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AD&D - PHBR13 - The Complete Druid's Handbook (2e)

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Published by Capn_Ragnar, 2023-01-06 00:29:47

AD&D - PHBR13 - The Complete Druid's Handbook (2e)

AD&D - PHBR13 - The Complete Druid's Handbook (2e)

Keywords: Dungeons & Dragons,DnD,AD&D,TTRPG,TSR

A

Rules Supplement

The
Complete

Druid’s

Handbook

by David Puhrer

1 Table of Contents
Introduction. ................ 3

I -- I 1.Personality Types . . . . . . .

Chapter 1: ........... 4 Diplomat . . . . . . . . . . . . . . . . . . . . . . .
Druid Characters.. Gardener . . . . . . . . . . . . . . . . . . . . . . .
DruidicOrganization. . . . . . . . . .4
The Essential Druid . . . . . . . . . . . 5 Idealist ....................... . ~ .
Mysterious Figure. . . . . . . . . . . . . . . . . . . . . . .
Druidic Branches . . . . . . . . . . . . . 8 Nurturer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Branch Portraits . . . . . . . . . . . . .10 RTruasdtiictio.n. .a.li.s.t........................ .. .. ................ . 79
Arctic Druid . . . . . . . . . . . . ..1C ................
Desert Druid. . . . . . . . . . . . . . 1 2 Fanatic ................................... '7n
............................... 13 Misanthrope. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
............................... 14 Druid Campaigns............................ .80
............................... 16 .80

uid ........................... .17 ...Chapter 5 1

............................... 17 Druidic Magic. QL

.............................. 18 New Spells. . . . . . .
Class Druids. . . . . . . . . . . . . . . . . ..20
xpanded Rules . . . . . . . . . . . . . ..22 First-level . . . . . .
Second-level. . . .
Third-level . . . . .
Chapter 2 ..................24 Fourth-level . . . .
Druid Kits Fifth-level . . .
Using Kits. ................. .24 Sixth-level . . . . . . . . . . . . . . . . . . .
A Look at Druid Kits . . . . . . . . Seventh-level. . . . . . . . . . . . . . . . . .
Adviser. . . . . . . . . . . . . . . . . . New Magical Items. . . . . . . . . . . . . .
~
. . . . . . . . . . . . . . . . .27 Herbal Magic. . . . . . . . . . . . . . . . . . .
Beastfriend... . . . . . . . . . . . . .28
Guardian... . . . . . . . . . . . . . . .30 !

.............................. .31 ......SCahcarpetdeGr 6r:oves.. ~
............... .............. 32
NaturalIPhilosopher........................ .33 Features of a Sacred Grove . . . 107
outlaw I. .................................. .34 Stewardship. . . . . . . . . . . . . . . .lo8
Pacifist ~................................... .35
.36 Sanctifying and Awakening
................................ 37
............................. .39 a Grove . . . . . . . . . . . . . . . ., . .
............................ .39 Magical Sacred Groves. . . . . . .
Defiled and Cursed Groves. . .
Standing Stones.. . . . . . . . . . . . . . . . . . .

............................... 41 Appendixes:
........................... .42 A: AD&W Original
. . . . . . . . . . . . . . . . . . .42 119
Edition Druids. . . . . .
Chapter 3: B: Bibliography . . . . . . .

The Druidic Order.. .........43 .Druid Character
Record Sheet..
The Circles ................. .43
High-level Druids . . . . . . . . . . .45 Druid Kit Record Sheet .........
The Shadow Circle . . . . . . . . . . .53

Creating a

Druidic History. . . . . . . . . . . .56

L,Introduction

1:Farmfiting ............................... 22 Mysterious guardian of a sacred grove,
2: Farm Random Events. ..................... .23 wise counselor to monarchs, cunning master
3 Lesser Grove Powers . . . . . . . . . . . . . . . . . .112 of many shapes, friend of animals, and ter-
4 Greater Grove Powers .................... .114 rible defender of unspoiled Nature: This is
5: Propertiesof CursedGroves. . . . . . . . . . . . . . . .115 the druid of the ADVANCED
6: Powers of Standing Stones . . . . . . . . . . . . . . . ..118 DRAGONSga@me.
7 OriginalDruid ExperiencePoints . . . . . . . . . ..120
8 OriginalHierophantExperience Points . . . . ..121 Although the priests of the
9 ElementalConjurings. .................... .122 Western Europe in the time of Rome called
10:Druidic Spellsby Class and Level . . . . . . . . . ..123 themselves druids, the druids of the AD&
game are not Celtic priests, nor do th
CREDITS
tice the bloody rites that made the
Design: David Pulver druids infamous in the eyes of Rome
Editing: Sue Weinlein these druids more closely resemble creatures
N e w Black and White Art: Jeff Easley of Victorian romance and modern fantasy,
Color Art: Larry Elmore, Merlin figures who revere Nature and wield
Keith Parkinson, Alan Pollack power over plants, animals, the weather, and
Typography: Angelika Lokotz the elements.
Production:Paul Hanchette
Special Thanks: Peter Donald, Chris Murray, This book is designed to illuminate the
Bruce Norman, and Tim Pulver. many abilities of druids and show how the

TSR,Inc. TSR, Ltd. neutral and "unaligned" druid can best ad-
120Church End, venture with a party of predominantly good
POB 756 characters. It also reveals what a druid does
Lake Geneva, Cherry Hinton
WI 53147 Cambridge CB13LB when not adventuring and demonstrateshow
a druid can become the center of a new and
USA. United Kingdom exciting campaign.

ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON, The Complete Druid's Handbook add
SPELLJAMMER,DUNGEON MASTER, FORGOTTEN REALMS, ous options to the druid class from
and WORLD OF GREYHAWK are registered trademarks owned er's Handbook, including druids from regions
by TSR, Inc. PLANESCAPE, MONSTROUS MANUAL, and the other than the woodlands, and introduces
many specialized druid kits. Also included
TSR logo are trademarks owned by TSR,Inc. are new spells and magical items, as well as
All E X charhrs, character names, and the distinctivelikenesses rules for a druid's sacred grove.

thereof are trademarks owned by TSR, Inc. Those using this book with the AD&D

Q 1994E X ,Inc. All Rights Reserved.Printed in the U.S.A. Original Edition game should know that page
references correspond with the AD&D 2nd
Random House and its affiliates have worldwide distribution
Edition Player's Handbook (PH)and DUNGEON
rights in the book trade for English language products of TSR, Inc. MASTERG@uide ( D M G ) .The original druid
Distributed to the book and hobby trade in the United Kingdomby
TSR Ltd.Distributed to the toy and hobby trade by regionaldistrib- class appears here as an appendix, with some
material from the AD&DOriginal Edition ref-
utors. erence book Unearthed Arcuna. 1 1
This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the
expresswritten permission of TSR, Inc.

Introduction 3

4 Druid Characters

-IrI

Y --

A

The traditional druid is a guardian of the
woodlands. Nature, however, is vast and
diverse; thus the druids detailed in this book
might live their lives protecting jungle rain
forests, arctic tundra, or even the subter-
ranean Underdark. As a result, several dis-
tinct branches of druid are presented here,
each essentially a new subclass built around
the basic concept of the druid class. As a
player, choose your druidic branch right after
deciding to play a druid character.

Dmidik Organhalion

The bpic druid as described in the PH is
referred to here as the "forest druid." The

the other branches reflect their geo-
arctic druids, desert druids,

for a desert druid. Instead, the branch of alignment and the beliefs of dkuids, refer to
desert druids has granted powers enabling Chapter 4: Role-playing Druids[
them to survive in arid country. Experienceand Hit Dice

Some rivalry exists between the different I
branches of druids. On most worlds, the for-
est druids belong to the dominant branch. All druids must use the dr$id column of
However, on a few worlds (such as one in the
midst of an ice age) another branch might Table 23: Priest Experience Levels (PH,p. 33).
wield the most power. For more details on
rivalry between branches, see Chapter 3: The Druids, like other memberslof the priest
Druidic Order. group, use eight-sided Hit Dice,(HD), gaining
one die per level from 1st thraugh 9th level.
The Dungeon Master can restrict some
branches to nonplayer characters (NPCs) or After 9th level, druids receive & additional 2
even prohibit them to suit the background or
direction of a campaign. For example, the hit points per level, but gain nq special bonus
Dungeon Master (DM) might decide that the
gray druids of the Underdark would make for high Constitution.
exciting adversaries for the characters. Since Proflcienciesand Crossoverl
having player characters (PCs) as gray druids
would water down the impact of the gray 1Druids gain proficiencies j1 st like other
druids as foes, the DM can prohibit players
from choosing that branch. Later in the cam- priests (PH, p. 50), starting wit two weapon
paign, after the party has encountered the and four nonweapon proficien ies.
gray druids, the DM might open the branch
to players. It is strongly recommended that you, the
player, use the optional nonjveapon profi-
Similarly,some druid branches simply may ciency rules when creating drpid characters
not seem very logical or useful in certain cam- with this book. The variou$ branches of
paigns. A wise DM would discourage players
from selecting the arctic branch for their druids.
druid characters in a campaign set in a jungle. come from the general,
groups. Druids have
The Essential Druid
tMoney and Eqbipment I
Some characteristics and limitations apply \
to all branches of the druidic order. The fol- Druids start with 3d6x10 p, which they
lowing section expands on the rules for druid
can use to purchase equipmen .All but a few
charactersin the PH (pgs. 35-38).
coins (less than I gp) must bd spent prior to
Alignmient and -os entering play.
All dlruids are of neutral alignment and
tIf using the optional drui kit rules de-
share an ethos devoted to protecting the wil-
derness and maintaining natural cycles and a scribed later in this book, b th the initial
balanca between good and evil (PH, pgs. 37, money and the equipment qllowed might
47). For a detailed discussion of the neutral
i ivary depending on the kit.

,I Druid Characters 5

I

Magical Items nondruidic eavesdroppers. It i s a precise1-
Druids use all magical items normally per- for discussing Nature; a druid pan say ”dense,
old-growth pine forest” in oilte word rather
mitted to priests, with the exception of writ- than a whole phrase.
ten items (books and scrolls) and those types
of arrnor and weapons that are normally for- The secret language has a specialized and
bidden them. (The weapons and armor per- detailed vocabulary limited to dealing with
mitted to members of each branch and kit do Nature and natural events; beyond this
vary, but they remain similar to those allowed sphere, it is very basic. A druid could use the
secret language to talk about the health of a
to druids in thePH.) person, animal, or plant; discuss the weather;
or give detailed directions through the wil-
Thus, a druid who finds magical chain mail derness. The language also cap describe dru-
may nat wear it, since druids must use only idic spells, ceremonies, powerk, and any nat-
nonmetallic armor. Similarly, a druid cannot ural and supernatural creaturep known to the
kield a magical mace, since maces are not druids. However, it containq no words for
among the permitted druidic arms. sophisticatedhuman emotions1 for most tools

The Setret Language Lor artifacts (beyond those us d for hunting,
All druids can speak a secret language in
farming, or fishing), or for eapons and
addition to other tongues they know. Using
the optional proficiency system, the secret liarmor (other than items druid use). The lan-

language does not require a proficiency slot. guage also contains few wor , s that refer to

concepts peculiar to sentient bqings, like prop-
erty, justice, theft, or war. Tenge distinctions
blur in this secret tongue; uspally the con-
cepts druids express bear a cdrtain immedi-
acy or timelessness.

Finally, the secret languagd of the druids
remains a purely spoken tongue. A few
simple runes or marks (symbplizing danger,

:psafe water, safe trail, and so on) xist for mark-

ing paths and leaving messag s, but the lan-
guage cannot communicate a tual sentences

converse

One druid wishes to say: i

dNot nly can druids use the secret lan- This magical long sword was a gift to
Melinda, wife to King Rupett, from Ru-
guage to provide passwords, they can speak pert’s court wizard Drufus. The mage
this private tongue when they wish to baffle gave it the power to throw lightning
bolts. But then King Rupert grew jealous
of Melinda. He had her executed and

I

took the blade for himself. After Rupert language. However, they may have devel-
died, the sword was left buried in the oped their own regional accents or dialects.
dungeons under his cast1 These could enable a listener to identify the
region the druid comes from, or provide a
In the secret language, the story might come clue to the speaker’s branch.
out something like this:
In a SPELLJAMMERo@r PL
This magic scimitar was for the Tall paign and through the use
Golden Female, mate of the Man-Leader, and magical items, druids from different
from the Wielder of Magic from the Vale worlds can meet. The DM should decide
of the White Eagles. He put the call light- whether their secret languages resemble each
ning power in it. But the Man-Leader other enough to allow communication.
wanted it. H e killed the Tall Golden
Female and took it for himself. He died. Finally, the druid’s secret language, while
The scimitar stayed in the cave under his private, is not supernatural-theoretically,
big stone man-den. others can learn it. However, because the
tongue provides druids with code phrases or
See the difference?There’s no word for long passwords, they simply will not teach it to
sword, so our druid has substituted ”scimi- nondruids. The great druid of the region will
tar.” (All druidic weapons have names.) The punish any who break with this tradition.
idea of a gift is described in more basic terms.
In addition, the concept of naming has no Shapechanging
place in this Nature-oriented language; Charactersbelonging to almost all druidic
people and creatures are known by descrip-
tion, status, or place of origin. branches (discussed later in this chapter) can
shapechange into various animal forms upon
Wizard becomes the more generic ”wielder reaching 7th level. For more than the follow-
of magic.” Lightning, a natural phenomenon, ing guidelines, consult the description of a
has an equivalent in the secret language. But particular branch’s granted powers.
the secret language cannot convey a human
emotion such as Rupert’s jealousy, so the Normally, the druid can assume only a lim-
druid has had to substitute less precise phras- ited number of shapes each day, depending
ing. Similarly, the private tongue does not on the character’s branch; the choice of branch
cover execution or murder, so the druid used usually restricts the types of forms the druid
the more generic “killed.’’ Finally, no druidic can assume.
term corresponds to dungeon or castle, so the
druid has had to use other words--”cave Shifting shape takes one round, during
under his big stone man-den”-to convey which the druid cannot take other actions.
that image. Of course, a druid not worried The druid can remain in the new shape indef-
about being overheard might mix the secret initely-the duration of a f
language and normal speech in a single sen- when the druid turns back
tence. shape or assumes another one. A druid can
shift from one shape to another without re-
The secret language helps bind the world- turning to human form first.
wide druidic order together. Druids from dif-
ferent circles (See Chapter 3: The Druidic Upon assuming a new form, the druid
Order) or branches all speak the same secret heals 10% to 60% (ld6x10) of all damage.
(Round fractions down.) For example, a druid
who has suffered 15points of damage rolls a
3 on a d6. Therefore, the character regains

