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Druid

GAME RULE INFORMATION


Druids have the following game statistics.

Abilities: Same as in Player’s Handbook.

Alignment: A druid must be either neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Image by Andrew Hibner

HP at 1st: 22 + Con Mod


HP at Level Up: 5 + Con Mod

RP at 1st: 32 + Con Mod


RP at Level Up: 9 + Con Mod

Skill Points : 4 + Int modifier.

Class Skills: The druid’s class skills (and the key ability for each skill) are Athletics (Str), Concentration (Con), Craft (Int),
Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception
(Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis)..
Level Base Defense Fort Ref Will Rep Cont Special
Attack Bonus Save Save Save
Bonus
1st +0 +4 +2 +0 +2 +0 +0 Animal companion, spellcasting, wild
empathy, wilderness lore
2nd +1 +4 +3 +0 +3 +0 +0 Lord of the Wild 1
3rd +2 +5 +3 +1 +3 +0 +0 Trackless Step
4th +3 +5 +4 +1 +4 +1 +0 Wilderness Lore
5th +3 +5 +4 +1 +4 +1 +1 Lord of the Wild 2
6th +4 +6 +5 +2 +5 +1 +1 Druidic Path 1
7th +5 +6 +5 +2 +5 +1 +1 Wilderness Lore
8th +6/+1 +6 +6 +2 +6 +2 +1 Druidic Path 2
9th +6/+1 +7 +6 +3 +6 +2 +1 Lord of the Wild 3
10th +7/+2 +7 +7 +3 +7 +2 +2 Druidic Path 3, Wilderness Lore
11th +8/+3 +7 +7 +3 +7 +2 +2 -
12th +9/+4 +8 +8 +4 +8 +3 +2 Druidic Path 4
13th +9/+4 +8 +8 +4 +8 +3 +2 Wilderness Lore
14th +10/+5 +8 +9 +4 +9 +3 +2 Druidic Path 5
15th +11/+6/+1 +9 +9 +5 +9 +3 +3 Timeless Body
16th +12/+7/+2 +9 +10 +5 +10 +4 +3 Druidic Path 6, Wilderness Lore
17th +13/+8/+3 +9 +10 +5 +10 +4 +3 -
18th +13/+8/+3 +10 +11 +6 +11 +4 +3 Druidic Path 7
19th +14/+9/+4 +10 +11 +6 +11 +4 +3 Wilderness Lore
20th +15/+10/+5 +10 +12 +6 +12 +5 +4 Druidic Path 8

CLASS FEATURES
All of the following are class features of the druid.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: basic and druid weapons. They are
also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with any shape-changing ability
granted by their class (if any).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only
padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it
functions as though it were steel. See the ironwood spell description) Druids are not proficient with shields and if a druid
gains shields proficiency, she can use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her
supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Animal Companion (Ex): A druid is accompanied by an animal friend. A druid may begin play with an animal companion
selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony,
snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the
following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that
accompanies the druid on her adventures as appropriate for its kind.
A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the
animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by
performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion
that has perished.
A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal
companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it
actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result
with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the
druid’s effective level to 0 or lower, she can’t have that animal as a companion.) Check Player’s Handbook for additional
information on animal companions.

Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting
certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must
choose and prepare her spells in advance (see below).
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for
a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell
allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She
does not have access to any domain spells or granted powers, as a cleric does.
A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its
place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she
can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of
time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower, or a spell
from the domain she chooses.

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

———————— Spells per Day1 ——–—————


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 — — — — — — — —
2 3 — — — — — — — —
3 3 2 — — — — — — —
4 4 3 — — — — — — —
5 4 3 2 — — — — — —
6 5 4 3 — — — — — —
7 1d6+1 4 3 2 — — — — —
8 1d6+1 5 4 3 — — — — —
9 1d6 1d6+1 4 3 2 — — — —
10 1d6 1d6+1 5 4 3 — — — —
11 1d4+1 1d6 1d6+1 4 3 2 — — —
12 1d4+1 1d6 1d6+1 5 4 3 — — —
13 1d4 1d4+1 1d6 1d6+1 4 3 2 — —
14 1d4 1d4+1 1d6 1d6+1 5 4 3 — —
15 At-Will 1d4 1d4+1 1d6 1d6+1 4 3 2 —
16 At-Will 1d4 1d4+1 1d6 1d6+1 5 4 3 —
17 At-Will At-Will 1d4 1d4+1 1d6 1d6+1 4 3 2
18 At-Will At-Will 1d4 1d4+1 1d6 1d6+1 4 4 3
19 At-Will At-Will 1d4-1 1d4 1d4+1 1d6 5 4 4
20 At-Will At-Will 1d4-1 1d4 1d4+1 1d6 5 5 5

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check
made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to
determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30
feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with
influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty
on the check.

