F Druids

XP table and Spell Progression:

Level

XP needed

Spells

1

0

1

2

2 000

2

3

4 000

2 / 1

4

7 500

3 / 2

5

12 500

3 / 3 / 1

6

20 000

3 / 3 / 2

7

35 000

3 / 3 / 2 / 1

8

60 000

3 / 3 / 3 / 2

9

90 000

4 / 4 / 3 / 2 / 1

10

125 000

4 / 4 / 3 / 3 / 2

Advantages and Limitations:

Weapons and Armor Allowed: Maximum Leather Armor and wooden shields. Weapons are limited to club, sickle, dart, spear, dagger, scimitar, sling and quarterstaff.

Spell Selection: Major access to all, animal, elemental, healing, plant, weather. Minor access to divination. Can use all magical items normally allowed priests, except those that are written (books and scrolls).

Granted Powers:

Ethos (excerpt from page 37, Player’s Handbook):

A druid’s greatest concern is for the continuation of the orderly and proper cycles of nature – birth, growth, death, and rebirth. Druids tend to view all things as cyclic and thus the battles of good and evil are only the rising and falling tides of time. Druids are charged with protecting wilderness – in particular trees, wild plants, wild animals, and crops. Hunting, farming, and cutting lumber for homes are logical and necessary parts of the natural cycle. However, druids do not tolerate unnecessary destruction or exploitation of nature for profit. It is well known that druids are both very unforgiving and very patient.

Mistletoe is an important holy symbol to druids and it is a necessary part of some spells (those requiring a holy symbol). To be fully effective, the mistletoe must be gathered by the light of the full moon using a golden or silver sickle specially made for the purpose. Mistletoe gathered by other means halves the effectiveness of a given spell, if it causes damage or has an area of effect, and grants the target a saving throw if a saving throw is applicable.