Forest Druid

The forest druid--
the druid described in the PH--serves as the guardian of both the great forests of the wilderness and the smaller woodlands and orchards that lie next to cultivated fields in flat lands, rolling plains, or wooded hills. Forest druids hold trees (especially ash and oak) sacred and never destroy woodlands or crops, no matter what the situation (although a druid could act to change the nature of a wood enchanted with evil, for instance, without destroying it). The forest druid acts as a living bridge between the wilderness and those humans--such as hunters, loggers and trappers--who dwell on its borders.

As the player, you can choose to role-play one of two kinds of forest druids: one from a temperate deciduous forest, or one from a subarctic conifer forest. The former type is better known and more numerous on most worlds; though conifer forests grow to vast sizes, they exist within often hostile environments and lack the great variety in wildlife of warmer forests.

For quick reference, the information on the temperate-forest druid branch is repeated here, along with suggested proficiencies. Unless otherwise noted, information applies to both temperate- and cold-forest druids.

Minimum Ability Scores: Wisdom 12, Charisma 15.

Races Allowed: Human, half-elf. Optional--alaghi (11), centaur (14), saurial (9), swanmay (12). (Only humans, half-elves, alaghi, and centaurs can become cold-forest druids.)

Armor and Weapons Permitted: Leather armor, wooden shield; club, sickle, dart, spear, dagger, scimitar, scythe, sling, staff.

Weapon Proficiencies: Recommended--any two of the above weapons.

Nonweapon Proficiencies: Recommended-- (general) animal training; (priest) healing, herbalism; (warrior) animal lore, survival (forest), tracking.

Spheres of Influence: All, Animal, Divination*, Elemental, Healing, Plant, Weather.

Granted Powers: The forest druid has the following granted powers:

· Receives a +2 bonus to all saving throws vs. fire or electrical attacks.

· Learns the languages of woodland creatures (centaurs, dryads, elves, satyrs, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, treants, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.). (The languages of cold-forest druids include those of the giant lynx, giant owl, pine treants, and cold-dwelling groups of centaurs, elves, gnolls, gnomes, etc.)

· Identifies plants, animals, and pure water with perfect accuracy at 3rd level.

· Passes through overgrown areas at 3rd level without leaving a trail and at full movement rate. For instance, the temperate-forest druid Garon (pictured above) can move with ease through dense thorn bushes, briar patches, pine trees, tangled jungle vines, and so on. He also is immune to poison ivy, poison oak, and similar irritating plants. When using this power, Garon must be on foot, not riding an animal.

· Has immunity to charm spells cast by woodland creatures such as dryads at 7th level. The druid's immunity does not extend to charm spells cast by creatures who merely happen to be living in or passing through a forest, such as a woods-dwelling human mage or vampire.

· Shapechanges into a normal, real-world reptile, bird, or mammal up to three times per day at 7th level, exactly
as described in the PH. Each animal form (reptile, bird, or mammal) can be used only once per day. The druid cannot assume giant forms.

Special Limitation: See "Holy Symbol and Grove."

Holy Symbol and Grove: The grove of a forest druid is just that: a stand of hallowed trees. Druids of this branch--such as Gatha, a cold-forest druid (illustrated on p. 15)--use mistletoe as a holy symbol. For full effectiveness, Gatha must gather the mistletoe by the light of the full moon using a golden or silver sickle specially made for this task. If a spell requires a holy symbol and Gatha only has mistletoe harvested by other means, halve the damage and area of effect (if any) and add +2 to the target's saving throw (if applicable).

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