Book of Broken Bones (3.5e Variant Rule)/Broken Bones Druid

From D&D Wiki

Jump to: navigation, search

Broken Bones Druid[edit]

Druid(Divine Caster) Notes[edit]

Druids are divine spellcasters that can summon a variety of creatures. As spellcasters they support their party with a healing, offensive, and supportive spells. Druids cannot use metal armor or wield metal shields; doing so removes their ability to use many of their druidic abilities.

  • Druids are a casting class with reduced hitpoints, only 1d8 (8) per level.
  • Druid's pets progress in hitpoints (HP) like a full fighter, gaining 1d10 (10) per level.
  • The primary attribute of the Druid is Wisdom, but don't forget Intelligence and Charisma.
  • As a spontaneous divine channeler, the primary attribute of the Druid is Wisdom, determining spellcasting effectiveness.
  • The caster cannot cast when stifled, unless they have the feat Silent Casting.
  • The caster cannot cast when held, immobile or paralyzed, unless they have the feat Stilled Casting.
  • Concentrations: Druid are allowed to maintain 3 Concentrations at a time. They are on all the time till dismissed. Changing a concentration is considered a Move action.
  • Stances: Druids and their pets are allowed to maintain only 1 Stance at a time. It is on all the time till dismissed. Changing a Stance is considered a Move action. The Druid may have a different Stance than their pet.
  • The Druid's primary skill is Spell Strike (Spell). Starting characters get a misc. bonus of +3 to the primary skill.
  • Druids also use Diplomacy, Healing, Knowledge Religion, Meditation, Melee Strike, Perception, Read & Write Celestial, Search, and Will Save. Starting characters get a misc. bonus of +1 to the primary skills.


Progression Chart[edit]

Druid Progression
Level Ability Name Description
0 Cantrips The druid has a couple dozen useful spells they learned during their first year as a novice in the Ring of Stones. Most cantrips are very weak, some are pointless, a few are more pranks than anything else, but a few are very useful. (See Cantrips)


DC: Spell 10

0 Forest Walker This supernatural feat allows the druid to traverse extremely dense underbrush without hindrance. The druid will not leave behind any trace that they have passed through.

Notes: Stealth +5 while in overgrown or difficult terrain. It is on all the time.

0 Larkwood Bow This is the first summoning skill taught before leaving the Circle of Stones, the druid learns to summons a Larkwood Bow that is strung with dryad-like hair.

Notes: The bow has a +1 master crafted bonus to hit, and a range increment of 5 hexes.

DC: Spell 13
Target: Self
Action: 1 Move/Attack
Useable: Once per round

0 Shepherd's Crook Description: Another primary summoning spell taught to the new druid initiates is summoning a Shepherd’s Crook, made from enchanted ironwood. Even druid initiates are deadly enemies for those unwelcome in the forest.

Notes: The staff has a +1 magical bonus to hit and damage, and a 2-handed melee weapon, with a reach of +1 hex. The staff is inherently magical, and its damage increases as the druid levels.

  • Save: Melee vs AC
  • Damage: see Spell Progression Chart
  • Critical: 19-20, x2
  • Damage Bonus: Chart + WIS + STR + CL (caster's level)


Spell Progression Chart:

  • Level 0, 1d6 (3), +1 weapon
  • Level 2, 1d8 (4)
  • Level 5, 1d10 (5), +2 weapon
  • Level 8, 2D6 (6)
  • Level 11, 2d8 (8), +3 weapon
  • Level 14, 3d8 (12)
  • Level 17, 3d10 (15), +4 weapon
  • Level 20, 4d10 (20)


DC: Spell 10 + CL
Target: Self
Action: 1 Move/Attack
Useable: Once per round

0 Speak with Animals With this feat the druid is able to speak and understand dozens of woodland languages.
0 Nature’s Arrows Even before leaving the Circle of Stones, the druid learns to summons Nature’s Arrows, made from bamboo shafts, raven feather fletching, and tipped with obsidian arrowheads.

Notes: The arrows are inherently magical, and their damage increases as the druid levels.

  • Save: Ranged vs AC
  • Critical: 19-20, x2
  • Damage: Chart + WIS + CL
  • DR: Yes


Spell Progression Chart:

  • Level 0, 1d4 (2), 6 arrows
  • Level 2, 1d6 (3), +1 weapon
  • Level 5, 1d8 (4)
  • Level 8, 1d10 (5), +2 weapon
  • Level 11, 2D6 (6), 12 arrows
  • Level 14, 2d8 (8), +3 weapon
  • Level 17, 3d8 (12)
  • Level 20, 3d10 (15), +4 weapon


DC: Spell 10 + CL
Target: Self
Action: 1 Move/Attack
Useable: Once per round

1 Death Swarm The druid summons a howling elemental wind that physically blasts the target, doing impact damage. This is the basic ranged attack spell for a druid.

Notes: The spell increases in potency as the druid gains levels.

  • Bane attacks do double damage against their subtype.
  • On a natural roll of 18-20, the attack will do the listed Elemental Burst damage.
  • The caster can take the Enhanced Threat feat to make the critical 19-20, and the burst 15-20.