Druid Characters 7

3 0 % ~ 1 5hp, or 4.5 hp. This value becomes 4 campaign world the Grand Druid, chief of all
hit points after rounding. druids in the world. The Grand Druid can
come from any branch, though on many
The animal form a druid assumes can vary worlds this position requires a member of the
from the size of a bullfrog or small bird to that usually dominant forest druids. A Grand
of a black bear. Unless noted otherwise, the Druid who retires and continues to gain expe-
druid can assume only the form of a normal rience can become a hierophant druid, of
(real-world) animal in normal proportions. A which a world can have any number.
druid in animal form takes on all the beast's
physical characteristics- movement rate, The rules for druids of 12th and higher lev-
abilities, Armor Class (AC), number of els described in the PH on pgs. 37-38 apply to
attacks, and damage per attack. The druid all druidic branches. For more details on the
retains original hit point and saving throw hierarchy of druids and the special responsibil-
values. ities of higher-level characters, see Chapter 3:
The Druidic Order.
The druid's clothing and one item held in
each hand also become part of the new body; Druidic Branches
these reappear when the druid resumes nor-
mal shape. Generally, a druid in animal form Each branch within the druidic order oper-
cannot use such items, but in particularly ates, effectively, as a separate priest class
challenging campaigns, the DM may allow under the standard druid rules. Here's how
the pages that follow describe the characteris-
protective devices, such as a ring of protection, tics of each branch

to function normally. Minimum Ability Scores. The druidic
A shapechanged druid radiates strong prime requisites of Wisdom 12 and Charisma
15, or slightly modified scores, serve as the
Alteration magic. minimum ability scores necessary for a char-
acter to choose a particular branch.
Turning Undead
Races Allowed. Standard (forest) druids
No druid has the granted power to turn are usually humans or half-elves, but mem-
undead. Such creatures are not of the living bers of other races can choose some druidic
world-the only world that concerns druids branches. (Details on these options appear in
-so members of this class have no control
over them. T h e Complete Book of Humanoids.) A number in

Higher-level Druids parenthesis shows the maximum level these
characters normally reach; they can achieve
The worldwide organization of the druids higher levels only with high ability scores, as
allows for the existence of only a limited
number of 12th- or higher-level druids, as- stated in the DMG, pgs. 14-15.
signing them special titles, servants, and
responsibilities. Druids who gain enough Armor and Weapons Permitted. Most
experience to reach 12th level can advance druids wear natural armor (leather) and use
only if they find a vacancy within the Order's wooden shields. Other armors, especially
ranks or wrest a position from another druid metallic kinds, are forbidden to all druids.
through the challenge. (See Chapter 3: The
Druidic Order.) Most of the weapons permitted to druids of
a particular branch resemble tools used in
Only one 15th-level druid exists in any herding, hunting, and farming, or hold sym-
bolic meaning to the druid. For instance, the
curved scimitar and khopesh represent both

8 Chapter One

aurials, and swanrnays. regions of a campaign. They could reach the
s can become druids, a 7th level of ability. Again, players could
develop a druidlike priest kit for this race.
tree, but it remains unlikely that
Halflings. The AD&D Original Edition
game allowed halflings to reach the 6th level.
of ability as NPCs; Umarthcd Arcana allowed*
halfling druid PCs to reach higher levels. In",

the AD&D 2nd Edition Complefe Book of".

elf druids can reach 12th level (like r

ch with having fun to
side of a druid's life.

the sickle used in the harvest and the crescent prove a problem, especially in areas like the
moon, which stands for birth, death, and arctic tundra. Nonmetallic materials can make
rebirth in the cycle of Nature. effective weapons, with the following modi-
fiers (comparedto similar metallic items):
The standard druid can use the following
weapons: club, sickle, dart, spear, dagger, Bone: 30% cost; 50% weight; -1 damage; -1
scimitar, sling, and staff (optional: scythe). to attack roll.

Use of metallic weapons and tools usually Stone: 50% cost; 75%weight; -1 damage; -L
remains unrestricted, but local availability can to attack roll.

Druid Characters 9

Wood: 10% cost; 50%weight; -2 damage; -3 Spheres of Influence. Each branch allows
to attack roll. its members access to different clerical spell
spheres. (An asterisk indicates a sphere to
The damage modifier reduces the damage which branch members have only minor
normally done by the weapon, with a mini- access.) Druids gain bonus spells for high
mum of 1 point of damage. The attack roll Wisdom.
modifier does not apply to missile weapons,
as the attack roll reflects the character’s aim Granted Powers. A druid has a wider vari-
and is not a function of the material used to ety of granted powers than a standard cleric,
make the weapon. Damage modifiers do an advantage balanced by a druid’s more lim-
apply to missile weapons, however. ited sphere selection and inferior armor.

Enchanted nonmetallic weapons must Special Limitation. Some branches suffer
overcome the negative modifiers, too; thus a from unusual disadvantages. For example,
bone dagger +1 works just as well as a normal heat debilitates an arctic druid.
steel dagger.
Holy Symbol and Grove. Many branches
Whenever a nonmetallic weapon inflicts of druids use plants as holy symbols and
maximum damage in combat, it has a 1in 20 spell components-mistletoe, for instance,
chance of breaking and becoming useless. symbolizes the forest druid. In habitats where
(The DM rolls a d20.) mistletoe is not available (such as deserts or
arctic regions), druids use other symbols.
Nonweapon and Weapon Proficiencies. A
druid of a particular branch must have cer- Forest druids worship in groves of ancient
tain proficiencies required by the branch. Rec- trees, which have become sanctuaries, meet-
ommended proficiencies are only strong sug- ing places, and sites of power for them. Alter-
gestions. If the DM permits the optional nate worship sites can replace groves for
druid kits from the next chapter, select the branches whose primary terrain does not fos-
druid’s proficiencies only after you, the ter tree growth. (See Chapter 6: Sacred
player, have chosen a kit, since kits have their Groves.)
own proficiency requirements.
Branch Portraits
If the DM prefers to use secondary skills
rather than nonweapon proficiencies, choose The following section of this chapter de-
appropriate druidic skills from Table 36 in the scribes the various branches of druids that
might exist in a campaign world. The DM
PH, p. 53. may freely create other branches as desired,
such as wildspace druids (from unusual
The scythe is a weapon available to many worlds in the SPELLJAMMcEamRpaign), aquatic
druidic branches. Its large curved blade, druids (tending ocean life on the continental
sharp only on its inner edge, attaches to a shelves), aerial druids (living on semisolid
handle 5 to 6 feet long. A harvesting tool cloud islands), and so on. Note that kits func-
used to reap grain, the scythe costs 5 g p and tion within andin addition to branches.

is medium-sized (M) Arctic Druid

factor 8. A scythe inflicts ld6+1 points of Description: Arctic druids feel at home on
damage vs. small or medium-sized oppo- the frozen polar tundra or on the slopes of
nents, or Id8 vs. large opponents. snowcapped mountains and ancient glaciers.

10 Chapter One

They even venture at times across lifeless ice Armor and Weapons Permitted: Leather
fields to assist lost animals. If an Ice Age took armor, wooden shield; club, daEger, dart, har-
place in the distant past, arctic druids may poon, knife, sling, spear, staff,Arctic druids
very well claim to belong to the oldest druidic can use metallic weapons if they find them,
branch, tracing their ancestry all the way back but mining is extremely rare in arctic areas,
to the days when humans huddled within making such items rare as well.
caves.
Weapon Prof iciencies: RQcommended-
Glydo, a typical arctic druid, (illustrated knife, harpoon, spear.
above) concerns himself more with animals
than with plants. Guardian of caribou herds, N onw eapon Prof icienci es:Required-
penguins, auks, seals, polar bears, and other (general) fire-building, weather sense; (war-
arctic and subarctic animals, he relentlessly rior) survival (arctic); Recummended- (gen-
pursues those who exploit animals out of eral) animal handling, animal training,
desire for profit. However, he faithfully be- direction sense, fishing, swimming; (priest)
friends hunters and trappers who respect the ancient history, healing; (warrior) endurance,
land and take from it no more than they need. hunting, mountaineering, tracking.

Minimum Ability Scores: Wisdom 12, Spheres of Influence: All, Animal, Divina-
Constitution13, Charisma 15. tion*, Elemental, Healing, Plant*,Weather.
(The arctic druid’s minor access to the Plant
Races Allowed: Human, half-elf. Optional sphere reflects the less abundantplant life in
-alaghi (11) arctic climes.)

do has @e following granted powers: Desert Druid 1

a,Redeives a +2 bonus to all saving throw. The deserts prove as inhos
normal plant and animal
vs. cold based attacks. regions. However, deserts
Le the languages of intelligent mon- worldwide order of druids.

sters wpose natural habitats are tundra, arc- Desertdruids such as Otaq (p&turedon p. 11)
tic, an4 subarctic regions. The arctic druid
gains o$e extra proficiency slot for this pur- escape o one can
pose ev#ry three levels (at 3rd, 6th, etc.). Such heal sick animals (and
languages include those spoken by ettins, create pure water,
frost gibnts, ice toads, selkies, werebears, good terms with
.white dkagons, winter wolves, verbeeg, yeti, desert druids revere all the
and oth+rs. a desert, from cacti and sco
and camels, they mos
Ignbres the effects of freezing weather fertile oases, which house
upon lu+nselfat 3rd level.
Desert druids also may
Ideptifies with perfect accuracy arctic areas, hot scrub land
d animals, thin ice (ice that would a DM sets a campaign in a
under the weight of a person or a this branch best suits an N
re water at 3rd level. encounter trave
Many desert druids
mal, marine mammal, or bird that of disturbances, and
polar bear, seal, reindeer, snowy downright eccentric.
olverine, and so on. The druid top their knowledge
If a party seeks something
e same animal's shape more than wastes or finds itself lost, fac
climate and suffers a -1 penalty to or running out of f
Is, saving throws, and ability checks encounter with a de

ents with temperatures above 80 Minimum Abili
s as his holy symbol a bone of an Constitution 12, Ch
1that has been carved into the
Races Allowed Human.
with prehistoric paintings Armor and Wea
armor, wooden s

scimitar, short bow, staff.
Nonweapon Proficiencies: Required-

(general) direction sense, weather sense

t(warrior) survival (desert). R commended-

l(ogceanlehraisl)torridy;in(wg a(lrarniodr-)beansdedu)r;a(qcreie, strt)ahckeianlign.g

Spheres of Influence: All, Animal, Divina- Gray Druid
tion", Elemental (air, earth, fire), Elemental* The rare gray druids inhabit and tend the
(water), Healing, Plant', Weather.
shadowy realms of the hidden life that exists
Granted Powers: A desert druid like Otaq without sunlight-fungi, moldq, and slimes-
has the following granted powers: and the nocturnal creatures that dwell in
lightless, subterranean realms. Gray druids
Receives a +2 bonus to all saving throws are more closely associated vith the earth
vs. fire or electrical attacks. than with other elements of Nature. While
many of them live in undergrwnd caves or
Goes without water for one day per level ruins (especially in the Underdark), they are
without suffering thirst. Regaining use of this found any place fungal life Brows abun-
power requires the druid to have resumed a dantly, either above or below ground.
normal intake of water for a time equal to the
days of deprivation. Gray druids tend to oppose dungeon
delvers, especially dwarves, who they believe
Learns the languages of desert-dwelling defile and exploit the underground environ-
intelligent creatures (brass dragons, drag- ment. They have very good rielations with
onnes, lamias, thri-kreen, etc.), gaining one deep gnomes and passable relations with
extra proficiency slot for this purpose every drow, who they feel show more appreciation
three levels (at 3rd, 6th, etc.). of the beauty of the Underdark than most
dwarves or men.
Infallibly identifies desert plants and ani-
mals and pure water at 3rd level. But the gray druids don't always oppose
surface dwellers. Suppose a m+ze of caverns
Sees through nonmagical mirages at 3rd has developed a complex ecology: fungi,
level and gains a +4 on any roll to save against slimes, rust monsters, subterranean lizards,
illusions cast within a desert. purple worms, and so on. The0 an evil wiz-
ard and his ogres move in andl begin "clear-
Crosses sands and dunes on foot without ing" the caverns, destroying *e monsters in
leaving a trail and at full movement rate at preparation to establish an ynderground
3rd level. stronghold. In this situation, the gray druid
Rybna (pictured on p. 11) might recruit a
Senses the distance, direction, and size of party of adventurers-not to l&t the caverns
the nearest natural water source (well, spring, (though the PCs may take the wizard's trea-
oasis, sea, etc.) if one lies within 1mile per sure) but to defeat the wizard's forces-and
level. This power, gained at 3rd level, is usable in so doing, save the local ecology from de-
once per day. struction.

