !oved to Coy or tears) *i!i" like !any Sha%eshifter druids" !akes an e>cellent s%y or !essenger and stands a good chance of 6eing %icked as a servant to a high?level druid" an archdruid" or a great druid) 7ran($ Restri(tions* ,nly forest" %lains" and !ountain druids can take this kit" as druids in other 6ranches have li!its on their sha%echanging %owers) :ea!on Pro'i(ien(ies* )e"ommended?? staff) Se(ondary Skills* 'unter" groo!) Non9ea!on Pro'i(ien(ies* $onus?? ani!al lore) )e"ommended??F%riestG s%ellcraftE FwarriorG endurance" survival" tracking) E5i!"ent: $he druid should s%end her initial allot!ent of gold %ieces entirely on eHui%!ent" as she loses any uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* As a Sha%eshifter" *i!i gains her 6ranch@s sha%echanging %ower at 0st level rather than at -th level) 'owever" until she reaches -th level" the druid can assu!e only the for! of natural creatures whose 'it Dice total no greater than half her level) FA 0st?level Sha%eshifter only assu!es the for! of a creature with 0O1 'D or less)G *i!i can sha%echange t'i"e as o#ten as her 6ranch nor!ally allows" which dou6les the nu!6er of changes she can !ake daily) F:orest Sha%eshifters" then" can change to ani!al" re%tile" and 6ird for!" each twice %er day)G 'owever" using this %ower !ore than the nor!al three ti!es %er day !ay have dangerous conseHuences) FSee DS%ecial 'indrances)DG At -th level" *i!i the Sha%eshifter can transfor! a %ortion of her 6ody) +nstead of turning into a re%tile" she can give herself a snake@s fangs" which she can use in an attack to cause 0d1 6ite da!age %lus %oison) *ather than turning into a 6ird" she can transfor! her ar!s into a 6ird@s wings and fly at a !ove!ent rate of 10) Short of transfor!ing into a 6ear For other !a!!alG" she can s%rout a 6ear@s claws fro! her fingers and !ake two attacks causing 0d4 %oints of da!age each" %lus Strength 6onus) Each of these actions counts as one change for the day) S!e(ial Hindran(es* A Sha%eshifter regains hit %oints only when resu!ing her hu!an for!" and then recovers only 0d5 h%) +f the druid has 2 h% or fewer" she regains none with her hu!an sha%e) +f *i!i uses her Sha%eshifter %ower !ore than three ti!es %er day" she !ust !ake a saving throw vs) s%ell after each e>tra use) A failure locks her into her current for! until the ne>t day" when she can atte!%t a new saving throw) 'owever" for each failed save" the druid@s ne>t one 6ears a ?0 %enalty) +f *i!i fails three saving throws in succession" she kee%s her current ani!al for! %er!anently" as if she had 6een reincarnated as that creature) ,nly a polymorph any ob*e"t% limited 'ish" or 'ish can turn her 6ack to hu!an or another for!) :ealt$ O!tions* 4d/>. g%) Sha%eshifters s%end too !uch ti!e in ani!al for! to concern the!selves with !oney) #ote"i( Drid $he $ote!ic Druid closely identifies with a %articular s%ecies of !a!!al" re%tile" or 6ird) While 8anier" a ty%ical $ote!ic Druid" sto%s short of worshi%ing his tote! ani!al" he 6elieves that %articular ani!al re%resents his s%irit) $he $ote!ic Druid %icks a nor!al Freal?worldG wild !a!!al" re%tile" or 6ird as his tote!) $his creature cannot 6e larger than a 6ear or s!aller than a !ouse) So!e co!!on choices include the 6lack 6ear" 6o6cat" eagle" owl" wolf" rattlesnake" and 6eaver) +n addition" 8anier@s tote! ani!al !ust corres%ond to his 6ranchE if 8anier 6elongs to the desert druid 6ranch" he can select as his tote! only an ani!al that nor!ally lives in the desert) Role* $ote!ic Druids tend to ado%t characteristics associated with their tote! ani!al) $hey feel es%ecially %rotective of their tote! ani!al in the wild and want to 6efriend the creatures) As a $ote!ic Druid" 8anier acts to %ro!ote the interests of the tote! s%ecies and its individual !e!6ers) Even if his tote! is traditional %rey Fa deer" for e>a!%leG" 8anier never hunts the ani!al hi!self" nor does he eat its !eat) While he usually does not try to 6an hunting of his tote! Fe>ce%t in the case of endangered s%eciesG" he o%%oses cruel or wasteful hunting %ractices) 7ran($ Restri(tions* None) :ea!on Pro'i(ien(ies* )e"ommended?? staff) Se(ondary Skills* 3roo!" hunter) Non9ea!on Pro'i(ien(ies* $onus?? tracking) )e"ommended??FgeneralG ani!al handling" ani!al trainingE F%riestG healing" her6alis!E FwarriorG ani!al lore" survival) Note that $ote!ic Druids have a reduced nu!6er of %roficiency slots) FSee DS%ecial 'indrances)DG E5i!"ent* $he druid should s%end his initial allot!ent of gold %ieces entirely on eHui%!ent" as he loses any uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* A $ote!ic Druid like 8anier can sha%echange into the for! of his tote! ani!al a nu!6er of ti!es %er day eHual to his e>%erience level divided 6y three Frounded downG" %lus one) So" a 4rd? to .th?level $ote!ic Druid can change twice %er day" a /th? to Bth?level druid can change three ti!es %er day" and so on) $his a6ility functions as nor!al druidic sha%echanging" e>ce%t that the druid does not regain hit %oints when sha%echanging into or out of the tote! for!E the druid@s s%irit re!ains so closely 6ound with the tote! that he fully e>%eriences any da!age the ani!al for! took) $he $ote!ic Druid can use this sha%echanging a6ility in addition to his sha%echanging granted %owers) A $ote!ic Druid can co!!unicate freely with nor!al or giant e>a!%les of the tote! ani!al s%ecies Fas with the speak 'ith animals spellG) 'e receives a N5 6onus to any healing" ani!al training" ani!al lore" or ani!al handling %roficiency checks related to the tote!) A druid who doesn@t have one of these %roficiencies !ay 6ehave as though he did when dealing with his tote! ani!al" 6ut does not a%%ly the N5 6onus) S!e(ial Hindran(es* A $ote!ic Druid has one fewer nonwea%on %roficiency slot than nor!al" as a result of s%ending so !uch ti!e in ani!al for!) So" 8anier would start with three slots rather than four) :ealt$ O!tions* 4d/>. g%) $ote!ic Druids" like Sha%eshifters" have a less %ressing need for !oney due to the a!ount of ti!e they s%end in ani!al for!) Villa/e Drid #a6il the 8illage Druid Fne>t %ageG associates hi!self closely with a single rustic village or ha!let) As he gains e>%erience" his influence can e>tend to cover a shire" 6arony" or entire region) 'owever" his focus re!ains rural) A 8illage Druid always ho%es to see ordinary folk live in har!ony with Nature) As a 8illage Druid" #a6il@s ai! is twofold: to kee% %eo%le fro! e>%loiting Nature F6y short?sighted agricultural %ractices" etc)G and to defend and %rotect villagers who follow the %ro%er druidic %ath) $hus" although he will not stand idly 6y to see the wilderness threatened" his !ore vital interest lies with the local cro%s" do!estic ani!als" and his own followers) #a6il uses his skills and !agic to %rotect all living things within his village fro! foes" disease" drought" forest fires" or natural disasters) Role* A 8illage Druid nor!ally re%laces a conventional %riest or cleric in villages where !ost inha6itants su6scri6e to the druidic ethos) As well as offering %rotection and guidance" the druid leads the citi&enry in cere!onies to o6serve 6irths Fof hu!ans and ani!alsG" deaths" !arriages" harvests" the changing of the seasons" and so on) FSee Cha%ter 5: *ole?%laying Druids for details)G $his kit suits PCs when the D( decides to set the ca!%aign in a rural area under a threat or %erha%s near une>%lored ruins) 7ran($ Restri(tions* None) :ea!on Pro'i(ien(ies* )e4uired??sickle or scythe) )e"ommended??staff) Se(ondary Skills* :ar!er" forester" groo!) Non9ea!on Pro'i(ien(ies* $onus?? agriculture) )e"ommended??FgeneralG ani!al training" 6rewing" ro%e use" weather senseE F%riestG healing" her6alis!" local history" religion) E5i!"ent* $he druid should s%end his initial allot!ent of gold %ieces entirely u%on eHui%!ent" as he loses all uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* With the D(" decide which village a druid like #a6il %rotectsE the druid lives in or near this village) ocals res%ect #a6il highly and %rovide hi! with infor!ation a6out ha%%enings in the area) 'e receives a N1 reaction 6onus fro! %eo%le and do!estic ani!als in the village??as long as he re!ains diligent a6out his duties) +n addition" the villagers su%%ort #a6il at a !iddle?class lifestyle FDMG" %) 45G) $his hos%itality" rather than tithes" re%resents the generosity of a grateful %eo%le willing to %rovide their 8illage Druid with the 6est of everything he needs to live in their !idst) S!e(ial Hindran(es* As a 8illage Druid" #a6il doesn@t have a lot of free ti!e) ocals ask hi! for hel% with all their %ro6le!s" ranging fro! 6andit raids to a child lost in the woods) +n addition" the druid !ust s%end at least one day each week attending to village !atters: listening to grievances" !ediating dis%utes" finding lost livestock" tending ani!als" offering advice on cro%s" curing diseases" delivering 6a6ies" etc) +f he !isses a week" his reaction 6onus dro%s 6y 0 %oint F!ini!u! 2G and his inco!e declines a ste% Ffro! !iddle class to %oor to sHualidG as %eo%le 6eco!e less hos%ita6le) $he druid can avoid these %enalties if he arranges with so!eone else Fanother druid or a rangerG to look after the village in his a6sence) #a6il@s villagers also e>%ect hi! to %rotect the! fro! serious har!) +f he fails or if no one sees hi! at least !aking an honest effort the D( !ay reduce or eli!inate his reaction 6onus and 6enefits for as long as the villagers likely would feel resentful) *ole? %laying can win 6ack a 8illage Druid@s lost res%ectE #a6il can regain his lost reaction 6onus and 6enefits Huickly 6y doing a great deed to 6enefit the village" or slowly 6y si!%ly co!%leting his duties diligently for several !onths) :ealt$ O!tions* 4d/>02 g%) :anderer While !ost druids eventually settle in a s%ecific locale" Wanderers travel widely" delighting in Nature@s infinite variety of life) $hey ty%ically have a 6etter idea of the D6ig %ictureD in the world than other druids and usually re!ain on good ter!s with local 6ards and rangers) Druidic leaders often use Wanderers as !essengers or !issionaries) Role* Wanderers like :ife FrightG" !ore gregarious than !ost druids" enCoy !eeting and talking with %eo%le??es%ecially rural folk) Although :ife acts carefree" this genial nature !asks a keen !ind and a strong interest in everything going on around her) (any Wanderers have ani!al co!%anions) 7ran($ Restri(tions* None) :ea!on Pro'i(ien(ies* )e"ommended?? staff" one other wea%on) Se(ondary Skills* 'unter" navigator) Nonwea%on Proficiencies: $onus?? direction sense) )e"ommended??FgeneralG ani!al training" singing" weather senseE F%riestG healing" her6alis!" religionE FwarriorG !ountaineering" running" survival" tracking) E5i!"ent* $he druid should s%end her initial allot!ent of gold %ieces entirely on eHui%!ent" as she loses all uns%ent starting !oney in e>cess of 0 g%) S!e(ial 7ene'its* A Wanderer like :ife receives a N0 reaction adCust!ent 6onus fro! 6ards" rangers and traveling folk such as tinkers and 3y%sies) When traveling over long distances" :ife covers ground at a one?third faster rate than a nor!al traveler would??that is" if a nor!al %erson can walk 15 !iles in a day without force?!arching" the druid can walk 41 !iles with the sa!e e>ertion) :ife" like all Wanderers" si!%ly feels !ore accusto!ed to walking long distances than !ost??%lus" she knows short cuts and secret trails) F$his heightened s%eed is cu!ulative with the a6ility of !any druids 4rd level and higher to travel through overgrowth or other difficult terrain without %enalty)G With a Wanderer guide" a %arty can increase travel ti!e 6y one?si>thE thus" an unencu!6ered %arty led 6y a Wanderer would travel 1B !iles in a day" not 15) S!e(ial Hindran(es* Constantly on the !ove" a Wanderer never allows herself to 6e 6urdened) :ife cannot have retainers" hirelings" !ercenaries" or even servants until she reaches 01th level F6ut ani!al co!%anions can travel with herG) $he druid cannot %ossess !ore treasure than she can carryE she either converts the e>cess into a %orta6le for! Fge!s" etc)G or donates it to a worthy cause" such as the druidic order) :ealt$ O!tions* 4d/>02 g%) Abandonin/ +its A character who started with a druid kit later !ay desire to a6andon it) $here should 6e a good ca!%aign reason for this decision) :or e>a!%le" an Adviser whose lord has died or whose sche!es have 6een thwarted re%eatedly !ight decide to give u% %olitics in favor of !ore %ersonal involve!ent with Nature) ,r" an ,utlaw who has won a %ardon has no reason to re!ain an ,utlaw) Discuss the Huestion of a6andoning the current kit with your D() +f this decision hinges on a s%ecific event that ha%%ened to the "hara"ter" change the druid@s kit as soon as it@s convenient) +f" on the other hand" you have si!%ly grown tired of playing a certain kit" the D( should co!e u% with a scenario whose story line %resents the character with a good reason for a6andoning the kit) Su%%ose" for instance" that you have 6een role?%laying an Avenger??a druid who 6eca!e an Avenger 6ecause orcs destroyed his forest) +t can 6eco!e 6oring to %lay a character whose sole goal is vengeance) 'ere are so!e %ossi6ilities for retiring the kit: $he D( arranges a scenario in which the Avenger destroys the orc leader" then reali&es he has sated his thirst for revenge) $he D( sets u% an adventure in which the Avenger chances u%on a village threatened 6y !arauding !onsters) After saving the villagers" he decides to devote his ti!e to continuing to %rotect the!" rather than hunting down his one? ti!e foes) $he D( designs a story in which the Avenger" in his o6sessive thirst for vengeance" co!es close to har!ing innocent %eo%le or wildlife) As a result" the Avenger decides to alter his a%%roach to life) $he %layer whose druid character a6andons a kit !ust role?%lay the decision and any conseHuences that arise fro! it) $he druid gives u% all the kit@s 6enefits and hindrances) $he PC does not lose any 6onus %roficiencies F!arked with asterisksG" 6ut they are no longer 6onuses) $he for!er Avenger in the a6ove e>a!%le !ust %ay for the! as soon as %ossi6le 6y s%ending the ne>t %roficiency slots he gains on the!) 1odi'yin/ and Creatin/ +its ;ou and your D( !ay change the kits to custo!i&e the! for your own ca!%aign world" or even restrict the availa6ility of so!e kits to NPCs) Si!ilarly" feel free to create totally new kits) :or guidelines on doing so" refer to the kit creation rules in The Complete ;ighter's Handbook FPH" %gs) 4-?4BG) 'owever" !ake sure that no kit is !ore %owerful than any in this 6ook) C$a!ter ,* #$e Dridi( Order $he druidic order??often si!%ly called the ,rder??can 6e thought of as a federation of regional %riesthoods that for! a loosely organi&ed worldwide faith" all of whose !e!6ers worshi% Nature and follow a si!ilar ethical %hiloso%hy) Druids divide u% their world into regions" here called domains) A do!ain is a well? defined geogra%hic area 6ounded 6y !ountain ranges" rivers" seas" or deserts?? druids nor!ally divide a good?si&ed continent into three or four do!ains) Druidic regions do not rely on national 6orders" or on racial or ethnic grou%sE a do!ain can enco!%ass several countries" races" and %eo%les) :or e>a!%le" in a fantasy world 6ased on our Earth" one Euro%ean do!ain !ight include England" +reland" Scotland" Wales" and the Channel +slandsE a second could consist of Western Euro%e Fwest of the *hine and north of the Al%s and Pyrenees" 6ounded 6y the North Sea and the English Channel to the north and the Bay of Biscay to the westGE a third !ight contain Southern Euro%e Fsouth of the Al%s and 6ounded 6y the (editerranean Sea and Danu6e *iverGE another would include the +6erian %eninsula) North A!erica could 6e divided into an Atlantic do!ain Feast of the (ississi%%i *iver and south of the St) awrence *iver and 3reat akesG" a Pacific do!ain Fwest of the *ocky (ountainsG" a Central do!ain F6etween the two do!ains a6ove" roughly south of the (issouri *iverG" a Cari66ean do!ain" a Southern do!ain Fsouth of the *io 3rande and east of the *ockiesG" and a Northern do!ain Fall of North A!erica roughly north of the (issouri and ,hio rivers and east of the *ocky (ountainsG) #$e Cir(les All druids dwelling within the 6ounds of a do!ain are organi&ed into a "ir"le) Circles ty%ically are na!ed for the geogra%hic area their do!ain occu%ies" 6ut so!eti!es they 6ear other na!es" harking 6ack to their founders or the gods the druids worshi% Fif they worshi% deities rather than Nature itselfG) :or instance" druids !ight have for!ed D$he Dragon +sles CircleD or D$he Circle of Danu)D $he !e!6ers of a circle hold the!selves res%onsi6le for the well?6eing of the wilderness and the continuation of the orderly cycles of Nature within their do!ain) $his doesn@t !ean a circle re!ains unconcerned a6out what occurs in other do!ains??for!ing circles is Cust the druidic order@s way of recogni&ing that those druids who live in a %articular region can 6est serve to %rotect it" and should therefore hold for!al res%onsi6ility for the do!ain) Circles o%erate within a very loose structure) $hey use no large te!%les or a66eys" for rarely do !ore than a few druids live together) When they do" their dwelling %laces are usually less than ostentatious: s!all cottages or huts of the style of local hunters or far!ers) All druids within the circle acknowledge a single great druid as their leader and recogni&e this figure@s !oral authority) $he great druid gives the circle@s !e!6ers great freedo! co!%ared to !ost other religious leaders) $he druids adhere to a rather infor!al hierarchical structure and reHuire their initiates to hold true to the 6asic ethos of the druidic order and res%ect higher?ranking druids) A few traditions descri6ed in this cha%ter have grown u% to govern the har!onious workings of a circle: initiations" the challenge" the 6an" the !oot" and selection of acolytes) All druids" fro! the hu!6lest initiate to the great druid" !ay freely follow their own inter%retation of druidic 6eliefs and act however they 6elieve 6est serves Nature) Dridi( De"o/ra!$i(s A ty%ical do!ain Fone that has seen no %ersecution of druids 6ut includes other %riestly faiths as wellG contains" on average" one druid for every 02 sHuare !iles of rural far!land or 522 sHuare !iles of lightly inha6ited wilderness or ste%%e) Druids dwelling in rural areas usually are initiates F0st to Bth level" generallyG) $hose in the wilderness usually have reached higher e>%erience levels" freHuently -th to 00th level) A circle !ay include a !a>i!u! of nine 01th?level druids" three 04th?level druids" and one 05th?level druid) ,ften circles have no higher?level druids at all) Below 01th level" the nu!6er of druids of a given e>%erience level stands at a6out dou6le the %o%ulation of the ne>t level u%) So" a ty%ical circle !ay include 0B initiates of 00th level" 4/ initiates of 02th level" etc)" all the way down to so!e 0B"222 0st?level initiates) $he entire circle thus consists of !ore than 4/"222 druids) A do!ain !ight feature one druid %er .22 to 0"222 citi&ens" although this statistic gives a distorted %icture" since druids are concentrated in so!e locales and rare in others) Cir(les and 7ran($es Cha%ter 0: Druid Characters e>a!ined the different 6ranches of the ,rder: forest druids" desert druids" and so on) A given circle nor!ally covers a do!ain vast enough to include !e!6ers fro! several" 6ut usually not all" 6ranches) A do!ain with a te!%erate cli!ate !ight contain a circle co!%osed of forest" swa!%" and !ountain druids) +n contrast" a circle in a tro%ical do!ain with flat terrain would consist of Cungle" %lains" desert" and swa!% druids) All druids should %ossess an eHuivalent nu!6er of advantages and disadvantages regardless of 6ranch) 'owever" eHuality is never guaranteed) +n !ost fantasy worlds" the forest druids e>ercise the !ost influence) Due to the resources of the woodlands and hu!anity@s desire to clear the! for use as far!s" forest druids often consider their %ro6le!s the !ost %ressing) $he ,rder@s %riorities freHuently reflect this stanceE circles do!inated 6y forest druids try to !ake sure that a !e!6er of that 6ranch ends u% as 3rand Druid" the leader of the druidic order) As Cungle druids and swa!% druids share !any of the forest druids@ concerns" they often 6eco!e allies) A well?6alanced druid sees each 6ranch as %art of a single tree" all eHually i!%ortant) 7nfortunately" though" not all druids have this vision) (e!6ers of the infor!al forest? %lains?swa!%?Cungle coalition so!eti!es look down u%on desert and arctic druids due to the relative infertility of their ha6itats) So!eti!es druids fall too dee%ly in love with their own %articular %art of the world??forest druids who see trees as the 6e?all and end?all of Nature !ay hold arctic" desert" and gray druids to 6e inferior) $he victi!s of such %reCudice" in turn" can co!e to resent the forest 6ranch) 3reat druids fro! the few circles do!inated 6y arctic or desert druids often ally to try to kee% a forest druid fro! 6eco!ing 3rand Druid?? although !ore often than not" they fail) &nitiates +nitiates constitute the 0st? to 00th?level druids within a circle) $heir e>%erience level deter!ines their role in the circle) A ty%ical 0st? or 1nd?level initiate Fan NPCG often works %art ti!e as a 8illage Druid) $his initiate kee%s u% a rural occu%ation F6eekee%er" far!er" herder" etc)G while studying under a higher?level druid !entor) $he e>ce%tions to this stereoty%e are rare individuals FPCsG) An average %erson finds it tough to recogni&e 6eginning druids" since !ost see! Cust like other %easants) +nitiates 6etween 4rd and /th level have achieved !ost of their granted %owers" with the e>ce%tion of sha%echanging) $he cornerstones of the druidic order" they freHuently devote their full ti!e to their faith) $hey nor!ally live in stone" wood" or !ud?6rick cottages and act as the %rotectors of a s!all tract of wilderness??a wood or river valley?? or of a village or grou% of ha!lets) (ost druids of this status have the 8illage Druid or 3uardian kit" and those who choose to %rotect a village usually have 6eco!e res%ected co!!unity leaders) +nitiates 6etween -th and 00th level have received all their 6ranch@s granted %owers) Such druids live si!%ly 6ut have widened their areas of influence" %erha%s 6eco!ing the guardians of entire forests or !ountains" or of all the villages in a 6arony) $hese druids often dwell near a sacred grove surrounded 6y a few acres of virgin wilderness a sanctuary for rare and !agical %lants" ani!als" and su%ernatural creatures) $his natural setting !ay 6e !agically defended as well) $e!%oral rulers of the area res%ect For fearG druids of such level) Hi/$.le%el Drids ,nly a li!ited nu!6er of druids in a given circle can reach the inner "ir"le??nine of druid rank" three archdruids" and a single great druid) A character cannot re%lace one of these druids without having sufficient e>%erience) +n addition" a vacancy !ust o%en u%" or the rising druid !ust defeat one of the current higher?level characters the druidic challenge to assu!e a new rank) So!e tension e>ists 6etween druids of the inner circle" since they re!ain constantly aware that a su6ordinate !ay 6e %re%aring a challenge) 7nlike clerics" who nor!ally settle down 6y this %oint" high?level druids continue adventuring as %art of their duties and to stay in sha%e to fend off challengers) Drids 7%on reaching 01th level" a character receives the official title druid" of which a circle never has !ore than nine) Fower?level characters" though called DdruidsD 6y !ost" are technically Dinitiates)DG A druid@s role in the circle rese!6les that of a -th? to 00th? level initiate" with so!e e>ce%tions) At 01th level" a druid has gained access to the "ommune 'ith nature s%ell and should use it along with other druidic resources to aggressively root out e!ergent threats to the wilderness within a do!ain) Druids attend the 'igh Council of the (oot Fdescri6ed later this cha%terG and always act 6ased on the needs of the circle as a whole) $he circle@s great druid at ti!es asks 01th?level druids for advice and sends the! on !issions for the good of the circle) But the life of a druid involves !ore than Cust adventuring??serving as a !entor takes u% !uch of a druid@s ti!e" too) Selecting young %eo%le to train as druidic candidates constitutes a !aCor res%onsi6ility of those who reach druid rank) Each year druids Fand other inner circle !e!6ersG %ick the single !ost worthy of their advanced students to initiate into the ,rder as 0st?level druids) F:or !ore on initiations" see Cha%ter 5: *ole? %laying Druids)G Ar($drids A 04th?level druid is called an ar"hdruid) Each circle can have only three archdruids and" as with the druid rank" advance!ent reHuires either filling a vacancy or winning a challenge against a seated archdruid) An archdruid@s role rese!6les that of a druid" with two differences) Archdruids concern the!selves !ore with !aintaining the 6alance of Nature" !aking sure no one align!ent or ethos co!es to utterly do!inate the do!ain) Also" archdruids s%end ti!e training to ste% into the role of the great druid) $o acco!%lish 6oth these goals" they devote !uch ti!e to travel" ensuring their fa!iliarity with the geogra%hy??hu!an" natural" and !agical??throughout the do!ain) #$e 1oot8 $he three archdruids share the druid@s res%onsi6ility for initiating newco!ers to the ,rder) +n addition" they each have the right to su!!on a !oot: a gathering of the entire circle" traditionally held at the solstices and eHuino>es) By ancient custo!" !oots are called four ti!es a year at these set dates" once 6y each archdruid and once Fusually in s%ringG 6y the great druid) A !oot on a nontraditional date !eans the su!!oner sees so!ething so dee%ly a!iss in the do!ain that the entire circle !ust discuss it as soon as %ossi6le) $hese gatherings ena6le the circle to cele6rate the changing of the seasons" to gossi% and sociali&e" to e>change infor!ation on the state of the do!ain" and to fight druidic challenges 6efore an audience) Druids at a !oot %erfor! cere!onies to cele6rate Nature" honor their dead" !arry a cou%le within the ,rder" and initiate new 0st?level druids) Along with these cere!onial duties" s!all grou%s at !oots disa%%ear together into the wilds to talk Huietly while searching for her6s or !istletoe) $he cli!a> of any such gathering is the 'igh Council of the (ootE the circle@s nine druids" three archdruids" and great druid !eet in a secret location to discuss the state of the do!ain and !ake %lans to rally the circle against a %articular %ro6le!" if necessary) So!eti!es an a!6assador fro! a neigh6oring circle Fusually a character of at least druid rankG or an e!issary of the 3rand Druid attends a council) $hese %ersonages 6ring news and greetings??and so!eti!es reHuests for hel%) After the 'igh Council" the great druid For an archdruidG addresses the entire !oot" answers Huestions" and takes advice) $o call a !oot" an archdruid For the great druidG sends !essengers out across the do!ain to s%read the word to druids of all 6ranches) All !e!6ers of the circle a6ove -th level !ust attend or e>%lain the a6sence) (e!6ers of 4rd to /th level !ay co!e" 6ut usually do so only if their Courneys 6ring the! to the vicinity or if they have 6usiness with others there) $hose of 0st or 1nd level !ay attend a !oot only with the %er!ission of a !e!6er of the inner circle) $he !oot is scheduled to 6egin two weeks after the su!!oner dis%atches the announce!ents" giving all druids in the circle enough ti!e to settle their 6usiness and arrive) Such a gathering generally takes %lace at a sacred grove under the stewardshi% of the su!!oner) $hough !ost !oots last a6out four days" the !eeting cannot end until the su!!oning archdruid or the great druid dissolves it) Bards" elves" rangers" swan!ays" and other sylvan folk often are invited to a !oot" 6ut its location re!ains a secret to others) +n trou6led ti!es" elves" rangers" friendly 6easts" or forest creatures !ay %atrol the !oot and take tres%assers %risoner) +f the do!ain@s circle is on good ter!s with the land@s rangers" a s%ring or autu!nal !oot !ay take %lace in conCunction with a rangers@ forgathering) FSee Cha%ter 02: :orgatherings in The Complete )anger's Handbook)G 'owever" like rangers" druids %refer to kee% their gatherings to the!selves" and such coo%eration usually results fro! %ersonal friendshi%s 6etween the great druid and nota6le rangers??or signals a des%erate alliance against a greater foe) Great Drids As stated earlier" the great druid leads a circle) ike other inner circle !e!6ers" the great druid usually has won the %osition through the challenge and has to !aintain the ascendancy 6y defeating other challengers) 'owever" so!e great druids 6eco!e so res%ected For fearedQG that su6ordinate archdruids forgo challenging the!" instead %referring to enter the service of the 3rand Druid or wait until the great druid advances in level) All druids within a circle know the na!e of their great druid??even if they have never !et in %erson??6ecause this figure wields a certain a!ount of %ower over their lives) $he D( should decide how strongly the great druid influences the !e!6ers of the circle) :or instance" a great druid who is loved" res%ected" or feared holds !ore sway over NPC druids than would a weak or un%o%ular leader) While PCs re!ain free to %ursue their own goals" o%%osing the %olicy of a strong great druid !eans a character has little chance of receiving su%%ort fro! su%erior druids) Su%%orting the leader@s %olicy" on the other hand" can win lesser druids %raise and aid fro! the to%) $ur!oil can eru%t within a circle governed 6y a weak or un%o%ular great druid" as the ranking archdruids vie for the head %ost or ignore the leader@s advice to follow their own %aths) Player characters !ay get occasional assistance fro! inner circle druids in this scenario" 6ut for the !ost %art" individuals all go their own way) $he great druid has the sa!e %ower to initiate druidic candidates and su!!on a !oot as archdruids) +n addition" this figure has the Co6 of !aintaining har!onious relations a!ong all the druids of the circle??%reventing factional 6attles and infighting" other than what is allowed through the challenge) $o do so" the great druid has one s%ecial tool: the 6an) #$e 7an8 $he great druid can i!%ose a strong" nonviolent sanction u%on those who have offended the circle) All !ust shun so!eone %laced under the 6anE no druid in the circle will aid" s%eak to" or associate with the target of the 6an) When an entire town or village suffers the 6an" no druid !ay enter that area or s%eak to or aid any resident) So!e druidic allies volunteer to follow the custo! of the 6an as well) :or instance" a clan of s%rites or centaurs on good ter!s with a circle !ay receive word of a 6an and choose to honor it) $he great druid has the right to %ronounce a 6an on any druid in the circle) A 6an also can cover nondruids" whole co!!unities" or druids visiting fro! other do!ains Fe>ce%t the 3rand Druid and %ersonal servantsG" to de!onstrate the circle@s dis%leasure) $o %ronounce the 6an" the great druid stands u% during a !oot and announces to the grou% the reasons to i!%ose the 6an) $hen the su6Cect of the 6an??if %resent??answers the accusations 6efore the asse!6ly) :inally" the 'igh Council of the (oot votes on the !atter o%enly" usually at sunset) +f a !aCority of the council votes in favor of the 6an" it %asses) +f not" the great druid should start kee%ing an eye on the circle@s archdruids??the o%%osition to the 6an likely reflects an i!