Wilderness Lore (Ex): Druids are champions of natural order and get along in wilderness with almost supernatural ease. At
1st level, and every 3 levels thereafter (4th, 7th, and so on), a druid gains one ability from the list below.
Blood of the Predator: The druid gets a +2 competence bonus to attack rolls with all weapons in the druid weapon
group. She also gets a +1 dodge bonus to AC against animals.
Blood of Rivers (Ex): A druid becomes immune to non-magical diseases.
Breath of Caverns (Ex): A druid does no longer need to breathe while underground (including being submerged
underground). She can also sense incoming earthquake if the earthquake is going to affect location she is in. She can sense it
up to 1 minute/level before first tremor happens.
Fishhead (Ex): A druid's sight is not distorted by water. She can see through water as easily as through air. In
addition, a druid can hold breath as if her Constitution was 10 points higher.
Hunter of Abominations (Ex): The druid gains a +4 dodge bonus to AC when fighting undead.
Nature Sense (Ex): A druid gains +2 bonus on Athletics, Handle Animal, Heal, Ride, and Survival checks when in
wilderness. She also gains a +2 bonus on Knowledge (nature) checks.
Resist Nature’s Lure (Ex): A druid gains a +4 bonus on saving throws against the supernatural and spell-like
abilities of fey and plants.
Sun’s Anger (Ex): A druid gains +2 bonus on saving throws against all fire and heat-related spells and effects
(including all spells causing fire damage, spells with fire descriptor, saves to resist hot weather, lava, and so on) and adds +1
to DC of spells with fire descriptor she casts.
Summer Touched (Su): A druid gains fire resistance 5, or her current fire resistance goes up by 5.
Swoop (Ex): A druid’s fly speed (if she has any) increases by 10 feet.
Windswept (Su): A druid can treat strength of wind as if it was two categories lighter (see Dungeon Master Guide,
page 95). For example, sky druid treats all severe (including magical) winds as moderate winds, if it suits her. In addition, a
druid gains +5 bonus on Concentration checks when casting spells with air descriptor defensively.
Winter’s Grasp (Ex): A druid gains +2 bonus on saving throws against all cold-related spells and effects (including
all spells causing cold damage, spells with cold descriptor, saves to resist cold weather, cold water, and so on) and adds +1
to DC of spells with cold descriptor she casts.

Lord of the Wild (Ex): Druids hail form various lands and environments, and no two druids are alike. Upon reaching 2nd
level, druid must decide what kind of wilderness will be her home. This choice determines what abilities will she gain at
2nd, 5th and 9th levels. The choices are: arctic, deserts, forests, mountains, plains, seas, skies, swamps, travels, and
underground. When in her environment, a druid enjoys +2 competence bonus on knowledge (nature) and survival checks. In
case of sky druids, their environment begins at the height of 100 feet in the outdoor area.

1. Arctic Druid: Arctic druids champion winter, frost, ice, and snow. This druid has the Cold domain.
Drift Stride (Ex): A 2nd level, a druid can move across the top of snow and not step into it or be impeded in her
progress over a snowy area, similar to the effects of a water walk spell. Snow enchanted or magically manipulated to
impede movement still affects the druid.
Ice Stride (Ex): At 5th level, a druid can move across ice and not step into it or be impeded in her progress over an
icy area, similar to the effects of a water walk spell. She does not take two squares to enter the icy area, and Balance,
Tumble or Climb DCs in the area are not increased for her. This ability does not protect the druid from the cold of the ice or
the negative effects due to long contact. Ice enchanted or magically manipulated to impede movement still affects the druid.
Arctic Survivalist (Ex): At 9th level, a druid gains +5 bonus on saving throws against all cold-related spells and
effects (including all spells causing cold damage, spells with cold descriptor, saves to resist cold weather, cold water, and so
on).

