Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.

Role: Druids utilize natural magicks to confound their foes while relying on the physical prowess of their animal companions to keep the opponent at bay and distracted. Druids are also versatile enough to become the animals themselves, capable of becoming a destructive force on their own. They can also call on the powers of the elements, or other natural forces to assist their party much akin to a cleric supporting their allies.

Alignment: Any Neutral

Hit Die: 8 hit points per level

The druid's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Level Base Attack Bonus Maximum hits Fort Save Ref Save Will Save Special Spell Points Max Spell Level
1 +0 1 +2 +0 +2 Nature Bond, Nature sense, Orisons, Wild Empathy 7 1
2 +1 1 +3 +0 +3 Woodland Stride 9 1
3 +2 1 +3 +1 +3 Trackless Step 12 2
4 +3 1 +4 +1 +4 Resist Nature's Lure, Wild Shape (1/day, 1 animal form) 14 2
5 +3 1 +4 +1 +4 17 3
6 +4 1 +5 +2 +5 Wild Shape (2/day, 1 additional form) 21 3
7 +5 1 +5 +2 +5 26 4
8 +6 2 +6 +2 +6 Wild Shape (3/day, 1 additional form) 34 4
9 +6 2 +6 +3 +6 Venom Immunity 42 5
10 +7 2 +7 +3 +7 Wild Shape (4/day, 1 additional form) 51 5
11 +8 2 +7 +3 +7 61 6
12 +9 2 +8 +4 +8 Wild Shape (5/day) 72 6
13 +9 2 +8 +4 +8 A Thousand Faces 84 7
14 +10 2 +9 +4 +9 Wild Shape (6/day) 97 7
15 +11 3 +9 +5 +9 Timeless Body, Wild Shape (1 additional form) 111 8
16 +12 3 +10 +5 +10 Wild Shape (7/day) 116 8
17 +12 3 +10 +5 +10 122 9
18 +13 3 +11 +6 +11 Wild Shape (8/day) 128 9
19 +14 3 +11 +6 +11 134 9
20 +15 3 +12 +6 +12 Wild Shape (at will, 1 additional form) 140 9
21 +15 3 +12 +7 +12 Improved Natural Bond 140 9
22 +16 4 +13 +7 +13 140 9
23 +17 4 +13 +7 +13 140 9
24 +18 4 +14 +8 +14 140 9
25 +18 4 +14 +8 +14 Wild Shape (1 additional form) 186 9
26 +19 4 +15 +8 +15 140 9
27 +20 4 +15 +9 +15 140 9
28 +21 4 +16 +9 +16 140 9
29 +21 4 +16 +9 +16 140 9
30 +22 4 +17 +10 +17 Wild Shape (1 additional form) 140 9

Weapon and Armor Proficiency

Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with Wild Shape.

Druids are proficient with light and medium armor, but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields), but must use only wooden ones.

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.

Druid Spell-Point Casting

A druid is a preparation spellcaster that casts divine spells drawn from the druid spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid may cast any spell he is attuned to (see Divine Attunement) as long as he has the spell points to do so. To attune to or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level. A druid gains bonus spell points equal to his Wisdom bonus (to a maximum of the highest level spell he can cast). The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. A druid has a limited number of spell points in a spell pool. To cast a 1st level or higher spell he is attuned to, a druid must expend a number of spell points equal to the spell’s level +1. Thus, to cast a 1st level spell a druid must expend 2 points from his spell pool, and casting a 5th level spell requires the druid to expend 6 points from his spell pool.

However: items, spells, or any other ability that gives bonuses to wisdom do not increase the maximum amount of spells that can be prepared.

Because a druid’s spells are not internalized to his aura (they are sacred powers cast through divine inspiration, unlike an oracle’s innate magic powers), each time the druid casts a spell it leaves some traces on his magic aura (much like the lingering auras that can be revealed with a detect magic spell, though the residue on a druid’s aura is often too faint to actually set off detect magic). This residue, known as eldritch dissonance, makes it difficult for the druid to cast the same spell multiple times in the same day, as some traces of its previous mystic pattern interfere with the casting process. As a result, each time a druid casts the same spell since restoring his spell pool, it costs a number of additional spell points equal to its level (however, see Spontaneous Casting below). This additional spell point cost is removed when the druid refills his spell points and attunes his spells for the day.

A druid must spend 1 hour each day in a trancelike meditation on the mysteries of nature to regain his daily allotment of spell points. Each druid must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell points, attune to spells of his choice (see eldritch dissonance ), and reset his spell point costs to their base level (ending any additional cost from eldritch dissonance). Time spent resting has no effect on whether a druid can prepare spells. A druid may attune to any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to attune during his daily meditation.

Spontaneous Casting

A druid can channel spell points into summoning spells without creating eldritch dissonance. The druid is automatically considered attuned to all "Summon Nature's Ally" spells, and when the druid casts such spells, the spell point cost of the spell does not increase.

Chaotic, Evil, Good, and Lawful Spells

A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.


A druid can prepare a number of orisons, or 0-level spells. Each orison he prepares reduces the number of spell points in his spell pool by 1 until he next attunes spells. These spells are cast like any other spells, but once prepared they do not require the druid to expend any points from his spell pool to cast them. Orisons do not suffer from eldritch dissonance.

Bonus Languages

A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex)

At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed under Animal Companions (as well as details on how animal companions work). This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

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 (Ex)

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 (Ex)

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 (Ex)

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.

Wild Shape (Su)

At 4th 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 beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. As for sizes you get the base size of the animal not larger or smaller.

Home brew rule: A druid gains a new form every 2 levels (4th, 6th, 8th, and 10th); after 10th level, the druid gains a new form every 5 levels (15th, 20th, 25th, 30th). The forms must be from the Approved Form List.

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. (Note: 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 an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as Beast Shape II. When taking the form of an elemental, the druid's wild shape functions as Elemental Body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as Beast Shape III. When taking the form of an elemental, the druid's wild shape now functions as Elemental Body II. When taking the form of a plant creature, the druid's wild shape functions as Plant Shape I.

At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as Elemental Body III. When taking the form of a plant, the druid's wild shape now functions as Plant Shape II.

Venom Immunity (Ex)

At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su)

At 13th level, a druid gains the ability to change her appearance at will, as if using the Alter Self spell, but only while in her normal form. She does not gain increased ability scores from this.

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.

Improved Natural Bond

A legendary druid has a powerful bond with nature that only those who commune as they do can experience. If the druid has a natural bond that gives them a cleric domain, they may select an additional domain from the Nature Bond list to pick spells from. Treat your effective cleric level for this new domain as your legendary druid level for determining powers.

If the legendary druid has a bond with an animal companion, the companion continues to advance on that chart, and has his BAB increased to equal his HD.

Druid Deities

A druid does not need to select a specific diety however they do have a pantheon that represents the "bond with nature" the gods are as follow

Basic Druid Pantheon

These are the gods that most druids tend to pay respect too whether they worship them or not, they are considered the forces of nature by all druids.

Name Domain Alignment
Alcestis Goddess of the the Moon, Goddess of the Crossways Goddess of Night Neutral Evil
Cadmus God of Music, Light the sun and healing Chaotic Good
Eyvra Goddess of Agriculture and Fertility Lawful Good
Ferrakus Lord of Fire True Neutral
Hersius The Sky lord True Neutral
Nemyth Deity of wine, mirth, and madness Chaotic Neutral
Schala The Sea Maiden Chaotic Neutral
Thamul The Earth King True Neutral
Yadira Goddess of Nature and the Hunt Neutral Good


A druid 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 animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).

Spell Cost

Spell Level Spell Point Cost
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
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