%ending challenge) A 6an %unishes a druid for violating the tenets of the druidic order or re%ri!ands a character whose actions" while within the 6ounds of the druidic ethos" nevertheless were contrary to the ,rder@s interests) :or instance" su%%ose an angry druid !assacred the inha6itants of a hu!an ha!let 6ecause they would not turn over two hunters who slew a stag in the druid@s sacred grove) $he druid acted within the 6ounds of the druidic ethos" 6ut the great druid !ight call the character@s indiscri!inate vengeance out of %ro%ortion to the cri!e" adding that the slaughter has threatened to !ake local co!!oners hate and fear all druids in the circle) So" the great druid i!%oses the 6an" 6oth as a %unish!ent and as incentive for the character to change) Nondruid individuals are less likely to fall victi! to a 6an??usually the great druid finds that direct action against the offender %roves !ore effective) 'owever" if the %eo%le of an area de%end on druids rather than other %riests for healing and religious cere!onies" a 6an sends the! a !essage of disa%%roval) And so!eti!es a 6an can serve as a sy!6olic gesture against a su6Cect too %owerful or influential to confront directly??a 6aron or king" for instance) A 6an generally lasts 02 su!!ers) 'owever" the inner circle can vote to lift a 6an early or Fonce the ti!e is u%G to e>tend it) $he shunning does not e>tend outside the do!ain" so 6anned druids usually choose to go into e>ile??the result the great druid %ro6a6ly intended in the first %lace) #$e C$allen/e8 $he traditions of the ,rder %rohi6it an inner circle fro! including !ore than nine druids" three archdruids" and one great druid) +f a character gains enough e>%erience to achieve official druid level 6ut finds no vacancy in the inner circle" the only way to advance involves cere!onial co!6at: the druidic challenge) $he challenge re!ains one of the oldest druidic traditions) +t %urges the weak and co!%lacent" ensuring that the highest ranks of the druidic order re!ain filled with strong and cunning individuals) $he !asters of the druidic order are not %oliticians" 6ut !en and wo!en of action) $hey 6elieve that the challenge" 6y 6ringing a!6ition into the o%en" allows the! to 6y?%ass so!e of the worst e>cesses of hy%ocrisy and 6ehind?the?scenes %ower %lays found in other religions) A circle@s great druid e>%ects at any ti!e to face a challenge fro! one of the archdruids" while the archdruids kee% an eye on rising druids) $hose of druid rank" in turn" look out for a!6itious 00th?level initiates) $his syste! %uts a constant strain on the ,rder@s u%%er ranks: +t@s hard to stay on good ter!s with folk who want your Co6 and eventually will challenge you to a 6attle to gain it) As a result" !ost friendshi%s and alliances for! a!ong druids of eHual level or a!ong characters several levels a%art) All inner circle druids do their 6est to a%%ear strong" to avoid looking like easy targets) (any actively adventure to enhance their re%utations and gain %ower through acHuiring !agical ite!s and e>%erience) ,thers si!%ly try to re!ain %o%ular a!ong the other !e!6ers of the ,rder) +f an inner circle !e!6er takes an un%o%ular or controversial stance" fellow druids !ay decide to encourage the a!6itious to ai! for that %articular targetE the re%lace!ent would likely %rove !ore cordial) $he challenge o%erates under %rearranged rules: Characters who violate the letter of the rules will fail to advance in level" Cust as if they had suffered defeat) Always a one?on? one 6attle" the challenge does not allow even servants or ani!al co!%anions of the co!6atants to %artici%ate) :irst" the two %arties !ust agree u%on the ti!e of the duel??if they can@t agree" it will take %lace at the ne>t !oot) Druids consider it i!%olite to set a challenge outside of a !oot" although it@s still done) Second" the challenge needs a witness??a druid whose level eHuals or e>ceeds the challenger@s) 'iero%hant druids Fdescri6ed later in this cha%terG work well as witnesses" as do druids or archdruids visiting fro! different circles or fro! the 3rand Druid@s entourage) $his individual !ust witness the ter!s of the challenge and !ake sure the co!6atants o6ey the rules) $he great druid of the circle always na!es the witness" even if the challenge involves that very leader) $hird" the ter!s 6y which the 6attle will 6e fought are set out 6y !utual agree!ent) ,nce agreed u%on and witnessed" the ter!s !ay not change) +f neither side can agree on the ter!s" the witness selects the! and %roclai!s the duel an all?out 6attle until one druid surrenders or 6eco!es inca%acitated) $er!s to discuss include: $he si&e of the 6attlefield) 7ntil the duel ends" leaving the 6ounds of the area !eans conceding defeat) 7sually the s%ace is no !ore than a do&en yards across" to ensure the 6attle does not take too long) Whether to allow wea%ons" !agical ite!s" granted %owers" and s%ells) FNote: Nondruidic s%ells "annot 6e used)G (ost contests involve full use of wea%ons and s%ells" although !any co!!only disallow !agical ite!s) So!e !e!ora6le duels have %er!itted only granted %owers??no s%ells or wea%ons) $he co!6atants used only the claws and fangs of their different ani!al for!s) A few challenges have for6idden all wea%ons and !agic??they 6eca!e si!%le wrestling !atches) Whether to alter the nor!al 6attle?oriented conditions of the duel) Although rare" !ethods less stringent than actual co!6at have 6een honored" es%ecially 6etween two friendly rivals) Such unorthodo> for!ats include a race" a scavenger hunt" a co!%etition to defeat a %articular !onster" a drinking contest Fthe first druid to fail three Constitution rolls losesG" or even a ga!e of hide and seek) $he challenge 6egins with the witness@s invocation" asking Nature For a druidic deityG to watch over the duel) $his !eans that challengers who defeat foes through cheating will find the!selves una6le to gain a level after all" and incu!6ents who cheat auto!atically lose the level) ,nce the witness concludes the invocation" the druids enter the 6attlefield fro! o%%osite ends" and the contest 6egins) A!!oint"ent o' A(olytes8 3reat druids" archdruids" and druids have the traditional right to select initiates as their servants) $he nu!6er and level of these retainers de%ends on the level and %osition of the inner circle !e!6er) FSee the PH" %) 4-" for details)G $he chosen initiates are called a"olytes) Acolytes" chosen fro! the high?ranking druid@s own circle" are restricted to serving only certain inner circle !e!6ers Fagain" 6ased on their e>%erience levelG) $he a%%ointing druid !ust deter!ine which eligi6le initiates will serve hi!) An inner circle druid usually a%%roaches a favored initiate Huietly and offers an acolyte %osition) $he initiate then decides whether to acce%t the %ost) While serving as an acolyte holds honor" it also entails a loss of freedo!) $herefore" the decision de%ends on factors such as the re%utation of the inner circle !e!6er) An acolyte swears an oath of service: to 6e loyal and o6edient" to listen and learn" to kee% no secrets fro! one@s !aster" 6ut to guard the !aster@s secrets) An acolyte who 6reaks this oath faces the wrath of the high?ranking druid) +n addition" unless the acolyte can %rove the !aster@s co!!ands violated the s%irit of the druidic ethos" the servant usually 6eco!es su6Cected to the 6an) $he advantage of serving as an acolyte is that the character wins the %atronage" and %erha%s the friendshi%" of a %owerful druid) $he %osition enhances the initiate@s %restige in the eyes of the entire circle) :urther!ore" acolytes inCured or wronged 6y an ene!y can e>%ect assistance fro! their !aster) $he disadvantageI $he character?? always at the 6eck and call of a !aster?? loses %ersonal freedo!) An acolyte fulfills all the nor!al duties of a loyal retainer 6ut" !ost i!%ortantly" acts as an e!issary and re%resentative of the inner circle druid) As high?level druids cannot 6e everywhere at once" acolytes often go on long Courneys to do their !aster@s 6idding) Whether the !ission involves finding a reclusive swa!%?dwelling initiate to notify of the ne>t !oot@s date and location or delivering a stinging ulti!atu! to a dwarven king to shut down his !ines or face the circle@s wrath" acolytes can e>%ect to visit a lot of interesting??though so!eti!es un%leasant??%laces) An acolyte@s ter! of service lasts until the !aster@s e>%erience level changes or until the acolyte advances a level) +n the latter case" the acolyte leaves service" and the inner circle !e!6er !ust select a re%lace!ent) #$e Grand Drid A6ove all others within the ,rder stands the figure of the Grand Druid" the highest? ranking Falthough not the highest?levelG druid in the world) $he 3rand Druid" a 0.th?level character" attains this %osition through a selection %rocess rather than 6y the challenge) Since only one %erson can hold the title of 3rand Druid" each world can have only one 0.th?level druid at a ti!e) Dties o' t$e Grand Drid) :irst and fore!ost" the 3rand Druid acts as a %olitician" res%onsi6le for kee%ing har!ony 6etween the great druids of each do!ain and 6etween the various druidic 6ranches) $he 3rand Druid also rallies the circles against the rare glo6al threat to Nature or the cos!ic 6alance) $his always %roves a difficult task" as !any circles fiercely cherish their autono!y" 6elieving each one should re!ain self?sufficient and not !eddle in other do!ains@ affairs) :ew circles willingly send contingents off to aid other circles unless they feel a6solutely certain that the threat will !enace their own do!ain as well) $o !ake !atters worse" the inflated %ride of !any circles %revents the! fro! acce%ting hel% fro! DforeignD druids) As a result" often only one thing can convince the ,rder a threat warrants a co!6ined effort: the destruction of an entire circle) :ortunately" such occurrences are few and far 6etween) $he 3rand Druid and entourage Fdetailed 6elowG s%end !ost of their ti!e visiting different regions and s%eaking to the great druids" archdruids" druids" and" rarely" lowly initiates) +n %articular" this leader serves as a di%lo!at and %eace!aker" who !ediates dis%utes 6etween druids of neigh6oring circles and struggles involving !e!6ers of the !ysterious Shadow Circle Fdescri6ed later in this cha%terG) Nor!ally the circles act with autono!y) 'owever" if a circle a%%ears in great disarray??for instance" an ene!y has killed !ost of its !e!6ers or forced the! into hiding??the 3rand Druid !ay try to rally the circle or recruit aid fro! other do!ains) +f a circle has 6een effectively destroyed" the 3rand Druid !ight decide to re6uild it fro! scratch) After selecting a rising archdruid fro! a neigh6oring circle to ste% in as the new great druid" the 3rand Druid hel%s recruit volunteers fro! near6y do!ains to re%lenish the circle) ,ften this assign!ent %roves difficult and dangerousE whatever destroyed the %revious circle %ro6a6ly still lurks near6y" ready to %ounce on the new circle that" while wary" will re!ain understrength for so!e ti!e) Ser%ants o' t$e Grand Drid8 ike other inner circle druids" the 3rand Druid has %ersonal servants: an entourage of nine druids of various levels) $hese druids no longer owe allegiance to their original circles 6ut are su6Cect only to the 3rand Druid) All druids consider it a high honor to serve the leader of the ,rder" an honor that 6ears great res%onsi6ility 6ut gives a druid %restige and influence far 6eyond others of si!ilar level) Assu!ing a vacancy arises??and service involves enough danger that o%enings occur reasona6ly often??a druid of any level can seek out the 3rand Druid and %etition to 6eco!e a retainer) $his relationshi% lasts as long as 6oth sides wish??often !any years?? and can end 6y !utual agree!ent at any ti!e) $hree archdruids" often called the E!issaries" always serve the head of the ,rder) $hey act as the 3rand Druid@s %ersonal agents??their leader@s eyes" hands" and voice) $o aid the! in their duty" they receive four additional s%ell levels Fone 5th?level s%ell" two 1nd?level s%ells" etc)G" usa6le as they see fit) $o kee% the 3rand Druid infor!ed on the o%erations of the circles in every land" they roa! the world" visiting the various circles as well as other %laces of interest to their !aster) $he arrival of an E!issary often coincides with the ascendance of a new great druid) While conveying the res%ects of the head of the ,rder" the archdruid takes the new leader@s !easure and re%orts 6ack to the 3rand Druid) $hese servants also visit a circle in res%onse to a great druid@s reHuest for aid) $raveling E!issaries nor!ally find the!selves welco!ed" for their visits give circles a chance to learn news fro! far?off lands) An E!issary also !ay offer counsel a6out a !enace or carry a reHuest for hel% to the 3rand Druid or neigh6oring circles) But E!issaries also !ust re!ain on the alert for %ro6le!s within a circle that the great druid has failed to adeHuately handle??such as wides%read conflicts 6etween druids or corru%tion in the ranks) +n such cases" it is the E!issary@s sole!n duty to take action to re!edy the %ro6le! or" lacking sufficient %ower" to re%ort it the 3rand Druid) :or this reason" so!e circles?? %articularly those secretly do!inated 6y the ruthless Shadow Circle??regard the arrival of an E!issary with dee% sus%icion) +n their role as agents of the 3rand Druid" these archdruids so!eti!es rese!6le s%ies) (ore than one E!issary has !et a !ysterious end while visiting a su%%osedly friendly circle) Besides the E!issaries" a 3rand Druid has si> other servants) $hese druids" usually of -th to 00th level" co!e fro! a variety of 6ranches 6ut have all %roven their dedication to the ,rder) (any 3rand Druids have 6een known to take on the occasional lower?level druid" either 6ecause they feel the need for a fresher view%oint or 6ecause they sense a s%ecial worthiness in a %articular individual) $hese si> druids of !i>ed level act as servants" counselors" 6odyguards" and useful agents) Sele(tion o' t$e Grand Drid8 ,ne of the duties each 3rand Druid !ust %erfor! is a%%ointing a successor" always an acting great druid) After serving usually a !ini!u! of four years" a 3rand Druid ste%s down to allow the chosen successor to assu!e the !antle of leadershi%) +n theory" selecting a new 3rand Druid is solely u% to the last 3rand Druid) +n %ractice" druidic order %olitics %lays a !aCor role) :or instance" if the forest druids have held the %osition of 3rand Druid for several generations" they !ay co!e to consider it Dtheir rightD to do so) 'owever" in the na!e of fairness and har!ony" druids fro! other 6ranches !ay lo66y to convince the current 3rand Druid to %ick a successor fro! a different 6ranch) ,n the other hand" choosing a 3rand Druid fro! a !inority 6ranch could alienate large seg!ents of the druidic order@s !e!6ershi%" even with an e>tre!ely co!%etent 3rand Druid) As a result" when a 3rand Druid 6egins getting on in years" the i!%ending choice of successor 6eco!es the su6Cect of !uch gossi%" s%eculation" lo66ying" and intrigue 6y archdruids" great druids" and hiero%hant druids) :or instance" a great druid afraid of 6eing %assed over for the %osition in favor of a rival !ay encourage a %owerful" a!6itious archdruid to challenge that rival" ho%ing to %ut the favorite out of the running 6efore the 3rand Druid can finali&e the succession) Hiero!$ant Drids $he hierophants !ake u% a uniHue %art of the druidic order) So!e even go so far as to say they are the ,rder" and that the other ranks re%resent !ere %ractice for hiero%hant status) Check %) 4B of the PH for details on achieving the rank of hiero%hant F%ictured on the ne>t %ageG and the %owers that go with it) 'iero%hant druids live as free agents) $hey are encouraged to res%ect the 3rand Druid" 6ut need not o6ey the druidic leader@s !andates nor o%erate within the 6orders of any circle) Although a few settle down in %articular groves" !any 6eco!e fa!ous wanderers" so!e even visiting other %lanes or F6y s%ellCa!!ingG distant worlds) $hey often travel a6out in disguise" using their a%%earance?alteration %owers) Wherever they go and whatever they do" they always ai! to %ro!ote the ethos and values of the druidic order) 7nlike lesser druids" hiero%hants ty%ically have a glo6al %ers%ective and agenda) $hey concern the!selves with the rise and fall of e!%ires" the !igrations of %eo%les" the growth or e>tinction of s%ecies" and the role of each race in the destiny of the world) So!e devote their lives to a %articular cause" such as reclai!ing the forests of a continent infected 6y evil" or acting as the %ersonal ne!esis of a 6eing whose actions threaten the world@s 6alance) 'iero%hants are notorious 6ehind?the?scenes !ani%ulators) $hey use their long life s%ans to weave su6tle sche!es with far?reaching %lots that !ight take decades to hatch" 6ut which??they 6elieve??ulti!ately will 6enefit their cause) $he 0-th?level druidic a6ility to hi6ernate ena6les !ost of the! to a%%ear effectively i!!ortal: so!e hiero%hants will hatch the initial ele!ents of a sche!e" go into hi6ernation" then awaken decades later" unaged" to 6ring the ne>t stage into %lay) Such druids !ight 6eco!e %atrons of gifted fa!ilies of adventurers" recruiting the latest generation when they need heroes) $he e>istence of hiero%hant druids tends to !ake great druids and 3rand Druids very nervous" for they re%resent a %ower 6eyond their control??and so!eti!es 6eyond their ken) Whether any hiero%hant druids 6elong to the Shadow Circle is not known) #$e S$ado9 Cir(le $he druidic order tolerates a wide range of %hiloso%hies under the u!6rella of its loosely organi&ed structure) $he variety of different 6ranches de!onstrates this sco%e) So does the e>istence of the Shadow Circle) A secret society of druids within the larger druidic order" the Shadow Circle acce%ts !e!6ers who see Nature as a hostile" cleansing force that ensures the survival of the fittest) According to their %hiloso%hy" civili&ation??es%ecially the 6uilding of towns and cities??has weakened hu!ankind and !any de!ihu!an races) 1et$ods $he Shadow Circle sees 6ar6arian hu!ans and !ore %ri!itive races as inherently !ore vital than civili&ed %eo%les) $hus" the Shadow Circle often allies itself with 6ar6arian tri6es or hostile hu!anoids such as orcs" giants" and go6lins" es%ecially those who choose to live in forests or !ountains in the wilds) $hey deli6erately encourage %eo%le to a6andon civili&ation@s DdecadenceD and return to the !ore natural e>istence of hunting and gathering) But while their intentions are neutral" the !ethods of Shadow Circle !e!6ers tend to %ro!ote chaos and evil) $hey 6ehave as they do not due to an evil nature??their ene!ies include %owerful evil e!%ires as well as good kingdo!s) *ather" they feel their cruel activities work toward the 6est interests of evolution and of Nature itself) :or instance" the Shadow Circle !ay %rovide !agical assistance to 6ar6arian hordes trying to sack a city or lead hu!anoid tri6es in raids against hu!an or dwarven towns) So!eti!es the Shadow Circle even assists the cause of good) :or instance" !e!6ers would consider an evil city?state 6ased around slavery a fair target" and they would feel as eager as any lawful good %aladin to su%%ort a slave revolt in the ho%es of to%%ling the city) $he differenceI $he Shadow Circle would encourage the slaves in revolt to 6urn the city to the ground and then settle down as far!ers" hunters" or outlaws in the countryside) ower?ranking !e!6ers of the Shadow Circle often wage ca!%aigns of terror against s!all settle!ents" usually working 6ehind the scenes) $heir favorite %u%%ets are intelligent !onsters like evil lycanthro%es) 1e"bers$i! $he !e!6ers of the Shadow Circle kee% their allegiance secret fro! other druids while !aintaining their %arallel DcircleD rankings) An archdruid in the Shadow Circle is also an archdruid in a !ainstrea! circle" for e>a!%le) Shadow Circle druids of 00th level or higher follow the nor!al druidic %ractice of advancing in level through the challengeE in fact" Shadow Circle druids encourage each other to challenge non!e!6ers in !ainstrea! circle hierarchy" there6y increasing their nu!6er a!ong inner circle !e!6ers) $hese duels al!ost invaria6ly turn Huite 6loody) An arc of the Shadow Circle e>ists in any do!ain where druids live" and its !e!6ers !ay co!e fro! any druidic 6ranch) $y%ically only one in five initiates??6ut as !any as one in three 01th?level or higher druids??secretly 6elongs to the Shadow Circle) A great druid usually is not a !e!6er" 6ut one never can tell for sure) +n so!e trou6led do!ains??%articularly those in which druids face %ersecution and the wilderness dis%lays signs of wanton destruction fro! hu!an cities??most of the druids !ay Coin the Shadow CircleQ Shadow Circle druids ado%t secret na!es to conceal their identities fro! each other) When they !eet" they do so while sha%echanged or wearing !asks carved to re%resent %redators native to the do!ain) $his secrecy is i!%ortant) Although the Shadow Circle ethos corres%onds to that of the ,rder" !ost druids disdain the grou%@s !ethods??and therefore" its !e!6ers) A known Shadow Circle initiate faces the en!ity of other druids??and %ossi6ly the 6an" for refusing to recant??as well as the ire of local authorities) ower?level druids constantly challenge e>%osed Shadow Circle druids 01th level and higher" seeking to de%ose??and %ossi6ly destroy??offenders) +n turn" the Shadow Circle often tries to cause trou6le within the druidic order) :or instance" in order to recruit disaffected druids into their !idst" grou% !e!6ers covertly encourage rivalry 6etween druidic 6ranches Fsuch as the Cealousy 6etween the do!inant forest druids and the !e!6ers of less influential 6ranchesG) Characters !ay learn of the Shadow Circle when they discover a %lot to fer!ent such trou6le 6etween druids fro! rival 6ranches) Note that these are the !ethods of a grou% of e>tre!ist druids" not evil ones) $heir anti?civili&ation feelings do not alter their neutral align!ent) S$ado9"aster8 $he highest?level druid in the Shadow Circle??usually an archdruid or druid??takes co!!and of the grou% as the Shadow!aster) +f two or !ore druids of eHual level seek the %ost" they generally duel to the death" though one co!6atant??usually the younger??could agree to serve under the other) 7nlike the se!iautono!ous !ainstrea! circles" the Shadow Circle !aintains strict disci%line over its various far? flung arcs) $he Shadow!aster e>ercises a6solute authority over the !e!6ershi%) &nner Cir(le8 7nder the Shadow!aster are the !e!6ers of the inner circle" which consists of all the druidic order@s Shadow Circle druids F01th levelG and archdruids F04th levelG) F$he Shadow!aster re!ains a%art fro! the inner circle)G $ogether" the Shadow!aster and the inner circle !ake %olicy and direct the initiates) ,nly the Shadow!aster knows the real na!es of !e!6ers of the inner circle??the identities of even these high?ranking !e!6ers re!ain unknown to each other) $he 0st? through 02th?level initiates within this secret society" unlike the !ore inde%endent initiates of !ainstrea! circles" are e>%ected to o6ey all orders fro! inner circle !e!6ers and the Shadow!aster) :ailure !eans %unish!ent??death) S$ado9ed Ones8 +nitiates who have reached 00th level have s%ecial status in the Shadow Circle) $hese initiates are known as DShadowed ,nes"D the Shadow!aster@s s%ecial tools) +n %articular" they act as enforcers and assassins for the secret grou%" hunting those who have diso6eyed their fearso!e leader or have 6een e>%elled fro! the !ysterious society) $he Shadow!aster so!eti!es encourages Shadowed ,nes to serve as a!6assadors to arcs of the Shadow Circle o%erating in other do!ains) Shadowed ,nes auto!atically advance to the inner circle in this secret grou% when they achieve 01th level in their !ainstrea! circle) S$ado9(la%e (e!6ers of the Shadow Circle work in secret" %retending to 6e !ainstrea! druids) :or e>a!%le" they attend all druidic !oots) But every season each arc of the Shadow Circle also holds its own secret !eeting??the Shadowclave??in the dark of the !oon) $he !eeting lasts three nights" during which the !e!6ershi% cele6rates its own version of traditional druidic cere!onies and receives new orders fro! the Shadow!aster and inner circle) Prisoners the Shadow Circle has taken throughout the season??along with disloyal or diso6edient !e!6ers??are ke%t alive until the Shadowclave) $here" the inner circle tortures and %u6licly e>ecutes the!" to re!ind the !e!6ershi% of what ha%%ens to traitors and ene!ies of the Shadow Circle) Re(rit"ent $he Shadow Circle does not take volunteers??it finds new !e!6ers on its own) *ecruit!ent" 6y invitation only" is in the hands of the Shadow!aster and the inner circle" always on the lookout for druids who see! ready to e!6race the ruthless Shadow Circle %hiloso%hy) :or e>a!%le" if a druid !assacres a %arty of travelers who ventured into a sacred grove" the Shadow Circle soon co!es looking for this %ros%ective candidate) Another good %ossi6ility is a character who has destroyed a village whose %easants dared to clear a wood for use as far!land) A Shadowed ,ne s%ies on the %otential !e!6er for a few weeks or !onths" often using ani!al s%ies as additional eyes) +f the druid@s deeds and words see! in sy!%athy with the Shadow Circle@s goals" the character receives a visit fro! this Shadowed ,ne For a %air for a candidate 00th level or higherG 6efore the ne>t Shadowclave) $he Shadowed ,ne e>%lains the grou%@s %ur%oses" inviting the newco!er to Coin) ,f course" druids who refuse??or even waver??coincidentally turn u% dead shortly thereafter) Candidates who agree to Coin are 6lindfolded" given a !ask" and taken to the Shadowclave) $here the Shadow!aster gives each a secret na!e) After receiving their sworn allegiance" the Shadow!aster for!ally welco!es the new !e!6ers into the Shadow Circle and co!!ands the! to %erfor! so!e sy!6olic 6ut dangerous task to %rove their ruthlessness and dedication) F$he difficulty of the assign!ent de%ends on the character@s e>%erience level)G $his kind of !ission usually involves assassinating a s%ecific ene!y of the Shadow Circle" such as a no6le or %riest in a city the grou% has targeted for destruction) 'owever" the task !ight 6e %hysically !uch si!%ler?? say" %oisoning a town well) $he Shadowed ,ne who recruited the druid will follow along FsecretlyG" ready to slay a newco!er who shows weakness" risks ca%ture" or tries to 6etray the grou%) $hose who succeed" the Shadow Circle e!6races as full !e!6ers) Creatin/ a Dridi( History $he druidic order and hierarchy %resented here are designed to work as a default or 6ase syste!) (any circles of druids have their own custo!s" and on !any worlds the druidic order has its own uniHue history that sha%es its structure) $he D( always should understand the history of the druidic order 6efore 6eginning a ca!%aign involving druids) A ty%ical ,rder" like the one this cha%ter has detailed" is an ancient organi&ation whose origin has 6eco!e lost in the di! reaches of the %ast) But that doesn@t have to 6e the case) +nstead" the druidic order !ay have an origin alive in history or !yth) $his 6ackground should e>%lain where the first druids ca!e fro!" why they worshi% Nature For a s%ecific Nature deityG" why they %rotect the wild" and their %ur%ose in standing at the crossroads 6etween good and evil) $he druidic origins !ight reflect true history" a legend whose truth re!ains uncertain" or a !i>ture of 6oth) +n any case" the origin tale !ust have a %rofound effect on how druids see the!selves in the ca!%aign) As an e>a!%le of how the druidic order s%rings fro! a !ore detailed history" three very different %ossi6le 6eginnings for the druidic order are sketched out 6elow) #$e E3iles The se"ret #ounders o# the druids 'ere the "re' o# a spell*amming &essel% long8ago e.iles #rom a 'orld that 'ould not a""ept their neutrality #ollo'ing the #inal triumph o# e&il88or good. (/.ile 'as pre#erable to the #ate o# the members o# the &an4uished alignment% ho'e&er.) The present druidi" order tra"es its lega"y to these an"ient "asta'ays. !s &i"tims o# an unbalan"ed 'orld% the e.iles and their des"endants and #ollo'ers &o'ed to preser&e the &olatile relationship bet'een good and e&il in their adopted home. They "an see this balan"e best illustrated by the #or"es o# <ature. (n addition to their normal druidi" duties% the members o# the :rder remain on guard against in&asion #rom their an"estors' home 'orld. #$e Ne9 ;ait$ The druids belong to a relati&ely ne' #aith% #ounded less than t'enty years ago by a "harismati" <ature priest. This ama,ing leader also prea"hed that the older gods "onstitute only one small aspe"t o# great <ature. !"ti&e missionary 'ork% the "harisma o# this #ounder% and the simpli"ity o# the :rder's belie#s dra's more and more "on&erts to druidism e&ery day #rom the old% tired% polytheisti" religions. $ut the largest ri&al religion "onsiders druidism a threat= its priests ha&e "on&in"ed the region's rulers to begin perse"ution o# the >godless% troublemaking> druids. #$e 1yt$ o' t$e Great :ar !lmost t'o thousand years ago a terrible 'ar broke out bet'een the t'o mighty guilds o# 'i,ards88one good and one e&il88that "ontrolled great empires. +i,ards on both sides &o'ed to #ight until they 'ere utterly triumphant% seeking to purge their ri&als #rom the earth. +ith #earsome magi" and dragon armies they battled #or "enturies% neither side 'inning #inal &i"tory. (n the pro"ess o# their 'ar#are% the 'i,ards 'rought &ast de&astation on the 'orld88 #orests bla,ed up% islands sank into the sea% entire ra"es be"ame e.tin"t. /&entually% the great goddess o# <ature a'akened #rom her sleep to 'itness the sa&age "on#li"t. 0ho"ked by the destru"tion% the Goddess sent a &ision to a single human1 the 'oman 'ho 'ould be"ome the #irst Grand Druid. Through the &ision% this "hosen #igure sa' that she must #ound a druidi" order to preser&e the #ragile remains o# her 'orld's e"ology. +ith the guidan"e o# her goddess% the :rder gre' in strength until #inally it had the po'er to inter&ene in the 'i,ard 'ar. The #or"e o# young druids pooled their po'ers and together &an4uished the members o# both battling guilds% trans#orming the "ombatants into inno"ent 'ild beasts. :n"e the #ormer 'i,ards88no' unable to #athom the "on"ept o# good &ersus e&il88slithered% bounded% loped% and "ra'led o## into their ruined habitats% the :rder began to heal the 'orld. 0in"e then% the druidi" order "ontinually 'orks to pre&ent su"h destru"tion #rom e&er o""urring again. Druids pledge to make sure the 'ars o# good and e&il no longer mar the pre"ious earth. $ut% the :rder also has bitter enemies in the an"ient remnants o# the guilds o# 'arring 'i,ards88those good and e&il mages 'ho lu"kily es"aped the #ate o# their #ello's. /a"h guild "laims it had been on the &erge o# &i"tory and 'ould ha&e 'on% had druids not inter#ered. Each of these 6ackgrounds??or one that you" the %layer !ight create with your D(?? %rovides the druids of a world with a history" a %ur%ose" and so!e idea of who their ene!ies !ight 6e) Add !ore details to these o%tions as desired" to e>%lain the ,rder@s triu!%hs and failures" the history of its relation to other faiths" and %erha%s the atte!%ts of factions within the druidic order to deviate fro! its original %ur%ose) C$a!ter -* Role.!layin/ Drids So" now that you have learned a6out the druidic order and selected your 6ranch and kit" you think you@re ready to assu!e the challenge of role?%laying this colorful classI Well" there@s still a lot !ore to know a6out druids) :or e>a!