2. Desert Druid: Desert druids champion sand, hot, dry air, and endless seas of dunes. This druid has the Thirst domain
from Sandstorm. If you don't have access to this domain, just use Fire.
Desert Stride (Ex): A 2nd level, a druid can move across the sand (including quicksand) and not step into it or be
impeded in her progress over a sandy area, similar to the effects of a water walk spell. Sand enchanted or magically
manipulated to impede movement still affects the druid.
Dry Soul (Ex): At 5th level, a druid no longer needs to drink to survive.
Desert Survivalist (Ex): At 9th level, a druid gains +5 bonus on saving throws against all fire and heat-related
spells and effects (including all spells causing fire damage, spells with fire descriptor, saves to resist hot weather, lava, and
so on).

3. Forest Druid: Forest druids champion forests, jungles, and plants (this is your basic D&D druid). This druid gets the
Plant domain.
Woodland Stride (Ex): At 2nd level, a druid may move through any sort of undergrowth (such as natural thorns,
briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other
impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede movement still
affect the druid.
Resist Nature’s Lure (Ex): At 5th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of
fey (such as dryads, pixies, and sprites).
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

4. Mountain Druid: Mountain druids champion mountains and heights. This druid gets the Earth domain,
Fast Climbing (Ex): A 2nd level, a druid can use accelerated climbing option without suffering penalty to skill
check. She also gains a +2 competence bonus on Climb checks.
Slow Fall (Ex): At 5th level, a druid within arm’s reach of a wall can use it to slow her descent. When using this
ability, she takes damage as if the fall were 20 feet shorter than it actually is.
Slopecrawler (Ex): At 9th level, a druid gains climb speed 20. If she already has one, her climb speed increases by
10 feet instead.

5. Plains Druid: Plains druids champion savannas, steppes and grasslands. These druids get the Celerity domain.
Run: A 2nd level, a druid gains Run feat for free.
Fast Movement (Ex): At 5th level, a druid’s land speed increases by 10 feet.
Eagle Eye (Ex): At 9th level, a druid gains +5 competence bonus on all Spot checks.

6. Sea druid: Sea druids champion seas, oceans and underwater world. This druid has the Water domain,
Fisheye(Ex): At 2nd level, a druid's sight is not distorted by water. She can see through water as easily as through
air.
Natural Swimmer (Ex): At 5th level, a druid gains swim speed 20. If she already has one, her swim speed increases
by 10 feet instead. Thought she has swim speed, she doesn’t gain the ability to breathe water until 9th level.
Amphibious (Su): At 9th level, a druid can breathe water and air as easily as normal human breathes air.

7. Sky Druid: Sky druids champion air, wind and clouds. These druids gain the Air domain.
Turbulences (Su): At 2nd level, a druid can treat strength of wind as if it was two categories lighter (see Dungeon
Master Guide, page 95). For example, sky druid treats all severe (including magical) winds as moderate winds, if it suits her.
This stacks with the Windswept Wilderness Lore ability.
Air Combat (Ex): At 5th level, a druid gains +1 competence bonus on attack rolls and +1 dodge bonus to AC
against flying creatures.
Fast Flyer (Ex): At 9th level, a druid’s fly speed (if she has any) increases by 20 feet.

8. Swamp druid: Swamp druids champion bogs, marshes and swamps. Swamp druids have the Slime domain from Fiendish
Codex I. If you don't have access to the Fiendish Codex I, use the Water domain.
Weightless Step (Ex): A 2nd level, a druid can move across the marshes and bogs and not step into it or be impeded
in her progress over a swampy area, similar to the effects of a water walk spell. Bog enchanted or magically manipulated to
impede movement still affects the druid.
Poison Resistance (Ex): At 5th level, druid enjoys a +4 bonus on saves against poisons. (Thanks quaiven)
Disease Immunity (Ex): At 9th level, a druid becomes immune to all diseases. If she already took the Blood of
Rivers talent, she may take another talent in its stead.

