Druid



Obsidian has confirmed that the Druid base class will be included in NWN2.

DnD 3.5 Druid
Description: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.

Alignment Restrictions: Any Neutral

Hit Die: d8

Proficiencies: Armor (Light, Medium), Shields (escept Tower shields), Weapons (Druid). All armour must also be non-metal.

Skill points: (Int mod * 4 at 1st level) 4 + Int mod

Class skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, and Swim.

Base Attack Bonus progression: Medium

Primary Saving Throw(s): Fortitude, Will

Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell.

Special Abilities & Feats

 * Level 1 Animal Companion, Nature Sense, Wild Empathy
 * Level 2 Woodland Stride
 * Level 3 Trackless Step
 * Level 4 Resist Nature's Lure
 * Level 5 Wild Shape 1/day
 * Level 6 Wild Shape 2/day)
 * Level 7 Wild Shape 3/day)
 * Level 8 Wild Shape (large)
 * Level 9 Venom Immunity
 * Level 10 Wild Shape 4/day
 * Level 11 Wild Shape (tiny)
 * Level 12 Wild Shape (plant)
 * Level 13 A Thousand Faces
 * Level 14 Wild Shape 5/day
 * Level 15 Timeless Body, Wild Shape (huge)
 * Level 16 Elemental Wild Shape 1/day
 * Level 18 Wild shape 6/day, Elemental Wild Shape 2/day
 * Level 20 Elemental Wild shape 3/day (huge)

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

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

Armor Restrictions
A druid who wears prohibited armor (e.g. made of metal) 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.

Spellcasting
A druid casts divine spells, which are drawn from the druid spell list.

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.

A druid can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score.

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.

Alignment restrictions
Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. 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. This is in addition to the armor-related restrictions detailed above.

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.

Spells
Level 0
 * Cure Minor Wounds
 * Flare
 * Light
 * Resistance
 * Virtue

Level 1
 * Camouflage
 * Cure Light Wounds
 * Endure Elements
 * Entangle
 * Grease
 * Magic Fang
 * Sleep
 * Summon Creature I
 * Ultravision

Level 2
 * Barkskin
 * Blood Frenzy
 * Bull's Strength
 * Charm Person or Animal
 * Flame Lash
 * Hold Animal
 * Lesser Dispel
 * Lesser Restoration
 * One with the Land
 * Resist Elements
 * Summon Creature II

Level 3
 * Call Lightning
 * Contagion
 * Cure Moderate Wounds
 * Dominate Animal
 * Greater Magic Fang
 * Healing Sting
 * Infestation of Maggots
 * Neutralize Poison
 * Poison
 * Protection from Elements
 * Quillfire
 * Remove Disease
 * Spike Growth
 * Summon Creature III

Level 4
 * Cure Serious Wounds
 * Dispel Magic
 * Flame Strike
 * Freedom of Movement
 * Hold Monster
 * Mass Camouflage
 * Stoneskin
 * Summon Creature IV

Level 5
 * Awaken
 * Cure Critical Wounds
 * Death Ward
 * Ice Storm
 * Inferno
 * Owl's Insight
 * Slay Living
 * Spell Resistance
 * Summon Creature V
 * Wall of Fire
 * Vine Mine

Level 6
 * Crumble
 * Drown
 * Energy Buffer
 * Greater Dispelling
 * Greater Stoneskin
 * Healing Circle
 * Regenerate
 * Stonehold
 * Summon Creature VI

Level 7
 * Aura of Vitality
 * Creeping Doom
 * Fire Storm
 * Harm
 * Heal
 * Summon Creature VII
 * True Seeing

Level 8
 * Bombardment
 * Finger of Death
 * Nature's Balance
 * Premonition
 * Summon Creature VIII
 * Sunbeam
 * Sunburst

Level 9
 * Earthquake
 * Elemental Swarm
 * Mass Heal
 * Shapechange
 * Summon Creature IX
 * Storm of Vengeance

Ex-Druids
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).

Pre-release notes

 * The skill Swim has been confirmed as not being implemented in NWN2.
 * Dispell, healing and summoning magics are highly likely to be in NWN2 as they are almost integral to the magic system of DnD
 * NWN did not use languages or aging. If NWN2 repeats this then it is unlikely the Timeless Body and Bonus Languages class features will be implemented.

NWN comparison

 * The Discipline and Parry skills were created by NWN and are not features of DnD 3.5. It is unlikely that they will re-appear in NWN2 as the were not considered particularly successful.
 * Druids in NWN only had a set selection of creatures for use with the Wild Shape ability.
 * NWN allowed Druids to wear metal without penalty (though it did require Heavy Armour proficiency to be chosen when not levelling as a Druid). The only restriction imposed by NWN was that characters meet the Neutral class requirement if they wished to gain further levels in the Druid class.
 * NWN did not give druids access to the A Thousand Faces ability.

External resources

 * NWNWiki:Druid