%le: What is a druid@s world view likeI 'ow can a druid fit into a nor!al adventureI 'ow does one role?%lay the neutral align!entI 'ow do !e!6ers of the ,rder relate to othersI What are so!e ty%ical druidic dutiesI Can druids 6eco!e the center of entire ca!%aignsI What strategies do druids follow as cha!%ions of Nature and the 6alanceI 'ow can a %layer !ake a s%ecific druid stand outI $his cha%ter gives you" the %layer" hints for !aking your character really co!e alive) Dridi( ;ait$ Druids fit into the hierarchy of a worldwide ,rder that es%ouses a well?defined ethos yet grants each !e!6er considera6le freedo! of action) $his li6erty !akes druids !uch !ore diverse than !any other %riest classes??reflected in the different druidic 6ranches and kits??as they %ursue their shared goals in their own ways) Druids serve the force of Nature and its inherent natural cycles" such as that of 6irth" growth" death" and re6irth FPH" %) 4-G) $hough so!e druids do choose to worshi% Nature e!6odied in a %articular god" Nature" as a force" has no s%ecific for! or %ersonality) FThe Complete Priest's Handbook" on %) 00" defines a force as a %rocess" natural or unnatural" that influences the world)G $he %rocesses of Nature generate !agical %ower its worshi%ers can ta%) :ailure to %erfor! the cere!onies and follow the tenets of druidis! leads a druid to fall out of touch with Nature and lose s%ell access" Cust as other unfaithful %riests do) Drids :$o :ors$i! Gods Not all druids worshi% Nature as a force) So!e see it %ersonified 6y a great deity of Nature" often either for!less or %ossessing !any for!s) $he !ost co!!on !anifestation of a druidic Nature deity is that of the 3reat 3oddess??Chauntea and the Earth!other in the :orgotten *eal!sA setting or Beory in the World of 3reyhawkA setting" for e>a!%le) $he 3reat 3oddess e!6odies Nature through !ulti%le avatars that re%resent her different as%ects: a virgin warrior?huntress" an adult !other" and an ancient crone) $he 3reat 3oddess so!eti!es has a Consort Foften a%%earing as an antlered hunts!anG" the su6ordinate lord of the hunt" death" and ani!als) :ollowers freHuently worshi% 6oth 3oddess and Consort as a single %ower rather than as two deities) 6i'e a'ter Deat$ Since they see the universe as a cycle or series of cycles" druids tend to 6elieve the life force of a %erson Fes%ecially one who follows the druidic faithG is re6orn again and again) A 6eing@s reincarnation will not re!e!6er a for!er life 6ut !ay %ossess a si!ilar %ersonality) All druids 6elieve a %erson@s soul !ay 6e reincarnated into an ani!al instead of a sentient 6eing??yet another reason they revere all the world@s creatures) Are the druids correctI $hat de%ends on the nature of the D(@s universe) Natre and t$e Gods Druids differ in their attitudes toward non?Nature gods) Before 6eginning a new ca!%aign" it@s i!%ortant for you and your D( to esta6lish a circle@s %osition toward other gods) So!e %ossi6le 6eliefs include: Natre as S!re"e8 $hese druids consider Nature a force 6eyond !ere gods) ,ther faiths do e>ist" 6ut they are !ere as%ects of the greater whole) $o worshi% one of the! !eans cele6rating Cust a frag!ent of Nature Flike the thunder" the ocean or deathG rather than the whole" as druids do) (ost druids in AD9D ga!e worlds use this a%%roach) $hey 6elieve their own faith is so!ewhat su%erior" 6ut do not actively o%%ose other faiths and !ay ally the!selves with the worshi%ers of natural" agricultural" or ele!ental deities) Natre as Pro/enitor8 :ollowers of this %hiloso%hy see Nature as an integral %art of a %antheon of gods) +n this case" druids identify the other gods as Dchildren of Nature"D %erha%s 6orn in so!e !ythic way) :or instance" the druids !ay teach that" in the ti!e 6efore the world" first ca!e for!less chaos" and out of it e!erged Nature) :ro! Nature was 6orn the 3reat 3oddess" who !arried the Sky and gave 6irth to !any children: all the other gods) Natre by Anot$er Na"e8 Druids !ay identify Nature as one as%ect of an e>isting god??usually a %owerful and %ri!al earth or natural deity) :or instance" if the D( wants druids in a fantasy world involving the gods of 3reek !yth" Nature !ay 6e worshi%ed as the great earth goddess 3aia without causing other changes in druidic 6ehavior) $his 6elief %attern ena6les the druids to %artici%ate directly in a %antheon of deities) Natre is All8 ,ther gods do not e>istQ Druids who hold this 6elief see other %riests either as deluded or worshi%ing Nature under a different na!e) 7nless the druids are right" Fin which case" no other class of %riest would function in the ca!%aignQG this %hiloso%hy leads the! to have a rather close?!inded and infle>i6le faith) Druids !ay live a%art fro! !ainstrea! society as her!its or work as !issionaries to recruit %eo%le to the Done true faith)D Suite %ossi6ly" 6elievers in other faiths would take a di! view of such druids" as no one likes to hear their 6eliefs called liesQ #$e Gods #$reaten Natre8 ,ther gods are acknowledged as %owerful entities" 6ut the druids consider the! unnatural?? interlo%ers fro! the outer %lanes or 6eings and %hiloso%hies created 6y the 6elief of foolish !ortals) :ollowers of aggressive" %roselyti&ing religions that actively seek converts and start religious wars 6eco!e dangers to the natural order) Druids with this 6elief tend to act hostile to those of !ost other faiths" considering the! instru!ents of Doutside influencesD that threaten the 6alance of NatureQ Natre as E5al 9it$ Ot$er ;or(es8 $hese druids 6elieve that other %ri!al forces e>ist on the sa!e level as Nature" such as (agic or Entro%y) $he %riests of these forces !ay 6eco!e either rivals or allies to druids) #$e Netral Ali/n"ent $rue neutral" the !ost !isunderstood of all align!ents" often causes %ro6le!s for %layers) ,ne co!!on !istake is for neutral characters" such as druids" to seek a 6alance 6y deli6erately acting chaotic evil one day and lawful good the ne>t) Such 6ehavior !akes characters un%redicta6le" and the cu!ulative effect %ro!otes chaos !ore than anything else) Druids consider each align!ent eHually valid in a cos!ic sense) $hey try to re!ain nonCudg!ental and unco!!itted to any s%ecific !oral" legal" or %hiloso%hical syste! 6eyond the 6asic tenets of the druidic order) Because a druid@s !ain charges??%lants" ani!als" and the health of the %lanetary ecology??essentially lack align!ent or ethos" the character feels free to use al!ost any !eans necessary to %rotect the!) Cha%ter 5 of the Player's Handbook discusses align!ents in a general senseE the druidic order works to !aintain the natural 6alance a!ong these align!ents) FSee D#ee%er of the BalanceD later in this cha%ter)G 'owever" druids do reali&e that !ost individuals actions??including their own??will not %rove significant to the cos!ic 6alance) $he druid sees the friction 6etween align!ents as the driving force in the world) Although !ost druids %ersonally !ay pre#er to live a!ong good %eo%le" they recogni&e that the e>istence of evil kee%s intelligent 6eings fro! stagnating) Des%ite their neutral status" druids don@t resent 6eing %ulled into the struggle 6etween align!ents) Neutral individuals do not lack interest" a!6ition" or %assion??they value their own well?6eing and that of friends and loved ones) $hey !ay struggle %assionately on 6ehalf of the!selves and others" as well as feel a co!%assion 6lanketing everything that !akes u% the Nature they swear to %rotect) Never dou6t that druids will act for their own goals and the ,rder@s) :or e>a!%le" the druid *e6ecca has no %hiloso%hical o6Cection to hel%ing a grou% of lawful good %aladins and clerics defeat an evil dragon??if they can de!onstrate a good reason) She won@t agree to kill the dragon !erely D6ecause it is evil)D But" she !ight hel% if the dragon had har!ed or threatened her friends or a forest or village under her %rotection) She !ight also offer assistance si!%ly 6ecause she reali&es the danger of living near a %owerful and un%redicta6ly evil creature inclined to wreak havoc u%on the natural surroundings) :inally" she !ight Coin the %arty in return for a %ledge that the !e!6ers aid her in %rotecting a wilderness area fro! those who would e>%loit it??or in order to get treasure and !agical ite!s to do the Co6 on her own) Clearly" %laying a druid true to align!ent is no easy task) $he character !ust consider carefully all the varia6les in a situation 6efore acting) *e!e!6er that" when faced with a tough decision" a druid usually stands 6ehind the solution that 6est serves Nature in the long run. So" *e6ecca could have an eHually valid reason to Coin a 6and of evil adventurers hunting a lawful good dragon as she has to Coin a good %arty hunting an evil dragon) Although a gold or silver dragon is unlikely to threaten *e6ecca or her sacred grove" she !ight wish to use its treasure to %urchase eHui%!ent to fight a greater threat or win the trust of an evil %arty she can use for her own ends) ,f course" druids understand that others !ay not take so %rag!atic a view) *e6ecca knows a %arty of adventurers wouldn@t 6e %leased to find she has sty!ied its efforts) Align!ent struggles constitute Cust another as%ect of Nature" so *e6ecca would never seek to sto% the !e!6ers of a %arty fro! continuing the struggle unless she dee!s it har!ful to her own interests or those of the force she worshi%s and safeguards) A druid allied with a %arty of adventurers usually goes along with the %arty@s actions unless they threaten trees" cro%s" wild %lants" and other things the druid holds sacred) At the sa!e ti!e" the character needs a reason for Coining a %arty??often so!ething as si!%le as a desire to gain the e>%erience and %ower needed to 6eco!e a !ore effective guardian of Nature) Druids tend to react nonCudg!entally toward other races) With the %ossi6le e>ce%tion of undead" they feel that every race and s%ecies has its %lace in the world) :or instance" a druid recogni&es !ost orcs as evil and cruel) $he character !ight not enCoy the co!%any of orcs" 6ut doesn@t consider this feeling an e>cuse to e>ter!inate the entire race) Conflict 6etween orcs and hu!ans is the way of the world" so!e druids say) $hey %oint out that orcs live a harsher e>istence than hu!ans" often dwelling in the deadly su6terranean world) And" while the average hu!an !ay 6e less cruel than the average orc" !ankind is ca%a6le of greater evil through su%erior organi&ation and civili&ation) Druids who stray fro! their align!ent or cease to follow the tenets of the ,rder lose !aCor s%here s%ell access and granted %owers until they !ake atone!ent) +n addition" the circle@s great druid !ay %lace any su6ordinate druid under the 6an as a te!%oral %unish!ent for such violations) A Drid's Res!onsibilities $he 6eliefs and ethics of druids cover two !ain areas: kee%ing the 6alance 6etween the align!ents and serving as guardians of Nature) When role?%laying a druid character" kee% in !ind that the character@s 6ehavior should reflect the i!%ortance of these duties) +ee!er o' t$e 7alan(e Druids have seen that a 6alance 6etween the forces of good and evil" law and chaos" 6est fosters the continuance of life fro! one generation to the ne>t) $his druidic duty is not so !uch a %ersonal !atter as the ethical res%onsi6ility of the entire ,rder) ,nly an event or threat of considera6le !agnitude can cause the 6alance to tilt toward one align!ent or another??a !atter that could affect the destiny of nations) Deciding that a !enace of this degree e>ists and how 6est to handle it is traditionally left to those of archdruid or higher rank" or the 'igh Council of the (oot) 'owever" lesser druid PCs !ay decide they know 6etter and take action on their ownQ *e!e!6er" kee%ing a 6alance doesn@t s%ell stagnation) Druids view a slight shift in the 6alance??like the ascendancy of one align!ent??to 6e as natural as a change in the weather) An individual druid !ay %refer a %eriod of good For of lawG Cust as one !ight %refer a war! su!!er day) But autu!n and winter re!ain Cust as necessary??in a world of eternal su!!er" the autu!n harvest never co!es) But druids also 6elieve in free will" and with free will co!es the danger that the 6alance will tilt too far in one direction) (any druids 6elieve??rightly or wrongly?? that %owerful 6eings Fgods and e>tra%lanar entitiesG !ani%ulate !ortals for Cust such an end: to see their own align!ent or faith %er!anently triu!%hant) When druids %erceive the 6alance tilting too far in any direction" the ,rder 6eco!es concerned) So!e individual !e!6ers !ay %rofess that the 6alance will swing 6ack 6y itself" regardless of the actions of !ankind) Such druids contentedly sit 6ack and let events %ass without taking action) A druid with this 6elief would not !ake an interesting PC" although such a !indset gives the D( a good e>cuse to have senior druids refuse to aid the %layer characterQ But !ost druids do not share this 6elief) $he !aCority see hu!an and de!ihu!an races in general and the druidic order in %articular as %ivotal to !aintaining the cos!ic 6alance) $hey look at the cycles of the world as driven 6y the actions and !achinations of !ankind Fand other intelligent racesG and 6elieve that" as individuals %lay their %art in the great cycle" they can also u%set it) $his !eans that" when the cos!ic 6alance is o6viously in danger of 6eing tilted in favor of one align!ent or faith" druids will ally the!selves Fo%enly or covertlyG with the o%%osing side) Nor!ally an archdruid or great druid !akes this decision and devotes all energies to rallying the circle against the threat) So!eti!es a circle of druids 6eco!es divided a6out the situation: +s it serious enough to warrant interventionI $he circle leaves it u% to individual druids to decide whether to offer assistance) 'owever" kee% in !ind that druids who freHuently refuse to aid their circle@s cause will find the!selves una6le to attract hel% fro! senior druids when they need it) Although the 6alance could swing too far in any direction" D(s should set their ca!%aigns at ti!es when e&il has grown alar!ingly in strength" for such %eriods allow druid PCs to 6eco!e heroes) With the 6alance threatened 6y the %ower of evil" !ost druids find the!selves in the %osition to serve the cause of good willingly) $his !otivation is good for the ga!e" as it %rovides %lenty of adventure for good?aligned PCs while giving druids a chance to fight 6y their sides) Si!ilarly" in a ga!e featuring the PCs as re6els or outlaws against authority" the 6alance !ay have swung in favor of infle>i6le law) +n such a case" druids !ay side with the forces of chaos??good" neutral" and !ay6e even evil??in the struggle of li6erty against o%%ression) De'ense o' t$e :ilderness $he second !aCor res%onsi6ility of druid characters is to defend the wilderness and its wildlife) Players so!eti!es feel uncertain as to the li!its of a druid@s concern for Nature" es%ecially in regard to how druids treat those who !ake a living hunting or far!ing) Since all druids are charged with %rotecting natural wilderness" trees" wild %lants" wild ani!als" and cro%s" they also %rotect the %eo%le who follow druidic 6eliefs" such as %easants and hunters living in har!ony with Nature) FSee the 3uardian and 8illage Druid kits" Cha%ter 1)G Druids reali&e all creatures have 6asic needs for food" shelter" and self?defense) 'u!ans !ust hunt ani!als for food and !ust clear trees to far! and 6uild houses) $hese actions constitute a necessary %art of the natural cycle) But druids do not tolerate unnecessary destruction or e>%loitation of Nature) Sensing violations" a druid investigates the !otives of the %eo%le involved" weighing the! against the risk to the land) $hen the druid decides whether to take action) Prote(tin/ Ani"als8 ,nly a very few druids Flike those with the Pacifist kitG o%%ose hunting or raising ani!als for food" skins" or fur) +n fact" !any druids hunt ani!als for food and clothing the!selves) $hey do frown u%on killing ani!als si!%ly for s%ort" over? hunting For over?tra%%ingG a region" and treating ani!als with e>cessive cruelty) And !ost druids do not even take this feeling to e>tre!es) $hey know that feudal no6les" for instance" enCoy the huntE few such hunters are cruel killers" and their ga!e ends u% on the lord@s ta6les) Druids o%%ose tra%%ing or hunting 6easts to use their fur or other 6ody %arts for frivolous reasons) A hunter !ay kill a single wolf and take its %elt to !ake a wolfskin cloak" according to druidic %hiloso%hy) +f the hunter kills a cou%le wolves every year and sells their %elts" a druid !ay or !ay not 6e u%set" de%ending on the %revalence of wolves in the area) But if a hunter regularly tra%s do&ens of wolves and !akes a fortune selling their %elts to local !erchants" a druid will 6eco!e angry and take action) Even !ore than tra%%ing for food or fur" druids hate to see ani!als ca%tured for use in events like 6ear 6aiting" 6ullfighting" or other such Ds%orts)D Druids always try to sto% these s%ectacles and free the ani!als) $hey !ay wreak terri6le vengeance on those who ca%ture wild 6easts for s%ort or o%erate the arenas where ani!als are forced to fight) Prote(tin/ #rees and :oodlands8 Druids have nothing against !ost for!s of far!ing" even if it !eans clearing woodlands or draining swa!%s to create new fields) Although druids feel a s%ecial reverence for trees" cro%s are %lants too" and civili&ed races have a right to %ractice agriculture) $he druid !ay o6Cect to destroying a wilderness area for a far! e>tension that is strictly for %rofit) :or instance" clearing a forest for a large %lantation to grow cash cro%s??es%ecially ones intended for %leasure" such as to6acco??would raise a druid@s ire) A druid also will o%%ose far!ing that reHuires the destruction of ancient wilderness areas" large s%reads of land" or any region that serves as a sanctuary for rare" endangered" or !agical %lants and ani!als) (ost i!%ortantly" no druid ever tolerates the destruction of a sacred groveQ Druids also discourage far!ing %ractices that har! the soil and selfish irrigation sche!es Fda!s" aHueducts" etc)G intended to %arch one region to slake another@s thirst) Druids so!eti!es tolerate logging or clearing land to !ine useful !inerals like salt" co%%er" tin" and iron) After all" they use !anufactured ite!s the!selves) Whether to acce%t such land use de%ends on the !otives and need of those involved and the nature of the region in Huestion" Cust as with far!ing) Cutting down a forest to 6uild houses is one thing??es%ecially if the 6uilder !akes so!e effort at re%lanting) 7sing the wood to 6uild a fleet of warshi%s to satisfy the a!6itions of a tyrant is !uch less likely to find sy!%athy with the druid) ,n the other hand" if the %ro%osed fleet will o%%ose the invasion force of a king whose conHuests threaten to ti% the 6alance of good and evil" so!e druids !ay Custify the forest@s loss) Cleansin/ Natre8 So!e acts defile the very essence of Nature and reHuire i!!ediate o%%osition) :or instance" the !agical forced transfor!ation of a large forest into a 6i&arre" other%lanar landsca%e instantly draws the en!ity of the circle) +f a sacred grove falls under a curse" druids will work to lift it and reclai! the land) A !ore co!!on %erversion of Nature is the undead) $he fact that no druidic 6ranch has the %ower to turn or control undead does not !ean druids tolerate the!) *ather" the druid@s lack of %ower over the living dead reflects the a6solute aversion this class has toward the!) $hings e>ist in a natural cycle: 6irth" growth" death" re6irth) $he undead 6reak this cycle??worse" they are the ene!ies of life) $herefore" !ost druids see the undead as a6o!inations to sta!% out to restore the %ro%er workings of Nature) ;et" druids do not actively hunt undead) $his is %ri!arily 6ecause undead rarely directly invade a druid@s s%here of interest) 'owever" if a va!%ire starts !enacing a %eaceful village" a 6anshee 6egins stalking the !oors" or a lich introduces a reign of terror to the wilderness" a druid !ay intervene) Because druids lack the key %owers necessary to fight undead Falthough their ele!ental !agic can %rove usefulG" they will ally with a good?aligned %arty also interested in wi%ing out the undead) De'endin/ Cro!lands and ;ar"ers8 A druid feels an o6ligation to %rotect far!ers who worshi% Nature and to safeguard fields and livestock) :or details" see the 8illage Druid kit FCha%ter 1G and the DfestivalsD section in this cha%ter) Eyes in t$e :ilderness Defending an entire tract of wilderness and safeguarding the 6alance of forces within it s%ells a lot of work for one druid) F+n addition" so!eti!es druids are asked to give re%orts on their section of the do!ain at !oots)G Clearly" to do a good Co6" the druid needs relia6le sources of infor!ation and early knowledge of %ossi6le threats) Druids@ own %owers do go a long way in kee%ing the! aware of the goings?on in and near their area) $he a6ility to %ass without a trace and 6lend into the woods allows druids to !aintain watch on anyone entering the wild) Even 6etter is their sha%echange %ower) Druids risk detection when using it" 6ut very few %eo%le??unless they know they have a druidic ene!y??ever would sus%ect that a s%y lurks in the for! of the !angy hound !unching a 6one under the lord@s ta6le or the cat hiding under the 6ed) $o infiltrate a foe@s stronghold" druids often assu!e the sha%e of a do!estic ani!al" allowing the!selves to 6e 6ought at !arket or given as a gift??although those sha%echanging into an edi6le ani!al should take care to avoid the stew %otQ At high levels" the a6ility to cast speak 'ith plants or stone tell %roves very useful) +f the druid is looking for general infor!ation" good reci%ients for such a s%ell include trees or standing stones at crossroads" at wells" or near town or castle gates) Ani"al Aides8 Still" druids can 6e in only one %lace at a ti!e) +n addition to their own %owers" they also use ani!al resources) 0peak 'ith animals gives druids an a6ility ene!ies always regret underesti!ating) Druids rely on ani!als !ostly in the wild: a s%read of furry" feathered" and scaly Ds%iesD all over the land to kee% watch on the !ove!ents of friends and ene!ies alike) Nor!ally" s!all" incons%icuous ani!als work 6est??es%ecially 6irds" with their e>cellent !o6ility" aerial vantage %oint" and good eyesight) *odents" fro! sHuirrels to !ice" rarely get noticed) Do!estic ani!als constitute another good choice due to their intelligence) $hey have the added 6onus of 6eing a6le to tell the druid a6out the activities inside a 6uilding) $o this end" a druid who can s%eak with ani!als should use every o%%ortunity to insinuate these aides into i!%ortant areas" such as the lord@s stronghold??%erha%s a character can even covertly cast animal #riendship For 6etter" "harm person or mammalG on a foe@s ani!als) So!e individuals !ay %rotect their servants fro! "harm" 6ut few think to check do!estic ani!als) ,ne %ro6le! with using ani!als ke%t inside a 6uilding involves the difficulty of staying in touch with the!) Ani!al hel%ers should have an o%%ortunity to sli% out to !eet the druid Flike a cat that is %ut out at nightG or should re!ain in !agical contact with the druid) FSee the animal spy s%ell in Cha%ter .: Druidic (agic)G With this logistical %ro6le! solved" do!estic ani!al s%ies can %rove e>ceedingly effective) Peo%le !ay search high and low to discover a traitor" never drea!ing that traitor is actually a falcon" %et dog" or war horseQ Ani!als have a li!itation" though: $hey often don@t understand what they see and hear and so!eti!es can@t deter!ine what is worth re%orting) A dog can recogni&e certain %eo%le and usually has a general idea what its owners are doing" 6ut it cannot understand s%eech) A !ouse or 6at %ro6a6ly cannot tell one %erson fro! another) Ani!als can tell druids of unusual events" like the %assage of a large 6ody of !en) $hey can warn druids when %eo%le have entered or left 6uildings or !ention when a new !onster a%%ears) But" for detailed and relia6le intelligence" the druid needs Cust that: intelligent s%ies) $o this end" all druids should !ake use of the eyes and ears of other inha6itants of the wilderness) H"an and De"i$"an Assets8 Druids who have lived in an area for a long ti!e should cultivate friendly contacts a!ong the surrounding !anors and villages) +f the %eo%le o%enly follow druidis!" they generally infor! the druid of unusual ha%%enings as a !atter of course) ,therwise" druids try to %lace one DagentD in each village or castle in their areaE low?ranking servants often have reason to go into the wilds every now and then Fcho%%ing firewood" gra&ing the ani!als" etc)G" giving the! an e>cuse to secretly !eet the druid) So!e druids 6efriend children for this %ur%ose" since no one will !iss the! when they go out to %lay" nor will !ost %eo%le sus%ect children of %assing infor!ation) Druids try to kee% in touch with a friend at every roadside and village inn within their territory) $his source isn@t necessarily the innkee%er: So!eone less o6vious" like a servant or sta6lekee%er" works 6etter) Since adventurers and other interesting travelers usually sto% at inns" the source can u%date druids on newco!ers) $he druid !ust contact these aides regularly to advise the! of the sort of infor!ation they should look for and receive their news) Just as i!%ortant as having agents is having a !eans of collecting u%dates fro! the!" after all) $he 1nd?level messenger s%ell suits this %ur%ose ideally) +nnkee%ers and the like tend to stay terri6ly 6usy" so %roviding the! with a trained !essenger ani!al Foften a 6irdG can ensure %eriodic re%orts) +f the agent For druidG cannot read or write" the %air can arrange a si!%le code: a red ri66on on the 6ird@s foot !eans" DCo!e i!!ediately"D a 6lue ri66on !eans" D+nteresting strangers staying at the inn)D A druid@s agents al!ost never work %rofessionally as s%ies" and few know !uch a6out the druid@s doings Fhel%ful" if an ene!y Huestions the!G) (ost are Cust ordinary F2? levelG !en and wo!en) Druids don@t have to reveal their identity to these contacts??they Cust use their natural char! FCharis!a of 0. or 6etterG to a%%ear as ro!antic" !ysterious figures who will %ay well if ke%t infor!ed of local gossi%) Just as often" druids recruit fro! a!ong those who are in their de6t) :or instance" a druid who used !agic to save a child fro! disease !ight recruit the grateful !other as another set of eyes) Also" druids utili&e !e!6ers of fa!ilies that have followed the druidic faith for generations Foften in secretG) :inally" druids do not hesitate to use "harm person or mammal to create e>cellent involuntary s%ies when necessaryQ Besides these local folk" druids should also strive to 6e on good ter!s with travelers like tinkers" 3y%sies" 6ards" !erchants" entertainers" and rangers) $hese %eo%le" often the first to 6ear news fro! the ne>t county" always know what the neigh6ors are talking a6out) Being on Dgood ter!sD usually reHuires !aking friends with a few %ro!inent !e!6ers of these grou%s and offering !agical assistance at ti!es) Syl%an Creatres8 Elves" satyrs" dryads" treants" syl%hs" and si!ilar native creatures re%resent a %riceless resource every druid should cultivate to the ut!ost) $heir s%ecial %owers and a6ility to 6lend into the wilderness !ake the! e>cellent scouts) +n addition" their goals usually %arallel those of the druid??the %rotection of the woodlands and wilderness??so their infor!ation likely will %rove ti!ely and relia6le) A character tends to receive a !ore regular flow of gossi% 6y 6efriending parti"ular sylvan 6eings??!ake friends with Shaylara the Pi>ie rather than Cust staying on good ter!s with a D6and of %i>ies)D $o foster this co!radeshi%" the druid should often visit the dwellings of local %i>ies" s%rites" elves" and the like" and always stand ready to offer hel%" such as !agical "ures or %rotection fro! adventurers or !onsters) H"anoids and E%il 1onsters8 Druid characters should not forget that their neutral align!ent ena6les the! to !ake use of all sorts of infor!ation sources) $hose who live near a !onster and stay on s%eaking ter!s with it so!eti!es receive a !essenger with infor!ation fro! the creature??which undou6tedly ho%es for a favor or 6ri6e) $his relationshi% generally reHuires that the druid first win the !onster@s trust: 6y %roviding food in a harsh winter" using !agic to heal inCuries" etc) 'owever" druids !ust use the stick along with the carrot??!ost evil creatures %rove truly hel%ful only after the character de!onstrates the fury of druidic wrathQ Even so" hu!anoids and !onsters usually feel ha%%y to alert the druid if so!ething !ysterious is !aking the! uneasy??or if good forces are infiltrating the wilderness) *e!e!6er" evil creatures are notorious liars: $hey will tell the druid only what suits the!) A tri6e of forest?dwelling go6lins attacked and routed 6y two high?level rangers and a %aladin !ight warn the druid of these intruders??after changing so!e details of their encounter with D) ) ) do&ens of hu!an warriorsQ We got !any" 6ut they were too !uch %owerful) We see the! cho% down tree ) ) )D Ca&eat emptor) Dridi( Cere"onies Besides %rotecting the wilderness and !aintaining the cos!ic 6alance" druidic res%onsi6ilities include worshi%ing Nature through the a%%ro%riate cere!onies) $his duty also involves casting s%ells and %residing over rites" !any of which involve the use of the druids@ secret language) FSee Cha%ter 0)G ,ther cere!onies 6enefit the druid@s flock??those rural folk who worshi% Nature For a Nature deityG and follow the druidic ethos) $he e>act rituals vary fro! circle to circle and 6ranch to 6ranch" 6ut all druids %ractice the co!!on ones" including: Prayers) Druids al!ost always %ray in the for! of %oe!s or songs cele6rating the 6eauty and %ower of Nature and the druid@s role in it) $hese %oe!s are valued as !uch for the 6eauty of their language and i!agery as for their ritual valueE dual?class 6ardOdruids created so!e of the !ost !e!ora6le ones) A druid should create new %rayers after %ersonal ins%iration) (any %rayers cele6rate a s%ecific as%ect of Nature" such as the 6eginning of s%ring" and are sung" chanted" or s%oken only certain days) :ild Dan(in/8 $he cere!onies of druids??es%ecially younger initiates??often involve dancing) $he !ove!ents" rarely for!al or rituali&ed" are wild" i!%ulsive" individual" and ecstatic??a s%ontaneous cele6ration of Nature@s energy) Druids !ay dance while %raying to regain s%ellsE although in !otion" the druid re!ains in dee% co!!union with the %owers of Nature during the dance" as o6livious to the rest of the world as if dee% in study) Holy Days8 ike other %riests" druids offer 6rief %rayers one or !ore ti!es a day" 6ut they also have holidays in which they devote the entire day For nightG to sacred cere!onies) Druids ty%ically s%end two full days every !onth o6serving the holy days of their %articular 6ranch and of the ,rder as a whole) (inor cele6rations usually take %lace in accordance with the lunar calendarE on the highly i!%ortant first days of the full !oon and new !oon" !ost druids hold daylong or nightlong rites" either on their own or in the co!%any of other druids) Even !ore i!%ortant are those cere!onies held four ti!es a year to cele6rate the changing of the seasons) At such ti!es" an archdruid or the great druid su!!ons !ost druids in the circle together for a great !oot) +nitiations and challenges often" 6ut not always" occur at these ti!es) ;esti%als8 :estivals are holy days cele6rated not Cust 6y druids 6ut 6y the entire co!!unity) +f a village or tri6e o%enly follows the druidic %hiloso%hy" so!e or all the seasonal rites include a Coyous %u6lic festival) Druids %raise Nature and 6less the village" livestock" and cro%s) $hen" with the locals" they sing" dance" and !ake !erry for the rest of the day around a tree or (ay%ole in the village green) :ollowing the day of cele6ration" the asse!6lage 6uilds 6onfires on the hills to ward off evil" enCoys %erfor!ances 6y visiting 6ards" and watches locals dressed as ani!als dance to ensure good hunting) S%ringti!e rites" the !ost i!