Shapechanges up to three times per day Minimum Ability Scorest Wisdom 12,
at 7th level, once each into a normal mammal, Charisma 15.
reptile, and bird. The druid can shapechange
only into animals whose natural habitat is the Races Allowed: Human, hal$elf (drow).
desert. Common desert-dwelling animals Armor and Weapons Permitted: Leather
include camels, eagles, hawks, lizards, mice, armor, wooden shield; club, sickle, dart,
rats, snakes, and vultures. Otherwise, this spear, dagger, scimitar, sling, sttiff.
power functions identically to that described Weapon Proficiencies:Recowmended-dart
scimitar.
in the PH,p. 37. Nonweapon Proficiencieb: Required-

Special Limitation: None.
Holy Symbol and Grove: A desert druid's
grove normally lies within a beautiful oasis in
the deep desert. Branch members use as their
holy symbol a vial of water from a sacred
oasis, filled under a full moon.

I

Druid Characters 13

ction sense; (priest) herbalism; I
nd-fighting. Recommended-
Special Limitation: Gray druid Animal
a1 training, fishing; (priest) sphere spells affect only animals native to
:All, Animal, Divina- subterranean environments. So, Rybna could
cast animal friendship on a rat, a huge spider,
al (earth, water), Elementar (air, or a badger, but not on a wolf or horse.

owing granted powers: A gray druid has a -2 penalty on saving
throws against spells creating bright light,
g one extra proficiency slot every such as continual light.
(at 3rd, 6th, etc.) for this purpose.
Due to long enmity, dwarves react to gra
druids at -2. (The reverse is also true.)

Holy Symbol and Grove: Gray druids use
a puffball mushroom grown and harvested in
complete darkness as their holy symbol. They
usually take part of an underground cavern-
a thriving subterranean ecosvstem-for a
grove.

Forest Druid

the PH-serves as

vated fields in f

ts normal behavior patterns. A druid acts as a living
like Rybna will not send a con- derness and those hu
ders.
r does not animate a stationary
better known and more n
but not to sing or speak.) Con-
e turn per level of the druid. warmer forests.

day. The druid can change only For quick reference, th
or mammal that dwells under-
temperate-forest druid

here, along with suggested proficiencies. following granted powers:
Unless othgrwise noted, information applies Receives a +2 bonus to all saving throws
to both temperate- and cold-forest druids.
vs. fire or electrical attacks.
Minimum Ability Scores: Wisdom 12, Learns the languages of woodland crea-
Charisma 15.
tures (centaurs, dryads, elves, satyrs, gnomes,
Races Allowed: Human, half-elf. Optional dragons, giants, lizard men, manticores, nix-
-alaghi (ll), centaur (14), saurial(9),swan- ies, pixies, sprites, treants, etc.), gaining one
may (12). (Only humans, half-elves, alaghi, extra proficiency slot for this purpose every
and centaurs can become cold-forest druids.) three levels (at 3rd, 6th, etc.). (The languages
of cold-forest druids include those of the
Armor and Weapons Permitted: Leather giant lynx, giant owl, pine treants, and cold-
armor, wooden shield; club, sickle, dart, dwelling groups of centaurs, elves, gnolls,
spear, dagger, scimitar, scythe, sling, staff. gnomes, etc.)

Weapon Proficiencies: Recommended-any Identifies plants, animals, and pure water
two of the above weapons. with perfect accuracy at 3rd level.

Nonweapon Proficiencies:Recommended- Passes through overgrown areas at 3rd
(general) animal training; (priest) healing, level without leaving a trail and at full move-
herbalism; (warrior) animal lore, survival ment rate. For instance, the temperate-forest
(forest),tracking. druid Garon (pictured above) can move with
ease through dense thorn bushes, briar
Spheres of Influence:All, Animal, Divina- patches, pine trees, tangled jungle vines, and
tion', Elemental, Healing, Plant, Weather.

Granted Powers: The forest druid has the

Druid Characters 15

or mammal up to three times per and animals.
Charisma 15.

Armor and Weapons Pe

d area of effect (if any) and add +2 Granted Powers: The
thick jungle, withou
movement rate.

Identifiesplants, animal

jungles or tropical swamps. proficiency checks.
Spedial Limitation: None.
Gains a modifier of +3 to kxperience level
Hal$ Symbol and Grove: The jungle druid
when determining the effect$ of a spell from
uses a kom-tom (jungle drum) as a holy sym-
bol. Cbnstructing a replacement takes two the Elebental (earthor air) or Weather spheres
weeks, The grove is usually a circle of trees,
often ?ear a waterfall. cast wljiile in the mountains.

I For hstance, say Dansil, a bth-level moun-

Mounfain Druid tain drruid, cast the Weather +ell obscurement

The Imountain druid dwells in areas of while in his mountain environs. That spell,
;ugged hills, alpine forests, and peaks and
rocks above the tree line. Members of this which bas effects normally lasting 20 rounds
branch, such as Dansil (illustrated on p. 19),
wield over their environments a power (four rounds per level),has an adjusted dura-
gained from the element of earth and espe-
cially from stone, They also draw power frolr tion of 32 rounds, as though ,Dansilwere 8th
the weather, especially storms and clouds
Dansil~and his fellows protect mduntains and level. Modify its normal area of effect of 50
alpinelflora and fauna from those who would 4$00
exploit them. This role frequently brings them feet x feet (10 feet x 10 feet per level) to 80
into conflict with miners, especially dwarves. feet x feet.
Mountain druids often ally themselves with
storm and stone giants, which further anger: Senses avalanches, voldanic eruptions,
dwarves.
and rackfalls one turn before they happen
Minimum Ability Scores: Strength 9, Wis- when the player rolls 1to 5 op ld6. This abil-
dom 12, Charisma 15.
ity also enables the druid td detect deadfall
Races Allowed Human, half-elf.
Armor and Weapons Permitted: Leather traps qnd falling blocks on a,roll of 1to 3 on
armor, wooden shield; club, sickle, dart,
spear, dagger, scimitar, sling, staff. ld6.
Weapon Proficiencies: Recommended-
club, sling, spear. Learns the language3 of mountain-
Nonweapon Proficiencies: Required-
(warrior) mountaineering, dwellihg sentient creatures (quch as dwarves,
tain). Recommended-( gener
ing; (priest)healing, herbalism; (warrior)ani- 4red dragons, stone or storm iants, etc.), gain-
mal lore.
Spheres of Influence: All, Animal, Divina- ing one extra proficiency slot for this purpose
tion*,Elemental (earth, air), Elemental" (fire,
water) Healing, Plant, Weath every three levels (at 3rd, 6th, etc.).
Granted Powers: The mountain druid has
'he following granted powers: Identifies plants, animals, and pure water

Receives a +4bonus to all saving throws with $erfect accuracy at 3rd lkvel.
vs. electrical attacks and to mountaineering
Shapechanges into a notmal, real-world

reptile,,bird, or mammal up tp three times per

day at 7th level, exactly as described in the
PH. Each animal form (repti\e,bird, or mam-

mal, ewcluding giant forms) fan be used only

once per day.

Plaid Druid

The plains druid lives onlopen grassland:
with few or no trees: tempekate prairies anc

Drui# Characters 17

J

pampas, hot veldts and savannas, cool steppes, Speakswith any land animalsthathumans
and the like. Yalla is such a druid. (See illus- can ride, as well as plains-dwellingherd ani-
tration next page.) She often finds herself in mals, at 3rd level as though she had cast a
the company of nomadichunters and herders. speak with animals spell.
Her powers and interests resemble those of a
forest druid, but she has a closer interest in Shapechanges into a normal, real-world
the weather and the health of great herds reptile, bird, or mammal common to the
roaming her lands than in trees and crops. plains up to three times per day at 7th level,
Second only to the forest branch, plains exactly as described in the PH. Yalla can use
druids remain among the most common and each animal form (reptile, bird, and mammal)
best known of all druids. only once per day and cannot assume giant
forms.
Minimum Ability Scores: Wisdom 12,
Charisma 15. Special Limitation:None.
Holy Symbol and Grove: Plains druids
Races Allowed: Human, half-elf. Optional typically wear their holy symbol a diadem or
+entaur (14). arm band woven from prairie grass under a
full moon. They often choose as their grove a
Armor and Weapons Permitted: Leather circle of standing stones on the open grass.
armor, wooden shield; club, sickle, dart,
spear, dagger, scimitar, scythe, sling, staff. Swamp Druid

Weapon Proficiencies: Recommended- The swamp druid's role centers around
club, sling, spear. guarding marshes, fens, bogs, wetlands, and
swamps, as well as the abundant plant and
Nonweapon Proficiencies: Required- animal life within them. Willoo, an average
(general) riding (land-based), weather sense; swamp druid (pictured next page), resembles
(warrior) animal lore, tracking. Recommended a normal forest druid, but his particular habi-
-(general) animal handling, animal training; tat makes him less socially acceptable. He
(priest) healing; (warrior) endurance, hunt- opposes anyone who would drain his swamp
ing, survival (plains/steppes). in the name of "progress," even if such land
were needed for farming or urban construc-
Spheres of Influence:All, Animal, Divina- tion. Swamp druids often live as hermits; the
tion', Elemental (air, earth, fire), Elemental' more sociable among them sometimes serve
(water), Healing, Plant, Weather. as priests for outlaws hiding in the swamps
or for lizard men who lack their own sha-
Granted Powers: Yalla, a typical plains mans.
druid, possesses these granted powers:
Minimum Ability Scores: Wisdom 12,
Receives a +2 bonus to all saving throws Charisma 12.
vs. fire and electrical attacks (due to this
branch's need to fight such natural dangers as Races Allowed: Human. Optional-saurial
prairie fires, lightning strikes, etc.). (9).

Has a +4 bonus to any animal handling, Armor and Weapons Permitted: Leather
animal lore, or animal training proficiency armor, wooden shield; club, dagger, dart,
checks concerning plains-dwelling herd khopesh, scimitar, scythe, sickle, sling, spear,
beasts or riding animals. staff.

Learns the languages of plains-dwelling Weapon Proficiencies:Recommended-any
sentient creatures (such as centaurs), gaining two of the above.
an extra proficiency slot for this purpose
every three levels (at 3rd, 6th, etc.).

Identifiesplants, animals, and pure water
with perfect accuracy at 3rd level.

18 Chapter One

Nonweapon Proficiencies: Required- Learns the languages of intelligent
(general) swimming; (priest) herbalism; (war- humanoids and monsters that inhabit the
rior) sqrvival (swamp). RecommeHded- (gen- swamp (black dragons, bullywugs, lizard
eral) seamanship (for small boats), weather men, shambling mounds, will 0’ wisps, etc.),
sense;(priest) healing, local history; (warrior) gaining one extra proficiency slot for this pur-
animal lore. pose every three levels (at 3rd, 6th, etc.).
(Note that to ”speak” with a will 0’ wisp, a
Spheres of Influence: All, Animal, Divina- swamp druid needs a light source, such as a
tion*,Elemental (earth, water), Elementar (air/ hooded lantern, to signal with.)
fire), Healing, Plant, Weather.
Identifies plants, animals, and pure w a + ~ r
Grahted Powers: A swamp druid has the with perfect accuracy at 3rd level.
following granted powers:
Passes through overgrown areas and mud
Has an immunity to insect-transmitted at the full movement rate without leaving a
diseases common to swamps, such as malaria, trail at 3rd level. The swamp druid can use this
and a +2 bonus on saving throws vs. any power to cross quicksand without sinking.
other diseases.
Uses the animal friendship spell (which
Receives a +1reaction adjustment from usually affects only normal or giant animals)
normal animals that live in swamps (such as at 5th level to influence semi-intelligent
crocodiles) and from monsters whose habitat swamp-dwelling monsters or those of animal
is a swamp or marsh-for instance, black Intelligence. The effects on puch monsters,
dragons, bullywugs, and lizard men.
I

including catoblepas, hydra, lernaeanhydra, on, shield, and armor restrictions of their
and pyrohydra, remain those of animalfriend- branches.The PH (pgs. 22,44) mentions the
skip. The druid has to want to befriend the half-elf’s options of druid/fighter, druid/
monster, not use it as sword-fodder. ranger, druid/mage, and druid/fighter/
mage. (Some earlier printings incorrectly cite
Shapechanges into a normal reptile, bird, only the druid/fighter combination on
or mammal up to three times per day at 7th p. 44.)
level. The druid can assume only the form of
real-world creatures that live in swamps or Druid/Fighter.The core AD&D rules per-
wetlands (crocodile, frog, marsh bird, snake, mit the druid/fighter.
etc.). The druid can adopt each animal form
(reptile, bird, or mammal) once per day. Druid/Ranger.The core AD&D rules per-
mit the druid/ranger.The Complete Ranger’s
Casts an insect plague (as the spell) once Handbook, p. 79, gives guidelines for playing
per day at 7th level. This power works only such characters: A Nature deity of good
when the druid is within the boundaries of a alignment must exist whose specialty priests
swamp or marsh. are all druids. This priesthoodmust ally with
a group of rangers. Any half-elf druid/ranger
Special Limitation: Willoo’s clothes, like must obey the level limits for demihumans
those of most swamp druids, frequently look (DMG,p. 15),making it unlikely for the char-
caked with mud and often drip with swamp acter to compete for high levels of druidic
water. H e always has a faint odor of the power. The druid/ranger’s multiple interests
swamp about him. His lack of cleanliness antagonize conservative druids, and the
gives him a -1 penalty to reaction adjustment character usually suffers from divided loyal-
from most people and a -3 penalty regarding ties. (Create a similar character with fewer
upper-class individuals, such as gentry or problems by giving a druid/fighter the
nobles. Avenger or Beastfriend kit, described in the
next chapter.)
Holy Symbol and Grove: The grove usu-
ally lies deep within a marsh or swamp-a Druid/Mageand Druid/Fighter/Mage.The
stand of beautiful mangroves, weeping wil- core AD&D rules permit the druid/mage and
lows, swamp oak, or the like. Many groves druid/fighter/mage. While these combina-
are actually islands, sometimes guarded by tions exist, they remain rare and require the
natural traps such as quicksand. A swamp D M s permission.They cannot wear armor or
druid uses as a holy symbol a vial of water use shields, and must limit their weapons to
from a sacred swamp grove. those permitted to druids.

