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Druid
Druid Druids draw their power from nature and embody the gentle strength of the morning sun, the cunning of the fox, and the power of the bear.

Druids are masters of wild magics and therefore cast aside metal armors. Unfortunately, druids cannot shapechange in Dungeons & Dragons Tactics.


Class Overview
  • Ability Scores: Wisdom and Dexterity are important for Druids. A Wisdom of 10 + the spell level is required to cast a Druid spell. High Wisdom improves the number of spells that may be cast per day and how hard those spells are to resist.


  • Alignment: Any alignment with a neutral element.


  • Hit Die: d8


  • Good Saving Throws: Fortitude, Will


  • Class Skills: Concentration, Heal, Knowledge (Nature), Listen, Spellcraft, Spot, and Survival.


  • Weapon Proficiencies: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, etc.) of any form they assume. Druids are proficient with light and medium armor, but are prohibited from wearing metal armor, at the cost of losing their magic for a day.


Special Abilities
  • Druid Spells: A druid casts divine spells, drawn from the druid spell list. Druids must choose and prepare spells in advance. To prepare or cast a spell, a druid must have a Wisdom score of at least 10 plus the spell level.


  • Animal Companion: Druids gain a dog as an animal companion.


  • Nature Sense: Druids gain a +2 bonus on Knowledge (Nature) and Survival checks.


  • Venom Immunity: At 9th level, a druid gains immunity to all poisons.