Druid, Variant (3.5e Class)
Druid, Variant
Secretive and enigmatic, druids call the wilderness their home. They are capable of running with a wolf pack, speaking with the most ancient trees, and watching thunderstorms from atop the clouds themselves. They regard challenges as tests, both of their fitness and of their connection with the wild places of the world. And though many druids project an outward calm, they have the cunning of the beast and the fury of the storm.
The Druid, Variant is similar to a normal Druid. However, they focus more on Wild Shape then casting spells.
Making a Druid, Variant
As a guardian druid, you are a protector of the land and those who rely on it. Yours is the magic of earth, forest, and sky, the enduring aspects of nature that outlive any mortal tyrant. Your powers incline you toward leader as a secondary role. Preferring to be the leader's advisor, Druid Variant aren't a fan of the spot light.
Abilities: Druids Variant's, rely on Wisdom, Charisma, and Constitution. Strength and Dexterity ability stats change when Druid's use Wild Shape, thus they aren't needed.
Races: As Druid
Alignment: Neutral Good, Lawful Neutral, True Neutral, & Chaotic Neutral.
Starting Gold: As Druid
Starting Age: As Druid
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
1st | +0 | +2 | +0 | +2 | Wild Shape (1/day), Nature Sense, Wild Empathy | 3 | — | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
2nd | +1 | +3 | +0 | +3 | Wild Shape (2/day), Woodland Stride | 3 | — | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
3rd | +2 | +3 | +1 | +3 | Wild Shape (3/day), Trackless Step | 3 | — | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
4th | +3 | +4 | +1 | +4 | Wild Shape (Large), Resist Nature’s Lure | 3 | 1 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
5th | +3 | +4 | +2 | +4 | Wild Shape (4/day) | 4 | 1 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
6th | +4 | +5 | +2 | +5 | Wild Shape (Tiny) | 4 | 1 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
7th | +5 | +5 | +3 | +5 | Wild Shape (Plant) | 4 | 1 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
8th | +6/+1 | +6 | +3 | +6 | Wild Shape (5/day) | 4 | 2 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
9th | +6/+1 | +6 | +4 | +6 | Venom Immunity | 4 | 2 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
10th | +7/+2 | +7 | +4 | +7 | Wild Shape (Huge) | 5 | 2 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
11th | +8/+3 | +7 | +5 | +7 | Wild Shape (elemental 1/day) | 5 | 2 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
12th | +9/+4 | +8 | +5 | +8 | Wild Shape (6/day, elemental 2/day) | 5 | 3 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
13th | +9/+4 | +8 | +6 | +8 | Extended Wild Shape | 5 | 3 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
14th | +10/+5 | +9 | +6 | +9 | Wild Shape (elemental 3/day) | 5 | 3 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
15th | +11/+6/+1 | +9 | +7 | +9 | Wild Shape (Huge elemental), Timeless Body | 6 | 3 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
16th | +12/+7/+2 | +10 | +7 | +10 | Wild Shape (Magical Beast) | 6 | 4 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
17th | +12/+7/+2 | +10 | +8 | +10 | Wild Shape (Gargantuan) | 6 | 4 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
18th | +13/+8/+3 | +11 | +8 | +11 | Wild Shape (Improved elemental), Tongue of the Sun and Moon | 6 | 4 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
19th | +14/+9/+4 | +11 | +9 | +11 | Wild Shape (Collosal) | 6 | 5 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
20th | +15/+10/+5 | +12 | +9 | +12 | Wild Shape (Dragon) | 6 | 5 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
Class Skills ( 4 + Int modifier per level, ×4 at 1st level) |
Class Features
Call to the spirits, and they will entangle your foes or smite your enemies with the storm. Unleash your own spirit, and you will become the Primal Beast, uncaged and untamed.
Weapon and Armor Proficiency: As Druid
Spells: As Druid , except they can only gain up to 1st level spells.
Spontaneous Casting: A Druid Variant, 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.
Bonus Languages: As Druid
Nature Sense (Ex): A druid variant, gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid variant, 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 variant 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 variant 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 (Ex): Starting at 2nd level, a druid variant 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 (Ex): Starting at 3rd level, a druid variant leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid variant gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape (Su): At 1st level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back (Extended Wild Shape changes this at level 13). Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
The form chosen must be that of an animal the druid is familiar with. They must spend 1 month with the creature(s), alone. You can only transform into the same age as the creature you've studied.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 2nd, 3rd, 5th, 8th, and 12th level, as noted on Table: The Druid, Variant. In addition, she gains the ability to take the shape of a Large animal at 4th level, a Tiny animal at 6th level, a Huge animal at 10th level, a Gargantuan animal at 17th, and Collosal animal at 19th.
The new form’s Hit Dice can’t exceed the character’s druid level.
At 7th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)
At 11th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.
At 12th level, a druid variant becomes able to assume a elemental form twice per day, and at 14th level she can do so three times per day. At 15th level, a druid may use this wild shape ability to change into a Huge elemental.
At 13th level, a druid variant comes able to assume Wild Shape for an extended time. Normally a druid variant can only stay in Wild Shape for 1 hour per druid variant levels. However, at level 15 and higher a druid variant can stay in wild shape for 2 hours per druid variant levels.
At 16th level, a druid variant becomes able to assume a magical beast form. The character can use his or her normal wild shape ability to take the form of a magical beast. The size limitation is the same as the character’s limitation on animal size. The character gains all supernatural abilities of the magical beast whose form he or she takes.
At 18th level, a druid variant becomes able to assume an improved elemental form. The character’s ability to wild shape into an elemental is expanded to include all elemental creatures (not just air, earth, fire, and water elementals) of any size that the character can take when using wild shape to become an animal. The character gains all extraordinary and supernatural abilities of the elemental whose form he or she takes.
At 20th level, a druid variant becomes able to assume a Dragon form. The character may use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). The size limitation is the same as the character’s limitation on animal size. The character gains all extraordinary and supernatural abilities of the dragon whose form he or she takes.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
Tongue of the Sun and Moon (Ex): A druid variant of 18th level or above can speak with any living creature. This ability can be used even in Wild Shape.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.
Ex-Druid, Variant
A druid variant 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 wild shape, 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, Variant
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | any Wild Shape (7/day) | ||||||||||||||||||||||||||||||||||||||||
22nd | Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
23rd | |||||||||||||||||||||||||||||||||||||||||
24th | Wild Shape (8/day) | ||||||||||||||||||||||||||||||||||||||||
25th | Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
26th | |||||||||||||||||||||||||||||||||||||||||
27th | Wild Shape (9/day) | ||||||||||||||||||||||||||||||||||||||||
28th | Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
29th | |||||||||||||||||||||||||||||||||||||||||
30th | Wild Shape (10/day) | ||||||||||||||||||||||||||||||||||||||||
4 + Int modifier skill points per level. |
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.
Wild Shape: The epic druid can use this ability to take the form of an animal one additional time per day at level's 21th, 24th and 27th. The druid’s ability to wild shape into an elemental does not improve
Bonus Feats: The epic Druid, Variant gains a bonus feat (selected from the list of epic Druid, Variant bonus feats) at levels 22th, 25th, and 28th.
Epic Druid, Variant 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, Multispell, Perfect Health, Permanent Emanation, Plant Wild Shape, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic, Vermin Wild Shape.
Druid Starting Package
Weapons: .
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
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Feat: .
Bonus Feats: .
Gear: .
Gold: .
Playing a Druid
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Druids in the World
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Druid Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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5 | . |
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Druids in the Game
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