Multi- and Dud-Class Druids D~al-ClilsD~ruids
All normal rules for dual-class characters
This section elaborates on the options for
players who wish to role-play multi- or dual- apply to druids. The druid’s restriction to
class druids. The choices and descriptions are neutral alignment limits the options to bard/
culled from a variety of sources, including the druid, fighter/druid, wizard/druid, and
PH and DMG. thief/druid. Some druids prefer to see the
upper ranks of the Order filled by ”pure”
Multi-Clit~sDruids druids-those who have devoted their lives
Only half-elves can be multi-class druids. solely to the Order. Dual-class characters
sometimes face prejudicefrom other druids.
Multi-class druids must abide by the weap-

20 Chapterone

Fighbleddruids. Often acting as wandering love Nature, and decide to adopt a ne
guardidns of Nature and country folk (much 1-
like neqtral rangers), fighter/druids also can Iof life.
become hermit-knighis,living away from High-level Dual-Class D uids. A dual-
class character who achieved high level as a
society and defending a particular grove with fighter or wizard before
has an edge in the
their lives. Fighters who become druids often advance beyond
do so because they seek spiritual growth, Order generally bans such plkyer characters
because they have grown disgusted with the from initiating challenges;
world of man, or occasionally as penance for experience levels above
a particular misdeed. vacancy.
iDMs with a taste for politiqal intrigue may
Druids who become fighters, on the other
hand, want to take a more direct approach to permit an exception if the ch racter receives
defending the wilderness; others seek to special dispensation from th druidic order.
attune themselves to Nature by mastering This means a dual-class drupd must have a
their own bodies using eastern-style fighting sponsor: in theor
arts, often becoming rather enigmatic Zenlike attests to the char
warrioi-mystics. ment to the Order. In prac
often a druid who wants
Wizardldruids. Looked upon with deep removed and bel
suspicion by most other druids, wizard/ ter has a good chance o
druids generally find themselves stereotyped of wizard/druids, ho
as untmstworthy or scheming. Conservative (butnot always) forbi
elements within the druidic order often at- the challenge.
tempt to block wizard/druids from reaching A peculiar situation can
12th level. If they fail, they deliberately en-
courage rising druids to challenge the dual- has achieved 12th to
class character to a duel in preference to other then adopts another
targets. acters have

Wizards usually become druids for philo- than their druid level), theylmust challenge
sophical reasons: either a fear that unre- an incumbent for the high-leiel druidic posi-
strained use of magical or divine forces threat- tion they once held.
ens the cosmic balance, or a desire to learn the may face another
druidic arts to better understand the work-
ings of Nature. Druids who study wizardry
most often see this magic as another part of
Nature to study and master.

ThieUdruids. Such combinations appear
rarely, since the city serves as the optimum
home base for the thief. As with wizard/
druids, people tend to distrust thief/druids.
A druid who becomes a thief usually does so
after becoming disillusioned with the druidic

order.lAthief becomes a druid usually as the
resultI of highly unusual circumstances-an
outlax# flees to the wilderness to escape pur-
suit ohly to befriend a local druid, come to

each, and those 12 and older each count as
another full worker.

How Did the Farm Perform? ,

To quickly determine the success of a farm
(or garden or village) for the year, the DM
looks at the number of people it can support.
For instance, a family farm might produce
enough to support six people. If the family
has five members, the farm shows a profit.
With six, the farm merely scrapes by. A family
of seven is starting to get hungry.

Figuring Farm Profitability

DMs wanting more precise details about a
farm's performance can follow these steps:

1. Determine Proficiency Base. Every year
the DM rolls 1d6 and adds the result to the
farmer's Intelligence score. Then, the DM
locates the farmer's adjusted agriculture pro-
ficiencyrating (base score) on Table 1.

Agriculture: Expanded Rules TABL1E:Farm Rating

The DM may use this expansion of the agri- Base Score Farm Profitability
culture proficiency when druid characters 1-5 Disastrous year
assist a small village facing tough times or if a 6-10 Poor yield
PC takes up farming. These rules can figure 11-16 Average harvest
the prosperity of an entire village if the DM 17and up Bumper crop
groups area farms together and uses the pro-
ficiency rating of the village leader or druid 2. Apply the Worker Modifier. The num-
with Tables 1 and 2. Before applying the fol-
lowing rules, the DM must decide how many ber of farm workers modifies the base profi-
people the farm in question is designed to ciency score. For each 10%by which the farm
support.
crew falls below its optimum number of
A medieval farm needs a manager with the workers, the DM applies a -1 penalty to the
agriculture proficiency. At optimum level, a base score in Table 1. If the farm has 20%
farm has one worker per every two people it
supports. A farm with more workers may more workers than optimum, the DM adds a
produce a slight surplus; if it has fewer work- +1 bonus to the base score in Table 1.(Having
ers, it will yield less, since the crew would
have more chores than hands. Children be- more workers gives no extra bonus.)
tween ages 7 and 11 count as half a worker 3. Figure the Random Events Modifier. As

any farmer would tell you, what makes the

farming life interesting is Nature's eternal

cussedness: random events. The DM should

22 Chapter One

t

I

roll on Table 2 to se what’s in store for the Pred tors, poachers, or bandits rep at-
farm, then apply the random events modifier 2dly steal foodbr animals. If PCs negotiate
to the Bdjusted base score. with, drive off, or destroy the menace(s), the
penalty does not apply.
TABL1E2: Farm Random Events
A special roll means something unusua,
d20 Event Check Modifiei x c u r s . Perhaps a wizard war or a dragon
1 Ruinous weather jevastates the farm-apply -10 to all checks
2-3 Bad weather -6 this year! If a god’s avatar stops by and
4-6 blesses the crops, apply +5 to farm rolls.
7-8 4
9 Note: A plant growth spell can add 20% tc
Animal disease -2
11-14 Building damaged -2 50% to a farm’s annual yield (PH,p. 212).
Predators -1
18-1 Poachers or bandits -1 4. Find the Farm’s Profitability. After
20 No bad news 0 applying the worker and random events
Used good seed +1 modifiers to the base proficiency score, the
~ Good weather +2 DM determines profitability using Table 1.A
Special DM disastrousyear means the farm produces 50%
less than it should. A poor harvest yields 20Y
eck by the farmer halves the less than normal. An average year means the
armer had advance warning farm produces at capacity. Finally, a bumper
or the weather.) If the farmer crop comes to 20% above normal yield. (Nor-
to use the control weather spell, mal yield is the amount required to feed those
r might mean an early frost, a the farm supports.)
ght, or excessive rain. The weather
The Harvest’sCash Value
and control weather work as
DMs also can measure farm productivity ii.
thin&, and continues to apply every year :ash terms. The value of the harvest equals
until lrepairs are made. Paying 10gp for every the number of people the farm can support
times 36 gp (the minimum annual cost of liv
n the farm supports “repairs” each ing for a person in squalid conditions-DMG,
p. 34). The DM subtractsthe yearly cost of liv-
ing of the farmer and workers from the har
vest value, leaving the farm’s profit. With this
information, the DM can see if any families
are starving and how much aid would ge‘
them back on their feet.

Determining a farm’s profitability can pro
vide role-playing opportunities for druids in
a party. The guidelines of many branches and
kits require druids to offer aid to farms and
villages in need. In the course of helping, the
druid can stumble on a number of adventure
hooks. DMs can even design whole cam
paigns around a party’s effort to get a farm
ing village back on its feet.

uild Characters 23

Druid Kits -7

.action Bonuses and Penatties

Using p. 18) is expressed as a bonus (+l, +2, etc.) or
a penalty (-1, -2, etc.).
A druid kit works with the basic PH druid
or with #ny of the branches described in the When rolling 2d10 for encounter reactions
previou$chapter. Thus, a desert druid could (Table 59, DMG, p. 103), the DM must subtract
be a Savbge (coming from a primitive desert the bonus or add the penalty-not the other
way around. For instance, the druid Snap-
tribe), 4 Wanderer (traveling the desert dragon has a combined +7 reaction adjust-
ment bonus for her high Charisma and her
wastes)] a Guardian (protecting a certain druid kit. The DM then subtracts 7 from the
oasis), 04 some other kit. 2d10 encounter reaction roll to reflect the
bonus, due to the way Table 59 in the DMG is
Branch and Kit designed.

When building your druid character, Kib and the CharacterRecord Sheet
:hoose the branch first, as it has specific abil- To record a druid kit on your character
ity score requirements. After that, pick from
m y of the applicable kits. However, make record sheet (pgs. 125-127), take the follow-
sure YOU have enough proficiency slots to

Prior tb letting players select kits, the DM (Hivemaster).
When recording the character's proficien-
should e%amineeach kit and decide whether
it fits th$ overall campaign. The DM might cies, put an asterisk next to those the charac-
want to &strict some kits to NPCs or prohibi' ter received free through the druid kit. This
others aldogether. will help you and your DM remember haw
many proficiencies the character is due.
The D$4 also may wish to make changes or
add matqrial to some kits, to better match the Where you have space (on the back of
your character sheet or on a separate piece of
of a particular campaign. Take the paper), write down the kit's special benefits,
for instance. If the campaign hindrances, and any other features you wish
to recall quickly. You also can use the space
dready features a primitive tribe of, say, pearl provided on a copy of the druid character
divers, d e DM might adjust the Savage kit to sheets.
fit established details of that tribe's cultural

f

A Look at Druid Kits I

This section provides a short explanation of
the structure of kit entries. The entries them-
selves fpllow in alphabetical order.

Kit Structure .’, .a

Each kit entry begms with a uescriptiun and amount of equipment the character can
discussing the nature of the kit and listing start with, acquire, or use.
any special requirements a character needs to
take it. (For instance, to live as a Savage Special Benefits. This panagraph details
druid, the character must have been born additional abilities of druids vith this kit.
into-or adopted by-a primitive tribe.) This
description introduces an archetype character Special Hindrances. This sqction discusses
designed to demonstrate general attributes of any kit’s restrictions, limitatioos, or disadvan-

the kit, not to serve as a character you, the Wealth Options. Usually the character
player, have to role-play in a campaign. A rts with the priest’s standaltd 3d6x10 gp.

character of either gender can take any kit. &-.I:).1
The kit entries also include the following
se
sectims: As a druid, your character can act as (or
Role. Role-playing suggestions are offered, ork to become) counselor tb a ruler- per-
ps a local knight or a high king. Think of
as druids of varying kits can play widely dif- rlin, whom older tales cast1as a druid.
An Adviser like the druid Elam (pictured
ferent roles in a campaign.
Branch Restrictions. If a member of a s p - ve) tries to make himself indispensable to
lord. The class’s well-kqown neutrality
cific druidic branch cannot take this kit, that
restriction is noted. c“makes a ruler perceive his ad ice as nonparti-
while the druid’s high harisma almost
Weapon Proficiencies. A druid with the kit

in question should take recommended profi-
ciencies but must take required ones.

Secondary Skills. If your DM uses the
rules for secondary skills, you may choose

from Table 36 (PH,p. 53) or select one of the
choices listed here, &I addition to those skills

appropriate to the character’s druidic branch.
Nonweapon Proficiencies. A given druid

kit usuallfrequires the charact& to choose
certain nonweapon proficiencies. Sometimes
a proficiency merely is recommended-the
Character doesn’t have to take it. Often kits
offer a bonus proficiency, which does not use
up a proficiency slot. Druids can take both
priest and warrior proficiencies at normal

cost (PH,pgs. 54-55).

Equipment. A few druid kits limit the type

I e--‘\,

L\

guarantees that the lord listens to his counsel. before taking action.
Elam can use his ”eyes in the wilderness” Branch Restrictions:None.
(described in Chapter 4: Role-playing Druids) Weapon Proficiencies: Recommended-
to provide his master with timely and vital
information. staff.
Secondary Skills: Scribe.
At the same time, the druid subtly manipu- Nonweapon Proficiencies: Bonus- eti-
lates his master to serve his own ends. For
example, Elam might encourage his lord to quette. Recommended-(general) heraldry,
hunt in a beautiful forest the druid wishes to weather sense; (priest) healing, local history,
protect. Why? Because Elam knows the lord spellcraft; (rogue, double slot) reading lips;
is a jealous man. Once he sees the beautiful (rogue, one slot, per ”Special Benefits”) dis-
forest and its fine animals, the lord will pass a guise.
law making the forest a royal game preserve.
As a result, the lord’s foresters will keep Equipment: The Adviser need not spend
poachers away and prevent peasants from all starting money on equipment, but can
cutting the trees down. The ruler and his retain any leftover coinage.
courtiers will hunt there only once or twice a
year-not enough to threaten the animals Special Benefits: As an Adviser, Elam can
seriously. purchase the rogue’s disguise proficiency at
normal rather than double cost. He stays free
For similar reasons, a druidic Adviser like at the ruler’s stronghold (no cost of living),
Elam might take over part of the education of and has the ear of the ruler.
the lord’s children, ostensibly to teach them
herb lore, history, survival, and similar skills. The DM should establish an NPC ruler for
Actually, he uses the opportunity to instill in
them a respect for Nature and the neutral the druid to advise. Help the DM develop a
world view-and perhaps encourage them to
become druids when they grow up. reason why the ruler trusts the PC, beyond
his druidic background. Perhaps Elam is a
Role: As an Adviser, Elam is a man o f sub- relative (a cousin and younger son who failed
tlety and mystery. He rarely speaks unless he to inherit and so joined the druidic order), or
has something important to say, and he al- the apprentice of a (recently deceased) older
ways thinks carefully before he says it. While druid who used to tutor the lord. For play
not a fixture at his lord’s court, he keeps an balance, the DM should place a 1st-level
eye on things from a distance, often using ani- player character as only one of several coun-
mals to observe the ruler. He tends to pop up selors to a lord of a small domain-perhaps a
when most needed or least expected, stay a knightly manor or a barony. (If you, the
day or a month, then vanish into the wilds. player, really want to role-play an Adviser to
a king, make it an exiled king trying to regain
Always hungry for information, Elam often his crown.) It’s up to the PC to increase the
roams the land disguised as a common trav- lord’s influence.
eler (or, at high level, in animal form), listen-
ing to the gossip of peasants, traders, and Special Hindrances: People of the lord’s
innkeepers to better serve his own interests domain (and immediate neighbors) easily
and those of his lord. As a PC, he carefully recognize Elam as the court druid. If the lord
considers the purpose and long-term ramifi- favors him or if the populace knows him to
cations of each adventure and insists on care- give good advice, many will ask him to inter-
ful preparation and information gathering cede for them with the lord. In addition, he
may become a target for his lord’s enemies or
jealous rival courtiers.