9. Traveling druid: Traveling druid has no land on her own, she travels the world instead. This druid gains the Travel
domain.
Wanderlust (Ex): A 2nd level, a druid enjoys +2 competence bonus on knowledge (nature) and survival checks in
any environment.
Journeyman (Ex): At 5th level, a druid gains Endurance feat for free.
Traverser (Ex): At 9th level, a druid may traverse any natural terrain (such as briars, quicksand, slippery ice, or
bogs) without stepping on it or being impeded. Natural terrain that has been magically manipulated to impede movement
still affects the druid. (Thanks Donnavin Snowolf)
10. Underground druid: Underground druids champion grottos, caverns and the underworld.This druid gains the Shadow
domain.
Undercrawler(Ex): At 2nd level, a druid gains +4 bonus on Escape Artist checks to squeeze through tight or low
spaces. She can also sense incoming earthquake if the earthquake is going to affect location she is in. She can sense it up to
1 minute/level before first tremor happens.
Darkvision (Ex): At 5th level, a druid gains darkvision. If she already has darkvision, her existing darkvision range
increases by 30 feet.
Lungs of Earth (Ex): At 9th level, a druid does no longer need to breathe while underground. This includes
underground rivers and lakes. If a druid already took the Breath of Caverns Wilderness Lore, she may choose another
Wilderness Lore to take its place.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may
choose to leave a trail if so desired.

Druidic Path: When attaining 6th level, a druid must choose her specialization. Once chosen, the path cannot be changed
and each 2 levels after 6th, it improves. The available paths are: caller of beasts, defender, dendruid, hivemind, naturalist,
shepherd of flames, shepherd of rocks, shepherd of waves, shepherd of winds, and wild shapeshifter.

1. Caller of Beasts: A master at summoning her allies, the caller of beasts can enhance her spellcasting powers, preferably
summon nature’s ally spells. Lords of the wild from all environments can take this path.
Spontaneous Summoning (Ex): At 6th level, a druid can spontaneously cast summon nature’s ally I-IX spell.
Improved Summoning I (Ex): At 8th level, each creature druid conjured with any summon nature’s ally spell, gains
a +2 racial bonus to Strength and Constitution for the duration of the spell that summoned it. This stacks with augment
summoning feat.
Expanded Summoning I (Ex): At 10th level, whenever a druid casts any summon nature’s ally I or II spell, spell
conjures one more creature. This creature must of the same type as any other summoned with the same spell.
Improved Summoning II (Ex): At 12th level, each creature druid conjured with any summon nature’s ally spell,
gains a +2 racial bonus to all ability scores for the duration of the spell that summoned it. This stacks with augment
summoning feat. Animals with increased Intelligence still behave like (smart) animals and do not become magical beasts.
Expanded Summoning II (Ex): At 14th level, whenever a druid casts any summon nature’s ally I or II spell, spell
conjures two more creatures, and any summon nature’s ally III or IV spell conjures one more creature. These creatures must
of the same type as any other summoned with the same spell.
Improved Summoning III (Ex): At 16th level, each creature druid conjured with any summon nature’s ally spell,
gains a +4 racial bonus to Strength and Constitution and +2 to all other ability scores for the duration of the spell that
summoned it. This stacks with augment summoning feat. Animals with increased Intelligence still behave like (smart)
animals and do not become magical beasts.
Expanded Summoning III (Ex): At 18th level, whenever a druid casts any summon nature’s ally I or II spell, spell
conjures three more creatures, any summon nature’s ally III or IV spell conjures two more creatures, and any summon
nature’s ally V or VI spell conjures one more creature. These creatures must of the same type as any other summoned with
the same spell.
Improved Summoning IV (Ex): At 20th level, each creature druid conjured with any summon nature’s ally spell,
gains a +4 racial bonus to all ability scores for the duration of the spell that summoned it. This stacks with augment
summoning feat. Animals with increased Intelligence still behave like (smart) animals and do not become magical beasts.

