Difference between revisions of "Druid"

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== Druid ==
== Druid ==
[[File:BasicFantasyPlaceholder.png | 400px| right]]
[[File:Druid01.png|400px|right]]
===Progression===
===Progression===
{| class="wikitable"
|+
![[File:ClericLevelChart.png|300px]]
![[File:Cleric Saving Throws.png|300px]]
|}
===Description===
===Description===
Druids are nature priests, revering the gods of the natural world. Often a Druid uses mistletoe as a holy symbol, but this can vary with specific nature deities. Druids spend their time contemplating nature of in mundane forms of service such as ministering in rural areas. However, there are those who are called to go abroad to serve the natural order in a more direct way by working actively to restore balance.
Druids advance at the same rate as [[Cleric|Clerics]], and they use the same combat and saving throw tables. Druids can cast spells of divine nature starting at 2nd level, and they have the power of Animal Affinity, working much like the Clerical ability to [[Turn Undead]]. They can identify any natural animal or plant, and can identify clean water.
===Weapons and Armor===
===Weapons and Armor===
* One handed melee weapons, staves, slings and shortbows.
* Wooden Shields
* Any non-metal armor
===Features===
===Features===
* Starting at level 2, Druids may begin spellcasting. Druids receive their spells through faith and prayer. Each day, generally in the morning, a Druids must pray for at least three turns in order to prepare spells. Because they gain their spells through prayer, a Druid may prepare any spell of any level he or she is able to cast. However, in some cases the Druid's deity may limit the availability of certain spells; for instance, a deity devoted to healing may refuse to grant reversed healing spells.
* [[Animal Affinity]]
===Restrictions===
===Restrictions===
* Cannot wear metal armor

Revision as of 20:43, 9 May 2022

Druid

Druid01.png

Progression

ClericLevelChart.png Cleric Saving Throws.png

Description

Druids are nature priests, revering the gods of the natural world. Often a Druid uses mistletoe as a holy symbol, but this can vary with specific nature deities. Druids spend their time contemplating nature of in mundane forms of service such as ministering in rural areas. However, there are those who are called to go abroad to serve the natural order in a more direct way by working actively to restore balance.

Druids advance at the same rate as Clerics, and they use the same combat and saving throw tables. Druids can cast spells of divine nature starting at 2nd level, and they have the power of Animal Affinity, working much like the Clerical ability to Turn Undead. They can identify any natural animal or plant, and can identify clean water.

Weapons and Armor

  • One handed melee weapons, staves, slings and shortbows.
  • Wooden Shields
  • Any non-metal armor

Features

  • Starting at level 2, Druids may begin spellcasting. Druids receive their spells through faith and prayer. Each day, generally in the morning, a Druids must pray for at least three turns in order to prepare spells. Because they gain their spells through prayer, a Druid may prepare any spell of any level he or she is able to cast. However, in some cases the Druid's deity may limit the availability of certain spells; for instance, a deity devoted to healing may refuse to grant reversed healing spells.
  • Animal Affinity

Restrictions

  • Cannot wear metal armor