On the other hand, if Elam fails to please
his master, he will find himself in disfavor at

26 Chapter Two

court: He suffers a minimum -2 reaction Weapon Proficiencies: Recommended-
penalty from the lord and court-possibly scimitar, spear.
from all in the region (if his bad advice led to
a spectacular failure, like defeat on the battle- Secondary Skills: Hunting, weaponsmith.
field). Depending on the lord’s temper, an Nonweapon Proficienciea: Bonus- track-
Adviser who has fallen into disfavor may face ing. Recommended-(general) animal training;
exile or worse until he makes amends. (priest) herbalism; (warrior) animal lore,
endurance, set snares, survival.
Wealth Options:3d6x10 gp. Equipment: The druid should spend his
Avengbr initial allotment of gold pieces entirely on
equipment, for he loses any unspent starting
PThe venger druid has seen Nature suffer money in excess of 1gp.
Special Benefits: The Avepger receives an
great rongs. Take the case of the druid Tor- additionalfree weapon proficiency slot to use
for any proficiency his branch allows.
P!rens. ( illustration.) He had hoped to live Special Hindrances: The druid’s grim and
silent demeanor gives the character a -1
as a G ardian or Village Druid (listed later in penalty to reaction adjustmentfrom people in
this chppter). However, during his training, encounters. Torrens, like all Avengers, cannot
forces defiled the area under his protection have henchmen, hirelings, mercenaries, or
and sl$w his mentor. Maybe he feels he was servants until he reaches 13thlevel. He can
too gefltle, too weak. It doesn’t matter. He have any amount of treasure, but cannot own
won’t let it happen again.

Torriens the Avenger no longer holds the
defenslve. Instead, he roams the world seek-
ing wdongs to right and foes to fight. And
whether his opponent is a brutal king cutting

down b ancient forest to build a fleet of war

galleys, or an evil vampire menacing a peace-
ful haqfling village, the Avenger acts to stop

him.Permanently.

Rol/E:This druid is a grim, strong, and
silent warrior of the wilds. Torrens has little
time fQr anything but his mission, although
he’s as patient as a spider when it serves his
plans. A loner, he avoids love or friendship,
fearin$ either could compromise his mission;
if he absociates with a party of adventurers,
he tredts them as allies, but not as friends.

The1Avenger rarely speaks more than ab-
solutely necessary to humans and most demi-
humans (although he may talk to animals or
sylvap races like wood elves). He doesn’t
bothet to explain or justify his actions. The

4Aven er dislikes remaining in one place, and

frequ ntly moves on after finishing a particu-
lar jobl.

Brahch Restrictions: None.

l Druid Kits 27

and equipment than he can untamed animal, she can try to modify the
excess must go to a beast's reaction.The druid can hffect only nat-
ural animals-that is, those fobnd in the real
erhaps instinctive- knowledge world (bears, wolves, snakes, Ctc.), as well as
rally to a Beastfriend. Lasell, a
stfriend character (pictured on the giant or magically enlarged vkrsions of nor-
feels quite protective of animals mal animals. When dealin
unishes those who inflict unnec- or domestic animal, the
and befriend it automa
ting for food (which, after animals trained to fight
0) but considershunting for war horses) get a savin
and the use of animals in resist the druid at a minim
An additional -1
horrible crime. four full levels th
d like Lasell spends most 4th level, -3 at 8th, et
not magical, though.)
ul humans, demihu- save, the druid may choos
humanoids; others like people, but tion one category either dir
r tongue-tied around them and f(DMG,p. 103).
behave with poor manners. Lasell, ,

sually travels with The Beastfriend receives a + bonus on ani-
anions to whom she mal lore, animaltraining, and 'mal handling
Restrictions:None. proficiency checks. If she doe not have the
actual proficiency, she can fu ction as if she
as she loses any unspent starting 4did, without the +4bonus.
If Lasell, as a Beastfriend, c sts an Animal
sphere spell on an animal, th subject saves
against it at a -2 penalty.
Thanks to her knowledge /ofanimals, a
Beastfriend can recognize ai lycanthrope
(whether in human or animal fbrm) on a suc-
cessful animal lore check. Tye Beastfriend
1notes subtle differences in the behavior of a

lycanthrope in animal form ompared to a
normal animal; she also noti 'es subliminal
clues in the movement and ehavior of a
lycanthrope in human form t at point to its
animal nature. The Beastfriend ay make her
one check only after she has be n in the lycan-
thrope's presence for a round.
~
Special Hindrances: A Bedstfriend does
everything she can to help arid treat a hurt
animal or free an abused one apd will kill an
animal only to put a dying beast out of its
misery. A Beastfriend who has come to know
an animal may not harm it, allow others to
hurt it, or send it suicidally in@ harm's way.

28 Chapter T



In general, the Beastfriend does not recruit druid of similar level) to take over his guardi-
animals specifically as bodyguards; rather, anship. He must abandon the kit involuntar-
she accumulates friends and pets, who may ily if someone destroys or irreparably dese-
choose to do favors for her, such as scouting crates his grove. In this case, the Guardian
or defending her. In return, the druid feeds might become a Lost Druid or devote his life
and shelters them, heals their injuries, and to revenge as an Avenger.
rescues them from captivity.
Role: A Guardian lives deep in the wilder-
As with all Beastfriends, Lasell’s lack of ness, away from humanity.Like most Guardi-
social grace prevents her from learning the ans, Wazir normally feels wary of strangers,
etiquette proficiency and gives her a -1 suspecting that they come to exploit or
penalty to encounter reactions with those of threaten the site he defends.
her own race (except another with her kit).
Some Guardians can become fiercely pro-
Wealth Options: 3d6x8 gp. Beastfriends tective: If Wazir were to witness the near-
have little interest in civilized matters such as extinction of a particular species of plant or
money, and seldom venture into towns. animal, the last few examples of which now
live only in his grove, he could grow into an
Guardian angry and ruthless protector. Such druids
Some druids establish themselves as the may strike out without warning to frighten
off or kill intruders or even may make pacts
guardians of a particular place-the habitat of with local monsters to protect the grove.
an endangered species, a stand of ancient
trees, the lair of a dryad, or a sacred grove. Other Guardians are simply shy hermits
Often the druid watches over a sacred grove who welcome good-intentioned visitors. Per-
with magical powers that others try to exploit haps Wazir lives as a lonely, dedicated sen-
for selfish or evil purposes. tinel; he misses human contact, but his strong
sense of duty prevents him from leaving his
The D M should decide the extent of the post undefended.
Guardian’s responsibility-usually one druid
protects no more than a few acres of wilder- Frequently, a Guardian goes years without
ness-and establish why the area needs spe- seeing another human; Wazir may have as his
cial druidic attention. For instance, a moun- only friends just the animal or nonhuman res-
taintop might serve as the nesting place of a idents of his protectorate. As a result, he may
rare breed of hawks prized by nobles as hunt- seem eccentricor awkwardrelating to humans
ing falcons, forcing the druid to continually -even other druids.
guard against those who want to steal the
chicks or eggs. Branch Restrictions: None.

A druid with the Guardian kit may act as Weapon Proficiencies: Recommended-
the protector of several places in a lifetime. staff.
Say the druidic order places Wazir, a low-
level Guardian druid, in charge of a nonmagi- Secondary Skills: Hunter.
cal grove. If he fulfills his charge (and rises to Nonweapon Proficiencies: Bonus-local
at least 3rd level), the Order may grant him history (of his guardianship). Recommended-
the responsibility of a magical grove, while a (priest) herbalism, ancient history, religion;
lower-level druid takes over his old position. (warrior) animal lore, set snares.
Equipment: The druid should spend his
In order to abandon this kit, a Guardian initial allotment of gold pieces entirely on
like Wazir has to find someone else (usually a equipment, as he loses any unspent starting
money in excess of 1gp.
Special Benefits: The druid receives a +1

iof other druids (+1reaction adjustment) &his tion penalty from other druid$in the region,
instead of the previous +1 bonus). Wazir can-
circle. ( ee Chapter 3: The Druidic Order for not recover from this depression until ld4+1
more o circles.) years pass and he performs snme action tn
atone for his failure.
Alth ugh not all Guardians serve as
warder of sacred or magical groves, some For instance, if a dragon destroyed the
ancient stand of elder trees Waqir guarded, he
is responsibility. (For details on must either defeat the dragon or find a way to
6: Sacred restore the forest to life.

no more than one Wealth Options: 3d6x10 gp.
addition, the DM must come
a good reason why a magical grove Hivemaster I
the hands of a low-level druid; per-
original Guardian, the PC’s mentor, The Hivemaster druid lives to foster insec-
an unexpected fate while still toid and arachnid life wherever it exists. Most
the character to take over. low-level Hivemasters, such +!is Cagua (pic-
a grove has any special abilities, tured on the next page) worklasbeekeepers
should take caqe to limit the or the like.
I
the druid. Far instance, a
a magical pear tree with Role: Hivemasters appear sbmewhat enib-
matic. Many attempt to inqtill insectoid
fruit that gives the eater virtues in their followers, sudh as patience,
the effelct of a treasurefinding potion could hard work, and close coopdration. Some
higher-level Hivemasters evien attempt to
a campaign.Perhaps the tree pro- influencehuman societiesto adopt a commu-
one such magical pear a year-the nal pattern modeled on that df hive insects.
fruit is normal, although excep- 1Others-often styling thems lves Webmas-

When the special fruit ters-take on the patient, dea ly personas of
turn it over to a mes- predator arachnids or insects sbch as dragon-
flies or spiders, ruthlessly hurhting down (or
druid needs to lying in wait to trap) the eneqies of the dru-
others idic order. A Hivemaster’s grove usually cen-
ters around the dwelling place1of the creature
ifor which the druid has the gmatest affinity-

a forest covered with spide webs, a field
with beehives, etc.

Branch Restrictions: None.
Weapon Prof iciencies: Recommended-
scimitar, staff.

‘Secondary Skills: Farmer, woodworker
carpenter.

Nonweapon Proficiencies: Recornrnende
(general) agriculture; (warridr) animal lore,
dendurance, set snares.
Equipment: The druid sh uld spend her

7initial allotment of gold pie es entirely on

Druid Kits 31

%

equipment, as she loses any unspent starting Lost Druid
money in excess of 1gp.
The strangest members of
Special Benefits: A Hivemaster receives a Lost Druids find that man
+4 bonus to saving throws against stings or longer consider them
bites of poisonous insects or arachnids, in- come from lands that
cluding giant versions. destroyed-forests b
swamps drained, mo
The druid also gains a +4 bonus on agricul- ing, and so on. Rath
ture, animal training, and animal lore profi- move on, 4 Lost Dr
ciency checks concerning insects or arach- tured next page) a1
from brooding on
nids, and can apply the animal training profi- braces strange magic to seek

ciency to giant insects and arachnids. Under extreme stress (and
A Hivemaster like Cagua may pass harm- tion), a druid may
forever and become a Lost
lessly through spider webs of all sorts, includ- 2nd or higher level
ing webs created by the web spell. When she the change but suffer no
casts a summon insects, giant insect, creeping that this is an exception
doom, or insect plague spell, the player in-
creases her effective level by three. doning kits (p. 42), so t

Upon reaching 7th level, the druid gains restrict it to NPCs.
the ability to shapechange into a giant insect
or arachnid type once per day. She can take
the form of a nonpoisonous giant ant, giant

I

Kole: Lost Uruids always feel bitter. Some- NaturalPhi,osopher
times they go insane, their hearts filled with
an insatiable, often impossible, desirefor ven- Fromyouth, the unbridled cu
geance against those who destroyed their a1 Philosophershas lent them a fascination
land. For instance, say Struma became a Lost out everything from the characteristicsof
Druid when he found his forest destroyed by plants and animals to the workings of natural
orcs. He may attempt to plot the downfall of forces like lightning and weather, in addition
the entire orcish race and the death of every to the ancient history of the druidic order.
last orc. Most Lost Druids live solitary exis-
tences, but sometimesthey group together, the usual ability score requirements, a
often within the sinister Shadow Circle. (See eeds at least Intelligence 15for this kit.
Xenia, a typical Natur
hapter 3: The Druidic Order. lights in the study of new
Branch Restrictions: None.
e thinks nothing of
Weapon Proficiencies: Recommended- haunted forest to observe a rare circleof toad-
stools or visiting a dragon’s den to observe
scimitar, staff. firsthand the miracle of a hatching. She rarely
Secandary Skills: Hunter, weaponsm interfereswith her subject of study, preferring
to observe and sketch rather than bring home
Nonweapon Proficiencies:Recomm specimens.