%ortant" end with the casting of plant gro'th on the fields to guarantee their fertility co!e harvest ti!e) Private rites involving only the druids usually follow a festival??often late at night) A!!ease"ent8 Druids" while they do not always o6Cect to re%lacing wilderness with cro%land" insist on %erfor!ing a cere!ony 6efore any land is cleared) $hese rites" designed to a%%ease" co!fort" and lay to rest the s%irits of the trees and %lants a6out to 6e cut down" nor!ally reHuire a druid@s %resence for half a day %er acre of wilderness slated for clearing) +n so!e cases" a druid high enough in level casts a "ommune 'ith nature s%ell to deter!ine if %er!itting the destruction is the right thing to do) A druid una6le to %erfor! the rites 6efore the clearing of the land 6egins will 6eco!e very u%set) At the D(@s discretion" this lack of a%%ease!ent also !ay lead to the a%%earance of creatures such as treants" who seek to avenge the destruction) Rites o' Passa/e8 A young %erson co!ing of age usually undergoes a rite of %assage into adulthood) A druid living a!ong the local folk ad!inisters this usually secret rite" which !ay involve anything fro! a s%iritual revelation to a %ainful ordeal" de%ending on the culture) :or e>a!%le" the druid" after invoking a 6lessing" !ight lead the candidate into the dee% woods" then leave the adolescent to find the way ho!e) Along the way" the druid !ay a%%ear in sha%echanged for!s to act as a guide) Candidates who !ake it out of the woods Fvery likely" unless they ignore or !istreat their ani!al guidesG are considered adults fro! that day forward) +f they guess that the druid had 6een watching over the! in ani!al for!" they !ay find their destiny lies in a druidic career) 1arria/es8 Druids %erfor! !arriage cere!onies for locals under their s%iritual care" usually si!%le affairs in a druid@s grove or village green) $here" the !an and wo!an share vows to love" res%ect" and %rotect one another" with the druid serving as witness) :ollowing the vows co!es an e>change of tokens" %rayers for the cou%le@s health and fertility" and finally a %arty and feast) Druids the!selves" rarely celi6ate" usually choose to !arry and raise children) So!e circles %refer their druids to li!it their choice to Dsuita6leD !ates: druids or 6ards" and %erha%s elves" dryads" or syl%hs) +nde%endent rural folk like tinkers" rangers" 3y%sies" or foresters also constitute good choices) ove can 6e 6lind" 6ut a druid generally %refers a !ate of neutral align!ent" fro! a rural 6ackground" who follows the druidic faith) ;nerals8 (ost druids 6ury their dead Falthough so!e %refer cre!ationG" returning the 6ody of a loved one to the earth near a sacred grove) (ourners cele6rate the deceased through %oe!s and %rayers" and a hired 6ard !ay offer additional !e!orials in song) :inally" the %residing druid 6lesses the de%arted s%irit and??since !ost druids 6elieve in reincarnation??%rays for its safe re6irth) :riends and fa!ily then hold a wake to re!e!6er the de%arted %erson through song" dance" and !erry!aking) &nitiations8 Worthy as%irants seeking to enter the druidic order !ust 6e initiated 6y an inner circle !e!6er) $he initiation takes %lace at a !oot or in a sacred grove on a holy day) $he candidate" after 6eing %urified with holy water" takes the druidic oath: a %ro!ise to %reserve the 6alance of the world" to follow the druidic ethos" to res%ect the freedo! of other druids in and 6eyond the circle" to act as a guardian of Nature For the deity that %ersonifies Nature to the ,rderG" and to live true to the druidic order and kee% its secrets safe) C$ara(ter Strate/y E>actly ho' do druids go a6out fulfilling the res%onsi6ilities discussed a6oveI +n role?%laying ter!s" there are so!e interesting strategies you" the %layer" can use to !ake the !ost of your druid character@s %otential) Su%%ose the druid Dannay wished to %reserve an old wood" 6ut the local 6aron and his %easants want it cut down" clai!ing they need the land to %lant cro%s to kee% fro! going hungry) What does the druid doI ;ind t$e Root o' t$e Proble" :irst" Dannay !ust deter!ine the truth of the situation??what lies 6ehind the decision to cho% down the woodI Are the %easants really in need or Cust greedyI +s their lord si!%ly atte!%ting to increase his own inco!eI Why are the %easants likely to starveI +s there any other land to %lantI After investigating" Dannay decides the %easants do have a legiti!ate need to develo% the old wood) Ne>t" he considers the threatened trees the!selves) +s the woodland ancientI FDruids %refer to %reserve the eldest trees)G Does it har6or s%ecies of rare ani!als or %lantsI Will its destruction dis%lace sylvan racesI +s this forest one of the few uns%oiled areas left in the regionI Does a sacred grove lie within the forestI All these" %articularly the last" constitute good reasons for a druid to take a stand o%%osing the destruction of the wood) Assu!e that" for one of these reasons" Dannay finds this wood of ancient oak worth %reserving) +n !ost cases he first seeks a %eaceful co!%ro!ise) Ne/otiate a Soltion :or instance" if the area %ossesses no other availa6le land" Dannay !ight show the %easants that e>%ansion isn@t necessary) Say the %easants@ %ro6le! is that their current cro%s don@t yield enough to feed the! and cover their tithes) Dannay !ight offer his services as an adviser if the lord agrees to lower the %easants@ ta>es) +f the 6aron refuses?? or already levies !erely reasona6le ta>es??the druid could try to hel% directly) 'ow should Dannay hel%I As an e>%ert in agriculture" he can suggest techniHues to increase the yield of the %easants@ current cro%s so they don@t reHuire e>%ansion) ,r he !ight !ake a 6argain: +n e>change for the %easants agreeing not to encroach on the wood" he will use druidic !agic to cure For %reventG disease a!ong their ani!als" or heal sick villagers and livestock) 'igh?level druids could %ro!ise to control the weather to e>tend the growing season or to %revent droughts or floods) (ost useful of all" a druid with access to the 4rd?level s%ell plant gro'th can increase the %ros%erity of any far! dra!atically) But su%%ose the idea of a co!%ro!ise does not !eet with favor) (ay6e the %easants have a %riest of their own who already %rovides this sort of !agical aid) Perha%s they follow a religion that distrusts druids) (ay6e the 6aron has deter!ined to e>%and his land at all costs??or %erha%s he Cust doesn@t like a druid telling hi! what to doQ +n any event" Dannay !ay have to turn to harsher !easures) E>actly what he does de%ends on his assess!ent of the strength and character of the o%%osition and the i!%ortance of the wilds in Huestion) Several o%tions !ake the!selves availa6le when negotiation fails) (any call for the druid" short of destroying an ene!y" to 6reak that ene!y@s !orale instead) Ulti"at" Dannay could si!%ly announce to the %easants and lord" D8iolate !y wood" and you will regret it)D $his threat !ay work for %restigious druidsE it also !ay %rove successful if 6acked u% with a flashy de!onstration" like a 'all o# thorns around a %ortion of the threatened wood or a "all lightning s%ell in the !idst of the s%eech) $he D( should Cudge the effect of the ulti!atu! de%ending on the align!ent of the NPCs involved" how des%erately they want the land" and the re%utation and actions of the druid) (ost likely the lord and %easants will not 6e so easily cowed" and Dannay will have to turn to direct action) Harass"ent $he druid could choose to use %assive" nonviolent resistance to %revent the leveling of the wood) Su%%ose a %arty of lu!6erCacks enters to 6egin work) Dannay could have enchanted %lants entangle or snare the!" order chi%!unks and sHuirrels to steal their food" cast summon inse"ts to harass the!" !ake the! lose their way using obs"urement" su!!on rain and wind down on the!" and so on) Strong" deter!ined loggers !ay succeed in clearing a few acres des%ite Nature@s tor!ent) But" what will they do when" u%on waking the ne>t day" they see all their work undone thanks to a hallu"inatory #orest s%ellI +f they are wise" they@ll turn around and head for ho!eQ ;ear Alternately" Dannay !ight try to convince the locals that the wood is hauntedE he wants the! to stay out Cust for their own safety) Even if the wood was %reviously safe" the druid !ay convince the %easants that their intentions to cut it down have awakened ancient wood s%irits ready to rise against any intruders) Careful use of s%ells like #aerie #ire and dust de&il can si!ulate ghostsE obs"urement !akes !ysterious !istsE "ontrol temperature% 3?' radius creates eerie chillsE and druids also can call u% %acks of howling wolves or flocks of 6ats) Pro%s like an erected gallows with a hu!an skull or two lying around in the wood strike terror into the hearts of %easants and co!!on soldiers alike) Naturally" so!e %eo%le will sus%ect Dannay is 6ehind this" es%ecially if he tried negotiating with the locals and lord earlier) So" so!e druids si!%ly use fear tactics be#ore atte!%ting a co!%ro!iseQ Hit.and.Rn A ruthless druid facing a deter!ined foe !ay co!6ine fear with violent actions" such as killing intruders and leaving their 6odies for others to find or Cust allowing the victi!s to vanish without a trace) $his techniHue can %rove very effective" es%ecially when the deaths are !ysterious and not directly tracea6le to the druid@s !agic) But Dannay should 6e wary of doing the Co6 too well: (isleading the natives into 6elieving that !urderous undead roa! the wood" for instance" !ay lead the! to call u%on outsider %aladins or clerics to %urge the area) De'ense Dannay !ay decide !erely to defend his land aggressively" attacking anyone who enters the wood) Druids freHuently resort to a defensive stance when fear or harass!ent fail) $he character ai!s to convince intruders e>%loitation is too costly to 6e worthwhile) $he druid@s tactics rese!6le a !ore violent for! of harass!ent) +n %articular" Dannay would !o6ili&e native creatures Fusing animal #riendship and so!eti!es animal gro'th s%ellsG to attack intruders and??if he has ti!e??would set lethal tra%s" such as %its and deadfalls) $he druid also !ay recruit allies" %erha%s other druids or !onsters who could lose their lairs to the a>e) ike !any good generals" Dannay hi!self often stays 6ack fro! the fighting" instead setting u% !agical tra%s and sending ani!als and %lants into 6attle) Nor!ally a druid would risk hi!self to save an ani!al" 6ut in this case he is 6attling not Cust for one creature" 6ut for an entire ha6itat) Dannay knows he !ust s%are his own life so he can continue to %reserve the lives of others) :ar 7sually as a last resort" the druid !ay choose to carry the fight to the ene!y@s castle or village) $y%ically" only a high?level druid has the a6ility to do this) And re!e!6er" Dannay has no o6ligation to use Dhonora6leD tactics) +f he has chosen to fight" it is 6ecause he 6elieves his o%%onents have failed to co!%ro!ise) A druid@s actions in war !ay range fro! su6tle tricks" like stealing so!e or all the local %low ani!als and war horses" to so!ething direct 6ut nonviolent" like sha%echanging into a 6ird" sneaking into the offending lord@s 6edcha!6er" and taking his first?6orn hostage for his good 6ehavior) ,r" Dannay could use s%ells like "all lightning% "on*ure #ire elemental% "reeping doom" or earth4uake to wreak destruction) Even low? level s%ells like produ"e #lame can easily set fire to a %easant@s cottage or a field of grain) Please note that Dannay will direct his every action solely against those who cause the %ro6le!) +f a greedy 6aron re%resents the threat to the wood" the druid targets the 6aron) +f the %ro6le! lies with the %easants" he tries to inti!idate the! or drive the! away) A druid never engages in wanton violence for its own sake) When a PC druid uses any of these strategies" the D( should work out the res%onse of the factions o%%osing the druid@s interests) :or instance" %erha%s the 6aron sends u% to three village work %arties daily into the wood" each of which can clear one acre of forest if allowed to work uni!%eded) +f the druid decides to harass the! or frighten the! off" the D( should refer to the rules for !orale and NPC reactions FDMG" %gs) /=?-1" 005? 00.G and !ake !orale checks any ti!e the druid succeeds with an action the D( dee!s would frustrate" i!%ede" or frighten the!) +f a work %arty fails enough checks" the workers either get nothing done that day or return ho!e" too scared to co!e 6ack) Perha%s soldiers or the lord@s !age escort the ne>t work %arties) +f Dannay succeeds in dealing with this new threat" the D( !ay wish to check the baron's !orale) :ailing this check" the 6aron !ay negotiate) Re%en/e A druid who has failed to sto% the defile!ent of Nature often seeks vengeance" for one of three reasons) :irst" the druid re!oves his foe to !ake sure the defile!ent doesn@t ha%%en again) Second" a druid@s act of revenge sends a !essage to others) And third" as !ost druids are hu!an" they can succu!6 to anger and feelings of inCustice as easily as anyone else) 8engeful druids !ust consider this Huestion carefully: Who is the intended o6Cect of revengeI :or e>a!%le" a druid !ay i!!ediately target as foes tra%%ers !assacring winter wolf cu6s for their fur) But" u%on investigation" the druid discovers that the tra%%ers are !erely %oor yeo!en or %easants si!%ly trying to earn !oney to su%%ort their fa!ilies) $he real ene!ies 6eco!e the gentle!an furriers who grow rich off the sale of the %elts" and the lords and ladies who de!and winter wolf fur as this year@s high fashion) $he druid should take revenge on these %eo%le) A character seeking vengeance will wait %atiently and !ake careful %lans) $his 6ehavior so!eti!es !akes the! see! cold?6looded" 6ut the druid has a long !e!ory??a foe who a%%ears too strong today !ay %rove weaker to!orrow) Druids %refer su6tle for!s of vengeance) +f a wicked sheriff were res%onsi6le for the destruction of a druid@s grove" the druid !ight try to fra!e the sheriff for treason against his lord rather than risk a direct attack) :or the sheriff to 6e e>ecuted as a traitor would 6e a fitting revengeQ So!e druids enCoy irony) Su%%ose a no6le cleared an ancient forest to set u% a vineyard) After the first %ressing" a druid !ight sneak into the wine cellar and s%oil the vintage) A druid carefully considers the conseHuences of an act of vengeance and works the! into the overall %lan) :or instance" if a king@s sheriff were the druid@s ene!y" the druid would not try to destroy the sheriff without knowing what would ha%%en afterward) +n %articular" the druid would not try to destroy an ene!y who !ight 6e re%laced with an even worse foe) +nstead" the druid !ight take vengeance in a different for!??%erha%s 6y kidna%ing the sheriff@s infant to raise as a druid who one day would %rove a foe to the sheriff) Relations 9it$ Ot$ers 'ere@s how relations often stand 6etween druids and the %eo%le and !onsters that live in or near the wild) :ood(tters and Hnters Druids act !uch as ga!e wardens do" letting woodcutters know which trees they !ay cut and which they !ust leave standing" and telling hunters which s%ecies they !ay hunt and which are %rotected) So!eti!es these folk resent or even diso6ey such orders" 6ut !ost druids te!%er their restrictions with reason and 6alance %unish!ent with reward) Peo%le who live or work in the wild and follow a druid@s laws re!ain under druidic %rotection) Druids use their s%ells when necessary to cure inCury or sickness in hunters@ fa!ilies" %revent starvation a!ong woodcutters in harsh ti!es" and so on) $hose who don@t follow druidic rules cannot e>%ect hel%" even in cases of dire need) 6o(al Ani"als Druids try to get to know !ost wild ani!als within a few !iles of ho!e" learning their daily ha6its" the locations of their lairs" and so on) A druid !akes a %oint of kee%ing track of ani!als that are %regnant" weak" or sick" and usually aids For %uts downG diseased" !ad" or inCured local creatures) 'owever" a druid does not interfere with nor!al cycles of %redators and %rey) $hink of this attitude as that of forest rangers or ga!e wardens: Protecting s%ecies holds greater i!%ortance than safeguarding individuals) Still" druids often 6efriend a few local ani!als" who! they res%ect and %rotect as they would hu!an co!%anions) Ani!als freHuently serve as a 6usy druid@s eyes and ears) Syl%an and ;aerie Creatres Druids res%ect certain creatures as sentient e!6odi!ents of the Ds%iritD of Nature) :orest druids" in %articular" would risk their lives to %rotect sylvan or faerie 6eings and would o%%ose other hu!ans to %rotect the wilderness where they live) +n return" these creatures often give druids official standing in their co!!unities" %erha%s as a!6assadors to hu!an real!s) A druid !ight receive an invitation to s%eak at a sylvan or faerie council to offer a Dhu!an view%oint"D although only rarely would hu!ans e>tend the sa!e courtesy) Otla9s@ ;/iti%es@ and 7andits :olk living away fro! society so!eti!es find the!selves o%erating in the sa!e wilderness areas as druids) As druids know their woods inti!ately" they can 6eco!e vital allies??and 6itter ene!ies" for they know e>actly where outlaws hide and can lead %ursuers to the! if they choose) $hus" any outlaws e>ist on the druids@ sufferance) Druids usually %refer to avoid 6eco!ing involved with cri!inals) $hey so!eti!es shelter individual fugitives and" rarely" offer assistance to entire 6ands of outlaws whose activities further druidic goals and show %ro%er res%ect toward Nature) Druids@ actions generally de%end on the situation) :or instance" a character wishing to discourage far!ers or loggers fro! !aking inroads into a forest !ight consider an alliance with 6andits" while one on good ter!s with neigh6oring villagers and no6ility would seek to drive the! away or reveal their location to the law) But !ost often" the druid re!ains uninvolved" acting only to %rotect the wilderness fro! threats) 6o(al 1onsters Druids usually stay on good or neutral ter!s with local !onsters" o%%osing the! only if they threaten the entire area or the druid %ersonally) :or instance" a 6eholder that uses a woodland cave as its sanctuary !akes a fine neigh6or for a druidE one that tries to enslave large nu!6ers of sylvan folk to conHuer a near6y elven kingdo! !eans trou6le and should 6e eli!inated 6efore it engulfs the forest in a devastating war) +n general" the druid will act !ore favora6ly to creatures that D6elongD in an area) A green dragon" a native of woodlands Cust as !uch as an elf or 6ear" finds it only natural to %rey on elves and !en) A druid has no argu!ent with this tendency) After all" the hu!ans and elves can always send a knight to slay the dragon) (ost druids !ake an effort to stay on s%eaking ter!s with intelligent !onsters" good" evil" or neutral) $he druid !ay do occasional favors for a creature on a 4uid pro 4uo 6asis) :or e>a!%le" the druid !ight volunteer to heal a sick or inCured !onsterE the druid wants so!ething in return" like a %ro!ise that the 6east will refrain fro! attacking a certain village" will free its ca%tives" or will aid the druid in 6attle) E%il H"anoids $he druid knows these evil hu!anoid races !ake u% a natural %art of the world and have a right to struggle for e>istence) As a result" druids will not act against orcs" go6lins" or the like si!%ly 6ecause of their race or DevilD nature) +n fact" in the eyes of the druids" these races re%resent less of a threat to the wilderness than do hu!ans or dwarves: :ew hu!anoids organi&e 6eyond the tri6al level" they rarely 6uild 6ig cities a6ove ground" and they %refer hunting and gathering to e>tensive far!ing) A few druids??es%ecially Shadow Circle !e!6ers??ally with native hu!anoids to %rotect the wilderness against encroach!ent or to aid weaker tri6es 6eing %ersecuted for no good reason) 'owever" they !ake these agree!ents with care and in ut!ost secrecy" for they reali&e the hu!anoids@ evil nature !akes the! treacherous co!rades) (oreover" if word of such an alliance got out" it could da!age the druidic order@s re%utation a!ong hu!ans and elves) Evil hu!anoids hold the druids in fairly high regard??so!e tri6es always release druid ca%tives) While these races couldn@t care less for the sanctity of Nature or the welfare of ani!als" !ost hu!anoids res%ect Nature@s !ighty %ower and its servants) Ran/ers and El%es $he ranger class and the elven race rese!6le each other in that 6oth consist of good aligned 6eings dwelling in the wild" %rotecting it fro! evil forces) Elves and rangers so!eti!es argue with druids over how 6est to guide the sylvan %eo%les and !aintain the guardianshi% of the forests" 6ut this is usually a friendly disagree!ent) +f an area has a %articularly effective ranger %resence" druids !ay agree to divide u% res%onsi6ility for its guardianshi%: *angers handle hu!an and de!ihu!an affairs" while druids take care of sylvan creatures and the %ro6le!s of native ani!als and %lants) Such infor!al arrange!ents" however" often %rove su6Cect to swift change) Druids consider it a courtesy for a ranger of eHuivalent or lower level to ask %er!ission to o%erate in an area they occu%y and usually resent those who neglect this courtesy) +f a ranger does ask %er!ission" a druid generally feels %leased to coo%erate) ,ccasionally druids find elven or ranger actions one?sided" i!%etuous" or insufficiently ruthless to the Co6 at hand) ,n the other hand" so!e elven council cha!6ers and ranger gatherings ring with the accusation that druids would give as !uch credence to the word of an orc or a green dragon as they do an elf or a treant) $hose outside the ,rder fear the overly cunning druidic stratage!s do not have the 6est interests of the elven nations at heart) But des%ite the occasional sus%icion" !any friendshi%s grow u% 6etween druids and rangers or elves" and each grou% res%ects the other as %rotectors of the wild) Gno"es and Hal'lin/s Druids generally get along with the s!all folk and hel% the! when the need arises) +n turn" a !aCority of gno!es and halflings Feven those that do not follow the druidic religionG res%ect druid characters) (ost gno!es and halflings follow an ethos co!%ati6le with druidic 6eliefs: ive in har!ony with the environ!ent and rarely take fro! it !ore than needed) (oreover" druids see the! as %ractical %eo%le who" though inclined toward good" rarely develo% the fanatical o%%osition to DevilD the druids have seen in so!e hu!ans" elves" and dwarves) D9ar%es $he dwarven affinity with the earth %ri!arily e>tends to unliving stone and !etal" while the druids %ri&e living trees and ani!als) As a result" druids and dwarves have very different %hiloso%hical outlooks) +t doesn@t hel% relations when dwarves cut down forests and dig ugly !ine shafts in green !ountainsides in their Huest for the coal and firewood needed to feed their hungry forges) Nor do dwarves enCoy seeing druids favor elves and advocate a Dlive and let liveD %olicy with the dwarves@ arch?foes" the go6lin races) $he resultI Druids and dwarves re!ain on %oor ter!s and have harsh words for each other when they !eet) Personality #y!es ;ou@ve now read how ty%ical druids act in a variety of situations) But every druid?? Cust like every other PC or significant NPC??should 6e different" with uniHue ha6its and %ersonality traits) Cha%ter 1: Druid #its illustrated the DroleD of each kit and how a druid with a certain kit usually 6ehaves) But not every druid of the sa!e 6ranch and kit acts the sa!e way) $o e>%and on this idea" a half?do&en co!!on %ersonality archety%es for druids follow) Please note that using these %ersonality ty%es is totally o%tional??feel free to !ake u% your ownQ $his section" while intended for use %ri!arily 6y novice role?%layers" can %rove Huite useful for e>%erienced %layers who feel te!%orarily stu!%ed for role?%laying ideas or for D(s wanting a Huick %ersonality for an NPC druid) Di!lo"at $he di%lo!at serves Nature 6est 6y resolving conflicts 6etween intelligent 6eings through negotiationE wars !ust 6e avoided" as fields and forests 6urn regardless of which side wins) $he fa6led druidic neutrality !akes these characters the clear choice for settling dis%utes" es%ecially 6etween hu!an and nonhu!an races) :or instance" if a heated dis%ute 6etween wood elves and sylvan centaurs threatened to flare into war" the character !ight ste% in as a %eace!aker" discover the root of the conflict" and arrange a Cust co!%ro!ise) ,r" the druid could act as an a!6assador for a kingdo! of sylvan folk" re%resenting the! in a hu!an court) +n role?%laying" the di%lo!at 6ehaves with fairness and e!%athy) 'e always tries to see so!eone else@s %oint of view" whether that so!eone else is an angry green dragon or a frivolous %i>ie" a %roud knight or a hard?working far!er) But this fairness often !asks an ada!antine core of ruthless %rag!atis!) $he character %refers solutions that 6enefit an entire region??including ani!als and %lants??rather than a single faction) $he di%lo!at isn@t necessarily a %acifist??he !ay fight if talking fails or to enforce a %eace he@s 6rokered??6ut he %refers that a velvet glove !ask the iron fist) Even so" the character generally takes the long view and values the har!ony of the whole over the good of the individual) $his %ersonality ty%e works es%ecially well with the Adviser" Pacifist" and Wanderer druid kits) +t doesn@t fit the Avenger or 3uardian" 6ut it can work with any other druid kits) $he di%lo!at is 6est suited to an all?druid ca!%aign" since other classes %refer fighting to talking) 'owever" a %eace!aking role can lead to adventure and intrigue F%roviding roles for 6ards" thieves" illusionists" and other characters skilled in su6tletyG" es%ecially if??as often ha%%ens??a third %arty or warlike faction secretly works to fo!ent wars or Huarrels) And trying to !ediate a dis%ute 6etween an angry green dragon and a hu!an 6aron can %rove 6oth e>citing and dangerousQ Gardener $he gardener views the world as a garden: +t needs loving care and so!eone to cut down the weeds) $he character re!ains very !uch aware of her res%onsi6ilities as a druid) A dee% love for the land??with all its ani!als and %eo%le??drives her to take decisive action to nurture and %rotect it) A gardener 6elieves a druid should actively intervene to %ro!ote the goals of the druidic order) She won@t isolate herself in a grove in the wilderness) ,n the other hand" she usually stays in a %articular region or country" feeling a close kinshi% to her own land" and knowing that she cannot take res%onsi6ility for the entire world) $he gardener sees co!6at as a Co6 that so!eti!es has to 6e done: Avoid the unnecessary 6attles" 6ut win the necessary ones) She uses her head when she fights" trying whatever tricks and tactics !ight give her an edge) 'owever" she does not 6elieve the ends Custify the !eans and will not resort to strategies that go against the druidic ethos or her own conscience) $he character will see other %eo%le@s %oints of view) Nevertheless" she lives devoted to the druidic ethos and actively carries the fight against anyone who threatens the land she holds dear) $he gardener %ersonality is co!!on a!ong druids) +t suits the Adviser" Savage" Wanderer" and 8illage Druid kits" 6ut avoid using it with the 3uardian kit??a gardener doesn@t li!it her attention to Cust one area) &dealist An idealist character??usually a young initiate??feels convinced that Nature needs saving" and he@s the one to do it) Always o%ti!istic" he so!eti!es 6ites off !ore than he can chew) 'e %refers to seek si!%le solutions to co!%le> %ro6le!s) $he idealist is usually %ure of heart" !eaning he doesn@t lie or cheat and has few vices) While he see!s fond of saying DNature doesn@t lie"D he has yet to learn that !any %eo%le do) Perha%s for that reason" %eo%le find it relatively easy to trick this character) 'owever" if he reali&es he@s 6een !ani%ulated or if he discovers corru%tion in so!eone he considered honest" his te!%er will flare in a fierce fit of anger) +n co!6at" the idealist rarely uses so%histicated tactics) 'e %refers to wield flashy s%ells" 6ut will fight with %hysical wea%ons if necessary) A young idealist usually doesn@t feel ready to settle down" so sedentary kits like the 3uardian or 8illage Druid don@t work for hi!) 'e does not %ossess the 6itterness of an Avenger and lacks the disci%line of a Natural Philoso%her and the su6tlety of a good Adviser) $he 6est kits for hi! are Beastfriend" Sha%eshifter" or Wanderer) 1ysterios ;i/re $he !ysterious figure is a druid with an enig!atic nature) She tends to a%%ear and disa%%ear regularly??show u%" take swift action" vanish suddenly" and a%%ear again when least e>%ected and !ost needed) $he !ysterious figure nor!ally has a %ersonal !ission to fulfill: a wrong to right" an archene!y to defeat" or a 6alance to redress) ,ften she has returned fro! e>ile" esca%ed death" or overco!e so!e other %ersonal tragedy" and uses her secretiveness to sur%rise and confound foes) $he !ysterious figure travels regularly" often going a6out in disguise or in ani!al sha%e) She !akes !any friends in unlikely %laces" 6ut reveals her real identity or %ur%oses only to her closest co!%anions) 'er fondness for dra!a leads her to save her 6est s%ells for a grand entrance or for the crucial !o!ent where she casts aside her disguise) So!e druids with this %ersonality have a Huirky sense of hu!or) :or instance" the druid !ay sha%eshift into an ani!al 6efore Coining a %arty" 6eco!ing Dado%tedD as a %et 6efore revealing her true for! Fif she does reveal itG) $his !ischief works 6est for an NPC a!ong PCs" or vice versa) But for all her show!anshi%" the !ysterious figure re!ains a careful and cunning strategist) She always !akes sure she has a few tricks u% her sleeve that even her friends don@t know a6out) +f she has a flaw" it is an unwillingness to share with others the details of her %lans) $he !ysterious figure works well as an Adviser" ,utlaw" Sha%eshifter" or Wanderer) Avoid %airing this %ersonality with the 3uardian or 8illage Druid kits) Nrtrer $he nurturer always seeks to hel% those around hi!" whether the 6eneficiary is a %lant" 6east" or hu!anE he feels es%ecially drawn to the suffering of others) 7nlike the gardener" the character concerns hi!self !ore with individuals than with co!!unities or !e!6ers of a %articular align!ent) $he character !ay work as a %rofessional healer" 6ut also !ay take a !ore active role) :or instance" he !ight go adventuring to seek and rescue ca%tives and victi!s of o%%ression) Whatever his reason for Coining a %arty" he cannot resist a genuine cry for hel%) $he character does well %roviding e!otional su%%ort to others" and %eo%le freHuently turn to hi! with their trou6les) 'e often %roves a tower of strength in a crisis" rarely losing his courage) +n co!6at" the character %refers to take a defensive role" %rotecting others and healing the inCured) $he character" while not a %acifist" re!ains reluctant to engage in violence" e>ce%t to defend those under his care) $he nurturer co!es as close to a good align!ent as any other druid %ersonality archety%e) 'owever" he does %rovide care without regard to the victi!