Hit Die: d6
Class Skills
The class’s class skills (and the key ability for each skill) are
Skill points at 1st Level: (6 + Int mod) x 4
Skill points at each additional level: 6 + Int mod
Class Features
All of the following are class features of the class.
Weapon and Armour Proficiency:
Druids are specialised lorekeepers, entrusted with their abilities by the gods. A sage is anyone who specialises in knowledge in one or more areas. Druids are much more than this. On any given topic there is the possibility that the druid may have been taught this or discovered it on their own, but druids have the ability to access the pool of collective knowledge and see if the answer is there.
Druids have other abilities as well.
Spells – Granted access to divine spells. If the druid worships a specific deity, that deity grants the spells. If the druid just follows knowledge, history, etc, then the appropriate deity grants the druids their spells.
Druidic knowledge: Similar to bardic knowledge, a druid can attempt to see if they recall any current information about local notable people, legendary items, noteworthy places or any relevant history about the area, historical figure or item.
DC |
Type of Knowledge |
10 |
Common, known by at least a substantial minority drinking; common legends of the local population. |
20 |
Uncommon but available, known by only a few people legends. |
25 |
Obscure, known by few, hard to come by. |
30 |
Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. |
Sanctuary: A druid who takes no offensive action is able to pass through a battle unharmed. Note attempting to cast a spell is seen as an offensive action (even if it is beneficial in nature).
Minor Curse: At 2nd level druids can cause minor curses, hexes really, that do little things that do not cause any detriment to the recipient – change hair colour, grow more hair (hairy face, longer hair, etc), fingernails lengthen, bad body odour, etc. The curse lasts one week, unless a remove curse spell is cast on the recipient. Druids can inflict this hex once/day.
Perfect Recall: By 3rd level, druids have honed their own memories. To any Knowledge skill check that they make they add their Intelligence bonus, if any, to the skill bonus again. Thus, a druid with 5 ranks of Knowledge (history) and a +2 Intelligence bonus has a skill bonus of +9 (5 + 2 + 2) using perfect recall. Druids without an Intelligence bonus gain nothing from this ability. The druid also can add double his Intelligence bonus if the DM calls for an Intelligence check to remember something. Intelligent druids can use this ability to memorize vast amounts of information, which they can recall at a moment’s notice.
Zone of Truth: At 4th level the druid can invoke a plea to the relevant deity/deities and force a zone of truth effect. This ability can be used a number of times a day equal to their Wis modifier. The ability is treated like the zone of truth spell.
Akashic memory: All knowledge druids gain over their life ends up in a general akashic memory that all druids can call upon when required. Thus if the druid does not know the answer, they can access the akashic memory and see if another druid living or long dead once knew the answer to the question. This takes 10 minutes and can be attempted once per day per class level.
The percentile chance to see if the druid can find the relevant information in the Akashic Memory within the 10 minutes is 50 + class level. Additional factors include:
-1% Information based on knowledge possessed more than 100 years ago.
-5% Information based on knowledge possessed more than 500 years ago.
-10% Information based on knowledge possessed more than 1,000 years ago.
+2% each additional minute beyond 10 minutes, to a maximum of 20 minutes
Difference between Druidic Knowledge and the Akashic Memory is that with druidic knowledge the druid is relying upon what they remember and it is mainly for current events or recent history. It can be used for older history but the DC is increased.
At 13th level the druid is able to access the Akashic Memory for other races that have druids. The druid suffers a 5% penalty for accessing knowledge from a mindset alien to his own.
Moderate Curse: At 7th level, the druid can cause physical discomfort to one recipient who fails a Fort saving throw. 1d4 days after the curse is uttered the recipient wakes with cramps, nausea, etc and is treated as sickened for the duration of the curse. The duration is 1 day/druid class level. Druids can inflict this curse once/day.
Discern Lies: The druid gains access to the ability of discerning lies. This ability can be used a number of times a day equal to their Wis modifier. The ability is treated like the discern lies spell.
A Thousand Faces: A druid gains the ability to change her appearance at will, as if using the alter self spell.
Heavy Curse: At 12th level the druid is able to curse one recipient with nightmares. If the recipient fails a Will save 1d4 days after the curse is uttered the recipient starts to have bad dreams. To start with the dreams are nothing more than waking up knowing that you did not sleep well. After 3 nights of unpleasant dreams, they become more vivid. For the duration of one week, the recipient is plagued by such bad dreams that they thrash around in their sleep, muttering and possibly even shouting. The recipient will wake up between 2 and 6 times each night. When morning finally dawns for them they feel fatigued for the rest of the day unless they rest for 8 hours. After the week of vivid nightmares, they cease. Druids can inflict this curse once/week.
Judgement: The most potent ability a druid can bring into play is Judgement. Able to be invoked once per day, the druid acts as an intermediatary between two disputing parties. Normally the parties will be individuals, but sometimes the parties can be small groups. The Judgement is not only between the two parties, it is also ratified by the gods themselves. Thus it is not something to be entered into lightly.
A druid can call Judgement when two disputing parties come to the druid and ask for an outcome to their dispute. The druid informs both parties of what the Judgement entails and how outcomes will be enforced. If both parties agreee, the druid invoked Judgement. This invocation is to the gods or the representatives of the gods and takes one minute to pronounce. After the invocation is complete a number of effects occur:
- Time is halved for the duration of the Judgement
- All within the Judgement feel an otherworldliness around them
- A modified zone of truth effect (see below) lasts for the duration of the Judgement
- All involved in the Judgement, including the druid, are encased in a transparent sphere which acts as a Globe of Invulnerability and resilient sphere without any of the possible cancellations
If one of the disputing parties attempts to speak a lie, they start to cough and splutter for 2 rounds. Speaking the truth will stop the coughing fit.
Once the druid has heard each parties’ story, they can attempt to access the Akashic Memory to see if there is any pertinent information to be found. After deliberation the druid makes their decision. A geas-like effect is imposed on both parties and they must act in accordance with the druid’s decision. Any attempt to bypass the decision will result in the offending person coming into effect of a curse pronounced by the druid, with no saving throw allowed.
Devasting Curse: At 17th level the druid can utter their most devastating curse – the wasting curse. If the recipient of the curse fails a Fort save, 1d4 weeks after the curse they start to feel unwell. Treat as sickened for 4 weeks. At the end of the month the recipient is constantly exhausted. At the end of each week of that month, the recipient loses 1d4 Str and Con permanently. If the recipient’s Con reaches 0, they die. If at the end of the month the recipient is still alive, they will have lost their St and Con permanently unless magically restored. Druids can inflict this potent curse once/month.