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Druid

Stewards of the natural world who are called to protect wild lands from the encroachment of “civilized”
Law and the corrupting touch of Chaos.

Weapons: Club, dagger, sling, spear, staff

Armor: Leather armor, wooden shields

Hit Points: 1d6 per level

Languages: You know Primordial, Sylvan, and the secret language of druids.

Neutrality. You follow the path of the natural world, always seeking balance between the opposing
extremes of Law and Chaos.

Energy Resistance. You take half damage from electricity and fire.

Wild Shape. Upon reaching level 5, you gain the power to transform yourself and any gear you carry
into another natural creature you’ve seen of your current level or less. You can perform this
transformation up to three times per day. While transformed, you cannot speak or cast spells; you
assume the creature’s STR, DEX, CON, HP, AC, speed, attacks, and physical characteristics, but retain
your INT, WIS, and CHA. If you go to 0 HP while transformed, you revert to your true shape at 1 HP.

Spellcasting. You can cast druid spells you know. You know two tier 1 spells of your choice from the
druid spell list. Each time you gain a level, you choose new druid spells to learn according to the
Druid Spells Known table.

Druid Talents
2d6 Effect

2 Gain advantage on casting one spell you know

3-6 +1 to melee or ranged attacks

7-9 +1 to druid spellcasting checks

10-11 +2 to Strength or Wisdom stat

12 Choose a talent or +2 points to distribute to stats


Druid Titles
Level Neutral

1-2 Aspirant

3-4 Ovate

5-6 Mystic

7-8 Druid

9-10 Archdruid

Druid Spells Known by Tier


Level 1 2 3 4 5

1 2 - - - -

2 3 - - - -

3 3 1 - - -

4 3 2 - - -

5 3 2 1 - -

6 3 2 2 - -

7 3 3 2 1 -

8 3 3 2 2 -

9 3 3 2 2 1

10 3 3 3 2 2

Casting Spells
Druidic magic requires a strong connection to the natural world. If this connection is disrupted, a
druid might lose the ability to cast spells until their bond with nature can be repaired.

Spellcasting
To cast a druid spell you know, make a spellcasting check by rolling 1d20 + your Wisdom modifier.
The DC to successfully cast a spell is 10 + the spell's tier.
Results
If you succeed on your spellcasting check, the spell takes effect. If you fail your spellcasting check,
the spell does not take effect, and you can't cast that spell again until you complete a rest.

Critical Success
If you roll a natural 20 on your spellcasting check, you may double one of the spell's numerical
effects. This remains in effect on a focus spell until your next focus check.

Critical Failure
If you roll a natural 1 on your spellcasting check, your connection to the natural world is damaged,
and the spell does not take effect. If it was a focus spell, the spell immediately ends. You can't cast
that spell again until you take steps to reestablish your bond with nature and successfully complete
a rest. This might involve undertaking a personal quest, spending time meditating in the
wilderness, or some other action determined in collaboration with the GM.

Druid Spells

Tier 1

ANIMAL FRIENDSHIP
Duration: 1d8 days
Range: Near
You magically befriend one animal of level 2 or less within near range. The befriended animal will
follow you wherever you go, but will revert to its natural behavior if left alone for more than three
days. Only one animal can be befriended this way at a time.

CURE WOUNDS
Duration: Instant
Range: Close
Your touch restores ebbing life. Roll a number of d6s equal to 1 + half your level (rounded down).
One target you touch regains that many hit points.

ENTANGLE
Duration: Focus
Range: Far
You command all plants within a near-sized cube to bend and twist, entangling any creatures
inside that area. Creatures move through the entangled area at half their normal movement rate.

PURIFY WATER
Duration: Instant
Range: Near
You remove all impurities from an amount of water equal to 10 gallons times your level, rendering it
clear and drinkable.

SHILLELAGH
Duration: 5 rounds
Range: Close
You imbue a wooden club or staff with the power of nature, granting it +1 to hit and the ability to
deal 2d4 damage. The weapon loses these benefits if wielded by anyone else.

SPEAK WITH ANIMALS


Duration: 5 rounds
Range: Self
You gain the ability to communicate with one type of animal. The spell doesn’t make animals any
more friendly or cooperative than normal, but if an animal is friendly toward you, it may be willing
to perform some favor or service.

Tier 2

BARKSKIN
Duration: 5 rounds
Range: Self
Your skin becomes as tough as tree bark. For the spell's duration, your armor class becomes 14 (17
on a critical spellcasting check).

CREATE WATER
Duration: Focus
Range: Close
You touch a surface, causing a magical spring to gush forth for the spell's duration.

FAERIE FIRE
Duration: 5 rounds
Range: Near
You outline a number of creatures equal to your level that you can see within range with harmless
green flames. Attacks against affected creatures are made with advantage, and affected creatures
who attempt to become invisible remain visible.