@s align!ent) Also" unlike !ost good characters" this druid gives as high a %riority to the suffering of 6easts as to the %light of hu!ans) Rsti( $his druid cha!%ions the co!!on %eo%le) She %refers a roadside inn to a no6le@s castle and would rather visit a village fair than a knightly tourna!ent) De%ending on whether she likes to stay in one %lace or !ove around" she@ll usually have either the ,utlaw" 8illage Druid" Avenger" or Wanderer kits) She has no interest in wealth??what she earns or finds she either gives to the needy or devotes to %roCects ai!ed at i!%roving %eo%le@s lives) $he rustic won@t take any actions she 6elieves would endanger or e>%loit %easantsE she always tries to suggest %lans 6y which the %arty@s actions !ight 6enefit the co!!oners) :or instance" instead of rescuing a no6le fro! a 6and of orcs" she@d %refer to take action against a ro66er 6aron who has 6een o%%ressing his tenants) Afterward" she@ll try to !ake sure the %easants reclai! so!e of the treasure their greedy overlord took fro! the!) +f the character witnesses any kind of o%%ression of the co!!on %eo%le" she 6eco!es angry and wants to do so!ething a6out it) +f %ossi6le" she@ll try to fi> the situation??overthrow the evil 6aron" free the slaves" etc) +f she doesn@t 6elieve she can win" she??ll usually try to !ake so!e gesture to hel% the victi!s" %erha%s 6y giving agricultural advice" suggesting !eans of %assive resistance" curing disease" donating !oney" or even hel%ing a single fa!ily esca%e to a 6etter life) $hen she@ll vow to co!e 6ack and do !ore when she gains the %ower to hel%) +n short" the rustic 6elieves in treating all fairly" regardless of social class) #raditionalist $he traditionalist takes %ride in the old ways and o%%oses change for the sake of change) $his !indset a%%lies to alterations in land use" shifts in the structure of the druidic order" and fluctuations in the %attern of daily life in the character@s region) $he traditionalist@s %hiloso%hy !eans the druid vehe!ently o%%oses destroying the wilderness to re%lace it with cro%s" towns" or !ines) ,f course" he stands eHually against radical druids like Shadow Circle !e!6ers" who advocate the destruction of towns or cities) F'owever" so!e clever Shadow Circle !e!6ers use a traditionalist facade)G $raditionalist druids usually think things were 6etter in the %ast and talk incessantly a6out how the %resent doesn@t !atch ancient glories) $hey take %ride in the history and acco!%lish!ents of the druidic order and usually have the ancient history nonwea%on %roficiency) A traditionalist 6elieves unshaka6ly in the 6asic tenets of druidis!" such as %rotecting the wilderness and !aintaining the 6alance of Nature" as well as %rotecting druidic custo!s" such as the challenge) ,ften the character takes an active interest in druidic %olitics to !ake sure that suita6ly tradition?!inded druids find their way to high? ranking %ositions) Al!ost any druid kit suits a traditionalist %ersonality" %rovided the ,rder has an ancient history) ,n the other hand" say the D( decides that druids have develo%ed the %owers of the Sha%eshifter kit only recently) +n such a ca!%aign" a traditionalist would avoid that kit) ;anati( A character with this %ersonality has a drive to acco!%lish a %articular self? a%%ointed !ission) All his %ersonal efforts !ust go toward its fulfill!entE he feels guilty if he has to devote ti!e to other activities) A fanatic 6elieves the ends Custify the !eans) Anyone and anything could 6eco!e a sacrifice to the cause) ,ne can inCect fanaticis! into any druid character 6y e>aggerating the nor!al 6ehavior of his 6ranch or kit) Possi6le fanatics include the characters 6elow: Druids with the Avenger kit !ay seek revenge for the defile!ent of a %articular area of wilderness) 8illage Druids !ay act fanatically in defense of their villages" seeing all outsiders as %otential threats and ruthlessly destroying anyone who har!s D!y %eo%le)D 3uardian druids can have a fanatical 6ent toward %reserving the area under their %rotection) $hey have 6een heard to say things like" D;ou !ay travel through !y forest" 6ut if you cut even one living 6ranch for firewood" da!age one single leaf" or kill the s!allest ani!al" you will regret itQD Druids with any kit !ay act like fanatics a6out duties to the ,rder" taking e>tre!e actions against anyone who har!s the wilderness) $his kind of druid often ado%ts the view%oint of the Shadow Circle) $he fanatic archety%e does not nor!ally suit a PC" 6ut this %ersonality can !ake an interesting NPC) +n %articular" fanatics !ake good rivals for !ore !oderate druids" who work to rein in the e>cesses of e>tre!ists to !aintain the ,rder@s good na!e) 1isant$ro!e $he !isanthro%e doesn@t like the co!%any of %eo%le) 7sually she considers !ankind 6ad for Nature) A !isanthro%e !ay have had a %articularly 6ad e>%erience that soured her on !ankind) De%ending on her kit" she !ay %refer the co!%any of ani!als or the solitude of the wilds) +n role?%laying" the !isanthro%e generally assu!es the worst of %eo%le) She !ay not act hostile" 6ut it takes a lot of effort fro! the %arty to encourage friendliness) By her very nature" she tends toward dour" %essi!istic 6ehavior) She trusts no hu!ans" and few de!ihu!ans or hu!anoids) $he !isanthro%e@s unselfish love of Nature %artially redee!s her hostilityE characters who dis%lay a si!ilar affection for ani!als or the wild find her a true friend) Even so" deeds" not words" are the only things that can win her friendshi%) $he !isanthro%e has trou6le ver6ali&ing feelings??even if she likes or a%%roves of so!eone" she won@t say so) She@ll si!%ly offer her assistance) +f she dislikes so!eone" or if so!ething !akes her angry" she@s likely to turn her 6ack and leave without a word) +n co!6at" she doesn@t 6luff and rarely utters a threat !ore than once) +f she !ust use violence to %rotect herself or so!ething she cares for" she@ll strike without warning) A !isanthro%e doesn@t fit in with a %arty of hu!an adventurers" 6ut she !akes a good NPC" es%ecially if the %arty has a %articular reason to seek her friendshi%) $his %ersonality ty%e works well with Beastfriends" 3uardians" Sha%eshifters" and $ote!ic Druids) +t can fit Avengers" Natural Philoso%hers" and Wanderers" 6ut does not suit Advisers" Savages" or 8illage Druids) Drid Ca"!ai/ns So far this cha%ter has dealt with ways to role?%lay druid characters in nor!al AD9D ca!%aigns) But it@s Huite %ossi6le to use this infor!ation to run an adventure focusing on druids alone) A D( could handle such a ca!%aign one of several ways) All or 1ostly Drids> $he D( of a druid?centered ca!%aign can choose to restrict %layers to druid characters only) $his setu% works 6est with fewer than four %layers) ,n the other hand" druid?centered ca!%aigns involving !any %layers can 6enefit fro! the %resence of one or two a%%ro%riate nondruid characters) $he D( !ay allow 6ards" rangers" and those clerics" !ages" or fighters with Peasant or ,utlaw kits) FSee The Complete Priest's Handbook% The Complete +i,ard's Handbook" and The Complete ;ighter's Handbook)G After D(s choose to run an all?druid ca!%aign" they !ust ne>t decide whether to have a %arty of druids fro! a variety of 6ranches or fro! only one) Sin/le.7ran($ Ca"!ai/ns8 So!e ca!%aigns center around druids in a single circle and the doings of those native to the area) (ost PCs will re%resent the sa!e 6ranch: that of the area@s do!inant terrain) :or e>a!%le" ca!%aigns set in !ountainous terrain feature !ostly !ountain druidsE if the ca!%aign were set in the 7nderdark" !ost of the characters would 6e gray druids) $his ca!%aign gives the PCs a strong sense of identity and creates a united %arty" since all its !e!6ers have si!ilar goals) +t also allows the D( to focus on interdruid %olitics Fsuch as the rise of the Shadow Circle or the rivalry 6etween various druidic 6ranchesG) A single?6ranch ca!%aign involving an unusual 6ranch Flike the arctic druidsG gives the D( an o%%ortunity to run a change?of?%ace adventure set in a different environ!ent) PCs can venture to re!ote locations" !eet !e!6ers of little?known cultures" and encounter !onsters they otherwise would rarely ha%%en u%on) ,n the down side" although %layers can distinguish the characters fro! each other 6y giving the! each different kits" %layers still !ay wish for !ore variety within the %arty) $ry !aking so!e of the characters druids fro! associated 6ranchesE for instance" if the adventure takes %lace near a forest on a !ountainside" so!e of the characters rese!6le a !i> of 6oth the forest and !ountain druid 6ranches) 1ltibran($ Ca"!ai/ns8 +n a ca!%aign involving only druids" the D( !ay encourage %layers to choose characters fro! different 6ranches) $he advantage of this arrange!entI +t %rovides a strong variety of characters??es%ecially since they also !ay have different druid kits) 'owever" a disadvantage is the difficulty of e>%laining why a Cungle druid and an arctic druid want to adventure together in the first %lace) ,ne way to get around this %ro6le! reHuires 6ringing the PCs together for a reason) Perha%s the characters each re%resent their %articular region in a Huest the 3rand Druid has launched to hel% fight a world?shaking %ro6le!) $his scenario gives the! the single? 6ranch ca!%aign@s sense of shared !ission" 6ut !ore variety) And" there could 6e any nu!6er of reasons why this s%ecial grou% of 6eginning characters was selected) Pick one of the following Custifications: $he 3rand Druid chose the! 6ecause they fit an ancient %ro%hecy) $he u%%er ranks of the druids are too conservative For filled with untrustworthy agents of the Shadow CircleG" and only these !e!6ers of the younger generation see the true threat facing the world) $here are few druids left??a growing evil wi%ed out !ost of the ,rder@s u%%er ranks) FA very nasty situation indeedQG A !ore serious %ro6le! in ga!e 6alance for !ulti6ranch ca!%aigns lies in the fact that each 6ranch works 6est in a single terrain ty%e: the desert druid o%erates 6est in the desertE the gray druid has o%ti!al %owers only in the underworld" and so on) As a result" a !ulti6ranch druid ca!%aign needs to involve a fair 6it of travelingE if the characters stay in the forest or the dungeon all the ti!e" the %layer of an arctic or swa!% druid will feel uselessQ :orcing the characters to travel widely" fighting an evil that recurs in several guises" can !ake for an e>citing adventure involving all the characters) :or e>a!%le" in a ca!%aign with the goal of defeating the followers of a chaotic evil god corru%ting Nature" the first adventure !ight take the %arty to a swa!% that had 6een defiled into a %lace of horror) $he druids would deal with to>ic water" !utant giant insects" will o@ wis%s" 6lack dragons" and other swa!% !onsters) A clue then can lead the! to an adventure in the fro&en arctic" where the PCs hear of a 6li&&ard without end and the creatures that lurk within it) With this kind of a%%roach" every 6ranch of druid has a chance to shine) Gardians o' t$e :ild +n this ca!%aign" the druids !ust defend a tract of wilderness fro! those who wish to e>%loit it) $o !ake this story stronger" develo% druid characters with a %ersonal stake in the area) :or e>a!%le" the region could hold an ancient grove in which a PC was initiated into the druidic order) ,r !ay6e it serves as ho!e to a tri6e of sylvan 6eings who have 6efriended a character) An interesting %ro6le! develo%s if the druids discover that the individuals cutting down their wood or draining their swa!% have a very good reason to do so) As a result" the druids??and %layers??find the!selves faced with a !ore co!%le> !oral dile!!a than si!%ly" D*un those e>%loiters off the land)D $hey !ust look 6ehind the %ro6le! to get at its heart) $his ca!%aign suits %layers who enCoy di%lo!acy and %olitics" and generally works 6est with relatively high?level druids) $his scenario lets the characters e>%lore a key ele!ent of the druid@s ethos: the need to see everyone@s %oint of view" then Cudge which %ath 6est serves druidic interests) :or instance" su%%ose the druids learn of a %ro6le! in the area when hundreds of !igrant la6orers??!ostly %oor folk with no far!s of their own??descend like locusts on the characters@ ancient forest" cho%%ing down trees and 6earing the! away) Worse" several s%ecies of rare ani!als live near here" and the logging threatens to destroy their ho!e) Where did these la6orers co!e fro!I $he %arty learns they work for a nation of dwarves living near6y) $hese !ountain dwarves" having e>hausted their su%%ly of coal" had to turn to wood to kee% the forges 6urning) $hey %ay the %oor hu!an la6orers in gold for every log they 6ring in) Already the dwarves@ own !ountain stands denuded of trees) $he druids@ verdant %reserve see!s the only near6y source of firewood) $he !igrant la6orers have !ore i!!ediate concerns than the dangers of e>foliation) A lean harvest this year has !eant little work" and without the dwarves@ 6ounty" the hu!ans risk starvation) As long as the dwarves %ay" they will 6e a6le to 6uy food for the winter) ) ) But what !ade the dwarves decide to e>%and their activities so !uch that they e>hausted their coal resourcesI War) $he !ountain dwarves are forging wea%ons for a s!all elven kingdo! two day@s Courney away" struggling against an alliance of !igrating 6ug6ear and ogre tri6es) E>ce%t for the royal guard" these elves??caught 6y sur%rise??lacked %ro%er ar!or and wea%ons to withstand the onslaught) $he dwarves didn@t want to get involved" 6ut agreed to forge the elves fine long swords" ar!or" and arrowheads in e>change for a share of the valua6le e!erald de%osits located within the elven kingdo!) $he D( could sto% here and decide to call the 6ug6ears and ogres the villains) But %erha%s things are not Huite that si!%le) What started the 6ug6ear?ogre !igrationI Perha%s a %owerful dragon drove the! fro! their landE now they have 6eco!e refugees the!selves" wishing to settle in e!%ty areas within the elven wood) 'owever" the elves refused Fnot desiring such rude neigh6orsG) A ca!%aign of this sort gives druids !any o%tions) $he characters could !erely drive the woodcutters fro! the forest??6ut terrori&ing the! !ay s%ur the dwarves to hire adventurers to deal with the druidsQ $he %arty could %lay it sneaky??hel% the elves win a Huick victory 6y destroying the ogre?6ug6ear alliance) F$he druids slay the 6ug6ear chieftain" 6ut !ake it look like a rival ogre chief did it)G ,r" the solution could %rove co!%le>" if the druids decide to try negotiating a %eace treaty 6etween the elves and the 6ug6ear?ogre alliance) +f the D( works out the %ersonalities and goals of the !aCor figures" each of the druids@ actions could carry its own set of conseHuences) #$e E%il :oods +n the center of a once 6eautiful sylvan forest lies a %lace of %ower??a grove at one ti!e sacred to the druids) 7nfortunately" its defenders were not as strong as they thought and" in a weak !o!ent" allowed a dreadful evil to cree% into the land) $hese forces ca%tured and defiled the sacred groveE now darkness has fallen over the ancient woods) Nature itself has felt the corru%ting %ower of this evil) :locks of va!%ire 6ats" clusters of stirges" and clouds of stinging insects darken the skies) Bug6ears and go6lins roa! the outskirts of the wood" 6ut even they do not venture into the interior" which ru!or calls ho!e to horrors 6eyond i!agining: flesh?eating treants" canni6al elves" undead ani!als" and dark unicorns with %oisoned horns) All these creatures !anifest the terri6le cancer e!anating fro! the once sacred grove" which now 6ears a terri6le curse??a curse that is s%reading ) ) ) $his ca!%aign will %rove a challenge for any druidic %arty) $he evil forces include a !i> of standard woodland !onsters like 6ug6ears and green dragons" and twisted" evil versions of nor!ally good or neutral sylvan 6eings like dryads and elves) $he druids?? %ossi6ly allied with good?aligned adventurers??do not know e>actly what evil corru%ted the sacred grove" so they have to !ove carefully at first" scouting the forest) $he cursed woods rese!6les a dungeon: $he farther the characters %enetrate" the !ore deadly it 6eco!es" with the %ower that destroyed the original 3uardians waiting" s%iderlike" in the center of the sacred grove) Drid 1ini.Ad%entres $ry these druid?centered adventures) $he druid is a%%roached 6y a fe!ale 6ard who loves a Sha%eshifter druid) While she worked in town" he s%ent too long in the for! of a 6ear and 6eca!e tra%%ed in that sha%e) Worse" hunters ca%tured hi! and sold hi! to an arena" where handlers will force hi! to fight other ani!als For hu!ansG to the death) $he ga!es 6egin in a week) $he 6ard 6eseeches the PC??the nearest druid??to hel% her free her love) A dryad heard that a grou% of %i>ies is tor!enting a green dragon??%laying tricks on it while invisi6le" stealing trinkets" and the like) $he dragon can@t find the ones res%onsi6le" and the dryad fears its rage will devastate the wood) So!eone !ust tell the %i>ies to sto%??and cal! the dragon down) While hunting a stag in the forest" the king@s youngest son was killed 6y a great wolf) $he grief?!addened !onarch has decreed that every wolf in the wood !ust die" enticing hunters with a 6ounty of .2 g% for each %elt) What should the druid doI A young elf and a hu!an ranger love each other" 6ut their %arents do not a%%rove) $hey run away to the woods" 6egging the druid to !arry the!) But the angry %arents are not far 6ehind ) ) ) A strange 6light is afflicting the forest" turning leaves a lu!inous white) $he druid !ust discover this disease@s secrets 6efore all greenery disa%%ears fro! the forest) So!eone has stolen a syl%h@s eggQ She left it only an hour to visit her ny!%h friend) Now" heart6roken" she asks the local druid for hel%) Sus%ects or witnesses in this forest whodunit include a flighty %seudo?dragon" a %ool of ni>ies" a Cealous aerial servant" and a drunken satyr) A/ainst t$e S$ado9s $he Shadow Circle can s%ark adventures rife with intrigue" 6etrayal" and druid vs) druid conflict) Co!%osing such an adventure reHuires a good understanding of the local druidic hierarchy) $he D( should sketch out the %ersonalities of the do!ain@s NPC druids" then secretly decide which Fif anyG 6elong to the Shadow Circle) PCs can glean so!e infor!ation a6out the NPCs 6ut will not know their secret allegiances) 'ere are so!e adventure ideas: #$e Horde8 A ru!or now circulating says druids fro! the Shadow Circle have set u% a secret !eeting with chieftains of near6y orc or 6ar6arian tri6es) ,6viously they %lan to !ount an assault on one or !ore hu!an towns or cities??6ut when" how" and where will they strikeI As druids o%%osed to Shadow Circle %olicies" the PCs !ay try to find out what is going on so they can sound the alar! or ni% the %lan in the 6ud??6ut getting anyone to 6elieve word of an i!%ending invasion !ay %rove difficult without concrete evidence" for few know the truth a6out the Shadow Circle) +f infiltrating the secret society see!s like too great a challenge" the characters could kidna% an orc leader for Huestioning) And this ste% !ight 6e only the 6eginningE the PCs !ight learn that Shadow Circle druids have found a secret wea%on??a dragon or a !agical war !achine ) ) ) #$e &n%itation8 $he D( can send a Shadowed ,ne to recruit a PC druid who has 6een es%ecially ruthless) $his isn@t good news for !ost PCs: :ew want to 6eco!e the o6edient %awns of the faceless" secretive organi&ation@s inner circle) 'owever" those who refuse !ust foil the dreaded Shadowed ,nes intending to kill uncoo%erative druids) #$e #raitor8 ,ne of the PCs??a druid loyal to the ,rder??learns that one of the three archdruids in the do!ain 6elongs to the Shadow Circle) $his inner circle !e!6er has hired assassins to kill the circle@s great druid ne>t !onth" rather than have to face the leader in a duel) 7nfortunately" the PC@s infor!ant !ysteriously dies 6efore revealing the traitorous archdruid@s identity) Can the PC uncover the traitor in ti!e to %revent the Shadow Circle@s victoryI $he characters !ay want to talk to those who know the three sus%ects and e>a!ine each archdruid@s 6ehavior for any hint of allegiance to the Shadow Circle) ,f course" the real traitor !ay s%eed u% the Shadow Circle@s agenda if the PCs are discovered??or try to do away with the investigatorsQ #$e De'e(tor8 A druid defecting fro! the Shadow Circle has i!%ortant infor!ation a6out the sinister organi&ation@s %lans" 6ut she will talk only to the 3rand Druid" who! she knows stands outside the grou%) 'er defection has not gone unnoticed??the dread Shadowed ,nes %lot her death??so the PCs !ust %rotect her on her way to an E!issary of the 3rand Druid) $hey will face !agical" !onstrous" and %ersonal attacks" as well as treachery fro! those they thought were allies) C$a!ter 0* Dridi( 1a/i( As detailed in Cha%ter 4 of the Player's Handbook F%) 4.G" druids have access to %riest s%ells in certain s%heres and can use a variety of enchanted wea%ons" ar!or" and other !agical ite!s) $his cha%ter e>%ands the !agic availa6le to %layer characters in the druid class" adding !any s%ells and !agical ite!s along with the new field of her6al !agic) Ne9 S!ells Druids have !aCor access to s%ells in the following s%heres of influence: All" Ani!al" Ele!ental" 'ealing" Plant" WeatherE they have !inor access to the Divination s%here) FNote any s%here restrictions due to kit or 6ranch)G As druids concern the!selves with %lants" ani!als" and natural %heno!ena !ore than !ost %riests" they s%eciali&e in casting Nature?oriented s%ells) Characters of any %riest class have the %otential to use these s%ells if they have access to the relevant s%heres) 'owever" D(s !ay !ake this !agic availa6le only to the druid class" on the grounds that these s%ells re%resent secret lore of the ,rder) O!tional S!$ere E3!ansions So!e e>isting Nature?related s%ells re!ain unavaila6le to druids due to s%here restrictions) $o offer these s%ells to druids" D(s !ay e>%and the selection of s%ells accessi6le through certain s%heres of !agic: Call 'oodland beings 6eco!es %art of the Ani!al s%here) Commune 'ith nature 6eco!es %art of 6oth the Ani!al and Plant s%heres) (nse"t plague 6eco!es %art of the Ani!al s%here) )ein"arnate 6eco!es %art of the Ani!al s%here) An e>%ansion does not re!ove a s%ell fro! a s%here that already contains it" 6ut !erely !akes the s%ell accessi6le fro! an additional s%here or s%heres) ;irst.le%el S!ells 7east"ask F+llusionOPhantas!G S%here: Ani!al *ange: $ouch Co!%onents: 8" S" ( Duration: 01 hours Casting $i!e: 5 Area of Effect: 0 creature Saving $hrow: Neg) $eastmask !ay affect any single %erson or ani!al" or characters !ay cast it on the!selves) +t allows the su6Cect to take on the illusory for! of a single ani!al s%ecies?? 6ut only that s%ecies of ani!al can %erceive the illusion) $he su6Cect !ay not assu!e an ani!al for! !ore than twice or less than one?Huarter the character@s si&e) $he al!ost %erfect illusion the s%ell creates deceives the ani!al@s sight" hearing" s!ell" and touch) :or instance" once a character casts a D6earD illusion on a su6Cect" 6ears 6elieve that su6Cect to 6e a 6ear" while to hu!ans" other races" and other creatures" the su6Cect re!ains the sa!e) Characters nor!ally use beastmask to travel a!ong or hunt a %articular s%ecies) $his s%ell lets a druid assu!e the guise of a cari6ou to !ove a!ong a herd without causing the! to %anic) A character also could avoid 6eing attacked 6y a %ack of dire wolves 6y wearing a wolf@s D!ask)D $eastmask does not allow co!!unication with the ani!al s%ecies" though it can 6e used with ani!al co!!unication s%ells) $he !aterial co!%onent is a !iniature wooden !ask carved to look like the ani!al) P''ball FAlterationG S%here: Plant *ange: $ouch Co!%onents: 8" S" ( Duration: 1 roundsOlevel of caster Casting $i!e: 5 Area of Effect: 0 !ushroo!" etc) Saving $hrow: S%ecial A character who casts pu##ball on a nor!al !ushroo!" truffle" or toadstool Fu% to / inches in dia!eterG transfor!s the fungus into a !agical %uff6all" which the character !ay dro% or throw) $he D( should decide what ty%e of roll" if any" is reHuired to hit the target FStrength" De>terity" etc)G See the DMG" %gs) /1?/4" for rules on grenadelike !issiles) $he %uff6all 6ursts u%on landing" releasing a cloud of s%ores 02 feet in dia!eter) $hose caught in the s%ore cloud !ust save vs) %oison or suffer an attack of coughing and choking) 8icti!s can !ake no attacks and lose all De>terity 6onuses to Ar!or Class and saving throws) $he cloud dissi%ates in 0d4N0 roundsE residual effects still afflict characters one round after they esca%e the cloud or it fades) $he s%ell@s effects do not affect undead or si!ilar non6reathing creatures) +f no one throws For dro%sG the !issile 6y the ti!e its duration e>%ires" the enchant!ent is lost) $he caster s%rinkles the !aterial co!%onent??a %inch of ground %uff6all??over the fungus to 6e enchanted) :$is!er9ard FAlterationG S%here: 3uardian" Weather *ange: $ouch Co!%onents: 8" S" ( Duration: Per!anent until triggered Casting $i!e: 5 Area of Effect: 0 ite! Saving $hrow: None +hisper'ard can 6e cast on any single ite!" %ortal" or closure Fsuch as a 6ook" door" or lidG) +t !ay ward u% to a 42?foot radius) $he character keys the ward to 6eco!e activated Flike a magi" mouth s%ellG under s%ecific conditions??such as when a certain individual enters the area or o%ens the warded closure) When the ward is triggered" a soft whis%ering 6ree&e 6lows across the caster@s face) $he caster !ust stay within 0 !ile %er e>%erience level of the ward to receive the warning) $he !aterial co!%onent is the %riest@s holy sy!6ol) Se(ond.le%el S!ells Ani"al S!y FDivinationG S%here: Ani!al *ange: 02 yards Co!%onents: 8" S Duration: 0 turnO1 levels of caster Casting $i!e: . Area of Effect: 0 ani!al Saving $hrow: Wi&ard fa!iliars !ay save vs) s%ell to negate) ,nly a nor!al Freal?worldG ani!al or a giant version of a nor!al ani!al s%ecies !ay 6eco!e an ani!al s%y) $his s%ell ena6les the caster to share the ani!al@s senses??see through the ani!al@s eyes" hear with its ears" s!ell with its nose" and so on) $he ani!al is co!%letely unaware of the s%ell@s effect" unless the druid warns the 6east 6efore casting) !nimal spy grants no control over the creature) 'owever" !ost casters will use it on a trained ani!al or one 6efriended via the animal #riendship s%ell) :or the duration of the s%ell" the caster re!ains in a trance" una6le to !ove or use hu!an senses) $his conseHuence can %rove dangerousE for instance" characters attacked while using the s%ell cannot feel inCuries to their 6odies) 'owever" at the start of any round" the caster !ay choose to return the ani!al@s senses to the creature and resu!e control of the hu!an 6ody) $his decision ends the s%ell i!!ediately) $he s%ell also ends if the ani!al travels !ore than 022 yards away %er level of the caster) 7easts!ite FEnchant!entOChar!G S%here: Ani!al *ange: 02 yards Co!%onents: 8" S Duration: 0 hourOlevel of caster Casting $i!e: . Area of Effect: 0 %erson Saving $hrow: Neg) $eastspite afflicts a single %erson with a !agical aura that induces one s%ecies of ani!al to hate and fear the character) $he character 6eco!es loathed 6y any s%ecies of nor!al Freal?worldG ani!al) While this range e>cludes !onsters" it includes giant ani!als of the sa!e real?world s%ecies) F:or e>a!%le" if beastspite causes 6ats to hate the su6Cect" giant 6ats will react si!ilarly)G When the character co!es within 42 yards of an ani!al fro! the target s%ecies" the creature will !ake warning signals F6arks" growls" etc)G) +ts further reaction de%ends on the ani!al@s nature) Aggressive ani!als" including all %redators and !ost trained guard ani!als" attack the s%ell reci%ient) Nonaggressive 6easts shun the character" fleeing or attacking if a%%roached) ,wners can restrain their do!esticated ani!als" 6ut the 6easts show o6vious distress and !ay 6eco!e very hostile if the character tries to touch the!) +f the su6Cect was riding when the s%ell took effect" the !ount tries to throw off the character) $he su6Cect !ust !ake a riding %roficiency check each round to stay astride and to avoid a fall if thrown off) An ani!al e>tre!ely loyal to the su6Cect" such as a %et dog" a creature influenced 6y an animal #riendship s%ell" a wi&ard@s fa!iliar" or a %aladin@s war horse does not 6eco!e utterly hostile to its owner) +nstead it notices so!ething DwrongD a6out the character and acts unusually nervous) ;orti'yin/ Ste9 FNecro!ancyG S%here: 'ealing *ange: $ouch Co!%onents: 8" S" ( Duration: Stew retains enchant!ent 0 turn Casting $i!e: . Area of Effect: 0 6owl of stew" etc)Olevel Saving $hrow: None Any 6owl of 6roth" %orridge" or stew the %riest has concocted can 6eco!e su6Cect to #orti#ying ste') A character can enchant one 6owl of stew Fa6out B ouncesG %er e>%erience level) So!eone !ust consu!e the enchanted !eal within one turn of the casting) Anyone %artaking of an entire 6owlful rea%s !agical 6enefits) :irst" the diner gains nourish!ent for an entire day fro! the single !eal) +n addition" for two hours %lus one round %er the caster@s level" the character receives 0d5N0 te!%orary hit %oints) Any da!age suffered co!es off the e>tra hit %oints first) $he effects of !ulti%le hel%ings of #orti#ying ste' are not cu!ulative) :or e>a!%le" Sna%dragon" a -th?level druid" cooks a !eaty 6roth" casts #orti#ying ste' on it" and eats the 6owlful) A roll of 1 gives her 4 e>tra hit %oints) When the s%ell@s effects wear off Cust over three hours" she loses these e>tra %oints) +f she suffers . %oints of da!age in the !eanti!e" she actually loses only 1 h% of her own" since 4 h% ca!e off the e>tra hit %oints) $he !aterial co!%onent is a vial of stock !ade of the first fruit of the harvest) Gi't o' S!ee($ FEnchant!entOChar!G S%here: Ani!al *ange: 02 yardsOlevel of caster Co!%onents: 8" S" ( Duration: 0 turnOlevel of caster Casting $i!e: . Area of Effect: 0 ani!al Saving $hrow: None $he gi#t o# spee"h s%ell grants a nor!al ani!al For a giant version of a nor!al ani!alG the a6ility to s%eak any one of the languages the caster knows" whichever the caster chooses" along with the a6ility to understand words and si!%le conce%ts e>%ressed in that language) $he affected ani!al@s reactions do not change" nor does its +ntelligence increase) $he s%ell has no effect if cast on a creature with an +ntelligence score of less than 0) $he !aterial co!%onent of this s%ell is the %riestEs holy sy!6ol) #$ird.le%el S!ells Pass :it$ot #ra(e@ )?' Radis FEnchant!entOChar!G S%here: Plant *ange: 2 Co!%onents: 8" S" ( Duration: 0 turnOlevel of caster Casting $i!e: 0 round Area of Effect: *adius 02 feet around caster Saving $hrow: None +dentical in function to pass 'ithout tra"e% pass 'ithout tra"e% 3?' radius affects everyone within 02 feet of the caster) $he effect !oves with the caster" so creatures !ust stay within 02 feet of the caster to continue to avoid leaving tracks) A creature who leaves the area of effect can then 6e tracked nor!ally) Creatures !oving into the area of effect after casting are unaffected) $he !aterial co!%onent is a s%rig of %ine 6urned to ash) 7%on casting the s%ell" the character scatters the %owder in a circle) S$a!e :ood FAlterationG S%here: Plant *ange: $ouch Co!%onents: 8" S" ( Duration: Per!anent Casting $i!e: 0 round Area of Effect: = cu6ic feetN0 cu6ic footOlevel Saving $hrow: None By !eans of shape 'ood" the caster can refor! wood) :or e>a!%le" the character can cast it u%on any a%%ro%riate?si&ed %iece of wood to fashion a wooden wea%on" !ake a rough door" or even create a crude figurine) $he s%ell also allows the caster to resha%e an e>isting wooden door" %erha%s to esca%e i!