(priest) herbalism, spellcraft; (warrior)
lore, endurance, set snares, survival.

Equipment: A Lost Druid such as Struma
should spend his initial allotment of gold
pieces entirely on equipment, as he loses any
unspent startingmoney in excess of 1gp.

Special Benefits: The druid gains minor
access to the Necromancy spell sphere.Upon
reaching 6th level, he gains an additional
power, the ability to animate dead animals.

Treat this power as the priest spell animate
dead; however, the druid may use it only once
per day, and it affects 1HD of normal (real-

world) animals per level of the druid.
Special Hindrances: The Lost Druid cast

become a Lost Druid.
All rangers and druidswith other kits react

to Lost Druids at a -4 penalty, usually with a
mixture of pity and fear, (Other Lost Druids
1 have only a -2 penaltyto encounter reactions.)
Most druids consider Lost Druids enemies
and attempt to hunt, sl

Wealth Options:3d6

Druid Kits 33

ity, languages (modern), weather sense;
(priest) herbalism, languages (ancient), read-
ing/writing; (warrior) animal lore.

Equipment: The druid should spend her
initial allotment of gold pieces entirely on
equipment, as she loses any unspent starting
money in excessof 1gp.

Special Benefits: The Natural Philosopher
may use weapon proficiency slots for non-
weapon proficiencies. This allows Xenia to
devote multiple slots to a single proficiency
(such as animal lore, herbalism, or weather
sense), making her an expert in zoology,
botany, or meteorology.

Special Hindrances: Remember to reflect
in your role-playing the Natural l’hiloso-
pher’s insatiablecuriosity.For instance, Xenia
would rather study a new monster than kill it
or run away. She finds puzzles and riddles
irresistible and risks even her life to find the
answers.

Wealth Options: 3d6x10gp.

becomes a good role for an NFC druid Xenia outlaw
(as either a doddering old sage or a brash In a region where evil forces have tri-
young student) hires a party to accompany
her on a dangerous scientific expedition to umphed and hold a position of authority,
visit a living island spotted in a sahuagin- good people who resist have turned outlaw.
controlled ocean. A party also might accom- From their exile in the wilderness, these folk
pany her to study the ecology of the salaman- conduct guerrilla warfare against the cruel
der on the ElementalPlane of Fire or to check victors in the fashion of Robin Hood and his
out a rumor that a previously extinct species Merry Men. Sincethe balance has swung so
of giant owl now lives in the woods by a far to the side of evil, the druid may freely act
lich‘s castle. as a military commander in the struggle to
overthrow the oppressors. In some situations,
Branch Restrictions: Arctic and jungle the druidic order itself may be outlawed;then
druids cannot take this kit, as their harsh the Outlaw druid faces threats like wide-
home terrain forcesthem to devote their time spread persecution of druid followers and
to mere survival, not scientificpursuits. buming of sacred groves.

Weapon Proficiencies: Recommended- Role: Because an outlaw band often fights
staff. in the wilderness (ambushing enemies along
forest roads or defendingagainst patrols), the
Secondary Skills: Hunter,navigator,scribe. druid’s powers and skills naturally come to
Nonweapon Proficiencies: Bonus- ancient the forefront. One such Outlaw druid is
history. Recommended-(general) artistic abil- Mackay. (See illustrationon this page.) Out-

~~

34 ChapterTwo

c - II

bat, he proves excellent at gathering
and using his priestly curative
on the nature and align-
group, you can role-play
party mem-
spiritual (or actual)

lleader.
Recommended-

scimita.:, sling, staff.
Seco:idary Skills: Farmer, forester,hunter,

weaponsmith.
N on weapon Proficieneies:Bonus-s et

snares. Recommended-(general) animal train-

ing, brewing, rope use, singing, weather
‘sense; (priest) healing, herbalism, local his-

tory, religion; (rogue, double slot) disguise;
(warri r) animal lore, tracking.

Equipment: The druid should spend his
initial (allotmentof gold pieces entirely on
lequipment,as he loses any unspent starting
money in excess of 1gp.

Special Benefits: None.
Special Hindrances: Local authorities are
always hunting for Outlaws like Mackay.
’ Capture means imprisonment-or worse.
Wea th Options: 3d6x10 gp.

1The acifistdruidbelievesinthe sanctity of
I all life but especially that of creatureswith
animal Intelligence or higher.
’~ Role The restrictionson the druid’s actions

(below) make this a challenging role to play,

~

and o e that works best within a party of
I good- igned adventurers. To give the player

~

of a P cifist druid a chance to shine, the DM

~
shoul design adventures in which the char-
acter c n help negotiate a diplomatic settle-
~

l ment f a crisisbetween neighboring lords or
I where1party members sometimes can win
over opponentsby negotiation or moral per-

~
1 suasion.
xample, suppose a tribe of goblins
s human lands. The DM alone knows

‘S
1 Special Benefits: The Pacifist druid can use tures are already dead but need help finding
their rest; in other words, the druid will
some or all of her weapon proficiencyslots to destroy them.
buy nonweapon proficiencies.
Like all Pacifists, Lark eats only vegetarian
Pacifists such as Lark have the ability to meals. (You, the player, decide whether y o u
Pacifist character eats fish.) She won’t prevent
~ others from eating meat, but usually
expresses disapproval.
speak soothing words to ease tempers and
calm savage beasts. This power can remove High-level Pacifists find themselvesdisad-
the effects of afear spell, calm an enragedani- vantaged when attempting to advance a
mal, or pacify a hostile crowd. Lark can use level, as winning a druidic challenge usually
this power a number of times per day equal requires violent behavior. However, if Lark
to her experiencelevel.Using soothing words wanted to even up her chances in the chal-
accomplishes one of the following: lenge, she either could get her opponent to
agree to a nonviolent contest, or she could
Negates onefear spell (or similarmonster win using harmless tricks or magic.
ability) on a single vi&;
Finally,the player cannot roll or choose the
or Halts a single creature’s berserker rage; following secondary skills: armorer, hunter,

, Temporarilycalms down a number of ani- trapper/furrier, or weaponsmith.

knals, characters, or monsters (whose com- Wealth Options: 3d6x10 gp.
bined levels or Hit Dice total no more than
Savage
Fice the druid‘s level). A calmed group usu- This druid lives in primitive Stone Age
y m a i n s calmfor ld4+1 rounds, as long as
tribe, usually in a rain forest. Haro, a typical
pthers refrain fromhostile action against them, Savage druid (picturedon the next page), dif-
fers from a savage priest, shaman, or witch
beir allies, or their proper& During this time, doctor in that he belongs to the worldwide
e druid or others can attempt to escape or to druidic order and, of course, to a druidic
negotiate a resolution to the situation. branch. Some Savage druids work and live
1 Special Hindrances: You, the player, must among primitive tribes as missionariesfrom
role-play this druid as a strictpacifist. A char- more civilized cultures.
acter like Lark does not totally oppose others
who do harm when necessary-after all, ani- Role: Rather than associate with a particu-
mals kill for food. However, she never injures lar tribe-as do most shamans or witch doc-
I person or animal herself. In addition, she tors-the Savage druid adopts a neutral posi-
mcourages her companionsto use the mini- tion, mediatingintertribal feudsand handling
mum required force duringencounters:to ask relations between human tribes and neigh-
foes to surrenderbefore attacking them, let boring humanoids, demihumans,or intelli-
retreating enemies flee if she thinks they gent monsters. Most Savages live as hermits
won’t be a menace again, and so on.
in the wild, although if Haro gains high rank,
Use of herbal brews or magic that does not
permanently harm enemies is perfectly he could control a coalition of tribespeople,
appropriate.For instance, Lark can entangle nonhumans, and animals.
foes, turn them into trees, use sleeping poi-
son, etc. However, she absolutely refuses to If Harojoins a party in more civilizedlands,
let harm come to captives or innocents under he occupies the role of outsider and observer.
her care; in fact, she uses her powers and The Savage character should act puzzled by
risks her life to protect them.

The Pacifist druids code against violence
ioes not extend to evil undead. These crea-

some aspects of more advanced civilization, Shapeshlfter
impressed, amused, or disgusted by others. Shapeshifter druids master their shape-
The Savage druid’s reaction to big cities is
pnlikely to be favorable! changing powers at a lower experiencelevel
than other druids. This ability takes a special
Branch Restrictions:None. gift (perhaps a taint of lycanthropic or silver
dragon blood in the druid’s family tree) and
~ intense training. But, those who persevere,
such as Rimi (pictured on the next page) gain
Weapon Proficiencies: Savage druids are unusual metamorphic powers.

trestrict d to a choice of blowgun, club, dag- Role: Shapeshifters have mercurial person-
alities. Although by no means chaotic, they
ger, halpoon, knife, spear, or staff. After are quick to anger, and easily moved to joy or
advenqring in civilized lands (advancing at tears. Rimi, like many Shapeshifter druids,
least ode level doing so). they can learn other makes an excellent spy or messenger and
weapod proficiencies. stands a good chance of being picked as a ser-
vant to a high-level druid, an archdruid, or a
Secoqdary Skills: Hunter. great druid.
Non*eapon Proficiencies: Bonus-fire-
buildidg, survival. Recommended-(general) Branch Restrictions: Only forest, plains,
directiqn sense, fishing, swimming, weather and mountain druids can take this kit, as
sense; (priest) healing, herbalism, local his-
tory, musical instrument; (warrior) animal
lore, endurance, mountaineering, running,set
snares, tracking.
Equipment: The Savage druid can buy no
armor l(though he may acquire a wooden
shield) and can buy only those weapons
listed above under ”Weapon Proficiencies.”
He should spend his entire initial allotment of
gold pieces on equipment, as he loses any
unspenit starting money in excess of 1gp.
Special Benefits: The Savage druid’s body
is covered with ceremonialscars and tattoos.
These eliminatethe need to use the holy sym-
bol of Haro’s branch when casting spells-his
tattoos and other markings are as effective as
holy syknbolsother druidsuse.
Special Hindrances: Haro, like most Sav-
age druids, has an unusual and imposing
appearance. While he could alter his primi-
tive driess easily, his strange accent, weath-

ered appearance, tattoos, and scars mark him

as a foreigner when he travels in civilized
lands. These alien features give him a -2 reac-
tion penalty among civilized NPCs; players
can deqide how their PCs react.

Wealth Options: 3d6x5 gp. Savage druids

begin ddventuring unfamiliar with money; all
their sdarting wealth is actually an equivalent
value it.l goods.

Druid Kits 37

-

lruids in other branches have limits on their change twice as often as her branch normallj
shapechanging powers.
allows, which doubles the number of changef
Weapon Proficiencies: Recommended- she can make daily. (Forest Shaphifters,then,
Secondary Skills:Hunter, groom.
Nonweapon Proficiencies: Bonus- animal can change to animal, reptile, and bird form,

Recommended-(priest) spellcraft; (war- each twice per day.) However, using this
endurance, survival, tracking. power more than the normal three times per
uipment: The druid should spend her day may have dangerousconsequences.(See
1allotment of gold pieces entirely on ”Special Hindrances.”)
equipment, as she loses any unspent starting
At 7th level, Rimi the Shapeshifter can
money in excess of 1gp. transform a portion of her body. Instead of
Special Benefits: As a Shapeshifter,Rimi turning into a reptile, she can give herself a
snake’s fangs, which she can use in an attack
gainsher branch’s shapechangingpower at 1st
level rather thanat 7th level. However, until to cause ld2 bite damage plus poison. Rather

she reaches 7th level, the druid can assume than turning into a bird, she can transform
only the form of natural creatureswhose Hit her arms into a bird’s wings and fly at a
movement rate of 21. Short of transforming
Dice total no greater thanhalfher level.(A lst- intoa bear (or other mammal),she can sprout
level Shapeshifter only assumes the form of a
a bear’s claws from her fingersand make two
creature with ?4HD or less.) Rimi can shape-
attacks causing ld3 points of dama

plus Strength bonus. Each of these ac
counts as one change for the day.

SpecialHindrances:A Shapeshifter
hit points only when resuming her
form, and then recovers only ld4
druid has 0 hp or fewer, she regains non

with her human shape.
If Rimi uses her Shapeshifterpower mor

than three times per day, she must make
saving throw vs. spell after each extra use. A
failure locks her into her current form unti:
the next day, when she can attempt a neu
saving throw. However, for each failed save

the druid’s next one bears a -1, penalty. Ii

Rimi fails three saving throws in succession,
she keeps her current animal form perma.
nently, as if she had been reincarnated as thal
creature. Only a polymorph any object, Zimitefi
wish, or wish can turn her back to human 01
another form.

