A Look at Druid Kits

This section provides a short explanation of the structure of kit entries. The entries themselves follow in alphabetical order.

Kit Structure

Each kit entry begins with a description discussing the nature of the kit and listing any special requirements a character needs to take it. (For instance, to live as a Savage druid, the character must have been born into--or adopted by--a primitive tribe.) This description introduces an archetype character designed to demonstrate general attributes of the kit, not to serve as a character you, the player, have to role-play in a campaign. A character of either gender can take any kit.

The kit entries also include the following sections:

Role. Role-playing suggestions are offered, as druids of varying kits can play widely different roles in a campaign.

Branch Restrictions. If a member of a specific druidic branch cannot take this kit, that restriction is noted.

Weapon Proficiencies. A druid with the kit in question should take recommended proficiencies but must take required ones.

Secondary Skills. If your DM uses the rules for secondary skills, you may choose from Table 36 (
PH, p. 53) or select one of the choices listed here, in addition to those skills appropriate to the character's druidic branch.

Nonweapon Proficiencies. A given druid kit usually requires the character to choose certain nonweapon proficiencies. Sometimes a proficiency merely is recommended--the character doesn't have to take it. Often kits offer a bonus proficiency, which does not use up a proficiency slot. Druids can take both priest and warrior proficiencies at normal cost (
PH, pgs. 54-55).

Equipment. A few druid kits limit the type and amount of equipment the character can start with, acquire, or use.

Special Benefits. This paragraph details additional abilities of druids with this kit.

Special Hindrances. This section discusses any kit's restrictions, limitations, or disadvantages.

Wealth
Options. Usually the character starts with the priest's standard 3d6x10 gp.

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