%rison!ent) Again" the volu!e of the wooden o6Cect !ust 6e a%%ro%riate to the desired result and fit in the area of effect) While a character !ight for! a wooden coffer fro! a tree stu!% or a door fro! a wooden wall" the result does not 6ear high?Huality detail) +f a sha%ing has !oving %arts" there is a 42K chance they do not work) $he alteration endures %er!anently" at least until the wood rots or is %hysically destroyed) $he caster 6lows the !aterial co!%onent" a %inch of fine sawdust" over the wooden su6Cect of the s%ell) ;ort$.le%el S!ells Dete(t Ani"al Atta(ker FDivinationG S%here: Ani!al *ange: $ouch Co!%onents: 8" S" ( Duration: +nstantaneous Casting $i!e: 0 turn Area of Effect: 0 creature Saving $hrow: None De%ending on how it is cast" dete"t animal atta"ker gives the druid a visual i!age either of a creature that inCured an ani!al or of an ani!al that attacked any victi!) While casting the s%ell u%on any victi! of an attack 6y a natural ani!al Fa victi! whose 6ody still 6ears the !arks of claws" fangs" or other natural wea%onsG" the druid touches the victi!@s wound) $his 6rief touch gives the caster a fleeting vision of the ani!al that caused the inCuries as it looked at the ti!e of the attack) ikewise" a druid casting the s%ell u%on an inCured real?world ani!al can touch its wound and receive a vision of the %erson" !onster" or ani!al that har!ed it) Even if the caster receives a vision of an unfa!iliar attacker" the character usually can get an idea of its si&e" %ri!ary attack !ethod" and align!ent) F$he druid senses good" evil" or neutrality)G +n addition" if the creature still lives and fails a saving throw vs) s%ell" the caster senses its current %osition" location" and direction of travel) Dete"t animal atta"ker works only within one hour %er level of the caster after the victi! receives the inCury in Huestion) $he s%ell is effective regardless of whether the attack %roved fatal) $he !aterial co!%onent is the %riest@s holy sy!6ol) Eart$"a9 FAlterationG S%here: Ele!ental FearthG *ange: .2 yards Co!%onents: 8" S" ( Duration: 0 round Casting $i!e: - Area of Effect: 02?foot dia!eter circle Saving $hrow: Neg) /arthma' causes a %atch of ground 02 feet in dia!eter to o%en and for! a gigantic !outh with stalactite teeth) $he !outh s%rings forth on a short ser%entine neck" !uch like a water weird" and attacks once in a direction the caster dictates) $hen it retracts into the earth and closes solidly) $he site of an earthma' s%ell a%%ears as if the ground has 6een tilled recently) $he !outh can attack one large creature" two !an?si&ed creatures" or four s!all? si&ed creatures within 02 feet of its outer edge) +t can strike !ulti%le creatures only if they re!ain clustered within a 02?foot dia!eter circle adCacent to the !aw) $he earthma' attacks as a !onster with 'it Dice eHual to the caster@s level) Creatures standing on the site of the !aw suffer a N4 %enalty to Ar!or Class for %ur%oses of this attack only) Creatures standing ne>t to the !aw suffer no AC %enalty) A successful hit inflicts 0d5 %oints of da!age %er level of the caster) An unmodi#ied roll of 0= or 12 !eans the !aw has swallowed the victi! whole" 6urying the character 1d5 feet 6elow ground) 8icti!s can 6e dug out !anually" with a%%ro%riate s%ells Fsuch as digG" or with !agical ite!s Fsuch as a spade o# "olossal e."a&ationG) A creature tra%%ed underground will suffocate unless freed within a nu!6er of rounds eHual to one?third its Constitution score) /arthma' !ay 6e cast on any area of loose or %acked earth" sand" or vegetation? covered soil) +t !ay 6e cast indoors on an earthen surface: for e>a!%le" on the dirt floor of a 6arn or 6ase!ent" 6ut not on the !ar6le floor of a ho!e or te!%le) +t !ay not 6e cast on an area containing a tree" any %ortion of a 6uilding" or any ty%e of %ave!ent) An o6Cect %resent on the site of the !aw Fsuch as a ca!%fire or a tent" etc)G counts as a creature of that o6Cect@s si&e in attacks) $he !aterial co!%onent is a tooth fro! any %redatory creature) Hn/er FAlterationG S%here: Ani!al" Plant *ange: 02 yards Co!%onents: 8" S" ( Duration: 0 dayOlevel of caster Casting $i!e: - Area of Effect: 0 %erson Saving $hrow: Neg) $hose affected 6y hunger no longer gain sustenance fro! food) No !atter how !uch they eat" they still feel hungry) +f the s%ell did not end" victi!s eventually would starve" visi6ly wasting away) After one day under the s%ell@s effect" victi!s@ concentration suffers Fdue to their %reoccu%ation with their constant hungry feelingG" causing the! to suffer a ?1 %enalty to all a6ility and %roficiency checks) ,n the eighth day without food" victi!s who have 6een !aintaining nor!al activity levels lose 0 Strength %ointE on the ninth day" they lose 0 Constitution %oint) $his alternating %attern continues until one of the character@s a6ility scores falls to 4E at this %oint" the character 6eco!es co!atose) +f a score reaches 2 6efore the hunger s%ell ends" the reci%ient dies) $he victi! regains lost %oints after the s%ell ends at a rate of 0 Strength and 0 Constitution %oint %er day) When casting the s%ell" the character secretly whis%ers a %articular ty%e of foodE 6y eating the s%ecified food" the victi! 6reaks the s%ell) +t !ust 6e a single" natural food Fsuch as la!6" honey" or an a%%leG 6ut can 6e e>otic Fdragon !eatG as long as the caster has tasted it %ersonally at so!e %oint) Hunger cannot 6e dis%elled" 6ut can 6e 6roken 6y the remo&e "urse s%ell) :ailing all else" a sufferer !ust wait to find relief until the s%ell@s duration ela%ses) $he s%ell@s !aterial co!%onent is a %inch of the food that can end the s%ell) +nrl FAlterationG S%here: Plant *ange: . yardsOlevel of caster Co!%onents: 8" S" ( Duration: 0 turnOlevel of caster Casting $i!e: - Area of Effect: 0 %erson Saving $hrow: Neg) Casting a knurl s%ell transfor!s a creature@s ar! into a tree 6ranch of the sa!e thickness" covered with 6ark and twigs) $he new li!6 %ossesses neither el6ow nor wrist Coints not even a hand) $he Dar!D re!ains attached to the shoulder) $he s%ell@s reci%ient can use it as a clu6 6ut not to !ani%ulate tools" wea%ons" or s%ell co!%onents) $he caster chooses which of the reci%ient@s ar!s to affect) A character could use !ulti%le knurl s%ells to transfor! 6oth ar!s of a hu!anoid) $he ar! is treated for all %ur%oses as a tree 6ranch: +t 6eco!es su6Cect to fire" wood?altering s%ells" and tree diseases) Dispel magi" ends the s%ell@s effects) $he !aterial co!%onent is a s!all twig) Needlestor" FAlterationG S%here: Plant *ange: /2 yards Co!%onents: 8" S" ( Duration: +nstantaneous Casting $i!e: - Area of Effect: 0 tree or %lant Saving $hrow: Save vs) s%ell for half da!age A favorite of cold?forest and desert druids" needlestorm causes the s%ines on any %ine tree or si!ilar needle?6earing %lant to s%ray out in a deadly 6arrage) $he shower of needles has a radius of a%%ro>i!ately 0 foot for every 1 feet of the su6Cect %lant@s height) Everyone within this area suffers one attack" which inflicts 0d01 %oints of da!age for every three full levels the caster has achieved) $hus" a s%ruce tree enchanted 6y a -th? level character attacks with a $'AC2 of 0/ and inflicts 1d01 %oints of da!age) $he !aterial co!%onent is a s%ine fro! a needle?6earing tree or %lant) ;i't$.le%el S!ells Clods(a!e FAlterationG S%here: Weather *ange: 012 yards Co!%onents: 8" S Duration: 4 turnsOlevel of caster Casting $i!e: B Area of Effect: 0"222 cu6ic feetOlevel of caster Saving $hrow: None A character can cast "louds"ape on a single cloud or %art of a cloud 6ank" usually fro! a near6y !ountainto% or while flying) +t causes 0"222 cu6ic feet of cloud %er level of the caster to 6eco!e solid enough to su%%ort any weight) $he solidified clouds re!ain air6orne and feel like a thick car%et) A creature that falls onto the !agically strengthened cloud sustains falling da!age %er the PH" %) 025) An ani!al or individual that flies into the solidified cloud falls" stunned" for a round and !ust !ake a successful De>terity check to recover) +f a creature is flying through a cloud at the !o!ent it 6eco!es solidified" it !ay !ake a saving throw vs) %etrification) $hose who succeed esca%e the cloud in ti!e) Creatures that fail the save 6eco!e tra%%ed as the cloud solidifies around the!) 'owever" as the cloud is %orous" they can continue to 6reathe until the s%ell@s duration ela%ses) $he solidified cloud itself continues to drift with the wind as usual) While the caster cannot use this %articular s%ell to %ro%el the cloud at all" a "ontrol 'inds s%ell can su!!on a great gust of air to turn the cloudsca%e into a uniHue flying conveyance easily enough) Natre's C$ar" FEnchant!entOChar!G S%here: Ele!ental Fearth" waterG *ange: $ouch Co!%onents: 8" S" ( Duration: 1 hoursOlevel of caster Casting $i!e: 0 round Area of Effect: 0.?foot radiusOlevel of caster Saving $hrow: Creatures native to the area of effect are not affected) <ature's "harm causes a %articular %lace to e>ert a s%ecial fascination 6eyond !ere 6eauty to anyone entering the area e>ce%t the s%ellcaster) $his s%ell !ust target a site of nota6le natural s%lendor that %ossesses 6oth edi6le %lants and fresh water) $he s%ot !ay not 6e larger than the s%ell@s area of effect) :or instance" a 01th?level druid could cast this s%ell on a forest glade u% to 4/2 feet across" with flowers and fruit?6earing trees centered around a waterfall) Anyone co!ing u%on the enchanted region !ust save vs) s%ellE those who fail invaria6ly !ake u% e>cuses to re!ain there long after they should have left) $hey say they want only to 6athe" rest" ad!ire the 6eauty a 6it longer" eat the 6erries or fruit" %aint a %icture of the area" or defend the s%ot Cealously fro! others) Whatever the reason" those who fall victi! to the enchant!ent forcefully resist all atte!%ts to !ake the! leave until the s%ell@s duration ends) $he s%ell@s !aterial co!%onent is the druid@s holy sy!6ol) Stren/t$en Stone FAlterationG S%here: Ele!ental FearthG *ange: 02 yards Co!%onents: 8" S" ( Duration: Per!anent Casting $i!e: 0 hour Area of Effect: 0 6uilding or wall Saving $hrow: None 0trengthen stone can reinforce any stone construction Fhouse" tower" wall seg!ent" aHueduct" etc)G" against %hysical da!age) $he D( adds N5 to the structure@s saving throw against any kind of da!age" fro! siege engines to natural earthHuakes) $he stone o6Cect gains a saving throw vs) the earth4uake s%ell) FSee the PH" %) 144)G $he s%ell !ay 6e cast only once on any stone o6Cect) +f a character casts this s%ell on a stone gole! or other ani!ated stone 6eing Flike one created 6y ani!ate rockG" the creature receives a ?0 6onus to its Ar!or Class and adds a N0 6onus to its saving throws for the duration of the s%ell) Strengthen stone has no effect on earth ele!entals or gale6 duhr) $he !aterial co!%onent" a dia!ond chi% worth at least .22 g%" !ust 6e crushed and s%rinkled on the construction) #$orn9ra(k FAlterationG S%here: Plant *ange: $ouch Co!%onents: 8" S Duration: 0 thornOlevel of caster Casting $i!e: B Area of Effect: 0 %erson Saving $hrow: Neg) Thorn'ra"k causes long" %ainful thorns to grow out of the s%ell reci%ient@s flesh" %iercing the skin fro! the inside) ,ne thorn a%%ears each round" inflicting 0d4 %oints of da!age" until all the thorns have a%%eared) When the nu!6er of thorns e>ceeds the su6Cect@s e>%erience level or 'D" a victi! still conscious 6eco!es i!!o6ili&ed 6y the %ain" una6le to take any action) ,ne round after the last thorn eru%ts fro! the victi!@s flesh" the first one disa%%ears) $he thorns continue receding at a rate of one %er turn) +!!o6ili&ed su6Cects can !ove again once the nu!6er of thorns falls 6elow their 'D or e>%erience level) :or instance" say the 6ody of a 5th?level character has seven thorns) After four turns had %assed" only three thorns would re!ain" so the victi! would no longer 6e i!!o6ile) Cure s%ells can restore hit %oints 6ut do not eli!inate the thorns) Dispel magi" will end the s%ell 6ut %revents e>isting thorns fro! receding) A heal s%ell cancels the thorn'ra"k" eli!inates all e>isting thorns" and cures all da!age) Without the 6enefit of !agical re!edies" the s%ell ends when the last thorn has receded) Si3t$.le%el S!ells Eart$9ra(k FAlterationG S%here: Necro!antic" Plant *ange: 12 yardsOlevel of caster Co!%onents: 8" S" ( Duration: 1d5N02 years Casting $i!e: 0 round Area of Effect: 42?foot radiusOlevel of caster Saving $hrow: None $his s%ell causes an area of soil to 6eco!e 6arren and 6lighted) 'ealthy %lants wither and die within 0d5 days of casting) No seed %lanted there will grow for the duration of the s%ell) Plant?6ased creatures entering the des%oiled area can see the ruin and feel an intense DwrongnessD within the soil) Each round they re!ain within the area" they suffer 0d5 %oints of da!age) $he 6light can 6e cured using a limited 'ish" a 'ish" or 6y casting a remo&e "urse s%ell Fat the 01th level of e>%erienceG and a %lant growth s%ell si!ultaneously) (ost druids consider earth'ra"k an a6o!ination" although so!e Shadow Circle druids use it as last?ditch Dscorched earthD vengeance against an unruly ha!let) $he !aterial co!%onent is the %riest@s holy sy!6ol) &%y Sie/e FEnchant!entG S%here: Plant *ange: =2 yards Co!%onents: 8" S" ( Duration: / turns Casting $i!e: = Area of Effect: 0 6uilding or si!ilar structure Saving $hrow: S%ecial $he i&y siege s%ell !ust 6e cast u%on a stone or 6rick 6uilding constructed u%on the earthE flying castles and the like re!ain unaffected) +!!ediately after casting" ivy 6egins to grow at a fantastic rate" cli!6ing fro! the ground u% the 6uilding@s walls) At the end of one turn" the ivy has cli!6ed the walls) At the end of the second turn" green cree%ers have covered the structure) ,n the third turn" the ivy has dee%ened to a 6lack?green and 6egins to sHuee&e the 6uilding) Starting on the third turn and every turn thereafter" the 6uilding !ust !ake a saving throw vs) siege da!age" as if attacked 6y a s!all cata%ult FDMG" %) -/G) $wo cu6ic feet of the 6uilding cru!6les away for each %oint 6y which the saving throw !isses each turn) $his cycle continues until the s%ell@s duration e>%ires or the 6uilding is destroyed) $he ivy rots away instantly at the s%ell@s end) A druid can cast only one i&y siege %er 6uilding at a ti!e) After the ivy has rotted away" the druid !ay cast the s%ell on the sa!e 6uilding again) 'owever" !ulti%le druids can cast several i&y siege s%ells on the sa!e 6uilding) +n the case of a large" interconnected series of 6uildings Flike a castleG" each casting affects only a single tower" kee%" or wall seg!ent" to a !a>i!u! of 0"222 cu6ic feet %er level of the caster) $he D( !ay choose to %rohi6it arctic and desert druids fro! using this s%ell if they are not fa!iliar with ivy) $he !aterial co!%onent is an ivy leaf) Se%ent$.le%el S!ells #ree S!irit FNecro!ancyG S%here: Plant *ange: $ouch Co!%onents: 8" S Duration: Per!anent Casting $i!e: 0 turn Area of Effect: 0 tree Saving $hrow: None Tree spirit %er!anently links the soul of the caster with a tree" usually chosen carefully for its health" vigor" and re!ote environ!ent) Casting this s%ell Coins the life force of the druid with that of the treeE as long as the tree lives" the caster ages at one? tenth the nor!al rate) FBecause the s%ell causes the tree to devote all its energy to !aintaining health rather than growth" it always re!ains e>actly the si&e it was at the ti!e of casting)G (oreover" the caster@s s%irit !erges with the tree at the character@s death) No for! of reincarnation or resurrection Fe>ce%t a 'ishG on the character@s 6ody will work unless it lies within 02 feet of the tree) ,ne year after the caster dies" the druid@s s%irit ani!ates the tree as a treant) FD(s should roll u% treant statistics for the tree at the ti!e the s%ell is cast" to deter!ine the tree@s Ar!or Class" 'it Dice" etc)G $he chosen tree !ust 6e of treant heightE the e>act si&e deter!ines the si&e of the new treant" which %ossesses the caster@s !e!ories and %ersonality 6ut has no granted %owers or s%ellcasting a6ility) +t !ust co!!unicate as a treant) $he D( decides whether to consider this treant an NPC or allow the %layer to control it) FD(s should use the guidelines that a%%ly to PCs who 6eco!e lycanthro%es or undead)G 'owever" when a druid uses tree spirit to link with a tree" the character suffers any %hysical da!age inflicted on the tree) :or instance" if so!eone hacks at the tree with an a>e and causes 5 %oints of da!age" the caster also loses 5 hit %ointsE the druid knows the tree has 6een har!ed" 6ut does not know the nature of the inCury) +f the tree dies 6ut does not sustain enough da!age to kill the caster" the character feels stunned for 0d/ rounds and !ust !ake a successful syste! shock roll to avoid death) S%ells that heal the druid do not affect the tree) Da!age to the caster does not affect the tree" as the e>tra energy the tree e>%ends on strength and health !akes any da!age the %layer sustains negligi6le to the tree) 'owever" it@s usually in the druid@s 6est interest to have an ani!al friend or two guard the tree) +n addition" the druid should choose the tree carefullyE if the surrounding land is cleared for construction work or lu!6er 6efore the druid@s %rolonged life s%an finally ends" the character is in trou6le) Casting tree spirit first reHuires a full !onth@s %re%aration) $he druid lives near the tree during this ti!e of %rayer and !ediation) $hen the character conducts a %rivate 6onding cere!ony at the height of a solstice) $his s%ell often is cast 6y ancient druids" who wish to %reserve their wisdo! or !ake sure their groves re!ain defended even after their death) Un9illin/ :ood FEnchant!entOChar!G S%here: Plant *ange: . yardsOlevel of caster Co!%onents: 8" S" ( Duration: Per!anent Casting $i!e: 0 round Area of Effect: 02?yard radius Saving $hrow: S%ecial A caster can transfor! one or !ore living creatures within a 02?yard radius into un'illing 'ood" causing the! to s%rout roots" 6ranches" and leaves) $he victi!s 6eco!e trees of a ty%e native to the region and of the characters@ age 6efore the transfor!ation) $he s%ell works only if cast on 6eings occu%ying ground that could su%%ort a treeE reci%ients flying or sus%ended in water at the ti!e of casting re!ain unaffected) $his s%ell can !utate a nu!6er of creatures eHual in total 'it Dice For levelsG to the caster@s level within the area of effect" of course) +f this area holds a grou% of creatures with 'it Dice For levelsG totaling a nu!6er greater than the caster@s e>%erience level" the character !ay decide the order in which the creatures 6eco!e affected) :or instance" say a 05th?level druid casts un'illing 'ood into a target area containing a giant with 01 'it Dice and two 4rd?level warriors) $he druid can transfor! either the giant or two warriors" 6ut not all three) DeftoverD 'it Dice or levels are lost) Each creature affected !ay atte!%t to save vs) %oly!or%h) $he s%ell !utates all those failing their saving throw" along with any ite!s they carry) A new tree has a height of . feet %er level For 'it DieG of the victi!) $he effect is %er!anentE a %erson transfor!ed into a tree ages as a tree and dies as a tree) 'owever" affected characters retain awareness" !e!ories" %ersonality" and intelligence) ,nly da!age severe enough to kill the tree can kill an un'illing 'ood victi!) $ree?characters can return to nor!al if a s%ellcaster of greater level than the original caster uses remo&e "urse) $he original caster can release a transfor!ed entity at will) $he !aterial co!%onents are a 6it of tree root and the %riest@s holy sy!6ol) Ne9 1a/i(al &te"s Druid characters can use the !agical ite!s generally %er!itted %riests e>ce%t written ones" such as scrolls or 6ooks) $hey can wear !agical ar!or only when it is natural" such as wooden shields) Any !agical wea%on a druid uses !ust 6e of a ty%e %er!itted to %riests" as well as 6y the character@s druidic kit and 6ranch) $his section contains new !agical ite!s that fit the druid@s role of Nature %riest" kee%er of the 6alance" and dweller in the country) +n addition" a s!all nu!6er of the ite!s are designed for use against druids) Although this listing contains so!e %owerful ite!s" !any are fairly low?key) +te!s like the bounti#ul spade" or seeds o# plenty re%resent the kind of !agical ite! a high?level character would create as a gift for a favored far!er or lord) Druids !ight offer cursed ite!s like the ne"kla"e o# beast spee"h to so!eone as %unish!ent for wronging the ,rder or the land) Creatin/ 1a/i(al &te"s $he nor!al rules for %riests creating !agical ite!s FDMG %gs) B4?BBG a%%ly to druids as well) +n al!ost all cases" gathering the rare" uniHue" or i!%ossi6le co!%onents and co!6ining the! %ro%erly re!ains !ore i!%ortant than %urchasing e>%ensive !aterialsE Huest and ritual take %recedence over the de%th of the druid@s %urse) $he %ersonal touch is vital: Druids !ust !ake the vessels for enchant!ent using their nonwea%on %roficiencies) Characters needn@t 6e e>%ert artisans" 6ut they cannot create a !agical sci!itar !erely 6y enchanting a wea%on so!eone else has !ade) As a result" a druid who co!%letes an arduous series of tasks to collect the necessary co!%onents !ay not actually have to s%end any !oney to 6uild the ite!" although !aCor !agical ite!s reHuire co!%onents easily worth the 0"222 to 02"222 g% noted in the DMG F%) B-G) Priest characters !ust s%end u% to three weeks !editating" fasting" and %urifying the!selves 6efore they can enchant an ite!) Druids !ust 6egin this %rocess at a sacred ti!e" like an eHuino>" for the enchant!ent to have any chance of success) Druids %urify the vessel and %ray for its consecration not at an altar" 6ut at their grove) Potions Potion o' Plant Healt$8 $his %otion vitali&es a living %lant when %oured u%on its roots) +t cures the %lant@s illnesses and kee%s it free fro! natural %arasites and disease for a year) During this ti!e" the %lant grows .2K 6etter than nor!al" and 02K 6etter than nor!al the ne>t year) Edi6le fruit" 6erries" or sa% fro! the %lant taste unusually succulent" while flowering %lants 6loo! e>ce%tionally well) +f a vegeta6le !onster such as a treant or sha!6ling !ound drinks this %otion" treat it as a potion o# e.tra8healing. RP value: 522) Sa! o' t$e Eldest #ree8 7sually found in an earthen flask" this %otion rese!6les thick corn or !a%le syru%) Characters who drink the sa% For 6ake it in a cake and eat itG will not age a day for the ne>t 02 yearsQ 'owever" unlike a longe&ity %otion" it does not !ake the drinker any younger) A %erson !ust consu!e the entire %otion to gain the full 6enefitE if five characters share the syru%" each sto%s aging for two years) Additional doses are not cu!ulative??later i!6i6ings su%%lant earlier ones) RP value: .22) :ands and Sta%es :and o' S$a!e 7indin/8 Characters often use this ite! against druids) When hit 6y its !ulticolored 6ea! F%roCected u% to B2 feetG" 6eings with the a6ility to sha%echange or %oly!or%h !ust save vs) wands at a ?4 %enalty) 8icti!s who fail cannot voluntarily alter sha%e for 1d02 turns) Atte!%ts to shift sha%e using s%ells" !agical ite!s" or innate %owers result in failure) A use of this rechargea6le wand consu!es one charge %er 5 'D or levels of the su6Cect) RP value: B22) :anderer's Sta''8 $his rese!6les a stout oaken staff" which radiates !agic and" in fact" functions as a 4uartersta## 23. 'owever" its %ri!ary %ower is loco!otion) +f carried as a walking stick" users hiking at a steady %ace do not tire or need slee%) Any ti!e s%ent walking counts as slee% for the %ur%ose of resting the character) +f desired" the character can walk night and day" taking only 6rief 6reaks for food" drink" etc) RP value: 1"222) Rin/s Rin/ o' t$e Hiero!$ant8 ,nly druids can utili&e this ring" which ena6les characters to s%eak the language of ele!entals) $his" the ring@s lesser %ower" uses u% no charges) (ore i!%ressively" a druid wearing the ring !ay sha%echange into an ele!ental) Druids in ele!ental for! retain their own hit %oints and saving throws" 6ut otherwise %ossess the characteristics of a 01 'D ele!ental) $he transfor!ation functions Cust like a druid@s sha%echanging %ower this rechargea6le ring even restores hit %oints when the druid changes 6ack) 'owever" transfor!ations last only for a !a>i!u! of one hour) Each ele!ental for! Fair" fire" earth" and waterG !ay 6e assu!ed only once %er !onth) RP value: 5"222) :ea!ons 6nar Si(kle8 $his wea%on" a sickle crafted fro! silver and 6ound to the !oon" !ay have 6een forged for druids as a sy!6ol of the cyclic nature of ti!e) $he sickle 6oasts its greatest strength during the wa>ing !oon) +t has a N1 6onus fro! the new !oon to half !oon" a N4 6onus fro! the half !oon to full !oon" and N5 during the full !oon) When the !oon 6egins to wane" the lunar si"kle dro%s to a N0 6onus) During the dark of the !oon it loses all !agical 6onusesE until the new !oon rises" it no longer affects creatures that can 6e hit only 6y !agical wea%ons) RP value: 0".22) Si(kle o' t$e Har%est8 $his sickle a%%ears to 6e a nor!al far! i!%le!ent" al6eit of su%erior Huality) +f used in co!6at" it functions as a N0 wea%on) 'owever" its real %ower is as a !agical harvesting tool) Anyone who gras%s the sickle and s%eaks in the secret language of the druids can order the sickle to harvest a field on its own) When so co!!anded" the sickle takes to the air and harvests u% to half an acre of grain %er turn) +t can acce%t %recise orders" such as" DCut down all stalks of ri%e grain within a !ile" save for :ar!er Dowd@s field)D $he sickle continues working until: three hours %assE its owner orders it to sto%E or it !oves a !ile fro! its owner) Characters can also halt the sickle 6y destroying it or snatching it out of the air) Anyone trying to gra6 the sickle !ust !ake a successful attack roll against AC ?5) $hose who fail suffer 0d/N0 %oints of da!ageE success !eans a character gra6s it and sto%s the harvesting) $reat attacks on the sickle as attacks against a s'ord o# dan"ingE the sickle" while %hysically unsto%%a6le" can 6e affected 6y failing a saving roll against a s%ell such as #ireball% lightning bolt" or transmute metal to 'ood) RP value: 0"422) Heart9ood Cd/el8 $his clu6" !ade fro! the heartwood of an oak" is a "lub 2388 "lub 2@ in a druid@s hands) RP value: .22) 1istletoe Dart8 $he 6ody and ti% of this dart are fashioned fro! enchanted !istletoe) (agical ar!or" shields" or rings give no 6onus %rotection against itE for e>a!%le" a %erson wearing "hain mail 2A would have AC ." not AC 0) Darts" while not innately %oisonous" can 6e coated with any veno!) Characters usually find these darts in grou%s of 1 to B F1d5G) RP value: .2 each) Ar"or Antlered Hel"8 $his !etal?reinforced leather hel!" adorned with a stag@s antlers" allows the wearer to run like a deer" with a 6ase !ove!ent rate of 0B) (oreover" stags and deer see" hear" and s!ell wearers of an antlered helm as if they were stags" and react accordingly) $his %ower !akes the ite! very useful for hunting) RP value: B22) 1is(ellaneos 1a/i( 7onti'l S!ade8 Characters who use this enchanted far! i!%le!ent to turn over the earth %rior to %lanting a field receive a N4 6onus on their agriculture %roficiency check for that year) RP value: .22) Cloak o' t$e 7easts8 $his %lain 6rown cloak 6ears %atches of !any different ani!al skins) A character who s%eaks a word of co!!and while wearing it instantly 6eco!es transfor!ed into a rando! ani!al for 0d/ hours) $he cloak and the %erson@s other clothing 6eco!e %art of the new for!) $he ty%e of ani!al varies with each use of the cloak@s %ower??roll 0d022 on the rein"arnate s%ell ta6le FPH% %) 14.G" rerolling any nonani!al result) $he nature of the change is identical to a druidic sha%echange" e>ce%t that wearers have no control over which ani!al for! they take on and cannot change 6ack until the enchant!ent wears off) 7%on returning to nor!al" the wearer regains 02K to /2K of any lost hit %oints F02d/G) $he cloak cannot 6e used again until 01 hours %ass) RP value: 0"222) Drid's Aoke) While this ite! looks like an o> yoke" it is s!all enough to fit a donkey or hu!an) Worn 6y an ani!al" it offers no 6enefit) +f fastened onto a hu!an" de!ihu!an" or hu!anoid" it transfor!s the wearer into a full?si&ed o>E the yoke e>%ands to fit) $he o> retains the wearer@s !ind" 6ut cannot s%eak or use s%ells and 6eco!es vulnera6le to !agic that affects nor!al ani!als) $he effect lasts as long as the yoke stays on the wearer can@t re!ove it" 6ut a friendly hu!anoid can) A character reverts 6ack to nor!al i!!ediately after the yoke co!es off) Wearers killed in o> for! dieE their 6odies revert 6ack to hu!anoid for! once the yoke is re!oved) RP value: 1"222) Herb"aster's Po($8 $his s!all 6ag of finely woven grass kee%s her6s??including her6al !agical ingredients??as fresh as if newly harvested) $he ?1 %enalty for using %reserved her6s to create !agical her6al 6rews does not a%%ly to ingredients ke%t in an herbmaster's pou"h) RP value: .22) Ne(kla(e o' 7east S!ee($8 $his gold choker 6ears the i!age of a %articular 6east) $o deter!ine what kind" roll on the rein"arnate ta6le FPH" %) 14.G" rerolling any result that@s not an ani!al) Anyone who dons the device loses all %ower of s%eech" e>ce%t with the ani!al s%ecies on the necklace) $he character cannot re!ove the choker without a wish s%ellE a carefully worded wish !ight allow a wearer to retain the necklace and 6east s%eech and regain hu!an s%eech) RP value: 2) Seeds o' t$e Hed/e8 7sually found in a leather 6ag or %ouch" these seeds rese!6le flower or grass seeds) A %inch of hedge seed s%rinkled on earth or grass instantly causes a thorny hedge to grow) $he user can decide to !ake this 02?foot ? 02?foot ? .?foot hedge . feet long" . feet high" or . feet wide) Creatures caught in the hedge@s growth or trying to 6reak through the hedge suffer B %oints of da!age %lus additional %oints eHual to their Ar!or Class Fe>cluding De>terity adCust!entsG) +t takes two turns to safely cut through each .?foot thickness) Nor!al fire does not har! it" 6ut !agical fire sets it a6la&e in one turn" creating a te!%orary 'all o# #ire effect Fas if cast 6y a =th?level wi&ardG of the sa!e si&e) ,ne 6ag of seeds sows three hedges) RP value: /22) Seeds o' Plenty8 An a!%le sack holds !agical seeds of the cro% !ost i!