All druids are as noted in the Player's Handbook, with the following changes:
All druids have major access to the spheres of all, animal, elemental, healing, plant, and weather.
All druids have minor access to the divination sphere.
Druids can use any natural armor, such as padded, hide, leather, or wooden armor, and wooden, stone, or shell shields, but also ankheg armor, aurumvorax armor, behir scale mail, bulette shields, dragon armor, dragon shields, or even tarrasque shields.
Exotic Armor
Cost (gp)
Weight (lbs.)
AC
Notes
Ankheg Armor
1,000 gp + ankheg shell
30 lbs.
AC 2
-
Aurumvorax Hide Garment (small)
15,000-20,000 gp
30 lbs.
AC 4
+4 save vs. normal fire, +2 save vs. magical fire
Aurumvorax Hide Garment (medium)
15,000-20,000 gp
40 lbs.
AC 3
+4 save vs. normal fire, +2 save vs. magical fire
Aurumvorax Hide Garment (large)
15,000-20,000 gp
50 lbs.
AC 2
+4 save vs. normal fire, +2 save vs. magical fire
Behir Scale Armor
1,000 gp
40 lbs.
AC 6
Ultramarine/deep blue/pale blue color, with bands of gray-brown
Giant Toad Leather Armor
5 gp + giant toad skin
15 lbs.
AC 8
Colorful but malodorous
Lizard Man Scale Armor
240 gp
40 lbs.
AC 6
-
Naga Scale Armor
500+ gp + naga skin
40 lbs.
AC 4
+2 enchantment
Dragon Armor
1,000-10,000 gp, + dragon skin
25 lbs.
AC 8-
AC is 4 less than the dragon it was taken from (minimum AC 8)
Bulette Shield
-
15 lbs.
AC -2 to -4
Fashioned by dwarven smiths only; +1 to +3 strength
Dragon Shield, Small
20-120 gp, + dragon skin
3 lbs.
-1
Protects against only 2 attacks/round
Dragon Shield, Large
30-180 gp, + dragon skin
8 lbs.
-1
Protects against front or flank attacks; -2 against missiles
Tarrasque Shield
-
? lbs.
-6
Fashioned by dwarven smiths only; +5 enchantment, 2 years to manufacture
Druids may use the following weapons: clubs, sickles, darts, spears, daggers/knives, scimitars, slings, and staves.
Archdruids, great druids, and grand druids are all separate by deity. Thus, there is a grand druid each for Chauntea, Eldath, Mielikki, Shiallia, and Silvanus (there may be
grand druids for Angharradh, Deep Sashelas, Rillifane Rallathil, and Sheela Peryroyl, but this is a very high level for demihumans to reach and is unlikely).
Hierophant druids gain the following additional abilities (as per original 1st edition rules):
16th Level: Druids are blessed with extra longevity equal to their level times 10 years.
17th Level: Druids' hibernation ability can last up to their level times 10 years.
18th Level: Druids can conjure air elementals
19th Level: Druids can conjure magma/smoke para-elementals
20th Level: Druids can conjure ice/ooze para-elementals
21st Level: Druids can enter the para-elemental planes at will.
22nd Level: Druids can enter the Plane of Shadow at will.
23rd Level: Druids can enter any Inner Plane, the Inner Plane probability lines (the 7th dimension), and
the Plane of Concordant Opposition at will.
Elemental conjurings may be done in lieu of fire or earth elemental conjurations; elemental conjurations
for druids are as follows:
1d100
Fire
Earth
Water
Air
01-85
16 HD elemental
16 HD elemental
16 HD elemental
16 HD elemental
86-94
1d3+1 salamanders
1d3+1 xorn
1d6+6 tritons (5th-8th level) riding hippocampi
1d3+1 invisible stalkers
95-98
efreeti
dao
marid
djinni
99-00
21-24 HD elemental
21-24 HD elemental
21-24 HD elemental
21-24 HD elemental
Para-elemental summonings are as follows:
1d100
Magma
Ice
Ooze
Smoke
01-85
16 HD para-elemental
16 HD para-elemental
16 HD para-elemental
16 HD para-elemental
86-95
1d4+4 lava children
1d4+4 winter wolves
1d4+20 mud-men
1d4+20 vapor rats
96-00
21-24 HD para-elemental
21-24 HD para-elemental
21-24 HD para-elemental
21-24 HD para-elemental
Note that these effects are different from the typical effects of the various conjure elemental spells.
All druids can pray for and cast any deity-specific spells, regardless of sphere.
Totem sisters, female moon elf druids of Angharradh, have the ability to use totemic magic. Totemic magic is not cast
as normal magic spells, but are instead inscribed upon an appropriate surface using a knife, paint, or
other pigments.