2. Defender: Defenders protect natural areas from outside intrusions and enemies of natural world. Lords of travel cannot
take this path. (Thanks Donnavin Snowolf)
Nature’s Guardian (Ex): At 6th level, a druid gains a +1 morale bonus on attack and damage rolls and saving
throws when in her favored environment type (determined by lord of the wild ability) against her enemies who also must be
in her environment. In addition, the druid is never lost in her environment.
Clairaudience/Clairvoyance (Sp): At 8th level, a druid may use clairaudience/clairvoyance as spell-like ability 3
times per day, but only within 1 mile per level and only in her environment.
Curse Trespassers (Su): At 10th level, a druid causes ill effects to those who invade her land. While both druid and
her enemies are in her environment, all enemies within 1 mile from druid suffer –2 penalty on attack and damage rolls,
saving throws, and skill checks.
Speak with Animals (Sp): At 12th level, a druid can use speak with animals as spell-like ability at will, but only
with animals native to her environment.
Illusory Land (Su): At 14th level, a druid can have one hallucinatory terrain spell active at all times, as long as she
is in her environment and no more than 1 mile away, and no part of spell’s area extends to other environments. A druid can
change effects of hallucinatory terrain spell at will (but cannot make more than one change per round).
Hindering Landscape (Su) At 16th level, terrain features of druid’s environment try to slow opponents down. As
long as she is in her environment, all enemies within 1 mile have their land speed halved when moving through druid’s
environment because some parts of the terrain attempt to grapple them (vines, quicksand, rocks, grass).
Essence of the Land (Su): At 18th level, a druid gains +4 insight bonus on Listen and Spot checks when in her
environment, and all enemies in her environment within 1 mile suffer –4 penalty on all saving throws against fear effects
and –4 penalty on Initiative rolls.
One with Wildlife (Su): At 20th level, a druid can communicate telepathically with all animals native to her
environment within 1 mile and see through their eyes (or use other senses as long as druid also has them). Animals are
obedient to the druid but can understand only simple commands. Animals controlled by spells or gained through class or
racial feature are immune to this ability.

3. Dendruid: Dendruid is a druid who loves plants above all else. Her control over plants is unquestioned and her body
slowly turns into one. Lords of the sky cannot take this path.
Florification (Ex): At 6th level, a druid gains the ability to turn her body into a strange mix of flesh and plant as a
standard action that doesn’t provoke attacks of opportunity.
A druid can remain florified for up to 1 round per level. Once a druid reverts to her original body, she cannot use
florification for another 10 minutes.
While florified, druid gains Damage Reduction, bonus to Strength, and bonus to Hide checks in forested areas equal to half
her druid level.
When not florified, a druid’s skin retains some hardness and becomes bark-like. She gains +1 natural armor bonus no matter
her form.
Natural Gardener (Ex): At 8th level, a druid becomes more tuned to plant life. She gains +2 competence bonus on
all Knowledge (nature) and Profession (herbalist) skill checks, as well as +8 bonus on Hide checks within forested areas.
Plant Immunities (Ex): At 8th level, a florified druid becomes immune to sleep and paralysis effects.
Rebuke Plants (Su): At 10th level, a druid can command or rebuke plant creatures in the same way an evil cleric
commands or rebukes undead creatures. She may use this ability a number of times per day equal to 3 + her Charisma
modifier.
Tree Talk (Su): At 12th level, a druid gains ability to speak with plants (as per spell) at will.
Photosynthesis (Ex): At 14th level, a druid no longer needs to eat as long as she stays in the sunlight for at least 4
hours a day. She also no longer needs to sleep.
Green Mind (Ex): At 14th level, a florified druid gains a bonus on Will saves equal to half her level.

Knag Body (Ex): At 16th level, druid’s skin hardens even more. Her natural armor bonus increases to +2.

Roots of Life (Su): At 18th level, a druid heals one point of damage per hour as long as she touched the soil with
her body. Stone, rocks, water or sand is not enough for her to heal wounds.
Improved Plant Immunities (Ex): At 18th level, a florified druid becomes immune to poison, polymorph, and stun
effects.
Plant Transformation (Ex): At 20th level, a druid’s type changes to plant. She becomes immune to poison, sleep,
paralysis, stunning, polymorphing, critical hits and mind-influencing effects. She also gains low-light vision ability. On the
negative side, a druid can now be subject of plant-affecting spells and effects, including other druids’ and clerics’ with plant
domain ability to command or rebuke plants, but she gains +4 turn resistance against such attempts. A druid also becomes
vulnerable to fire, which means she takes half again as much (+50%) damage as normal from fire, regardless or whether a
saving throw is allowed, or if the save is a success or failure.