%ortant to local far!ers enough to sow a single large field) $he only thing unusual a6out the seed is that it radiates !agic Fnoticea6le if a character checksG) :ields sown with this seed %roduce su%erior cro%s: e>ce%tionally large %lants that %rove resistant to disease) 0eeds o# plenty dou6le a nor!al harvest" increasing a ty%ical far! fa!ily@s inco!e .2K to 022K for the year) :urther!ore" %roducts !ade fro! the cro% are su%erior) Porridge or 6read !ade fro! a grain harvest %rove es%ecially tasty and nutritiousE clothes !ade fro! fla> cro%s have e>ce%tionally high HualityE and so on) :or this reason" a known sack of seeds o# plenty sells for u% to 1"222 g%) RP value: 122 %er sack) Seeds o' Doo"8 A sack holding these seeds a%%ears identical to one filled with seeds o# plenty) 'owever" sowing a field with these seeds leads to disaster) $he night after the %lanting" a dense field of no>ious weeds s%rings u%" each weed . to - feet high) Anyone less than giant si&e %assing through the weeds can !ove only 02 feet %er round) ,ne turn after s%ending any ti!e in the weeds" those not fully covered in ar!or Fgenerally" anyone not wearing %late !ail or 6etterG !ust save vs) %oison) $hose who fail instantly develo% a %ainful rash that lasts 1d/ days F?1 %enalty to all attack rolls" as well as attri6ute and %roficiency checksE ?5 %enalty if wearing ar!or or tight clothingG) Weeds set a6la&e do 6urn" %roducing a foul stench that lasts 1d/ turns FeHuivalent to a stinking "loud s%ell over the fieldG and leaves a residual un%leasant s!ell for 1d/ days) :urther!ore" the 6lack ash left 6ehind %oisons the field so nothing will grow there for 1d/ years) 7%rooting the weeds !anually reHuires 022 %eo%le working for a week" due to the weeds@ fast growth) RP value: 2) Ser!ent Seeds) Nor!ally availa6le in a %acket of 0d4 seeds" a serpent seed s%rings u% into a 12?foot tree one round after 6eing %lanted in an inch of dirt" watered" and told to grow in the druids@ secret language) A ser%ent tree has no 6ranchesE its li!6s are 0dB 6rown ser%ents with green eyes" 6arklike skin" and wooden fangs dri%%ing with %oisonous white sa%) While the tree cannot !ove" its 6ranches can reach out u% to 12 feet and follow the druid@s orders) Each ser%ent?6ranch@s 6ite is %oisonous) A %erson who fails to save vs) %oison 6eco!es inca%acitated within one turnE the character does not die" 6ut slowly 6eco!es transfor!ed into a Dser%ent of the tree"D a non%oisonous version of the 6ranch? snakes) Des%ite its 6arky a%%earance" this new creature rese!6les non%oisonous snakes of the region in a%%etite and attacks) While ser%ents of the tree are not attached to the ser%ent tree" they re!ain su6Cect to the druid@s orders" Cust like the tree itself) A victi! can 6e restored with a "ure serious 'ounds or heal s%ell ad!inistered within one day of the 6ite) ,n the second day" the transfor!ation to a ser%ent of the tree is nearly co!%leteE only a 'ish can return the victi! to nor!al then) $he ser%ent tree re!ains %er!anently where %lanted and stays loyal to its !aker as long as it e>ists) RP value: 0"222 %er seed) Ser%ent tree: +nt ow F.GE A NE AC /E (8 2E 'D /N/E $'AC2 0.E LA$ 0Oli!6E D!g 0d5Oli!6E SA %oison changes victi!s into ser%ents of the treeE ( BE SP 'E RP B-.) Ser%ent of the tree: +nt Ani!al F0GE A NE AC .E (8 0.E 'D 1N0E $'AC2 0=E LA$ 0E D!g 0E ( BE SP S F. ft)GE RP =2) Stone o' 6ost :ays8 $his %e66le !ight 6e !istaken for any other !agical stone) 'owever" those who carry it through trackless wilderness Fnot following a road or %athG increase their chances of 6eco!ing ho%elessly lost) 'aving a character with a stone o# lost 'ays in a %arty adds 12K to the grou%@s chance of 6eco!ing lost" in any terrain) FSee $a6le B0 in the DMG" %) 01B)G :urther!ore" two checks instead of the nor!al one are needed" one for each half?day@s travel) $he stone affects only characters traveling on the ground) RP value: 2) S9ar" Been's Cro9n8 $his dread ite! rese!6les a gold tiara set with a %iece of a!6er encasing an insect??usually a Hueen 6ee) $he crown has a value of 1"222 g%) With a co!!and word" a user@s 6ody !utates into a hu!an?sha%ed !ass of stinging" veno!ous was%s" 6ees" and s%iders: a !iniature" living "reeping doom) $he user@s new D6odyD contains 02 insects %er hit %oint) :or e>a!%le" a character with 02 hit %oints 6eco!es a !ass of 022 insects) $he user attacks 6y touching so!eone Fa nor!al attack rollG) After a hit" the user decides how !any insects sting or 6ite the victi!) Either 02" 12" or 42 insects !ay swar! over a victi! %er attackE for every 02 insects that hit" the victi! loses 0d02 hit %oints" and the wearer of the crown loses 0 h%??each insect dies after its attack) So" a character !ay inflict u% to 4d02 %oints of da!age %er attack at the cost of 4 h%) While in insect for!" the user has a !ove of 4" 6ut can cli!6 walls and ceilings) $he user cannot e!%loy any wea%ons" s%ells" !agical ite!s" tools" or ar!or) $he swar!" which has AC 2" suffers no da!age fro! %iercing wea%ons FPG" 0 %oint of da!age fro! slashing wea%ons FSG" and half da!age fro! 6ludgeoning wea%ons FBG) (agical 6onuses and fire inflict full da!age) Every %oint of da!age to the wearer kills 02 insects) $he user re!ains transfor!ed as long as desired" 6ut the crown can 6e used only once %er day) RP value: 5"222) #rees$i!8 A living tree sha%ed like a currach FPH% %) -0G" a treeship unites the !agic of druids and the crafts!anshi% of elves) $he !ast is a !agical tree" fro! which hang 6ranchlike rigging and leaf?sails) $he roots for! the hull@s ri6s" covered 6y thick 6ark instead of hide) A shi% carries u% to eight %eo%le and . tons of cargo) While the vessel cannot sail 6y itself" a crew finds it Huite seaworthy and swift Fseaworthiness B2K" 6ase !ove 4O/" e!ergency !ove 01G) Treeships can sail only in freshwater lakes" rivers" and seasE salt water %oisons the! within a week) When 6eached on grass or soil Fnot sandG for !ore than a week" they grow additional roots into the soil and reHuire 0d/ days of %runing to 6eco!e seaworthy again) RP value: /"222) Herbal 1a/i( A character with the her6alist %roficiency !ay use her6s as an adCunct to the healing skill" as e>%lained in Cha%ter . of the PH F%) .=G) 'owever" so!e druids %ossess e>ce%tional her6 lore" which ena6les the! to %roduce !agical her6al 6rews) Druids who devote at least three slots to the her6alis! %roficiency can create these 6rews) An herbal bre' is a concoction of several her6s Fand so!eti!es fungi or tree 6arkG that %roduces e>otic effects) $he na!e of a 6rew does not refer to the her6s in it" 6ut to its effects) 'er6al 6rews reHuire no !agical %lantsE %ower co!es fro! the co!6ination of her6s and the secret techniHues her6alist druids use in each stage of %re%aration) 6o(atin/ t$e Herbs :inding an her6al 6rew@s ingredients reHuires first locating the right %lace to look) $he druid !ust search in the %ro%er terrain for the ti!e indicated in the 6rew@s listing Fstarting on %) 02.G) $hen" !ake an her6alis! %roficiency check" a%%lying the 6rew@s search !odifier and a ?5 %enalty for snow?covered ground or darkness" if a%%lica6le) Success !eans the druid locates enough her6s to %roduce one 6rewE failure !eans the character finds none) +n either case" additional searches !ay 6e !ade" though a druid really should search only once %er sHuare !ile of a%%ro%riate terrain) *e%eated searches of an area carry a cu!ulative ?1 %enalty??there !ay 6e nothing there to findQ So"e Co""on Herbs Druids find these her6s es%ecially useful in their !agic) ,thers !ay 6e included" real or uniHue to your own ca!%aign world) Angelica root (ustard seed Anise seed (yrrh gu! Cassia 6uds Pe%%er!int leaf Cha!o!ile flowers Po%%y seeds Cloves Sage leaf Da!iana leaf Sarsa%arilla root Elder flowers $hy!e leaf 3entian root 8alerian root (arCora! leaf ;er6a !ate leaf Preser%in/ Herbal &n/redients (ost her6s work 6est while fresh" 6ut druids !ay wish to store so!e for future use rather than i!!ediately turning the! into 6rews) Preserving ingredients 6y drying" %owdering" and %acking the her6s takes si> hours %er set of ingredients Fenough for one 6rewG and reHuires a successful her6alis! check) $he D( !akes this roll" infor!ing the %layer whether the ingredients have s%oiled only when the druid tries to use the! in a 6rew) A successful roll ensures the her6s stay fresh while in a water%roof container) :ailure indicates they will s%oil in 0d/ days) 1akin/ an Herbal 7re9 $o create an her6al 6rew" the druid !ust have the a%%ro%riate ingredients" either fresh or %reserved) $he 6rewing %rocess reHuires a Huiet %lace that fosters dee% concentration) +t involves 6oth %hysical work Fcho%%ing and cleaning her6s" !i>ing the ingredients in %ro%er %ortions" stea!ing the!" etc)G and ritual gestures and %rayer) As with granted %owers and s%ells" if the druid has not re!ained faithful to the ,rder" the her6s fail to take on their !agical %ro%erties) After %re%aring the concoction as long as the 6rew@s descri%tion reHuires" the druid rolls another her6alis! %roficiency check" using the !odifiers shown) +n addition" a ?1 !odifier a%%lies if the druid used %reserved rather than fresh her6s) A successful check !eans the druid creates the 6rew) :ailure !eans the druid ruins the ingredientsE a roll of 0= or 12 always fails) A druid with several sets of ingredients for the sa!e her6al 6rew !ay !i> !ulti%le 6atches at the sa!e ti!e) +f the final %roficiency check succeeds" the druid concocts all the 6atchesE if it fails" the ingredients all go to waste) #y!es o' Herbal 7re9s $he ne>t several %ages offer descri%tions of various her6al 6rews) :eel free to create new ones for your own druid characters) Each 6rew entry includes these details: #errain tells where to find ingredients for the 6rew" as well as any s%ecial notes Fgather only at night" etc)G) Sear($ #i"e=1odi'ier indicates how !any hours a druid !ust search for the 6rewTs ingredients and offers a !odifier to the her6alis! %roficiency check that deter!ines whether the druid finds the!) Pre!aration #i"e=1odi'ier suggests how !any hours it takes the druid to %re%are the 6rew and offers a !odifier to the her6alis! %roficiency check needed for successful 6rewing) A!!li(ation tells how to a%%ly the 6rew: either as a tea" oint!ent" %oultice" or va%or) A tea consists of a !i> of 6roken or crushed dried her6s infused into water) $he rules for drinking %otions a%%ly to her6al teas" which kee% indefinitely in dry for!) An ointment is a 6rew !i>ed with lard" 6eeswa>" lanolin" or another si!ilar 6ase and ru66ed onto skin) $reat it as a !agical oil) A poulti"e consists of a da!% her6al 6rew 6andaged onto a wound or area of skin) $he contents of the %oultice soaks into the skin gradually) A%%lying a %oultice takes two roundsE it can 6e a%%lied only to an unresisting or gra%%led su6Cect) A &apor" a !i>ture intended to 6e inhaled rather than drunk" usually affects an area) $he dry ingredients !ust 6e stirred into 6oiling water so the 6rew@s reci%ient can 6reathe in the stea!) Ad!inistration reHuires two rounds and a source of hot water) E''e(ts descri6es what the 6rew does) Sa%e e>%lains what kind of saving throw" if any" can resist the 6rewTs effects) (ost saving throws are against %oison even if a 6rew is not actually deadly) Cra9lbane #errain* Swa!% and dee% forest Sear($ #i"e=1odi'ier* /O?0 Pre!aration #i"e=1odi'ier* 1O?0 A!!li(ation* ,int!ent E''e(ts* $his oint!ent strongly re%els insects) Anyone covered head to foot in it re!ains unaffected 6y nor!al insects" even those su!!oned 6y s%ells such as "reeping doom and inse"t plague) 3iant insects still !ay attack the character" 6ut do so at a ?4 %enalty" due to their revulsion) Sa%e* None Dark9eed #errain* Desert oasis Sear($ #i"e=1odi'ier* /O?1 Pre!aration #i"e=1odi'ier* 02O?5 A!!li(ation* ,int!ent E''e(ts* A character who s!ears this oint!ent over 6oth eyes 6eco!es 6lind within two rounds) 'owever" the character can see invisi6le" astral" ethereal" or illusory o6Cects as if they were real and fully visi6le) Sa%e* Neg) if save vs) s%ell Deat$"o(k #errain* (ountain slo%es Sear($ #i"e=1odi'ier* 5O?4 Pre!aration #i"e=1odi'ier* /O?4 A!!li(ation* $ea E''e(ts* Deathmo"k causes drinkers to fall into a catale%tic tranceE characters dis%lay !uscle rigidity and do not a%%ear to 6reathe or have a heart6eat) While inCuries cause the! little 6leeding" they otherwise suffer nor!al da!age) $hose under the influence of this tea slee% for 1d5 days" during which ti!e they need no food or water) $hey need only one?twentieth the air unaffected %eo%le do and can survive free&ing te!%erature) Sa%e* Neg) if save vs) %oison ;iend'lo9er #errain* Dee% forest or Cungle Sear($ #i"e=1odi'ier* 01O?5 Pre!aration #i"e=1odi'ier* BO?4 A!!li(ation* $ea E''e(ts* Characters who drink this 6itter tea see horrifying visions that drive the! te!%orarily !ad) After 0d12 turns" drinkers suffer an e%isode of 1d/ !inutes" during which they turn enraged" violent" and ho!icidalE such a PC should 6e %layed 6y the D() Afterward" drinkers cannot recall what ha%%ened during the e%isode" which recurs once %er day Fat irregular intervalsG for the ne>t 1d5 days) A neutrali,e poison s%ell ends #iend#lo'er's effects) Sa%e* Neg) if save vs) s%ell G$ostroot #errain* ,ld graveyards at night Sear($ #i"e=1odi'ier* BO?5 Pre!aration #i"e=1odi'ier* 5O?/ A!!li(ation* 8a%or E''e(ts* $his !i>ture@s lu!inous va%ors re%el undead) Any undead atte!%ting to draw near !ust save vs) s%ell) :ailure %revents the! fro! a%%roaching within 02 feet of the stea!ing 6rew) Success allows the! to ignore its effectsE once they save" they re!ain i!!une to the 6rew for the rest of the day) $he va%ors last for one turn) Sa%e* Neg) if save vs) s%ell Ne%er"ind #errain* :orest clearings or caverns Sear($ #i"e=1odi'ier* BO?4 Pre!aration #i"e=1odi'ier* BO?- A!!li(ation* $ea E''e(ts* Characters develo% a!nesia one !inute after drinking this tea" %er!anently forgetting all events since they last sle%t) Sa%e* Neg) if save vs) s%ell Hs$t$orn #errain* :orests at night Sear($ #i"e=1odi'ier* 5O?4 Pre%aration $i!eO(odifier: 5O?4 A!!li(ation* $ea E''e(ts* $his tea causes drinkers to fall into a dee%" natural slee%" fro! which they cannot 6e awakened for 1d02N04 hours) Sa%e* Neg) if save vs) %oison Snakesal%e #errain* Jungle Sear($ #i"e=1odi'ier* /O?0 Pre!aration #i"e=1odi'ier* 1O?0 A!!li(ation* Poultice E''e(ts* +f a%%lied to a living snake?6ite victi!" this %oultice neutrali&es the %oison) Sa%e* None S!rin/berry #errain* (oonlit s%ring !eadows Sear($ #i"e=1odi'ier* BO?4 Pre!aration #i"e=1odi'ier* BO?- A!!li(ation* $ea E''e(ts* Within an hour of drinking the tea" characters fall in love with the first %erson of the o%%osite se> they see) $he drinkers" while not "harmed" act 6esotted and devote all efforts to wooing their love) $he effects last for 1d5 days unless a %layer rolled a 12 on the saveE in that case they are %er!anent) Sa%e* Neg) if save vs) s%ell :intersal%e #errain* (ountain slo%es or tundra Sear($ #i"e=1odi'ier* /O?4 Pre!aration #i"e=1odi'ier* /O?4 A!!li(ation* ,int!ent E''e(ts* $his oint!ent" when s!eared over e>%osed 6ody %arts" %rovides the sa!e %rotection against cold that a heavy fur coat would" 6ut without the encu!6rance) Co!6ined with winter clothing" it allows for survival 6elow &ero and gives a N0 6onus to saving throws against cold?6ased attacks) Sa%e* None C$a!ter 2* Sa(red Gro%es When not adventuring" druids %refer to live near a sa"red gro&e and worshi% there as well) While the ter! Dsacred groveD usually calls to !ind a stand of trees within a forest" here it refers to any sacred %lace where druids worshi% Nature) All sacred groves are %laces of great natural 6eauty??and so!eti!es !agical %ower) Areas with a history of druidic veneration tend to acHuire wondrous a6ilities fro! their %rolonged contact with druidic !agic and rites) So!eti!es several druids share a single sacred grove) $his arrange!ent ena6les the! to take turns adventuring or traveling" leaving so!eone always on hand to %rotect and tend the grove) Druids occu%ying a sacred grove singly have to arrange for its safety 6efore de%arting: setting various wards and tra%s" or arranging for allies to %rotect it in the druid@s a6sence) ;eatres o' a Sa(red Gro%e Each 6ranch of the druidic order %refers certain sites for sacred groves) $hese include the woodland groves of the forest druids" the oases of the desert druid" the fungus?rich caves of the gray druid" and so on) +n nearly every case" the overriding reHuire!ent is that the sacred grove %ossess a natural s%lendor) $his s%lendor !ay range fro! the stark grandeur of a ring of standing stones ato% a hill on a windswe%t !oor to the gardenlike 6eauty of a tended forest glade) A sacred grove is ty%ically 6etween /2 feet and 4/2 feet across F/d/ ? 02 feetG) Besides the e>%ected grass" undergrowth" 6ushes" trees" or other local features" desira6le groves share certain ele!ents) Distin(t 7ondaries Sacred groves reveal the!selves readily to those who know what to look for) A grove@s 6oundary !arkers often result fro! the efforts of generations of druids) :or e>a!%le" the trees in a woodland grove !ay for! concentric circles" the outer!ost layer reserved for the largest" !ost ancient trees) ,ften the trees in a sacred grove are of an unusual si&e or a ty%e distinct fro! others in the wood) :or e>a!%le" a sacred grove in a 6irch forest !ight have !any oaks) $heir 6ranches !ay even entwine to for! natural arches to welco!e visitors) +n !ore o%en terrains" sacred groves !ay surround the!selves with high" thorny hedges or even a river) So!e groves have artificial 6orders" such as an outer ring of standing stones) A few are s!all islands) A Clearin/ A Huiet %lace of !editation 6lanketed with soft !oss or grass lies in the center of the grove) Druids %refer groves car%eted with soft ground cover that encourages dancing over a floor of si!%le dirt or stone) Sor(e o' :ater A s%ring" well" 6rook" or %ool Foften fed 6y a waterfallG %rovides the grove with %ure" drinka6le water) Druids use this water in their rituals and in their day?to?day life as well) So!e druids %refer still water to a 6rook or s%ring" since the Huiet water is less distracting during !editation and can %rove useful in divination) Central ;eatre A co!!anding structure??%erha%s the source of water??acts as a natural altar in the grove or as a focus for worshi%) ,ther co!!on central features include a single great tree" a standing stone" or a fairy ring Fa circle of toadstools or other fungiG) $hese and other features so!eti!es %ossess !agical %owers" detailed in a later section) Native Ani!als An owl lives in a grove@s great tree" a snake dwells under a stone??the druid is never really alone in a sacred grove) $he %lace feels alive in every sense" and druids usually 6efriend a grove@s inha6itants) 6i%in/ Barters While the druid and any servants or fa!ily !e!6ers rarely live within the sacred grove %ro%er" ho!e lies not far away) A forest druid" for instance" generally has a stone" log" or sod cottage within a !ile of the grove" with a vegeta6le and her6 garden" and %erha%s a few do!estic ani!als) Ste9ards$i! Although druids do not clai! to DownD sacred groves" they take res%onsi6ility for the! very seriously) $he druid associated with a grove nor!ally goes 6y the title of steward" kee%er" or caretaker) Stewardshi% of a sacred grove is traditional: #ee%ers always designate their successors) Gards and :ards $he steward of a sacred grove is first and fore!ost res%onsi6le for the grove@s safety" es%ecially if the grove has DawakenedD with !agical %owers Fe>%lained later in this cha%terG or if 6eings such as dryads live there) $herefore" druids devote considera6le effort to %rotecting a sacred grove??in so!e cases" through secrecy) ,nly a few trustworthy %eo%le and creatures know the grove@s location) A druid o6scures the %athway to the grove" while hallu"inatory #orest s%ells and 6etter?cleared false trails twist away fro! it" leading a searcher astray) (ore active defenses include %its covered with 6ranches and leaves F%erha%s shar% stakes" %oisonous s%iders" or snakesG) Druids of at least .th level use the snare s%ell li6erally" as its defenses re!ain fi>ed until triggered) 7sing plant gro'th to set u% %er!anent dense 6arriers around the grove is a very good strategy" es%ecially if a druid %lans to lace the o6vious %aths through these 6arriers with tra%s and snares" leaving only one or two concealed DsafeD %assages) +f ene!ies are on their way" the druid should strive to %revent the! fro! using fire to da!age the grove) Controlling weather to create a rainstor! 6efore foes even reach the grove kee%s the ene!y !isera6le and sto%s the grass" 6ushes" and wood fro! igniting) ,f course" one of the 6est ways a druid can defend a grove is to discover %otential ene!ies and strike 6efore they even reach the sacred natural site) FSee DEyes in the Wilderness"D Cha%ter 5)G #endin/ t$e Gro%e While safeguarding the grove re!ains !ost i!%ortant" stewards !ust not neglect regular care) $his day?to?day work involves tending the %lants and ani!als in the grove" talking to the!" and dealing with illnesses or %arasites that !ight a%%ear) +n addition" if a druid %refers a gardenlike a%%earance to a wild one" the steward cleans u% loose 6ranches" %runes trees and 6ushes" and so on) Druids should devote 01 days %er !onth to this Co6" or a6out three days %er week) +f a druid fails in this duty" the D( can assu!e the sacred grove@s health and a%%earance deteriorates Fas does the !agic of awakened groves" lesser %owers firstG) Deterioration is i!!ediately o6vious to any visiting druid) Several druids !ay use the sa!e sacred grove as a %lace of worshi%" sharing the work detailed a6ove" 6ut only one is its stewardE the others usually consider the!selves the sacred grove@s tenders) By tradition" if the kee%er dies or retires" one of the tenders takes over the stewardshi%) +t is considered a cri!e for one druid in the ,rder to forci6ly dis%lace another fro! a stewardshi%) Such an incident" when re%orted to the great druid" constitutes grounds for the 6an) +n res%onse" several druids will Coin together to e>%el the offender fro! the grove" finding a !ore suita6le re%lace!ent??the original steward" if that druid did not die in the grove@s defense) An e>ce%tion is allowed when a druid@s negligence results in the deterioration or defile!ent of a sacred grove) +n this case" an inner circle druid or the great druid a%%oints a new kee%er for the grove) +t 6eco!es that druid@s res%onsi6ility to reclai! the grove" 6y force if necessary" fro! its ine%t steward) Gro%e 6a9 Druids" far stricter a6out %rotecting their sacred groves than any other wilderness area" have esta6lished a law to safeguard these s%ecial sites) $he following %oints !ake u% the law of the grove" u%held 6y all e>ce%t the steward and those with s%ecial dis%ensation fro! the steward: No trees or %lants within the grove !ay 6e har!ed" cut" or %runed) No one !ay %ick or cut 6ranches" 6erries" nuts" or fruit" eitherE visitors can eat or otherwise use only that which has fallen to the ground) No one !ay fight within the grove) No 6ird or ani!al within a sacred grove !ay 6e har!ed) +f a hunted creature flees into the grove" hunters !ust 6reak off the chaseE they cannot shoot at the 6east fro! outside the grove once it enters) No one !ay fish in the waters of a grove" nor foul these waters in any way) None !ay light a fire within a grove@s 6ounds??not even tinder or a %i%e) $he !a>i!u! %enalty for violating the law of the grove is death" though a druid !ay a%%ly a lesser %enalty in certain cases) $he %unish!ent for violating these rules??or for !ore serious defile!ent of a sacred grove??de%ends on the offender@s !otives" the da!age" and the druid@s inclination) +f a cruel wi&ard da!aged a sacred grove with a #ireball in an attack on the steward" the druid would think death a %ro%er %unish!ent?? %refera6ly death 6y fire) ,n the other hand" if a careless toddler did the sa!e da!age 6y accidentally setting fire to the grove" the druid seeks a !ore suita6le %unish!ent: kidna%ing the child to raise as a druid) $hus the child devotes a lifeti!e to atone!ent) Note that there is no law against folk entering the grove) While so!e druids kee% visitors away" others welco!e %eo%le and ani!als who co!e to ad!ire the grove or worshi%" and even shelter needy travelers) Si!ilarly" the steward !ay allow visitors to collect fallen deadwood" fruits" nuts" and 6erries) Since druids usually can s%eak with the ani!als" %lants" and Fso!eti!esG stones in their grove" they can deter!ine easily how a %erson acHuired sus%icious 6ounty) 7e(o"in/ a Ste9ard A druid %layer character can acHuire stewardshi% of a sacred grove in four ways: :irst" the kee%er of a grove !ight no!inate the PC to 6eco!e the successor to the stewardshi%) $his tactic allows the PC to take over when the e>isting steward dies" disa%%ears" or decides not to care for the grove any longer) $he successor !ust have the current steward@s trust and res%ect" and usually has s%ent ti!e worshi%ing in the grove and tending it under su%ervision) (ost of all" the no!inee !ust %rove worthy to defend the grove) +f the grove has !agic" the character should have reached at least -th level to deserve consideration) 'owever" young sacred groves lacking !agic often receive the %rotection of lower?level druids) Second" a %layer character can find an a6andoned sacred grove and reclai! it) So!eti!es a %owerful !onster or other foe eli!inates 6oth the steward of a sacred grove and the chosen successor) Such groves often are cursed" haunted 6y undead" or freHuented 6y local !onsters) But a druid who overco!es these o6stacles and reclai!s the grove %roves worthy of the stewardshi%) $hird" a stewardshi% !ay co!e with a title" although this %ractice varies fro! circle to circle) :or instance" a circle !ay award the res%onsi6ility for certain sacred groves to its archdruids or great druid" and??unlike a nor!al grove??this stewardshi% changes hands as new druids assu!e the high ranks) At the D(@s discretion" the world !ight even hold a wondrous Dhigh sacred groveD?? the res%onsi6ility of the 3rand Druid) :ourth" a PC can find a virgin grove site and sanctify it) 8irgin groves !atch the %hysical reHuire!ents listed earlier for a sacred grove" 6ut have no !agical %owers and have never 6een tended) :inding such a s%ot is si!%ly a !atter of the druid@s knowledge of local geogra%hy) A virgin grove rarely has clear 6oundaries" so the druid !ay !ake Di!%rove!ents"D such as %lanting a circle of trees or erecting standing stones to !ark the new grove@s 6orders) San(ti'yin/ and A9akenin/ a Gro%e Druids !ay wish to consecrate a sacred grove" %erha%s awaken it to its !agical %ro%erties) $o this end" they !ust find a suita6le natural site with the features descri6ed earlier) After %re%aring a site" the druid %erfor!s a ritual to sanctify it) $his cere!ony" a 6lessing and invocation of Nature??takes a day of uninterru%ted %rayer) ,nce sanctified" a site 6eco!es a sacred grove??a living shrine to Nature" where druids can %erfor! their rites) As druids worshi% there over the years" a sacred grove tends to a6sor6 %ower fro! the rituals" 6eco!ing a holier %lace) +f druids consistently venerate a grove" it !ay awaken to the !agical %owers descri6ed earlier) 8enerating a grove !eans that druids Fnot necessarily Cust the one who sanctified itG %ray and !editate there on a regular 6asis) :urther!ore" the druid a%%ointed the grove@s steward !ust faithfully tend it) A sanctified sacred grove actively visited and tended for seven years has a chance to gain !agical %owers) $his ti!e need not 6e contiguous??that is" a sacred grove can 6e active for five years" then a6andoned" then active for another two years) After the seven years have %assed" the D( 6egins rolling 0d02 each s%ring) ,n a roll of 02" the grove Dawakens)D Awakened groves gain the 6asic %owers of a lesser sacred grove and a s%ecial a6ility F$a6le 4G) Sacred groves with a long history of druidic use 6eco!e the !ost %otent" their %ower slowly increasing over the ages as a result of continued e>%osure to druidic !agic) :or every seven years an awakened grove re!ains active" it has a further 02K chance of gaining additional %owers" to a !a>i!u! of si> %owers) *oll on $a6le 4 at each success" rerolling du%licated %owers) A lesser !agical sacred grove 6eco!es a greater grove only through !illennia of use 6y druids or direct divine intervention) D(s !ay assu!e a 02K chance of gaining greater grove status Fand 0d5 such %owersG %er thousand years of veneration 6y druids) 1a/i(al Sa(red Gro%es Not all sacred groves have !agical %owers" 6ut !any of the! do) A grove !ay have 6een innately !agical since the creation of the world or have gained its !agic through an unusual event" such as a visit 6y a deity" the 6irth of a unicorn" or a dryad or ny!%h@s long?ti!e residence in the grove) esser (agical 3roves An enchanted lesser sacred grove always radiates !agic" although never good or evil) +t has the following %ro%erties: Druids entering the grove feel a watching %resence and a sense of %ower) :or every three rounds they s%end within its 6oundaries they learn one %ower of the sacred grove" through a vision or intuition) All druids receive a N0 6onus to saving throws vs) s%ell" death !agic" and wands while within a lesser !agical grove) $he grove@s steward receives a N1 6onus) All in the grove are rendered i!!une to !agical #ear while within it) Dig s%ells never work within a grove) Natural Fnon!agicalG lightning never strikes trees or 6eings in the grove) Evil enchanted creatures cannot enter the grove unless it has 6een defiled) FSee DDefiled and Cursed 3rovesD in this cha%ter)G +n addition to these a6ilities" lesser !agical sacred groves !ay %ossess other %owers) $o Huickly create a grove the PCs !ight stu!6le u%on while adventuring" the D( first decides how !any lesser %owers the grove has Fchooses or rolls 1d5?1G) $hen" the D( selects the %owers fro! $a6le 4 or rolls 0d02 to %ick fro! the ta6le rando!ly) FDescri%tions of the %owers follow)G #able ,* 6esser Gro%e Po9ers d)? Po9er 0 Awakened %lants 1 Bountiful 4 Control te!%erature 5 :aerie fire . 'ealing / Pro%hecy - Protective aura B Still winds = Sweet water 02 S%ecial A9akened Plants8 $he grove@s !agic has DawakenedD 0d4 02?foot?sHuare %atches of weeds" cree%ers" or 6ushes with se!i?intelligence" 5 'it Dice" AC 02" and the a6ility to attack as an entangle s%ell) $hey will act to %rotect the!selves and defend the grove) 7onti'l8 +f the sacred grove contains %lants that %roduce edi6le fruit" nuts" or 6erries" 4d/N12 enchanted e>a!%les s%rout each s%ring along with the usual cro%) $he !agic fruit" nuts" or 6erries??the largest and !ost healthy of their s%ecies??confer the 6enefits of a goodberry s%ell@s %roducts on the characters who eat the!) ,nce %icked" no !ore will grow until the following year) Control #e"!eratre8 Any Nature worshi%er in the grove !ay !ake a grove@s te!%erature rise or fall within 42 degrees) $his a6ility" %ossi6le once %er day" affects the entire grove) Arctic or desert groves co!!only feature this %ower" which ena6les those in the grove to survive 6rief cli!atic e>tre!es" es%ecially co!6ined with the %ower to still winds F6elowG) ;aerie ;ire8 A Nature worshi%er Feven a non%riestG !ay cause a #aerie #ire lu!inance to a%%ear" centered on the character or u%on any of the trees" rocks" or standing stones in the grove) $he #aerie #ire" which lasts one turn %er level of the caller" can 6e su!!oned once %er %erson in a given day) ;aerie #ire that druids call endures for two turns %er level of the druid and can flicker a6out the grove at will) When a druid casts a #aerie #ire s%ell within the grove" its duration tri%les) Healin/8 Beings of neutral align!ent or those allied to the druid !ay heal wounds at twice the rate of natural healing while in the !agical sacred grove) 'ealing?related s%ells %roduce the !a>i!u! 6enefitsE for instance" "ure light 'ounds restores B %oints of da!age) Pro!$e(y8 A druid who s%ends the night slee%ing in the grove !ay receive a !agical %ortent in a drea! concerning the %ast" %resent" or future) $he nature of the %ro%hecy re!ains the D(@s decision" 6ut it should never contain !ore infor!ation than would co!e to light using a %ro%erly cast "ommune 'ith nature s%ell) $he %ortent usually warns of danger or hints at a task Nature wishes the druid to %erfor!) Prote(ti%e Ara8 Any creature 6ut a druid" dryad" or ny!