HEAT METAL
Duration: Focus
Range: Near
You heat a metal object you can see within range to red-hot temperatures. For each round that the
spell remains in effect, any creature in contact with the object takes 1d6 damage, and flammable
objects in contact with the heated object are set on fire.

OBSCURING MIST
Duration: 5 rounds
Range: Near
You create a near-sized cloud of misty vapor centered on yourself. The mist blocks normal vision,
even for creatures who can see in the dark. Creatures able to detect invisibility can see faintly
through the mist.

PRODUCE FLAME
Duration: Focus
Range: Self
A flame springs to life in the palm of your hand, casting light within a near distance. The flame does
not harm you, but flammable objects touched with the flame catch on fire. You may drop the flame
or throw it up to a near distance, thereby ending the spell (though fires started by the magical flame
may persist).

Tier 3

CALL LIGHTNING
Duration: Focus
Range: Far
You harness the violent energies of a natural storm, causing lightning to strike the ground once per
round at a point of your choosing, dealing 3d6 damage to any creature within close distance of the
lightning strike. You must be outdoors in stormy weather to cast this spell.

DISPEL MAGIC
Duration: Instant
Range: Near
End one spell that affects one target you can see in range.

PASS WITHOUT TRACE


Duration: Focus
Range: Near
You and a number of creatures equal to your level are able to pass through natural environments
without leaving tracks, and your footfalls make no sound.

PROTECTION FROM ENERGY


Duration: Focus
Range: Close
One creature you touch becomes impervious to the wild fury of the elements. Choose fire, cold, or
electricity. For the spell's duration, the target is immune to harm from energy of the chosen type.

RESTORATION
Duration: Instant
Range: Close
With the touch of your hands, you expunge curses and illnesses. One curse, illness, or affliction of
your choice affecting the target creature ends.

STONE SHAPE
Duration: Focus
Range: Close
With your touch, you mold stone into whatever object or form you desire.

Tier 4

CONTROL TEMPERATURE
Duration: Focus
Range: Near
You command the ambient temperature within a near radius centered on yourself to be raised or
lowered to a temperature of your choosing.

MOONBEAM
Duration: Instant
Range: Far
A wavering ray of silvery moonlight strikes one creature you can see in range. It takes 3d6 damage.

REGENERATE
Duration: Focus
Range: Close
A creature you touch regains 1d4 hit points on your turn for the duration. This spell also regrows
lost body parts.

SPEAK WITH PLANTS


Duration: 5 rounds
Range: Near
You gain the ability to communicate with plants within range, and can ask simple favors of plants if
the request is within their ability to understand and perform.

STONESKIN
Duration: 10 rounds
Range: Self
Your skin becomes like granite. For the spell's duration, your armor class becomes 17 (20 on a
critical spellcasting check).

WATER BREATHING
Duration: 8 + 2d8 hours
Range: Close
You touch a creature, granting them the ability to breathe in water as they would in air.

Tier 5

COMMUNE WITH NATURE


Duration: Instant
Range: Self
You enter into a brief state of communion with the natural world, enabling you to gain knowledge
about your surroundings. By focusing your mind in a direction of your choosing, you learn anything
you want to know about the terrain, bodies of water, and inhabitants of the area, including plants,
animals, and any intelligent creatures, out to a distance of 5 miles. Casting this spell underground
or in a non-natural environment has no effect.

CONTROL WEATHER
Duration: Focus
Range: Far
With total concentration (you cannot move while casting), you manifest a change in the weather
within a far distance centered on yourself. You can choose extreme heat, fog, high winds, rain, snow,
or even a tornado to occur; you can also choose to calm an existing storm. This spell only functions
outdoors.

FIRESTORM
Duration: Instant
Range: Far
You cause a near-sized cube of fire to ignite centered on a point you choose. Creatures inside the
fire take 2d8 damage.

PLANT PASSAGE
Duration: Instant
Range: Self
You step into a tree, then instantly step out of another tree of the same species at a location up to
half a mile away. The trunks of both trees must be large enough for you to fit inside.

SUMMON ELEMENTAL
Duration: Focus
Range: Near
You reach into the outer planes, summoning forth an elemental of level 7 or less. The elemental is
under your control and acts on your turn. If you lose focus on this spell, you lose control of the
creature and it becomes hostile toward you and your allies. You must pass a spellcasting check on
your turn to return the creature to its plane of origin.

WALL OF THORNS
Duration: Focus
Range: Far
You conjure a barrier of tough, thorny plants at a point of your choosing within range. The barrier
must be contiguous and can cover a near-sized area in width and length. You choose its shape. Any
creatures standing in a spot where the wall is conjured suffer 1d8 damage; pushing through the
barrier inflicts an additional 1d8 damage per 10 feet of movement.

Design Notes
Based on the druid class from Old School Essentials Advanced Fantasy by Necrotic Gnome, with a
few additional spells adapted from OSRIC.

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