Spell Progression Chart:

  • Level 1, 1d4 (2)
  • Level 2, Elemental Burst 1, 1d6 (3), add cold
  • Level 3, 1D6 (3)
  • Level 4, add fire
  • Level 5, 2D6 (6)
  • Level 6, Elemental Burst 2, 2d6 (6), add lightning
  • Level 7, 2D8 (8)
  • Level 8, add poison
  • Level 9, 2D10 (10)
  • Level 10, Elemental Burst 3, 3d6 (9), add acid
  • Level 11, 2D12 (12)
  • Level 12, add Undead Bane
  • Level 13, 3D10 (15)
  • Level 14, Elemental Burst 4, 4d6 (12), add Lycanthrope Bane
  • Level 15, 3D12 (18)
  • Level 16, add Outsider Bane
  • Level 17, 4D12 (24)
  • Level 18, Elemental Burst 5, 5d6 (15), add Construct Bane
  • Level 19, 3D20 (30)
  • Level 20, Elemental Burst 6, 6d6 (18)


Save: Spell vs WILL
Damage: (Chart) + WIS + Level
Target: 1 living creature
Action: 1 Attack
Useable: At Will
Range: Medium (5 hex + Level)
DR: Yes
SR: Yes (Only against the burst effect)

1 Nature's Salve This is the basic ranged healing spell for a druid.

Note: This spell does not affect undead creatures or constructs (such as golems).

Spell Progression Chart:

  • Level 1, 1d6 (3)
  • Level 2, 2D6 (6)
  • Level 4, 3D6 (9)
  • Level 6, 4D6 (12)
  • Level 8, 3D10 (15)
  • Level 10, 4D10 (20)
  • Level 12, 5D10 (25)
  • Level 14, 6D10 (30)
  • Level 16, 7D10 (35)
  • Level 18, 4D20 (40)
  • Level 20, 5D20 (50)


DC: Spell 10 + CL
Heal: (Chart) + WIS + CL
Target: 1 living creature
Action: 1 Move/Attack
Useable: At Will
Range: Short (3 hex + ½ CL)

1 Thornskin This beneficial spell summons a thorny, wood-like armor. If the caster is hit in melee, the armor’s damage shield (DS) of thorns damages the attacker. The head to toe armor does not encumber, or restrict spell casting. The caster resembles a tree-kin (treant).

Notes: It takes two concentrations to maintain Thornskin on the pet and on the caster.
Spell Progression Chart:

  • Level 1, Adds ½ CL + WIS to AC
  • Level 2: Adds Damage shield (DS) does ½ CL in damage
  • Level 4: Damage Reduction (DR) of ½ CL
  • Level 6: Adds +3 HP x CL
  • Level 8: Spell Resistance (SR) of ½ CL
  • Level 10: Regeneration 1 + WIS per Round


Save: Spell 12 + CL
AC: WIS + ½ Level
Damage Shield: ½ CL
Target: Self or pet
Action: 1 Attack/Move
Duration: Encounter
DR: Yes

1 Woodland Familiar The druid summons a willing animal friend from the nearby area. The druid’s animal companion is linked to the druid by a telepathic bond, and can talk to the druid.

Notes: See Summoned Pet Chart.
Spell Progression Chart:

  • At Level 1 the druid may summon a Tiny animal.
  • At Level 3 the druid may summon a Small animal.
  • At Level 5 the druid may summon a Medium animal.
  • At Level 7 the druid may summon a Large animal.
  • At Level 9 the Druid can summon a Dire creature.
  • At Level 11 the Druid can summon a Magical beast.
  • At Level 13 the druid may summon a Huge animal.
  • At Level 15 the druid may summon a Monstrosity.
  • At Level 17 the druid may summon an Aberration.
  • At Level 19 the druid may summon a Gargantuan animal.


Save: Animal Handling 12
Target: Self
Action: 1 Attack
Useable: One per Round

2 Wild Shape Starting at 2nd level, the druid can use an action to magically assume the shape of a beast that they have seen before. They can use this feature twice before having to take a short rest. The druid’s level determines the beasts they can transform into (same as Woodland Familiar), as shown in the Woodland Familiar table.

Beast Spells: Beginning at 18th level, the druid can cast druid spells in any shape they assume using Wild Shape. Druids can perform the somatic and verbal components of a druid spell while in a bestial shape, but cannot use magical scrolls, potions, wands, rods, or staffs unless they have hands (moneys, apes. etc.).
Archdruid: At 20th level, the druid can use Wild Shape an unlimited number of times before resting.

DC: Spell 11 + CL
Duration: 2 x CL in hours

3 Cure Description: Cures magical, mental, and divine impairments on target ally. If multiple curses are on the party member, the Cure negates the oldest first. Cure dismisses 1 negative point per CL instantly, and any left over negative points are still active.


DC: Spell 13 + CL
Target: Party Member
Action: 1 Attack
Useable: Once per Round
Range: Medium (5 hex + CL)

3 Stifle This Death Swarm attack stifles the Summoner’s target for a brief period. If the spell fails to stifle the target, the target will most likely attack the caster. The stifled target suffers a -3 to all offensive actions.


Save: Spell vs AC
Damage: as Death Swarm
Target: 1 Creature/Caster
Action: 1 Attack
Useable: Once per Round
Duration: 3 rounds
Range: Medium (5 hex + CL)
DR: Yes
SR: Yes

3 Summon Food and Water The druid is able to summon a hearty meal of honey, fruit, bread and water. The druid is able to feed 1 person for each level that they have attained.


DC: Spell 13
Target: Party Member(s)

1 Example Example
1 Example Example
1 Example Example
1 Example Example
1 Example Example
1 Example Example
1 Example Example
1 Example Example
1 Example Example
1 Example Example
1 Example Example
Home of user-generated,
homebrew pages!


Advertisements: