Druid, Shapeshifter Variant (Class)

{{OGL Top}}

Druid, Normal

Druid

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. Hit Die: d8.

Class Skills

The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) x4. Skill Points at Each Additional Level: 4 + Int modifier.

Class Chart

{{Class Chart

|Max Level=20

|Base Attack=Medium

|Fort Save=High

|Ref Save=Low

|Will Save=High

|Spell Progression=Druid

|Special1=[#Shapechange|Shapechange], Sense|nature sense], Empathy|wild empathy]

|Special2=Stride|Woodland stride]

|Special3=Step|Trackless step]

|Special4=Nature's Lure|Resist nature's lure], Footfall|druid's footfall]

|Special5=Form|Aerial form], Form|aquatic form]

|Special6=

|Special7=

|Special8=Slayer Form|Ferocious slayer form]

|Special9=Immunity|Venom immunity]

|Special10=

|Special11=

|Special12=Avenger Form|Forest avenger form]

|Special13=Thousand Faces|A thousand faces]

|Special14=

|Special15=Body|Timeless body]

|Special16=Fury Form|Elemental fury form]

|Special17=

|Special18=

|Special19=

|Special20=

}}

Class Features

All of the following are class features of the druid.

====Weapon and Armor Proficiency====

Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

====Spells:====

A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

====Spontaneous Casting:====

A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

====Chaotic, Evil, Good, and Lawful Spells====

A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

====Bonus Languages====

A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

====Nature Sense====

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

====Wild Empathy====

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

====Woodland Stride====

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

====Trackless Step====

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

====Resist Nature’s Lure====

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

====Shapeshift====

You can shapeshift at will into powerful animal or nature-oriented forms. EAch time you use this ability, you can choose the exact look that your shapeshifted form takes. Druids pick animals from the terrain and climate they're most fmailiar with. For example, a druid from a jungle might adopt the form of a black panter when in predator form, while one from the taiga might shapeshift into a white wolf. The two forms look different, but funcitonally they're identical. This is a supernatural ability.

It require only a swift action to shapeshift. If you capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There's no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form.

You retain your normal Hite Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain you rnormal ability scores, though each form may grant bonuses to your ability scores.

You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have.

All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form, though you retain magical effects from subsumed items; for instance, if you wield a scimitar that grants +6 to Strength, you cannot use the scimitar in animal form, but you retain the +6 to Strength. Any magical enhancement that affects only the item specifically, such as the Speed ability of a weapon, would not function, since the item it affects is not available.

You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can't cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other abilty that would allow you to cast spells while wild shaped. (Not that you can wild shape, and thus take the feat, but you gotta cover your bases.)

Unless otherwise noted in the desciptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don't gain any special attacks or qualities while shapeshifted except as described below.

When you shapeshift into af orm other than your own, you gain natural wepaons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on all attack and damage rolls equal to 1/4 your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium druids; smaller or larger druids should adjust those values accordingly.

So, without further ado, the forms:

Predator Form
This form, traditionally that of a wolf, panther or other predatory animal, is available at 1st level.. It is a basic combat and travel form.
Skulker Form
This form, traditionally a cat, rat, or snake, is available at 1st level. It is a stealth form.
Aerial Form
This form, traditionally an eagle, vulture, or large bat, is available at 5th level. It allows for fast travel and the tactical advantage of flight.
Aquatic Form
This form, traditionally a shark, dolphin, or eel, is available at 5th level. It allows for efficient and safe travel through underwater environments.
Ferocious Slayer
This form, traditionally a tiger, brown bear, or dire wolf, is available at 8th level. It is an advanced combat form.
Forest Avenger
This form, traditionally a shambling mound or treant, is available at 12th level. Is it a plant form.
Elemental Fury
This form or earth, air, water, or fire is available at 16th level. It is an elemental form.

====Druid's Footfall====

Starting at 4th level, a druid may move through any sort of movement-impeding terrain, including marshes, heavy snow, and rubble at her normal speed and without taking damage or suffering any other impairment. She cannot walk atop water, quicksand, or unstable scree, or generally any terrain impossible for a normal human to traverse, but rather can stride normally through any terrain that merely impedes movement.

Ex-Druids

A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).

EPIC DRUID

Hit Die: d8 Skill Points at Each Additional Level: 4 + Int modifier Spells: The druid’s caster level is equal to his or her class level. The druid’s number of spells per day does not increase after 20th level. Animal Companion: The epic druid’s animal companion continues to increase in power. At every three levels higher than 20th 18th (21st, 24th, 27th, and so on), the animal companion gains 2 bonus hit dice, +1 Strength and Dexterity, and an additional trick +2 bonus Hit Dice, its natural armor increases by 2, its Strength and Dexterity modifiers increase by 1, and it learns one additional bonus trick. Wild Shape: The epic druid can use this ability to take the form of an animal one additional time per day every four levels higher than 18th. The druid’s ability to wild shape into an elemental does not improve. Bonus Feats: The epic druid gains a bonus feat (selected from the list of epic druid bonus feats) every four levels after 20th.

Epic Druid Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Colossal Wild Shape, Diminutive Wild Shape, Dragon Wild Shape, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Fine Wild Shape, Gargantuan Wild Shape, Ignore Material Components, Improved Combat Casting, Improved Elemental Wild Shape, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Magical Beast Companion, Magical Beast Wild Shape, Multi-spell, Perfect Health, Permanent Emanation, Plant Wild Shape, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic, Vermin Wild Shape.

Table: The Epic Druid
class="d20" !! align="left" || align="left" class="even" || align="left" || align="left" class="even" || align="left" || align="left" class="even" || align="left" || align="left" class="even" || align="left" || align="left" class="even" || align="left"
Druid Level

Special

21st

22nd

Wild shape 7/day

23rd

24th

Bonus feat

25th

26th

Wild shape 8/day

27th

28th

Bonus feat

29th

30th

Wild shape 9/day


- System Reference Document -> Character Classes (SRD)

{{Admin_Locked_Page}}

Category:SRD Core Classes Category:Base Class

{{OGL Bottom|the System 3.5 Reference Document|SRD}}