Druid
Druids are nature priests unaffiliated with temples or organised religion. They protect the wilderness and channel the powers of nature, gaining the ability to shapeshift into animal form or summon the aid of trees and beasts. They are somewhat limited underground but shine in a wilderness setting.
Stats
| | | |---|---| | Life | 3 + Level (4 at L1) | | Attack bonus | +½L (rounded down) | | Defense bonus | +0 (class level) | | Armor allowed | Light armor, leafsteel armor, shield | | Weapons allowed | Light weapons (staff, sickle, club, dagger), javelins, short bow, sling | | Saves as | Cleric |
Druid Spells
Druids use their own spell list (not wizard spells). They add their full level to spellcasting rolls. They do not need to read spells from books — they meditate between adventures and all spells are automatically refreshed.
Starting spell slots: 2 + Level. The druid gains 1 additional slot immediately when levelling up.
Druids know all spells on the basic druid list automatically. To learn Expert druid spells (available at level 5+), the druid must:
- Receive an Expert spell as an epic reward (instead of rolling on the epic rewards table), or
- Spend 3 Clues to learn a new Expert spell, or
- Pass an XP roll to learn one, or
- Find an Expert spell on a scroll and use it — this destroys the scroll but adds the spell permanently.
Using non-druid scrolls
A druid can cast spells not on the druid list from scrolls and magic items, but adds only +½L (not full level) to the roll. They cannot learn these spells permanently.
Animal Companion
A druid may have one animal companion (plus a mount). The animal comes voluntarily — the druid pays only 1 gp worth of food to accept it. All animals from The Crucible of Classic Critters are available, as well as the forest shadow and bearwolf from Wayfarers and Adventurers.
- The druid gains 1 Madness if the animal companion dies.
- Once the druid is in the wilderness or outside a dungeon, a new animal will appear to replace the dead one (again, 1 gp of food required).
Expert Skills (Four Against the Abyss)
Arcane Tanner, Commanding Presence, Continual Light, Detective, Intuition, Negotiator, Poison Resistance, Protective Incense, Spore Alchemy, Strong Will, Terrifying Savagery.
Role in the party
The druid fills a support/caster role similar to a cleric but with nature magic instead of divine healing. Strong animal companion synergy makes it effective in overland play. Underground, it remains useful but spell selection narrows compared to wilderness situations.
Four Against Darkness