Wealth Options: 3d6x5 gp. Shapeshifterr

spend too much time in animal form to con-

38 *terTwo

Totemic Druid equipment, as he loses any unspent starting
money in excess of 1gp.
The Totemic Druid closely identifies with a
particular species of mammal, reptile, or bird. Special Benefits: A Totemic Druid like
While Vanier, a typical Totemic Druid, stops Vanier can shapechange into the form of his
short of worshiping his totem animal, he totem animal a number of times per day
believes that particular animal representshis equal to his experiencelevel divided by three
spirit. The Totemic Druid picks a normal (rounded down), plus one. So, a 3rd- to 5th-
(real-world) wild mammal, reptile, or bird as level Totemic Druid can change twice per day,
his totem. This creature cannot be larger than a 6th- to 8th-level druid can change three
a bear or smaller than a mouse. Some com- times per day, and so on. This ability func-
mon choices include the black bear, bobcat, tions as normal druidic shapechanging,
eagle, owl, wolf, rattlesnake, and beaver. In except that the druid does not regain hit
addition, Vanier’s totem animal must corre- pointswhen shapechanging into or out of the
spond to his branch; if Vanier belongs to the totem form; the druid’s spirit remains so
desert druidbranch, he can selectas his totem closely bound with the totem that he fully
only an animal that normally lives in the experiences any damage the animal form
desert. took. The Totemic Druid can use this shape-

Role: Totemic Druids tend to adopt charac- changing ability in addition to his shapechang-
teristics associated with their totem animal.
They feel especially protective of their totem ing granted powers.
animal in the wild and want to befriend the A Totemic Druid can communicate freely
creatures. As a Totemic Druid, Vanier acts to
promate the interests of the totem species and with normal or giant examples of the totem
its individualmembers.
animal species (as with the speak with aninrals
Even if his totem is traditionalprey (a deer, spell). He receives a +4 bonus to any healing,
for example), Vanier never hunts the animal
himself, nor does he eat its meat. While he animal training, animal lore, or animal
usually does not try to ban hunting of his handling proficiency checks related to the
totem (except in the case of endangered totem. A druid who doesn’t have one of these
species), he opposes cruel or wasteful hunt- proficiencies may behave as though he did
ing practices. when dealing with his totem animal, but does
not apply the +4 bonus.
Branch Restrictions:None.
Special Hindrances: A Totemic Druid has
Weapon Proficiencies: Recommended- one fewer nonweapon proficiency slot than
normal, as a result of spending so much time
Staff. in animal form. So, Vanier would start with
three slots rather than four.
Secondary Skills: Groom, hunter.
Wealth Options: 3d6x5gp. Totemic Druids,
Nonweapon Proficiencies: Bonus- track- like Shapeshifters, have a less pressing need
ing. Recommended-( general) animal for money due to the amount of time they
spend in animal form.
handling, animal training; (priest) healing,
herbabm; (warrior) animal lore, survival. Ullage Druid
Kabil the Village Druid (next page) associ-
Notie that Totemic Druids have a reduced
numbler of proficiency slots. (See ”Special ates himself closely with a single rustic vil-
lage or hamlet. As he gains experience, his
Hindrbces.”) influencecan extend to cover a shire, barony,

Eqdipment: The druid should spend his
initial allotment of gold pieces entirely on

I

Druid Kits 39

\

P) 1i/'/

3D-
animals), deaths, marriages, harvests, the
or entireregion. However, his focus remains changing of the seasons, and so on. (See
rural. A Village Druid always hopes to see Chapter 4 RoleplayingDruidsfor details.)

ordinary folk live in harmony with Nature. Thiskit suits K s when the DM decides to
As a Village Druid, Kabil's aim is twofold set the campaignin a rural area under a threat
or perhaps near unexploredruins.
to keep people from exploiting Nature (by
short-sightedagricultural practices, etc.) and Branch Restrictions: None.
to defend and protect villagers who follow
the proper druidic path. Thus, although he Weapon Proficiencies:Required--sickle or
will not stand idly by to see the wilderness scythe. Recommenkd-staff.

threatened, his more vital interest lies with Secondary Skills: Farmer,forester, groom.

the local crops, domestic animals, and his Nonweapon Proficiencies: Bonus- agri-
culture. Recommended-(general) animal
own followers.Kabiluseshis skillsand magic training, brewing, rope use, weather sense;
to protect all living things within his village (priest) healing, herbalism, local history, reli-
from foes, disease, drought, forest fires, or gion.

natural disasters. Equipment: The druid should spend his
Role: A Village Druid normally replaces a initial allotment of gold pieces entirely upon
equipment, as he loses all unspent starting
conventionalpriest or cleric in villageswhere
most inhabitants subscribe to the druidic money in excess of 1gp.
ethos. As well as offering protection and
guidance, the druid leads the atizmry in cer- Special Benefits: With the DM, decide
emonies to observe births (of humans and which village a druid like Kabil protects; the

druid lives in or near thisvillage.

Locals respect Kabil highly and provide

him with informationabout happenings in

the area. He receivesa +2 reactionbonus from
people and domestic animalsin the villag-
as long as he remains diligent about his
duties. In addition, the villagers support
Kabil at a middle-class lifestyle (DMG, p. 34).
This hospitaIity, rather than tithes, represents
the generosity of a grateful people willing to
provide their Village Druid with the best of
everythinghe needs to live in their midst.

Special Hindrances: As a Village Druid,
Kabil doesn't have a lot of free time. Locals
ask him for help with all their problems,
ran&g frombanditraidsto a M d lost in the
woods. In addition, the druid must spend at
least one day each week attendingto village
matters: listening to grievances, mediating
disputes, finding lost livestock, tending ani-
mals, offering advice on crops, curing dis-
eases, delivering babies, etc. If he misses a
week, his reaction bonus drops by 1point
(minimum 0) and his income declines a step

~

40 ChapterTwo

m middle class to poor to squalid) as Equipment: The druid should spend her
become less hospitable.The druid can initial allotment of gold pieces entirely on
these penalties if he arranges with equipment, as she loses all unspent starting

eone else (another druid or a ranger) to money in excess of 1gp.

after the village in his absence. Special Benefits: A Wanderer like Fire
receives a +1reaction adjustmentbonus from
I Kabil's villagers also expect him to protect bards, rangers and trav
hem from serious harm. If he fails-or if no kers and Gypsies.
h e sees him at least making an honest effort When traveling ove
covers ground at a one-third faster rate than a
-the DM may reduce or eliminate his re- normal traveler would-that is, if a normal
person can walk 24 miles in a day without
Iaction bonus and benefits for as long as the force-marching, the druid can walk 32 miles
illagers likely would feel resentful. Role- with the same exertion. Fife, like all Wander-
playing can win back a Village Druid's lost ers, simply feels more accustomed to walking
lrespeci; Kabil can regain his lost reaction long distances than most-plus, she knows
bonus and benefits quickly by doing a great short cuts and secret trails. (This heightened
deed to benefit the village, or slowly by sim- speed is cumulativewith the ability of many
druids 3rd level and higher to travel through
ply completing his duties diligently for sev- overgrowth or other difficult terrain without

leral months. penalty.) I

Wealth Options: 3d6x10 gp. I

'Wanderer
While most druids eventually settle in a

specific locale, Wanderers travel widely,
delighting in Nature's infinite variety of life.
They typically have a better idea of the "big
picture" in the world than other druids and
usually remain on good terms with local
bards and rangers. Druidic leaders often use

Wanderers as messengers or missionaries.
Role: Wanderers like Fife (right), more gre-

~

garious than most druids, enjoy meeting and
talking with people-especially rural folk.
Although Fife acts carefree, this genial nature
masks a keen mind and a strong interest in
everyt;t;ung going on around her. Many Wan-
derers have animal companions.

Branch Restrictions: None.
Weapon Proficiencies: Recommended-
staff, one other weapon.
SecondarySkills: Hunter, navigator.
Nonweapon Proficiencies:Bonus- direc-
tion sense. Recommended-(general) animal

training, singing, weather sense; (priest) heal-

ing, herbalism, religion; (warrior) moun-
taineering, running, survival, tracking.

1I
I

Druid Kits 41

I1-

3

travelWith aWanderer guide,aparty can increase The DM sets up an adventure in
the Avenger chances upon a village
~ ened by marauding monsters. After saving
the villagers, he decides to devote his time to
time by onesixth; thus, an unencum- continuing to protect them, rather thanhunt-
bered party led by a Wanderer would travel ing down his onetime foes.
28 miles in a day, not 24.
1 Special Hindrances: Constantly on the The DM designs a story in which the
move, a Wanderer never allowsherself to be
burdened. Fife cannot have retainers, hire- Avenger, in his obsessivethirst for vengeance,
lhgs, mercenaries, or even servants una she
Ireaches 12th level (but animal companions comes close to harming innocent people
pan travel with her). The druid cannot pos- wildlife. As a result, the Avenger decides
lsess more treasure than she can carry; she alter his approachto life.
lpither convertsthe excessinto a portableform
The player whose druid character aban-
k(gems,etc.) or donates it to a worthy cause, dons a kit must role-play the decision and
any consequences that arise from it. The
uch as thedruidic order. druid gives up all the kit’s benefits and hin-
Wealth Options: 3d6x10 gp.
drances. The I T does not lose anybonus pro-
Rbandoning Klb
ficiencies (marked with asterisks),but they
A character who started with a druid kit are no longerbonuses. The formerAvenger.
.ate1 may desire to abandonit. There should the above examplemust pay for them as s
be a good campaign reason for this decision. as possible by spending the ney+--&-ion
For example,an Adviser whose lord has died slotshe gains on them.
Or whose SChelneShavebeen thwarted repeat-
edly might decide to give up politics in favor Modifyingand creatingits
of more personal involvement with Nature.
Or, an Outlaw who has won a pardon has no You and your DM may change the kits
reason to remain an Outlaw. customize them for your own campai
world, or even restrict the availabilityof some
Discuss the question of abandoning the kits to NPCs. Similarly, feel free to create
:urrent kit with your DM. If this decision totally new kits. For guidelines on doing so,
hinges on a specific event that happened to refer to the kit creation rules in The Complete
the chmcter, changethe druid’s kit as soon as Fighter’sHandbook (PH, pgs. 37-38). However,
it’s convenient. If, on the other hand, you make sure that no kit is more powerful than
have simply grown tired of playing a certain any in this book.
kit, the DM should come up with a scenario
whose story line presents the character with a
good reason for abandoningthe kit.

Suppose, for instance, that you have been
role-playing an Avenger-a druid who be-
came an Avenger because orcs destroyed his
forest. It can become boring to play a charac-
ter whose sole goal is vengeance. Here are
some possibilities for retiringthe kik

The DM arranges a scenarioin which the
Avenger destroys the orc leader, then realizes
he has sated his thirst for wenge.

42 CkipterTwo

-m CHAPTER

The Druidic Order 3

The druidic order-often sim led the their domain occupies, but sometimes they
Qrder-can be thought of as a bear other names, harking back to their foun-
tion of ders or the gods the druids worship (if they
regional priesthoodsthat form a loosely orga- worship deities rather than Nature itself). For
nized worldwide faith, all of whose members instance, druids might have formed ”The
Dragon Isles Circle” or ”The Circle of Danu.”
similar ethical
The members of a circle hold themselves
e up their world into regions, responsible for the well-being of the wilder-
ain is a well- ness and the continuation of the orderly
cycles of Nature within their domain. This
phic area bounded by moun- doesn’t mean a circle remains unconcerned
ers, seas, or deserts- druids about what occurs in other domains-form-
ing circles is just the druidic order’s way of
a good-sized continentinto recognizing that those druids who live in a
ains. Druidic regionsdo not particular region can best serve to protect it,
ational borders, or on racial or ethnic and should thereforehold formal responsibil-
a domain can encompass several ity for the domain.

For example, in a fantasy world based on Circles operate within a ve loosestructure.
They use no largetemples or abbeys, for rarely
i,our E rth, one European domain might in- do more than a few druids live together. When
they do, their dwelling places are usually less
clude gland, Ireland, Scotland, Wales, and than ostentatious: small cottages or huts of the
the ChannelIslahds; a second could consist of style of local hunters or farmers. All druids
Western Europe (west of the Rhine and north within the circle acknowledge a single great
of the +Alps and Pyrenees, bounded by the druid as their leader and recognize this fig-
NorthlSea and the English Channel to the ure’s moral authority. The great druid gives
north pnd the Bay of Biscay to the west); a the circle’s members great freedom compared
third might contain Southern Europe (south to most other religious leaders. The druids
of the Alps and bounded by the Mediter- adhere to a rather informal hierarchical struc-
raneah Sea and Danube River); another ture and require their initiatesto hold true to
wouldlincludethe Iberian peninsula. the basic ethos of the druidic order and respect
higher-ranking druids.
N o r b America could be divided into an
A h t i c domain (east of the MississippiRiver A few traditions described in this chapter
and sop& of the St. LawrenceRiver and Great have grown up to govern the harmonious
Lakes], a Pacific domain (west of the Rocky workings of a circle: initiations, the challenge,
Mountains), a Central domain (between the the ban, the moot, and selection of acolytes.
two domains above, rougqly south of the All druids, from the humblest initiate to the
Missoluri River), a Caribbean domain, a great druid, may freely follow their own
South+rn domain (south of the Rio Grande interpretationof druidic beliefs and act how-
and e$st of the Rockies), and a Northern ever they believebest servec Nature.

domain (allof No& America roughly north Druidic Demographics
of the Missouri and Ohio rivers and east of A typical domain (one that has seen no per-
the R&ky Mot.mtains).
secution of druidsbut includes other priestly
The Circles

All druids dwelling within the bounds of a
domain are organized into a circle. Circles
typically are named for the geographic area

