Druid

The following is adapted from Bruce Heard's Voyage of the Princess Ark, Part #24 (DRAGON #177, pp. 41-50, 73). The original text is modified to suit The Trid Campaign.

Druids are specialised clerics dedicated to the worship of Nature, whether as an Immortal whose sphere consists of natural environments or as a "force" inherent to the multiverse. As such, druids must be Neutral in alignment, and they must dwell in a natural setting. Because of their affinity for Nature, druids are quite protective over their environment and will seek to punish anyone despoiling their range, regardless of alignment or motivation.

Druids eschew materials not made from living things, and so are prohibited from using items fashioned from stone or metal; gear made from wood or leather, however, is permitted. Like standard clerics, druids may cast spells, and they have the added benefit of specialised, Nature-based magic at their disposal; spell advancement is as per a cleric of equal level. Unlike clerics, however, druids have no power to turn undead, nor can they cast spells that specifically relate to good or evil.

The Neutral alignment of the druid reflects his desire to maintain the balance of the multiverse: the cycles of life and death, the struggle between good and evil, the tides of fortune and despair. As such, druids tend to be stoic and somewhat inflexible individuals, adhering to a code that favours equality between all extremes. While this can make the druid appear uncaring, or even callous, at times, this attitude is a deemed necessary to keep the disparate forces of the multiverse both manageable and supportive of all life.

Druids congegate in sects, typically dedicated to the preservation and protection of a single, natural area. Within each sect, there exists a supreme druid (known as a Grand Druid) attended to by a strict hierarchy of immediately lesser druids: nine druids of 30th-level, seven of 31st-level, five of 32nd-level, four of 33rd-level, three of 34th-level, and two of 35th-level. Level advancement above 29th-level is explained below.

Class Details

Primary Attribute: Wisdom.
Other requirements: Neutral alignment.
Experience Bonus: 5% for Wisdom 13-15, 10% for Wisdom 16-18.
Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +1 hit point per level, and Constitution adjustments no longer apply.
Maximum Level: 36.
Armour: Any non-metallic armor and shield (leather or wood).
Weapons: Any non-metallic weapon; Weapon Mastery as normal PC (RC/75).
Combat: Attacks as cleric of equal level.
Special Abilities: Cast Clerical and Druidic spells (RC/33); at 1st-level – General Skills of Nature Lore and Ceremony (Nature Immortal); at 10th-level – immunity from all natural poisons, Charm Plant as 7th-level Magical spell (RC/54) at will; at 30th-level – Shapechange as 9th-level Magical spell (RC/60) into any non-magical animal germaine to the druid's environment at will.

Special Abilities

Druids may cast spells as a cleric of equal level; spells may be selected from both the Clerical and Druidic Spell lists (RC/33). Due to the druid's penchant for neutrality, however, spells that specifically affect good or evil, however, cannot be chosen. The druid also receives training in the Nature Lore and Ceremony (Nature Immortal) general skills. If the general skills rules (RC/81) are not used, assume that these skills are automatic abilities; if general skills are used in the campaign, these skills do not count against the druid's normal skill slot allotment.

At 10th-level, the druid's close relationship with Nature renders him immune to all natural poisons, in any quantity. While the DM is free to interpret what is and is not a natural poison, it is recommended that all poison attacks from monsters be included in this category, making the druid relatively invulnerable to the toxins of giant centipedes, spiders, scorpions, and snakes, and perhaps even a green dragon's chlorine gas breath. Also at 10th-level, the druid may Charm Plant as the 7th-level Magical spell (RC/54) at will.

Upon reaching 30th-level, the druid may Shapechange as the 9th-level Magical spell (RC/60) at will. The shape assumed is limited to that of a non-magical animal common to the druid's natural environment (e.g., woodland mammals and birds in woodland, snakes and lizards in a desert, frogs and insects in a swamp, etc.). Such transformation takes one turn to complete and includes all clothing worn and gear carried by the druid.

Higher Experience Levels

Within any given druidic sect, there are a set number of druids of 30th-level and higher (as above). When the druid attains sufficient experience to gain 30th-level, he must undergo some rite of passage to achieve the actual experience level. This rite can take the form of some arduous quest, open combat in Shapechanged form, or any formal challenge condoned by the druid's order. If the druid wins the challenge, he may progress to 30th-level. If he fails, the druid stays at 29th-level, losing a quantity of experience points so that he is 1XP shy of 30th-level and the druid cannot undertake the challenge until six game months have passed. This progression occurs for all levels subsequent to 29th (i.e., at 30th, again at 31st, etc.).

Experience Table


Level XP Req'd Notes
1 0  
2 2,600  
3 5,200  
4 10,400  
5 20,800  
6 40,000  
7 80,000  
8 160,000  
9 320,000  
10 420,000 Poison immunity; Charm Plants ability
11 520,000  
12 620,000  
13 720,000  
14 820,000  
15 920,000  
16 1,020,000  
17 1,120,000  
18 1,220,000  
19 1,320,000  
20 1,420,000  
21 1,520,000  
22 1,620,000  
23 1,720,000  
24 1,820,000  
25 1,920,000  
26 2,020,000  
27 2,120,000  
28 2,220,000  
29 2,320,000  
30 2,420,000 Shapechange ability
31 2,520,000  
32 2,620,000  
33 2,720,000  
34 2,820,000  
35 2,920,000  
36 3,020,000