Totemic Image
Duration
Inscription Time
Object
Effect
Bear
1 day
1 hour
Worn object
+1 STR
Beast-Speaker
Permanent
1 day
Worn object
Communicate w/ 1 animal type (up to 3 can be carried)
Coyote
1 day
2 hours
Worn object
Opponents -1 hit, +1 AC, or -1 save
Dolphin
Permanent
1 week
Sea vessel gunwale/mast
+15% Seaworthiness
Eagle
1 use
1 hour
Missile
+1 hit for 1 missile (3 images +2 hit)
Firefly
Permanent
6 hours
Staff/wand/amulet
Continual light
Fox
1 day
1 hour
Amulet/cloak/gloves
+10% thieving abilities
Gull
Permanent
1 week
Sea vessel mast/tiller
Movement x 2
Hawk
1 use
1 hour
Missile
Range x 2 for 1 missile
Horse
1 day
1 hour
Shoes/boots/sandals
Movement x 2
Otter
1 day
1 hour
Pendant/earring
Sw 18, hold breath 5 min.
Owl
1 day
1 hour
Pendant/amulet/brooch/torc/circlet
See in darkness
Salmon
Permanent
3 days
Small boat gunwales
Move upstream at ½ rate without rowing
Shrike
1 use
1 hour
Missile
+1 damage for 1 missile (3 images +2 damage)
Tortoise
1 week
1 day
Armor/amulet/pendant
-1 AC
Unicorn
1 use
1 hour
Stick/staff/stone
Cure light wounds by touch (up to 4 on stone, 6 on stick, 8 on staff)
Whale
Permanent
1 week
Sea vessel strake/gunwale/ram
No seaworthiness checks when ramming, 2d6 dam./20 cargo tons (max 9d6)
Druids of a specific pantheon gain the following benefits/restrictions as listed in the table below:
Pantheon
Bonus Proficiencies
Abilities
Group-specific Spells
Faerûnian Deities
Religion (Faerûnian)
-
-
Elvish Deities
Religion (Elvish) Reading/Writing (Espruar)
-
Level 2: Camouflage Seeking
Halfling Deities
Religion (Halfling)
Luiren priests may take the Healthy Cooking (2 slots) proficiency (Medicinal Cooking (2 slots) proficiency may be taken later)
Major: combat time wardsMinor: protection travelers
Animal Lore Survival (woodland)
Modern Languages (elvish) Modern Languages (pick two:) brownie dryad korred pegasus pixie satyr sprite sylph treant unicorn
multi-classed NG half-elf druid/ranger Analyze balance at will in forested areas May use long sword, long bow, any armor No armor penalties for elven chainmail
No access to elemental fire sphere spells +2 save vs. electricity (but not fire) Learns aquatic language every 3 levels (not woodland) 3: Pass through aquatic vegetation without trace 3: Identify aquatic plants, animals, untainted fresh/salt water perfectly 7: Immune to charm spells cast by aquatic creatures (kelpies, nixies, sirines) 7: Shapechange into normal reptile, fish, or mammal 3 times/day (dolphins, porpoises, seals, sea otters, etc.)
Level 1: Surface Sojourn Level 2: Shark Charm Level 3: Summon Cetacean Level 6: Conjure Water Elemental (Dismiss Water Elemental) Level 7: Cetacean Form
Rillifane Rallathil (Skinwalkers)
Major: sun
Minor: thought time
Animal Lore
Herbalism
Starting funds: 2d6x5 gp Begin with proficiency in simple weapons (long/short bow, club, dagger/knife, javelin, spear) Can not buy better than leather armor at character creation No druidic shapechange ability May use long bow, short bow Can gain totem animal in fasting/meditating ritual (1d4 days) (1d10: crow, hawk, cooshee/coyote, fox, otter, raccoon, rabbit, lynx, mountain lion/cath shee, or bear) 1: Totem animal form once/3 days 2d10 hours 2: Totem animal form once/2 days 2d10 hours 4: Totem animal form once/day 2d20 hours 7: Totem animal form once/day 3d20 hours 11: Totem animal form at will
Level 1: Sap Level 2: Acorn Barrage Banish Blight Level 4: Amber Prison Oak Heart Level 5: Tree Healing Level 7: Conjure Nature Elemental (Dismiss Nature Elemental) Create Treant
Sheela Peryroyl
Major: sun
Minor: travelers
Herbalism
Agriculture Modern Languages (pick two): brownie centaur dryad elvish gnome korred nixie pixie satyr sprite treant unicorn
Healing Survival (jungle) Modern Languages (pick one): aarakocra aldani bullywug dwarf goblin lizard man (and its dialect, ptera-man) locathah muckdweller sahuagin troglodite Tabaxi yuan-ti
Weapons: blowgun, club, dart, dagger, kerrie, scimitar, spear, yklwa (yklwa: 4 lb. M P 5 1d8/1d10 ROF 1 1/2/3) Learn languages of tropical forest/swamp creatures every 3 levels 1: pass through overgrown areas without trace at full movement 7: shapechange into normal reptile/dinosaur, bird, or mammal 3 times/day (small Chultan dinosaurs only)