The Druidic Order 43

faiths as well) contains, on average, one druid quently reflect this stance; circles dominated
for every 10squaremiles of rural farmland or
400 square miles of lightly inhabited wilder- by forest druids try to make sure that a mem-
ness or steppe. Druids dwelling in rural areas
usually are initiates (1st to 8th level, gener- ber of that branch ends up as Grand Druid,
ally). Those in the wilderness usually have the leader of the druidic order. As jungle
reached higher experiencelevels, frequently druids and swamp druids share many of the
7th to 11thlevel. A circle may include a maxi- forest druids’ concerns, they often become
mum of nine 12th-level druids, three 13th-
level druids, and one 14th-level druid. Often allies.
circles have no higher-level druids at all.
A well-balanced druid sees each branch as
Below 12thlevel, the number of druids of a part of a single tree, all equally important.
given experience level stands at about double Unfortunately, though, not all druids have
the population of the next level up. So, a typi- this vision. Members of the informal forest-
cal circle may include 18 initiates of 11thlevel, plains-swamp-jungle coalition sometimes
36 initiates of 10thlevel, etc., all the way down look down upon desert and arctic druids due
to some 18,000 1st-level initiates. The entire to the relative infertility of their habitats.
Sometimesdruids fall too deeply in love with
circle thus consistsof more than36,mdruids. their own particular part of the world-forest
A domain might feature one druid per 500 to druids who see trees as the be-all and end-all
of Nature may hold arctic, desert, and gray
1,000 citizens, although this statistic gives a druids to be inferior. The victims of such prej-
distorted picture, since druids are concen- udice, in turn, can come to resent the forest
trated in some localesand rare in others. branch. Great druids from the few circles
dominated by arctic or desert druids often
Circles and Branches ally to try to keep a forest druid from becom-
Chapter 1:Druid Charactersexamined the ing Grand Druid- although more often than
not, they fail.
different branches of the Order: forest druids,
desert druids, and so on. A given circle nor- Initiates
mally covers a domainvast enoughto include Initiates constitute the 1st- to 11th-level
members from several, but usually not all,
branches. A domainwith a temperate climate druids within a circle. Their experience level
might contain a circie composed of forest, determinestheir role in the circle.
swamp, and mountain druids. In contrast, a
circle in a tropical domain with flat terrain A typical 1st-or 2nd-level initiate (an NPC)
would consist of jungle, plains, desert, and often works part time as a Village Druid. This
swamp druids. initiate keeps up a rural occupation (bee-
keeper, farmer, herder, etc.) while studying
All druids should possess an equivalent under a higher-level druid mentor. The excep-
number of advantages and disadvantages tions to this stereotype are rare individuals
regardless of branch. However, equality is (PCs). An average person finds it tough to
never guaranteed. In most fantasyworlds, the recognizebeginning druids, since most seem
forest druids exercise the most influence. Due just like other peasants.
to the resourcesof thewoodlands and human-
ity’s desire to clear them for use as farms, for- Initiatesbetween 3rd and 6th level have
est druids often consider their problems the achieved most of their granted powers, with
most pressing. The Order’s priorities fre- the exceptionof shapechanging. The corner-
stones of the druidic order, they frequently
devote their full time to their faith. They

44 Chapter Three

normally live in stone, wood, or mud-brick never has more than nine. (Lower-level char-
cottages and act as the protectors of a small acters, though called ”druids” by most, are
tract of wilderness-a wood or river valley- technically ”initiates.”) A druid’s role in the
or of a village or group of hamlets. Most
druidsof this status have the Village Druid or circle resembles that of a 7th- to 11th-levelini-
Guardian kit, and those who choose to pro-
tect a village usually have become respected tiate, with some exceptions.
community leaders. At 12thlevel, a druid has gained access to

Initiates between 7th and 11thlevel have the commune with nature spell and should use
received all their branch’s granted powers. it along with other druidic resources to
Such druids live simply but have widened aggressively root out emergent threats to the
their areas of influence, perhaps becoming wilderness within a domain. Druids attend
the guardians of entire forests or mountains, the High Councilof the Moot (describedlater
or of all the villages in a barony. These druids this chapter) and always act based on the
often dwell near a sacred grove surrounded needs of the circle as a whole. The circle’s
by a few acres of virgin wilderness-a sanctu- great druid at times asks 12th-level druids for
ary for rare and magical plants, animals, and advice and sends them on missions for the
supernatural creatures.This natural setting good of the circle.
may be magically defended as well. Temporal
rulers of the area respect (or fear) druids of But the life of a druid involves more than
such level. just adventuring-serving as a mentor takes
up much of a druid’s time, too. Selecting
High-level Druids young people to train as druidic candidates
constitutes a major responsibility of those
Only a limited number of druids in a given who reach druid rank. Each year druids (and
circle can reach the inner circle-nine of druid other inner circle members) pick the single
rank, three archdruids, and a single great most worthy of their advanced students to
druid. A character cannot replace one of these initiateinto the Order as 1st-leveldruids.(For
druids without having sufficientexperience.
In addition, a vacancy must open up, or the more on initiations, see Chapter 4:Role-plav-
rising druid must defeat one of the current
higher-level characters the druidic challenge ing Druids.)
to assume a new rank.
Archdruids
Some tension existsbetween druids of the A 13th-leveldruid is called an archdruid.
inner circle, since they remain constantly
aware that a subordinate may be preparing a Each circle can have only three archdruids
challenge. Unlike clerics, who normally settle and, as with the druid rank, advancement
down by this point, high-level druids con- requires either filling a vacancy or winning a
tinue adventuringas part of their duties and challenge against a seated archdruid.
to stay in shape to fend off challengers.
An archdruid’s role resembles that of a
Druids druid, with two differences.Archdruidscon-
Upon reaching 12thlevel, a character re- cern themselves more with maintaining the
balance of Nature, making sure no one align-
ceives the official title druid, of which a circle ment or ethos comes to utterly dominate the
domain. Also, archdruids spend time training
to step into the role of the great druid. To
accomplish both these goals, they devote
much time to travel, ensuring their familiarity
with the geography-human, natural, and

magical--throughout the domain. Order, and initiate new 1st-level druids.
The Moot. The three archdruidsshare the Along with these ceremonial duties, small
groups at moots disappear together into the
druid’s responsibilityfor initiating newcom- wilds to talk quietly while searching for herbs
ers to the Order. In addition, they each have or mistletoe.
the right to summon a moot: a gathering of
the entire circle, traditionally held at the sol- The climax of any such gathering is the
High Council of the Moot; the circle’s nine
stices and equinoxes. By ancient custom, druids, three archdruids, and great druid
meet in a secret location to discuss the state of
moots are called four times a year at these set the domain and make plans to rally the circle
dates, once by each archdruidand once (usu- against a particular problem, if necessary.
ally in spring) by the great druid. A moot on a Sometimes an ambassadorfrom a neighbor-
nontraditional date means the summoner ing circle (usually a character of at least druid
sees something so deeply amiss in the domain rank) or an emissary of the Grand Druid at-
that the entire circle must discuss it as soon as tends a council. These personagesbring news
possible. and greetings-and sometimes requests for
help. After the High Council, the great druid
These gatherings enable the circle to cele- (or an archdruid) addresses the entire moot,
brate the changing of the seasons, to gossip answers questions, and takes advice.
and socialize, to exchangeinformationon the
state of the domain, and to fight druidic chd- To call a moot, an archdruid (or the great
lenges before an audience. Druids at a moot druid) sends messengers out across the
perform ceremonies to celebrate Nature,
honor their dead, marry a couple within the

I

domain to spread the word to druids of all respected (or feared!) that subordinatearch-
branches. All members of the circle above 7th druids forgo challengingthem, instead pre-
level must attend or explain the absence. ferring to enter the service of the Grand Druid
Members of 3rd to 6th level may come, but or wait until the great druid advances in
usually do so only if their journeys bring level.
them to the vicinity or if they have business
with others there. Those of 1st or 2nd level All druids within a circle know the name of
may attend a moot only with the permission their great druid-even if they have never
of a member of the inner circle. met in person-because this figure wields a
certain amount of power over their lives. The
The moot is scheduled to begin two weeks DM should decide how strongly the great
after the summoner dispatches the announce- druid influences the members of the circle.
ments, giving all druids in the circle enough For instance, a great druid who is loved,
time to settle their business and arrive. Such a respected, or feared holds more sway over
gathering generally takes place at a sacred NPC druids than would a weak or unpopular
grove under the stewardship of the sum- leader. While PCs remain free to pursue their
moner. Though most moots last about four own goals, opposing the policy of a strong
days, the meeting cannot end until the sum- great druid means a character has little chance
moning archdruid or the great druid dis- of receiving support from superior druids.
solves it. Supporting the leader’s policy, on the other
hand, can win lesser druids praise and aid
Bards, elves, rangers, swanmays, and other from the top.
sylvan folk often are invited to a moot, but its
Turmoil can erupt within a circle governed
locationremains a secret to others. In troubled by a weak or unpopular great druid, as the
ranking archdruidsvie for the head post or
times, elves, rangers, friendly beasts, or forest ignore the leader’s advice to follow their own
creatures may patrol the moot and take tres- paths. Player characters may get occasional
passers prisoner. assistance from inner circle druidsin this sce-
nario, but for the most part, individualsall go
If the domain’s circle is on good terms with their own way.
the land’s rangers, a spring or autumnal moot
may take place in conjunction with a rangers;’ The great druid has the same power to h-
forgathering. (See Chapter 10: Forgatherings tiate druidic candidates and summon a moot
as archdruids. In addition, this figure has the
in The Complete Ranger’s Handbook.) However, job of maintaining harmonious relations
among all the druids of the circle-prevent-
like rangers, druids prefer to keep their gath-
erings to themselves, and such cooperation ing factional battles and infighting, other than
usually results from personal friendships
between the great druid and notable rangers what is allowed through the challenge.To do
-or signals a desperate alliance against a so, the great druid has one special tool: the
ban.
As sfated earlier, the great aruid ieaas a
The Ban. The great druid can impose a
circle. bike other inner circle members, the strong, nonviolent sanctionupon those who
great druid usually has won the position have offended the circle. All must shun some-
through the challenge and has to maintain the one placed under the ban; no druid in the
ascendhcy by defeating other challengers. circle will aid, speak to, or associate with the
Howeyer, some great druids become so target of the ban. When an entire town or vil-
lage suffers the ban, no druid may enter that

any resident. Some ‘ea depend on druids rather than othe
to follow the custom priests for healing and religiousceremonies, a
ban sends them a message of disapproval.
stance, a clan of And sometimes a ban can serve as a symbolic
on good terms with a circle gesture against a subject too powerful or
d of a ban and choose to influential to confront directly-a baron or
The great druid has the right to pronounce king, for instance.
ban 6n any druid in the circle. A ban also
cover nondruids, whole communities,or A ban generally lasts 10 summers. How-
ever, the inner circle can vote to lift a ban
er domains (except early or (once the time is up) to extend it. The
rsonal servants), to shunning does not extend outside the
e the circle’s displeasure. domain, so banned druids usually choose to
unce the ban, the great druid go into exile-the result the great druid prob-
t and announces to ably intended in the first place.
o impose the ban.
subject of the ban-if present- The Challenge. The traditions of the Order
accusations before the assembly. prohibit an inner circle from including more
High Council of the Moot votes than nine druids, three archdruids, and one

ally at sunset. If a great druid. If a character gains enough expe

majority of the council votes in favor of the rience to achieve official druid level but finds
ban, it passes. If not, the great druid should no vacancy in the inner circle, the only way to
start keeping an eye on the circle’s arch- advance involves ceremonial combat: the
druids-the opposition to the ban likely druidic challenge.
reflectsan impending challenge.
The challenge remains one of the oldest
A ban punishes a druid for violating the druidic traditions. It purges the weak and
tenets bf the druidic order or reprimands a complacent, ensuring that the highest ranks
zharacter whose actions, while within the of the druidic order remainfilled with strong
bounds of the druidic ethos, nevertheless and cunning individuals.The masters of the
were contrary to the Order’s interests. For druidic order are not politicians, but men and
instancp, suppose an angry druid massacred women of action. They believe that the chal-
the inhpbitants of a human hamlet because lenge, by bringing ambition into the open,
they wbuld not turn over two hunters who allows them to by-pass some of the worst
slew a stag in the druid’s sacred grove. The excesses of hypocrisy and behind-the-scenes
druid aped within the bounds of the druidic power plays found in other religions.
‘ethos,tiut the great druid might call the char-
acter’s bdiscriminatevengeance out of pro- A circle’s great druid expects at any time to
portion1to the crime, adding that the slaughter face a challenge from one of the archdruids,
has watened to make local commonershate while the archdruids keep an eye on rising
,andfeak all druids in the circle. So, the great druids.Those of druid rank, in turn,look out
druid &poses the ban,both as a punishment for ambitious 11th-levelinitiates. This system
and as plcentivefor the character to change. puts a constant strain on the Order’s upper
ranks: It’s hard to stay on good terms with
Nondruid individualsare less likely to fall folk who want your job and eventually will
victim do a ban-usually the great druid finds challenge you to a battle to gain it. As a result,
that direct action against the offender proves most friendships and alliances form among
more effective.However, if the people of an druids of equal level or among characters
several levels apart.

~

48 ChapterThree

I r

‘\\ , I

All inner circle druids do their best to ap- ttake place at the next moot.Druidsconsider it
pear strong, to avoid looking like easy targets.
Many actively adventure to enhance their impolite to set a challenge ou side of a moot,
reputations and gain power through acquir- although it’s still done.
ing magical items and experience. Others
simply try to remain popular among the Second, the challenge needs a witness-a
other members of the Order. If an inner circle druid whose level equals or exceeds the chal-
member takes an unpopular or controversial lenger’s. Hierophant druids (described later
stance, fellow druids may decide to encour- in this chapter) work well as witnesses, as do
druids or archdruids visiting from different
, age the ambitious to aim for that particular circles or from the Grand Druid’s entourage.
This individual must witness the terms of the
target; the replacementwould likely prove challenge and make sure the combatants obey
more cordial. the rules. The great druid of the circle always
names the witness, even if the challenge
1 The challenge operates under prearranged involvesthat very leader.

rules: Characters who violate the letter of the Third, the terms by which the battle will be
rules will fail to advance in level, just as if fought are set out by mutual agreement. Once
they had suffered defeat. Always a one-on- agreed upon and witnessed, the terms may
one battle, the challenge does not allow even not change. If neither side can agree on the
servants or animal companions of the com- terms, the witness selects them and proclaims
batants to participate. the duel an all-out battle until one druid sur-
renders or becomes incapacitated.
First, the two parties must agree upon the

1 time of the duel-if they can’t agree, it will

n e Druidic Order


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