%h who sees the grove !ust save vs) s%ell) $hose who fail %erceive the grove as nothing other than a nor!al clearing For the likeG until they are led into it) $he sacred grove also generates a continual %rotective field si!ilar to prote"tion #rom e&il% 3?' radius% e>ce%t it covers the entire grove and has the %owers of 6oth prote"tion #rom e&il and prote"tion #rom good s%ells) Still :inds8 Worshi%ers of Nature in the sacred grove Feven non%riestsG can cause winds to cal! for u% to one turn %er level" as long as they concentrate on !aintaining this %ower) $ri%le the duration when a druid invokes it) $his %ower" %ossi6le once %er day" is Huite co!!on in desert" !ountain" and arctic groves" as it %rotects the sacred grove and those in it fro! sandstor!s" tornadoes" or snowstor!s" and the like) S9eet :ater8 Water fro! a source within the grove or dew gathered fro! the grass in the area has the %ro%erties of s'eet 'ater" 6ut loses these s%ecial %ro%erties as soon as it is re!oved fro! the site) S!e(ial8 $he D( can create a %ower associated with the 6ranch or kit of the druid that sanctified this grove) :or instance" the grove of a 'ive!aster !ight contain a was%@s nest or 6eehive fro! which a druid could call an inse"t plague once %er day" while a swa!% druid@s grove could feature a %atch of fir! ground that turns suddenly to Huicksandlike !ud Fas in a ro"k to mud s%ellG) Greater 1a/i(al Gro%es A greater !agical sacred grove %ossesses e>ce%tional enchant!ents) Each do!ain includes fewer than a score of such groves" !ost of which fall under the control of druids of 01th or higher level) A greater grove has all the 6asic %owers of the lesser grove" !entioned earlier) +n addition" druids who slee% overnight in the grove 6efore %raying for s%ells receive an e>tra s%ell) $hus" a druid who chooses two 0st? and one 1nd?level s%ell receives another 0st? or 1nd?level s%ell of the D(@s choice) A greater !agical sacred grove has 1d5 lesser grove %owers Frolled on $a6le 4G and 0d5 greater grove %owers Frolled on $a6le 5G) Descri%tions of the greater %owers follow) #able -* Greater Gro%e Po9ers d)2 Po9er 0 Awakened tree 1 Beast s%eech 4 Conceal!ent 5 Earth%ower . #now align!ent / Peaceful - *eincarnation B Waters of life = Scrying %ool 02 (agic fruit 00 :or6iddance 01 S%ecial A9akened #ree8 A large" ancient tree living in the grove gains +ntelligence and Wisdo! F1d/N/G" the s%ellcasting a6ility of a 4rd?level druid" and the %ower of s%eech) +t can use any two of its 6ranches at once like ar!s) +t s%eaks??in a dee%" slow voice??in the secret language of the druids) +n co!6at" treat it as a treant created 6y the li&eoak s%ell) *oots 6ind it to the earth like a nor!al tree) 7east S!ee($8 Any nor!al or giant ani!al with an +ntelligence score 6etween ani!al and low can s%eak and understand the secret language of the druids for as long as it re!ains within the sacred grove) $he ani!al@s +ntelligence does not increase) Also" casting animal summoning calls a .2K greater nu!6er For 'it DiceG of ani!als than usual) Con(eal"ent8 All !o6ile 6eings Fnot nor!al %lantsG within the grove when this %ower is invoked 6eco!e in&isible for three turns %er level of the druid or until they leave the grove) $his %ower" %ossi6le once a day" ceases to conceal anyone who attacks) Eart$!o9er8 When druids in the sacred grove cast a Plant or Earth Ele!ental s%here s%ell within its 6oundaries" they dou6le the s%ell@s duration" area of effect" and range) +no9 Ali/n"ent8 A druid !ay know the align!ent of others in the sacred grove 6y concentrating one round) F$he druid and su6Cect !ust re!ain in the grove during this ti!e)G $his s%ell?like %ower can 6e used any nu!6er of ti!es) Non%riest worshi%ers of Nature can use this %ower after two rounds of concentration Fand two successful Wisdo! checksG" 6ut can !ake only one atte!%t) Pea(e'l8 Anyone entering this grove !ay notice odd sights" like %redators and %rey %laying together) $hose who !ake a successful attack against another within this grove !ust !ake a saving throw vs) wands) Attackers who fail suffer all the da!age the!selvesE the wounds they !eant to inflict a%%ear on their own 6odies) +f they save" they suffer only half da!age) Rein(arnation8 +f a druid@s ashes or re!ains are 6uried in the sacred grove" the character 6eco!es rein"arnated F%er the %riest s%ellG) $he new incarnation a%%ears within a !ile of the grove in 0d/ days) :aters o' 6i'e8 Any source of water within the grove has unusual healing %ro%erties) Anyone 6athing in the water F!a>i!u! of once %er day %er %ersonG gains the 6enefit of si!ultaneous neutrali,e poison% "ure disease" and "ure serious 'ounds s%ells) $he water loses all s%ecial %ro%erties outside the grove@s 6oundaries" however" so characters cannot use it as a healing %otion) S(ryin/ Pool8 A source of still water within the grove" such as a %ool or well" !ay 6e used for divination) ,nce %er day a druid can co!!and the %ool or well to act as a re#le"ting pool cast at the druid@s level) 1a/i( ;rit8 $he grove has a tree whose fruit or 6erries have a !agical effect when eaten) +n a given year" 0d/ fruits ri%en" each with a distinct a%%earance to set it a%art fro! co!!on fruit??lustrous golden a%%les" for e>a!%le) $he !agic fruit@s effects are eHuivalent to one of the following: Potion o# animal "ontrol Potion o# heroism Potion o# longe&ity Potion o# treasure #inding Philter o# lo&e Philter o# glibness. ;orbiddan(e8 A druid can invoke the #orbiddan"e %ower F%er the s%ellG to cover the 6oundaries of the grove) $he effects can 6e called u% only once %er day and" once called" last one hour %er level of the druid) S!e(ial8 $he D( should devise a %ower associated with the 6ranch or kit of the first steward of the greater !agical sacred grove) De'iled and Crsed Gro%es So!e sacred groves tell a tragic story: $heir %lants have 6een dug u%" trees 6urned or cho%%ed down" water sources fouled" or standing stones overturned and 6roken) Perha%s their clearings once served as altars to other %riests in the worshi% of strange gods) Such groves have 6een defiled" stri%%ed of all their %owers until druids reclai! the! Fdescri6ed 6elowG) ,ther events !ay result in a still worse fate??a grove 6eco!ing cursed) :or instance: A terri6le event takes %lace within the grove@s 6oundaries: So!eone reads a cursed scroll" a deity@s avatar %asses through" a druid dies violently" or another highly charged event takes %lace) $he grove is deli6erately defiled 6ut not destroyed) When %lants 6egin to grow 6ack" the grove !ay retain so!e twisted vestige of its original %ower) +f the druid who sanctified the grove strays 6adly fro! the neutral align!ent" a6andons the ,rder" or takes u% the %ath of the ost Druids" the grove@s 6eauty and %owers !ay 6eco!e war%ed??%erha%s as a warning to the erring steward) $o deter!ine what curse has struck a %articular sacred grove" the D( !ay roll on $a6le .) A druid who discovers a cursed grove nearly always tries to find a way to lift the curse and ulti!ately resanctify the land) So!e ty%ical curses are descri6ed 6elow) #able 0* Pro!erties o' Crsed Gro%es d2 Pro!erty 0 Entrancing 1 Poisoned ground 4 'aunted 5 Per%etual season . 'ungry trees / S%ecial Entran(in/8 $his curse can a%%ly to any grove containing a source of water or %lants 6earing fruit" nuts" or 6erries) $hose who eat natural fruits of the grove or drink its water !ust save vs) s%ell or 6eco!e char!ed: $hey refuse to leave the grove" clai!ing they !ust defend this 6eautiful %lace) $hey resist forcefully if anyone tries to har! the grove or take the! fro! it) $he char! is 6roken if those it has entranced leave the grove" or it can wear off" %er the "harm person s%ell) Poisoned Grond8 A terri6le %oison lives within the ground" although the %lants in the grove are i!!une) $hose who touch the vegetation Fincluding grassG with 6are skin !ust save vs) %oison each round of contact or suffer 0d/ %oints of da!age) Characters who eat fruits" etc)" fro! the grove !ust save vs) %oison or die) Hanted8 $he life forces of %eo%le who die in a haunted grove or within a !ile of its 6oundaries are drawn into one of the grove@s trees or standing stones) $he trunks of the trees or the surfaces of the stones contain twisted i!ages of the dead tra%%ed within) While tra%%ed" these souls cannot 6e raised" resurrected" or reincarnated) $o defend itself" the grove can su!!on any of its %risoners@ s%irits as ghosts or 6anshees Fdescri6ed in the Monstrous Manual BG) Each su!!oning takes two rounds" 6ut only one ghost or 6anshee can e>ist at any ti!e) *esanctifying the grove Fdescri6ed 6elowG ends the curse and frees the tra%%ed s%irits" who now !ay 6e reincarnated" raised" or resurrected) Destroying the grove 6efore resanctifying releases all the tra%%ed s%irits as !alevolent ghosts or 6anshees to haunt the region henceforth) Per!etal Season8 $he grove" locked into a single season" never e>%eriences a change in cli!ate) $hough a grove locked into winter isn@t ever %o%ular" a grove of %er%etual s%ring or su!!er !ay see! like a 6lessing) While winter 6li&&ards rage outside" the day is war! and sunny within a grove of %er%etual su!!erE grass is always green" trees always leafy" and flowers ever 6losso!ing) Nevertheless" druids consider this redundant setting horri6ly unnatural) Hn/ry #rees8 $he trees in this grove have 6een ani!ated 6y a hunger for flesh) $reat the 1dB hungry trees of this cursed grove as evil treants) (asHuerading as nor!al trees" they suddenly attack anyone entering the grove) $hey never cross its 6orders unless attacked fro! outside the grove" thoughE in that case" they re?enter the grove after defeating Fand consu!ingG foes) Re(lai"in/ Crsed or De'iled Gro%es Druids whose sacred grove 6eco!es defiled or destroyed !ust %erfor! a ritual of atone!ent" %lus find and %unish the guilty %arty) :ailing de%rives druids of all granted %owers and !aCor access to %riestly s%heres) $he first ste% in reclai!ing a defiled grove involves re%airing any da!age it has sustained: %lanting new trees" restoring da!aged standing stones" and so on) $hen" a druid !ust %erfor! an uninterru%ted daylong cere!ony within the grove to ask for the renewed 6lessings of Nature) *eclai!ing a cursed grove %oses additional difficulties) After %erfor!ing the a6ove ste%s" the druid !ust co!%lete a task to 6alance the forces 6ehind the curse) $he nature of the task is u% to the D(" 6ut it usually involves a dangerous Huest in a real or sy!6olic atte!%t to DundoD the curse" %unish those who caused it" or !ake a!ends for the act that led to it) After concluding the task" the druid !ust return to the grove to invoke Nature and cast a remo&e "urse s%ell) Standin/ Stones Standing stones are large" sha%ed stones that rise fro! the ground to towering heights) +n so!e cases" their %resence in a forest" on a 6leak !oor" or ato% a lonely hill auto!atically Hualifies an area as a sacred grove" even if it lacks other natural 6eauty) Druids !ay have erected the standing stones" or they !ay !ark a holy %lace that %redates the druids@ arrival in the area?? %erha%s a site sacred to %rehu!an %eo%les Felves" for instanceG or %rehistoric tri6es) $hough so!eti!es stones stand alone" they !ore often Coin together to for! various arrange!ents) A single standing stone is called a megalith??either a sha%ed sla6 or a !ore natural" ta%ering obelisk) $wo sha%ed stones %laced u%right with a third laid across their to%s constitutes a trilithon) Several !egaliths or trilithons freHuently for! %atterns" usually circles or horseshoe sha%es) +ndividual stones !ay weigh . to 1. tons each and stand 02 to 42 feet tall) A large circle !ay take a generation to 6uild" unless %owerful earth !agic or suita6le !onsters Ftreants" earth ele!entals" or giantsG hel% in the construction) Because druids %ossess the necessary !agic" they often create these !onu!ents for their sacred groves) Standing stones fall into one of two categories: !agical and non!agical) Non"a/i(al Standin/ Stones (any standing stones have no innate !agical %ro%erties" although they !ay have 6een 6uilt 6y !agic) +n DawakenedD groves" these non!agical stones !ay share in the general !agic of the grove) $he D( decides on the %ur%ose" ty%e" and nu!6er of stones) 7ondary 1arkers8 Stones can si!%ly !ark the grove@s 6orders" a co!!on %ractice when a circle of trees is ina%%ro%riate) (ountain druids" in %articular" use stone circles to !ark 6orders) Natral Obser%atory8 $he stones !ight serve as a %ri!itive astrono!ical calculator Fas in the case of StonehengeG" their %ositions !arking ecli%ses" eHuino>es" and other i!%ortant solar and lunar dates whose e>act ti!es re!ain i!%ortant for religious reasons and for !aintaining the agricultural calendar) 7sually one such astrono!ical circle of stones e>ists in every !aCor druidic do!ain) Creating such a circle reHuires two %roficiencies: astrology and engineering) +n so!e cases" these circles are relics left 6ehind to !ark the visits Fand %redict the eventual returnsG of s%ellCa!!ing s%ace druids) 1on"ents8 $he lives of %articularly nota6le historical figures can !erit great !egalith !e!orials) So!eti!es treasure or a 6ody lies 6uried under the stone) +n rare instances" although the stone has no !agic" the 6ody 6eneath it rests in !agical sus%ended ani!ation??think of #ing Arthur" waiting for (erlin to awaken hi!) 1a/i(al Standin/ Stones (agical standing stones can serve any of the non!agical variety@s %ur%oses) esser !agical sacred groves containing standing stones %ossess a 02K chance of having one with !agical %owers) $his chance increases to 12K for groves with five or !ore stones" and 42K for groves with 1. or !ore stones) Standing stones within greater groves have tri%le the chance of 6eing !agical) Standing stones !ay 6eco!e !agical through association with druidic rites" divine intervention" or via the nor!al %rocess used to create druidic !agical ite!s) D(s deciding that a stone has !agic either %ick its %owers fro! those descri6ed 6elow or roll on $a6le /) Add a N0 6onus to rolls for standing stones that hel% for! a trilithon) #able 2* Po9ers o' Standin/ Stones d- Po9er 0 Petrified entity 1 Stone guardian 4 Peaceful stones 5 S%eaking stones . $rilithon gate Petri'ied Entity8 $he !agical stone is actually a huge 6eing??often a giant or titan?? that has 6een so weathered and overgrown with !oss or ivy over the years its original hu!anoid for! is no longer discerna6le) +t radiates !agic and !ay return to life if a dispel magi" or stone to #lesh s%ell succeeds) De%ending on its align!ent and the reason it 6eca!e %etrified" the creature !ay feel either grateful or hostile to its rescuer) A %etrified entity usually %oints to the work of dual?class wi&ardOdruid) Stone Gardian8 ,nce %er day" the steward of the grove can order the stone to co!e to life for one turn %er level of the druid) $he ani!ated stone fights as a 0/ 'D earth ele!ental" 6ut if it leaves the grove it reverts to a nor!al stone and !ay not 6e reani!ated until returned to the grove??a herculean task" since it weighs several tonsQ +f inCured" the !agical stone heals at a rate of 0 hit %oint %er turn??within the grove only) Pea(e'l Stones8 $he standing stones e>ert a cal!ing influence on the earth) No earth4uake s%ells !ay succeed within a radius that !easures Fin feet fro! the center of the stone or clusterG a distance eHual to the nu!6er of stones in the circle) Since no earthHuakes or volcanic eru%tions occur in this area" %eaceful stones often stand near volcanoes or faults) *e!oving the! could s%ell disaster for near6y forests and townsQ S!eakin/ Stones8 Any druid can cause any standing stones in the grove to s%eak" %er the stone tell s%ell) Characters can use this %ower as often as desired" 6ut the stones s%eak for no !ore than three rounds %er day) Stewards use this %ower to learn whether intruders have visited the grove while they were awayE druids who find a strange grove could use it to 6eco!e fa!iliar with the grove@s history and kee%ers Fif anyG) #rilit$on Gate8 Characters %assing under the stones !ay e!erge fro! any other sacred grove in the world that also has a trilithon gate" no !atter how distant) $hose who have a %articular gate in !ind reach itE otherwise" characters co!e through a rando! gate) Anyone can travel via trilithon gate only once %er dayE it is i!%ossi6le to go through and return again i!!ediately) A!!endi3 A* AD&D Ori/inal Edition Drids The #ollo'ing represents a summation o# in#ormation on druids #rom the !DCD :riginal /dition Player@s 'and6ook and the 7nearthed Arcana re#eren"e book. 0ome o# these rules may not "oin"ide 'ith the rules #or druids in the !DCD @nd /dition game. $he druid is a su6class of the cleric" a neutral %riest of nature who views good and evil" law and chaos" as necessary and vital 6alancing forces) Druids hold trees Fes%ecially ash and oakG sacred" venerate the sunFsG and the !oonFsG" and serve as %rotectors of forests" wild %lants" cro%s" and??to a lesser e>tent??ani!als and the hu!an followers of their religion) $hey never destroy woodlands or cro%s" no !atter what the situation Falthough druids could act to change the nature of an evil enchanted wood" for instance" without destroying itG) Si!ilarly" they avoid slaying wild or do!estic ani!als" e>ce%t as necessary for self?%reservation and sustenance) 'owever" druids rarely risk their lives to %revent da!age to woodlands or ani!als??instead" they favor retri6ution after the fact" in a !anner" ti!e" and %lace of their own choosing) $o 6eco!e a druid" a character !ust have a !ini!u! Wisdo! of 01 and Charis!a of 0.E if 6oth these scores e>ceed 0." the druid gains a 02K 6onus on earned e>%erience) 'u!an" elven" half?elven" and halfling PCs !ay 6e druids" although halflings and so!e ty%es of elves are su6Cect to level restrictions) Druids fight and save as clerics" 6ut get a N1 6onus to save vs) fire or vs) electrical attacks) $hey can wear only leather ar!or and use only wooden shields) $heir wea%on o%tions are li!ited to clu6" dagger" dart" ha!!er" kho%esh" sci!itar" scythe" sickle" sling" s%ear" and staff) A druid can use those !agical ite!s %er!itted to clerics" e>ce%t for written ite!s F6ooks and scrollsG and wea%ons and ar!or for6idden to their class) General Abilities All druids s%eak their own secret language) 7%on reaching 4rd level" and each level thereafter" a druid gains the language of one of the following creatures: centaur" dryad" elf" gno!e" green dragon" hill giant" li&ard !an" !anticore" ni>ie" %i>ie" satyr" s%rite" treant) Druids gain %owers as they rise in level) At ,rd le%el* +dentify %lant ty%e) +dentify ani!al ty%e) +dentify %ure water) Pass through overgrown areas without leaving a trail and at the nor!al !ove!ent rate) At Ct$ le%el* Fin addition to a6oveG +!!une to "harm s%ells) Sha%echange into a 6ird" re%tile" and ani!al" each for! once %er day) #able C* Ori/inal Drid E3!erien(e Points E3!erien(e E3!erien(e A(("lated Bty8= 6e%el Points 6e%el $! 6and #itle 2?1"222 0 0 any As%irant 1"220?5"222 1 1 any ,vate 5"220?-".22 4 4 any +nitiate of the 0st circle -".20?01".22 5 5 any +nitiate of the 1nd circle 01".20?12"222 . . any +nitiate of the 4rd circle 12"220?4."222 / / any +nitiate of the 5th circle 4."220?/2"222 - - any +nitiate of the .th circle /2"220?=2"222 B B any +nitiate of the /th circle =2"220?01."222 = = any +nitiate of the -th circle 01."220?122"222 02 02 any +nitiate of the Bth circle 122"220?422"222 00 00 any +nitiate of the =th circle 422"220?-.2"222 01 01 = Druid -.2"220?0".22"222 04 04 4 Archdruid 0".22"220?4"222"222 05 05 0 3reat Druid 4"222"220?4".22"222 0. 0. M $he 3rand Druid M ,nly one 3rand Druid governs all the lands of the world) $a6le B: ,riginal 'iero%hant E>%erience Points E3!erien(e E3!erien(e A(("lated 6e%el Points 6e%el $! #itle 0?.22"222 0/ 0.N0 'iero%hant Druid .22"220?0"222"222 0- 0.N1 'iero%hant +nitiate 0"222"220?0".22"222 0B 0.N4 'iero%hant Ade%t 0".22"220?1"222"222 0= 0.N5 'iero%hant (aster 1"222"220?1".22"222 12 0.N. Nu!inous 'iero%hant 1".22"220?4"222"222 10 0.N/ (ystic 'iero%hant 4"222"220?4".22"222 11 0.N- Arcane 'iero%hant 4".22"220 and u% 14 0.NB 'iero%hant of the Ca6al 'igh?level Druids $he nu!6er of druids a6ove 00th level in a given land is li!ited) FSee $a6le -)G Druid) A land can have only nine 01th?level DruidsE when druids earn enough e>%erience to achieve 01th level" they gain this level@s %owers only if the land %resently has fewer than nine 01th?level Druids) A character also could gain the level 6y defeating one of the land@s nine Druids in !agical or hand?to?hand co!6at) osers that survive !ust dro% Cust enough e>%erience %oints to %lace the! at the 6eginning of the ne>t lower level F00thG) Archdruid" 3reat Druid) $he sa!e %rocedure a%%lies when a 01th?level Druid gains enough e>%erience to 6eco!e an Archdruid" and when an Archdruid reaches 3reat Druid level) $here are only three %ositions for Archdruids in a given region" and only one 3reat Druid) 3rand Druid) *anking a6ove the 3reat Druids stands a single 3rand Druid" the ulti!ate overseer of all a world@s druids) Besides knowing si> s%ells of each level" the 3rand Druid has the a6ility to cast u% to si> s%ell levels Fas one additional s%ell or in any co!6ination that totals si> levels??one /th?level s%ell" si> 0st?level s%ells" one 5th? and one 1nd?level s%ell" etc)G) 'iero%hant) $he 3rand Druid has an essentially %olitical Co6" and !ost adventurers eventually tire of it) After attaining .22"222 e>%erience %oints as a 3rand Druid" the character !ay a%%oint any worthy 3reat Druid with 0".22"220 or !ore e>%erience %oints as the successor) $he for!er 3rand Druid then rises to the 0/th e>%erience level" 6eco!ing a 'iero%hant) As a 'iero%hant" the character relinHuishes the 3rand Druid@s si> 6onus s%ell levels and" further!ore" loses all 6ut 0 e>%erience %oint Fyet re!ains at 0/th levelG) $he character then 6egins counting e>%erience %oints again and %rogressing using $a6le B Fne>t %ageG) Attendants) Each 01th? or higher?level druid acHuires an entourage of devoted lower?level druids) $he least e>%erienced 01th?level druid has three 0st?level as%irants" the ne>t has three 1nd?level ovates" and so on) $he !ost e>%erienced has as followers three initiates of the -th circle) $hree 02th?level initiates of the Bth circle always serve Archdruids" while three 00th?level initiates of the =th circle attend the 3reat Druid) $he 3rand Druid is attended 6y nine druids unattached to any s%ecific land) Any character of at least Druid level !ay seek out the 3rand Druid and offer service) $hree of these servants" Archdruids" roa! the world as the 3rand DruidTs %ersonal agents and !essengers) Each has four additional s%ell levels" as e>%lained a6ove) 'iero%hant A6ilities No 6onus s%ells are awarded to 'iero%hants Fas a6ove for the 3rand Druid and attendantsG" 6ut they do receive additional" cu!ulative s%ell?like %owers) At 0/th level: +!!une to all natural ani!al or vegeta6le %oisons" including those of !onsters" 6ut not !ineral or gaseous %oisons) Blessed with e>tra longevity eHual to e>%erience level ti!es 02 years) :or instance" a 0/th?level druid lives 0/2 e>tra years) (aintains vigorous health F%ri!e of lifeG regardless of actual age) Alters a%%earance at will in only one?tenth of a round) 'iero%hants can alter their facial and 6ody features to those of any hu!an or hu!anoid" change their height and weight 6y u% to .2K" and alter their a%%arent age to anything fro! child to old) $his non!agical %ower cannot 6e detected e>ce%t 6y true seeing or si!ilar !agic) At 0-th level: 'i6ernate for a nu!6er of years eHual to e>%erience level ti!es 02) :or instance" a 0-th?level druid can hi6ernate 0-2 years in sus%ended ani!ation Fwithout agingG) Enter the Plane of Ele!ental Earth) ConCure water ele!ental) At 0Bth level: Enter the Plane of Ele!ental :ire) ConCure air ele!ental) At 0=th level: Enter the Plane of Ele!ental Water) ConCure !ag!aOs!oke %ara?ele!ental) At 12th level: Enter the Plane of Ele!ental Air) ConCure iceOoo&e %ara?ele!entals) At 10st level: Enter the %ara?ele!ental %lanes) At 11nd level: Enter the Plane of Shadow) At 14rd level: Enter any of the +nner Planes) *oa! the +nner Plane %ro6a6ility lines Fthe -th di!ensionG) Enter the Plane of Concordant ,%%osition) Entering ,ther Planes) +t takes the druid one round to shift into a %lane For 6ack to the Pri!e (aterial PlaneG" 6ut the character can stay there as long as desired) $he a6ility to enter a %lane also confers the a6ility to survive there) So" a druid who can enter the Plane of Ele!ental Water will not drown during the visit" one entering the Plane of Ele!ental :ire will not 6urn" etc) ConCuring Ele!entals) $his a6ility works like a "on*ure #ire elemental s%ell" 6ut it calls for a %ercentile dice roll when the druid !akes a conCuration atte!%t) +f the roll is eHual to or less than the character@s e>%erience level" use $a6le = to choose which ele!ental creature a%%ears) ,therwise" roll on $a6le = to see what the druid su!!oned) $a6le =: Ele!ental ConCurings :ire: 20?B. 0/ 'D fire ele!ental B/?=5 0d4N0 sala!anders =.?=B efreeti ==?22 10?15 'D fire ele!ental Earth: 20?B. 0/ 'D earth ele!ental B/?=5 0d4N0 >orn =.?=B dao ==?22 10?15 'D earth ele!ental Water: 20?B. 0/ 'D water ele!ental B/?=5 0d/N/ tritons F.th?Bth levelG riding hi%%oca!%i =.?=B !arid ==?22 10?15 'D water ele!ental Air: 20?B. 0/ 'D air ele!ental B/?=5 0d4N0 invisi6le stalkers =.?=B dCinni ==?22 10?15 'D air ele!ental Para?ele!ental" any: 20?B. 0/ 'D %ara?ele!ental B/?=. S%ecialM =/?22 10?15 'D %ara?ele!ental M S%ecial: Choose 0d5N5 lava children" 0d5N5 winter wolves" 0d5N12 !ud?!en" 0d5N12 va%or rats" or si!ilar creatures associated with the a%%ro%riate %ara?ele!ent) A single entity" when conCured" has as !any e>tra hit %oints added to its total as the druid has levelsE it !ay not e>ceed its !a>i!u! hit %oints" though) All conCured creatures serve the 'iero%hant selflessly and o6ediently" regardless of their align!ent and te!%era!ent) $a6le 02: Druidic S%ells 6y Class and evel Druid evel S%ell evel 0 1 4 5 . / - 0 1 ? ? ? ? ? ? 1 1 0 ? ? ? ? ? 4 4 1 0 ? ? ? ? 5 5 1 1 ? ? ? ? . 5 4 1 ? ? ? ? / 5 4 1 0 ? ? ? - 5 5 4 0 ? ? ? B 5 5 4 1 ? ? ? = . 5 4 1 0 ? ? 02 . 5 4 4 1 ? ? 00 . . 4 4 1 0 ? 01 . . 5 5 4 1 0 04 / . . . 5 4 1 05 / / / / . 5 4 0.N / / / / / / / Druidic S%ells Druids use !istletoe as their religious sy!6ol when casting s%ells" though holly and oak leaves 6oth hold lesser !ystic %ower for the! as well) All druidic s%ells with a !aterial co!%onent assu!e the caster uses greater !istletoe) Druids seek the !istletoe the!selves on (idsu!!er@s Eve" cut it with a gold or silver sickle" and catch the cuttings in a golden 6owl 6efore they touch the ground) esser !istletoe results when druids harvest the %lant the!selves in any other fashion) Borrowed !istletoe is any !istletoe not cut %ersonally 6y the druid casting the s%ell) +f a druid does not use greater !istletoe" the effectiveness of the characterTs s%ell is reduced as follows: esser !istletoe: -.K durationM) Borrowed !istletoe: -.K rangeM" .2K durationMM) 'olly: -.K rangeM" .2K durationMM" -.K area of effectM) ,ak leaves: .2K rangeMM" .2K durationMM" .2K area of effectMM) M or N0 6onus to saving throw if category not a%%lica6le) MM or N1 6onus to saving throw if category not a%%lica6le) 0st?level s%ells: !nimal #riendship% "eremony% dete"t balan"e% dete"t magi"% dete"t poison% dete"t snares and pits% entangle% #aerie #ire% in&isibility to animals% lo"ate animals% pass 'ithout tra"e% pre"ipitation% predi"t 'eather% puri#y 'ater% shillelagh% speak 'ith animals. 1nd?level s%ells: $arkskin% "harm person or mammal% "reate 'ater% "ure light 'ounds% #eign death% #ire trap% #lame blade% goodberry% heat metal% lo"ate plants% obs"urement% produ"e #lame% re#le"ting pool% slo' poison% trip% 'arp 'ood. 4rd?level s%ells: Call lightning% "loudburst% "ure disease% hold animal% kno' alignment% neutrali,e poison% plant gro'th% prote"tion #rom #ire% pyrote"hni"s% snare% spike gro'th% starshine% stone shape% summon inse"ts% tree% 'ater breathing. 5th?level s%ells: !nimal summoning (% "all 'oodland beings% "ontrol temperature% 3?' radius% "ure serious 'ounds% dispel magi"% hallu"inatory #orest% hold plant% plant door% produ"e #ire% prote"tion #rom lightning% repel inse"ts% speak 'ith plants. .th?level s%ells: !nimal gro'th% animal summoning ((% anti8plant shell% "ommune 'ith nature% "ontrol 'inds% inse"t plague% moonbeam% pass plant% spike stones% sti"ks to snakes% transmute ro"k to mud% 'all o# #ire. /th?level s%ells: !nimal summoning (((% anti8animal shell% "on*ure #ire elemental% "ure "riti"al 'ounds% #eeblemind% #ire seeds% li&eoak% transport &ia plants% transmute 'ater to dust% turn 'ood% 'all o# thorns% 'eather summoning. -th?level s%ells: !nimate ro"k% "hangesta##% "hariot o# sustarre% "on#usion% "on*ure earth elemental% "ontrol 'eather% "reeping doom% #inger o# death% #ire storm% rein"arnate% sunray% transmute metal to 'ood. A%%endi> B A good !any works of !odern fantasy fiction deal with druids or druidlike figures who act to !agically %reserve and %rotect Nature) So!e of the 6est are listed 6elow" 6ut !any !ore Arthurian F(erlin was a druidQG or Celtic?ins%ired fantasies await in 6ookstores and li6raries) Novels and Series The Mists o# !&alon" (arion Pi!!er Bradley) $he story of #ing Arthur" (erlin" and (organ le :ay told fro! (organ@s %oint of view) Beautifully written) The Dreamstone" C) J) Cherryh) Arafel" the last of the Sidhe and i!!ortal %rotectress of the wood" !akes a good !odel for an eccentric 3uardian druid) SeHuel: The Tree o# 0'ords and De'els. Moonheart" Charles De int) $his novel has a !odern setting" 6ut its co!%elling tale of 6ards" druids" sha!ans" and the !eeting of Celtic and A!erind !agic has relevance to any fantasy ca!%aign??as do !ost of De int@s other novels Fes%ecially GreenmantleG) The Chroni"les o# Thomas Co&enant the nbelie&er series" Steven *) Donaldson) An outcast fro! our world 6eco!es drawn reluctantly into a struggle to save the !agical and fro! evil) $he forces rallied in defense of the and hold ideas usa6le in a druidic ca!%aign) Also relevant is the the!e of %rotecting a world against a corru%ting evil) Moon o# Gomrath" Alan 3arner) $his tale" regarding the return of Dwild !agicD to England" contains useful enchant!ents) Mythago +ood" *o6ert 'oldstock) $his award?winner full of %owerful i!ages 6ri!s with druidic !agic and ancient !ystery in England@s woods) $he (ythago Wood is the archety%al %ri!al forestE !ythagos the!selves would !ake an e>citing !ystery encounter??and an interesting alternative to avatars) SeHuel: -a&ondyss) Druid" (organ lywelyn) Clearly" this novel is su%erior historical fantasy) <ausi"aa and the Ealley o# the +ind" 'ayao (iya&aki) Nausicaa" the heroine of this e>cellent science?fantasy co!ic Fand !ovieG" rese!6les a gray druid with the 'ive!aster kit) Moonshae and Druidhome trilogies" Douglas Niles) $hese si> 6ooks center around a druid who worshi%s the Earth!other in the :orgotten *eal!s setting) The ;orest o# ;ore&er" $ho!as Burnett Swann) $his is one of several novels 6y Swann that focuses on sylvan folk" dryads" and the like within an ancient setting) -ord o# the )ings" J) *) *) $olkein) $he encounters with the ,ld :orest" $o! Bo!6adil" *adagast" and $ree6eard contain !any ideas usa6le within a druidic ca!%aign) So!e think 3andalf rese!6les a druid far !ore than a wi&ard) The 0eedbearers trilogy" Peter 8alentine) $his series %ostulates a druid !igration to 3reat Britain following the sinking of Atlantis) +ts action continues u% to *o!e@s destruction of the druids) 3a!e Su%%le!ents Halls o# the High Fing F:A0G" Ed 3reenwood) $his :orgotten *eal!s adventure contains infor!ation on druidic groves in the *eal!s" including their uniHue D!oonwells)D Celts Campaign 0our"ebook F'*4G" 3rae!e Davis) $his 6ook %rovides rules on how the very different Celtic druids of ancient Britain" 3aul" and +reland can work within a historical fantasy AD9D ga!e) +t has a useful 6i6liogra%hy on historical druids)