- all skills are treated as class skills
- one weapon group feat, three armor feats
- spontaneous casting, using the Sorcerer tables
- orisons now use spell slots, no longer unlimited
- druids get detect magic and guidance as at-will spells
- some spells from the druid list are cut (summonings, shape-changing etc)
- no bonus languages, no druidic language exists
- druids gain +2 on Knowledge (nature) which now includes Survival, and Knowledge (religion)
- no nature bond (domain spell slots or familiar) – instead, cast speak w/ animals at will
- no wild shape (shape-changing) ability – instead, cast animal messenger at will at 4th level
- no progression above level 6
Alignment: Any neutral
Hit Die: d8
Skill Ranks Per Level: 4 + Int modifier.
Weapon and Armor Proficiency
Druids receive one weapon group feat instead of proficiency with club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.
Druids receive three feats instead of proficiency with light and medium armor and shield but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor and must use only wooden shields.
A druid who wears prohibited armor or uses 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.
A druid casts divine spells, which are drawn from the druid spell list. She can cast any spell she knows without preparing it ahead of time. To learn 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: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid’s selection of spells is limited. A druid begins play knowing five 0-level spells and three 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Druid Spells Known. (Unlike spells per day, the number of spells a druid knows is not affected by her Wisdom score; the numbers on Table: Druid Spells Known are fixed.)
Chaotic, Evil, Good, and Lawful Spells
A druid can’t cast spells of an alignment opposed to her own or her deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Druids knows a number of orisons, or 0-level spells, each day, as noted on Table: Spells Known. These spells are cast like any other spell and may not be used again unlimited times.
In addition, all Druids learn Detect Magic and Guidance as part of their training and can cast these spells as an innate power.
A druid gains a +2 bonus on Knowledge (nature) and Knowledge (religion) checks.
In place of an animal companion, the druid can cast Speak with Animals (as spell) at will. As per the spell description, the druid can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward the druid, it may agree do some favor or service.
At fourth level, the druid gains the ability to cast Animal Messenger (as spell) at will.
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 (Unchanged)
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. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Unchanged)
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 (Unchanged)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
|1st||+0||+2||+0||+2||nature sense, orisons, wild empathy||3||1||—||—|
|4th||+3||+4||+1||+4||Resist nature’s lure||4||3||2||—|