4. Hivemind: Hiveminds deal with insects, most likely with hive insects, such as bees. Over the course of time they become
move vermin-like and gain abilities related to insects. Lords of the arctic and sea cannot take this path.
Vermin Companion (Ex): At 6th level, a druid’s animal companion becomes vermin (swarm or not). Her available
animal companion list becomes replaced with the following one: giant ant (worker), giant bee, giant fire beetle, monstrous
centipede (medium), monstrous scorpion (medium), monstrous spider (medium). The exact way of how animal companion
is switched to vermin is irrelevant (maybe animal just left, or maybe it was eaten by ants who then followed druid).
Insectile Body (Ex): At 8th level, a druid gains darkvision up to 60 feet. If she already has one, her darkvision
increases by 30 feet. She also becomes immune to all poison dealt by vermin and gains +2 bonus on saving throws against
all other poisons. Poison extracted from vermin and then applied to a blade or used in other fashion still counts as dealt by
vermin. She also gains a +2 to natural armor as her skin becomes more like chitin.
Swarm Form (Su): At 10th level, a druid gains the ability to turn herself into a swarm of centipedes, spiders, or
locusts (see Monster Manual, page 237) and back again once per day. This ability functions like the polymorph spell, except
as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to swarm or back) is a
standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is
familiar with. Druid’s type does not change but she gains swarm subtype. When druid in swarm form is reduced to 0 hit
points, she reverts to her original form and is disabled (at 0 hit points). A druid loses her ability to speak while in animal
form because she is limited to the sounds that a normal, untrained vermin from the swarm can make, but she can
communicate normally with other vermin of the same general grouping as her new form (for example, all spiders).
Vermin Mind (Ex): At 12th level, a druid’s mind becomes insect-like. Her Intelligence score decreases by 2 points,
but she gains +4 bonus on Initiative checks +2 racial bonus on Reflex saving throws, and uncanny dodge ability.
Extra Swarm Form: At 14th level, a druid can shapechange into swarm 3 times per day.
Fly Eyes (Ex): At 16th level, a druid’s eyes become multi-faceted. She gains +2 bonus on all Perception checks
involving sight and halves all concealment other than total.
Hive Mentality (Ex): At 18th level, a druid can shapechange into swarm 5 times per day and her mind becomes
even more insectile. She enjoys +4 bonus on all saving throws against mind-affecting spells and effects.
Hive Command (Su): At 20th level, a druid can, by grinding with her teeth (or any similar manner for toothless
creatures), communicate with all vermin within 50 feet (as with speak with animals spell, but affects vermin). All vermin
not magically controlled are completely obedient to druid as long as they are within 50 feet. They understand only simple
one-word commands but carry even suicidal orders.

5. Naturalist: A druid with this variant form of druidic path takes on one or more aspects of nature when she uses her wild
shape ability. Lords of the wild from all environments can take this path, but a DM can restrict specific aspects depending
on druid’s lord of the wild ability.
Aspect of Nature (Su):At 6th level, a druid can take one aspect at a time (various aspects are described in the
appendix) and he can use this ability once per day. She can use any aspect she meets level prerequisite of. Unless otherwise
noted in an aspect's description, a druid who assumes an aspect of nature retains her own type and subtype(s), keeps her
extraordinary, supernatural, or spell-like abilities, and retains her ability to communicate and cast spells. She is considered
proficient with any natural attacks granted by the aspect.
Extra Aspect (Su): At 8th level, a druid can take two aspects at a time (this counts as using the ability two times for
the purpose of daily limit) and he can use this ability twice per day.
Extra Aspect (Su): At 10th level, a druid can assume aspect of nature 3 times per day.
Triple Aspect (Su): At 12th level, a druid can take three aspects at a time (this counts as using the ability three times
for the purpose of daily limit).
Extra Aspect (Su): At 14th level, a druid can assume aspect of nature 4 times per day.
Quadruple Aspect (Su): At 16th level, a druid can take four aspects at a time (this counts as using the ability four
times for the purpose of daily limit).
Extra Aspect (Su): At 18th level, a druid can assume aspect of nature 5 times per day.
Extra Aspect (Su): At 20th level, a druid can assume aspect of nature 6 times per day.

6. Shepherd of Flames: Shepherd of flames reveres fire and heat, loves flames and warmth. She gains some qualities of
fire. Lords of arctic, sea, sky, and swamp cannot take this path. (Thanks Eltheynn)
Pyrotechnics (Sp): At 6th level, a druid gains spell-like ability to use pyrotechnics spell at will. She also gains
Ignan as a bonus language.
Face of Flame (Ex): At 8th level, a druid’s body becomes infused with heat and her mind becomes impulsive and
unpredictable as fire. She gains fire resistance 5 and +2 bonus to Initiative checks.
Rebuke Fire Elementals (Su): At 10th level, a druid can command or rebuke fire elementals in the same way an evil
cleric commands or rebukes undead creatures, or she can turn or destroy water elementals in the same way a good cleric
turns or destroys undead creatures. She may use this ability a number of times per day equal to 3 + her Charisma modifier.
This stacks with the power of the Fire domain.
Fiery Eyes (Su): At 12th level, a druid can see through fires, fumes, smoke, and other such gases that come from
flaming materials.
Flaming Barrier (Ex): At 14th level, a druid can lose any 4th level or higher spell to spontaneously cast wall of fire
spell. In addition, the duration of wall of fire spell cast by druid is doubled.
Fire Resistance (Ex): At 16th level, a druid’s body becomes so attuned to flames that her fire resistance increases to
10.
Fiery Lungs (Ex): At 18th level, a druid can breathe fumes, smoke, and other such gases that come from flaming
materials, and gains immunity to nonmagical fires.
Shape of Fire (Su): At 20th level, a druid can shapechange into a Small, Medium, Large or Huge fire elemental a
number of times per day equal to her Wisdom bonus (minimum 3). In addition to the normal effects of wild shape (see Wild
Shapeshifter path), the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the
elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most
cases).

7. Shepherd of Rocks: Shepherd of rocks reveres earth, stones, and rocks. She gains qualities of stone and rocks are her
friends. Lords of the sea, sky, and swamp cannot take this path.
Stonecunning (Ex): At 6th level, a druid gains stonecunning ability. This is same as dwarven racial ability, but
instead of +2 racial bonus a druid gains +4 competence bonus. In addition, druid’s skin coloration turns stony, and she gains
+4 bonus on Hide checks within rocky areas. The druid also gains Terran as a bonus language.
Rocky Hide (Ex): At 8th level, a druid’s body becomes more dense and rock-like. She gains Damage Reduction 1/-
and her weight increases by 20%.
Rebuke Earth Elementals (Su): At 10th level, a druid can command or rebuke earth elementals in the same way an
evil cleric commands or rebukes undead creatures, or she can turn or destroy air elementals in the same way a good cleric
turns or destroys undead creatures. She may use this ability a number of times per day equal to 3 + her Charisma modifier.
Rock Talk (Su): At 12th level, a druid gains ability to speak with natural or worked stone (as per stone tell spell) at
will.
Meld into Stone (Sp): At 14th level, a druid can lose any 3rd level or higher spell to spontaneously cast meld into
stone spell. In addition, the duration of meld into stone spell cast by druid is ten times as long.
Diamond Hide (Ex): At 16th level, a druid’s body becomes even denser. Her Damage Reduction increases to 2/-
and her weight increases by additional 20% (for a total of 40% increase).
Earth’s Hug (Ex): At 18th level, a druid takes falling damage as if she fallen 100 feet less, as long as she lands on
natural ground (sand, rock, stone, soil, mud etc.). To use this ability, she does not have to be within arm’s reach of a wall.
Shape of Earth (Su): At 20th level, a druid can shapechange into a Small, Medium, Large or Huge earth elemental
a number of times per day equal to her Wisdom bonus (minimum 3). In addition to the normal effects of wild shape (see
Wild Shapeshifter path), the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also
gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in
most cases).

8. Shepherd of Waves: Shepherd of waves reveres seas, water, currents, vortexes and such. She gains qualities of fluids and
waves are her friends. Lords of the desert and sky cannot take this path.
Aquatic Adaptation (Ex): At 6th level, a druid gains +4 competence bonus on all Swim checks. Her skin coloration
turns green and blue, she gains +4 bonus on Hide checks when in water, and she can drink salt water as if it was drinking
water. In addition, the druid gains Aquan as a bonus language.
Acid Resistance (Ex): At 8th level, a druid’s body becomes a little fluid and interacts better with other fluids. She
gains acid resistance 5.
Rebuke Water Elementals (Su): At 10th level, a druid can command or rebuke water elementals in the same way an
evil cleric commands or rebukes undead creatures, or she can turn or destroy fire elementals in the same way a good cleric
turns or destroys undead creatures. She may use this ability a number of times per day equal to 3 + her Charisma modifier.
Fish Speech (Su): At 12th level, a druid gains ability to speak with aquatic animals (as per speak with animals
spell) at will.
] Water Breathing (Sp): At 14th level, a druid can lose any 3rd level or higher spell to spontaneously cast water
breathing spell. In addition, the duration of water breathing spell cast by druid is ten times as long.
Greater Acid Resistance (Ex): At 16th level, a druid’s body reacts neutralizes acids with ease. She gains acid
resistance 10.
Sea Stroll (Su): At 18th level, a druid can walk on water as if she was constantly under effect of a water walk spell.
This is supernatural ability. She can turn this ability on and off as a swift action.
Shape of Water (Su): At 20th level, a druid can shapechange into a Small, Medium, Large or Huge water elemental
a number of times per day equal to her Wisdom bonus (minimum 3). In addition to the normal effects of wild shape (see
Wild Shapeshifter path), the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also
gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in
most cases).

9. Shepherd of Winds: Shepherd of winds reveres element of air. She gains qualities of vapors and wind is her friend. Lords
of the sea and underground cannot take this path.
Far Shot: At 6th level, a druid gains Far Shot feat even if she does not meet the prerequisites. In addition the druid
gains Auran as a bonus language.
Head in the Clouds (Ex): At 8th level, a druid’s body becomes lighter. She gains +8 bonus on Jump checks and her
weight is reduced by 20%.
Rebuke Air Elementals (Su): At 10th level, a druid can command or rebuke air elementals in the same way an evil
cleric commands or rebukes undead creatures, or she can turn or destroy earth elementals in the same way a good cleric
turns or destroys undead creatures. She may use this ability a number of times per day equal to 3 + her Charisma modifier.
Tweet (Su): At 12th level, a druid gains ability to speak with flying animals (as per speak with animals spell) at
will. She can also randomly yell out what she is doing in 140 characters or less. But nothing was stopping her fromdoing
this before.
Gaseous Form (Sp): At 14th level, a druid can lose any 3rd level or higher spell to spontaneously cast gaseous
form spell (even despite the fact that this spell is not on her list). In addition, the duration of gaseous form spell cast by
druid increases to 10 minutes/level.
Legs in Clouds (Su): At 16th level, a druid is constantly under effect of a feather fall spell. This is supernatural
ability.
Head above Clouds (Ex): At 18th level, a druid triples the distance of any jump she makes, and her weight is
reduced by additional 20% (for a total of 40%).
Shape of Air (Su): At 20th level, a druid can shapechange into a Small, Medium, Large or Huge air elemental a
number of times per day equal to her Wisdom bonus (minimum 3). In addition to the normal effects of wild shape (see Wild
Shapeshifter path), the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the
elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most
cases).

10. Wild Shapeshifter: This path represents druids who master their ability to transform bodies into those of other creatures.
Lords of the wild from all environments can take this path.
Wildshape (Su): At 6th level, a druid gains the ability to turn herself into any Small or Medium animal and back
again once per day. Her options for new forms include all creatures with the animal type (see the Monster Manual). This
ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she
changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The
form chosen must be that of an animal the druid is familiar with. For example, a druid who has never been outside a
temperate forest could not become a polar bear. A druid loses her ability to speak while in animal form because she is
limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of
the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form
does not permit speech.)
Improved Wildshape (Large): At 8th level, a druid can also wildshape into Large animal, and can use wildshape up
to 2 times per day.
Extra Wildshape: At 10th level, a druid can use wildshape up to 4 times per day.
Improved Wildshape (Tiny, Plant): At 12th level, a druid can also wildshape into Tiny animal. She also becomes
able to use wild shape to change into a plant creature, such as a shambling mound, with the same size restrictions as for
animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature, such as a tree or a rose bush.)
Improved Wildshape (Huge): At 14th level, a druid can also wildshape into Huge animal, and can use wildshape up
to 5 times per day.
Improved Wildshape (Elemental): At 16th level, a druid becomes able to use wild shape to change into a Small,
Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal
wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary,
supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she
retains her own creature type (humanoid, in most cases).
Extra Wildshape: At 18th level, a druid can use wildshape up to 6 times per day to gain animal or plant form and
up to 2 times per day to gain elemental form.
Improved Wildshape (Huge Elemental): At 20th level, a druid can also wildshape into Huge elemental, and can use
wildshape up to 3 times per day to gain elemental form.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging (see Table 6–5:
Aging Effects, page 109) and cannot be magically aged. Any penalties she may have already incurred, however, remain in
place. Bonuses still accrue, and the druid still dies of old age when her time is up.

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