Druidic Warrior (3.5e Class)
From D&D Wiki
- 1 Druidic Warrior
- 1.1 Making a Druidic Warrior
- 1.2 Campaign Information
Druidic warriors combine a fierce melee combat regimen with the ability to manipulate the wilderness to assist them when in need.
Making a Druidic Warrior
Druidic warriors are fierce combatants in melee combat and fight with a somewhat primitive style, but also have the capacity to will nature and the wilderness to assist them. Although druidic warriors have little knowledge outside of the wilderness and have minimal skills interacting with "outsiders", they will seek to help those in need.
Abilities: Strength and Constitution are both essential for the druidic warrior's melee combat, both to deal significant damage and to be able to stand up to taking damage, as well. Wisdom is necessary for the druidic warrior's spellcasting, so a high Wisdom score would be recommended.
Races: Although members of any race may choose to follow the path of a druidic warrior, they must come from a primitive version of their race, and they must have been raised in some form of wilderness. Elves, humans, and half-orcs are most likely to become druidic warriors. It is possible for gnomes and halflings to, as well. It is incredibly unlikely for a dwarf to becomes a druidic warrior, as dwarfs tend to live in civilized cities.
Alignment: Any nonevil. Druidic warriors must also maintain a positive connection with nature.
Starting Gold: 1d4x10 gp).
Starting Age: "Simple".
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+0||+2||Animal companion, nature sense, wild empathy||5||2||—||—||—||—||—||—||—||—|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Druidic warriors all utilize the same basic strategy: call for aid from nature and attack the enemy head-on. Druidic warriors are very flexible in combat, due to their large amount of spellcasting as well as their melee combat prowess. They can either be on the front lines next to fighters and tank-like clerics, or they can be on the back line supporting, next to the sorcerer and bard. All of the following are class features of the druidic warrior.
Weapon and Armor Proficiency: Druidic warriors are proficient with all simple weapons plus the sap, the greatclub, the whip, and the net. Druidic warriors are proficient with light armor, hide armor, bucklers, light wooden shields, and heavy wooden shields.
Spells: A druidic warriors casts divine spells, which are drawn from the druidic warrior spell list below. A druidic warrior does not need to prepare her spells in advance and can cast her spells spontaneously. To learn or cast a spell, the druidic warrior must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druidic warrior's spell is 10 + the spell level + the druidic warrior's Wisdom modifier. Like other spellcasters, a druidic warrior can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score. NOTE: The druidic warrior may only have one "summon" spell active at a time (i.e., only one Summon Nature's Ally or Summon Swarm); if the druidic warrior attempts to cast a second "summon" spell, any creatures called by previous spells are teleported back to their home planes as if a banishment spell that allows no saving throw had been cast upon it/them. Druidic warriors choose their spells from the following list:
0—Create Water, Detect Magic, Detect Poison, Guidance, Know Direction, Light, Purify Food and Drink, Resistance
1st—Calm Animals, Charm Animal, Detect Animals or Plants, Detect Snares and Pits, Detect Undead, Endure Elements, Entangle, Hide from Animals, Obscuring Mist, Pass without Trace, Shillelagh, Speak with Animals, Summon Nature's Ally I
2nd—Animal Messenger, Animal Trance, Delay Poison, Fog Cloud, Gust of Wind, Hold Animal, Reduce Animal, Soften Earth and Stone, Summon Nature's Ally II, Summon Swarm, Warp Wood, Wood Shape
3rd—Call Lightning, Daylight, Diminish Plants, Dominate Animal, Neutralize Poison, Plant Growth, Remove Disease, Snare, Speak with Plants, Summon Nature's Ally III, Water Breathing, Wind Wall
4th—Air Walk, Antiplant Shell, Blight, Command Plants, Control Water, Freedom of Movement, Giant Vermin, Repel Vermin, Summon Nature's Ally IV
5th—Animal Growth, Awaken, Baleful Polymorph, Call Lightning Storm, Commune with Nature, Control Winds, Insect Plague, Summon Nature's Ally V, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Wall of Thorns
6th—Contingency, Find the Path, Ironwood, Liveoak, Move Earth, Repel Wood, Spellstaff, Stone Tell, Summon Nature's Ally VI
7th—Animate Plants, Changestaff, Control Weather, Creeping Doom, Summon Nature's Ally VII, Sunbeam, Transmute Metal to Wood, True Seeing, Wind Walk
8th—Control Plants, Earthquake, Repel Metal or Stone, Reverse Gravity, Summon Nature's Ally VIII, Sunburst, Whirlwind
9th—Antipathy, Elemental Swarm, Shambler, Storm of Vengeance, Summon Nature's Ally IX, Sympathy
You may add other druid or ranger spells to the druidic warrior's spell list at your DM's discretion.
Animal Companion (Ex): A druidic warrior may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM’s campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the druid’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. A 1st-level druidic warrior’s companion is completely typical for its kind except as noted in the Player's Handbook entry for the druid's ability of the same name. As a druidic warrior advances in level, the animal’s power increases as shown in that same entry. If a druidic warrior releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. A druidic warrior of 4th level or higher may select from alternative lists of animals (see the sidebar in the Player's Handbook). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druidic warrior level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druidic warrior level and compare the result with the druid level entry on the table in the sidebar to determine the animal companion’s powers. (If this adjustment would reduce the druidic warrior’s effective level to 0 or lower, she can’t have that animal as a companion.)
Nature Sense (Ex): A druidic warrior gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druidic warrior can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions justlike a Diplomacy check made to improve the attitude of a person. The druidic warrior rolls 1d20 and adds her druidic warrior level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druidic warrior and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druidic warrior can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druidic warrior may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druidic warrior leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Venom Immunity (Ex): At 10th level, a druidic warrior gains immunity to all poisons.
Nature's Power (Ex): At 20th level, a druidic warrior has become the epitome of nature's strength, and becomes rewarded as such. Using any of the druidic warrior's "Summon" spells (i.e. Summon Nature's Ally, Summon Swarm, Elemental Swarm, etc.) does not count against her spells per day. In addition, when casting any "Summon" spell, the druidic warrior may summon an additional creature of the same type as the other(s) summoned.
If a druidic warrior falls to evil ways or foregoes her connection with nature, she loses many of her powers. She loses the ability to cast any druidic warrior spells, and loses all extraordinary abilities gained through the druidic warrior class. Furthermore, she will never be welcomed by her tribe, or any other druidic tribe, again.
Epic Druidic Warriors
|21st||Captain of the Guard 1/day|
|23rd||Captain of the Guard 2/day|
|25th||Captain of the Guard 3/day|
|27th||Captain of the Guard 4/day|
|29th||Captain of the Guard 5/day|
|30th||Nature's Absolute Power|
4 + Int modifier skill points per level.
Captain of the Guard (Ex): Starting at 21st level, the druidic warrior is recognized as an exemplar among her people, and is able to call other druidic warriors to her aid. Once per day at 21st level, and an extra time per day at every odd-numbered level thereafter, the druidic warrior can call two 10th-level druidic warriors to aid her. She must be within a mile of the wilderness to use this ability. The druidic warriors will serve her for up to one hour or until they perish, whichever comes first (however, the druidic warriors will not abandon their Captain in the middle of a battle).
Nature's Absolute Power (Ex): Upon reaching 30th level, the druidic warrior becomes the embodiment of nature's wrath itself. She gains +5 to her natural armor bonus to AC. In addition, when casting any of her "Summon" spells, she may choose to summon 3 extra creatures of the same type.
Human Druidic Warrior Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Improved Initiative.
Bonus Feats: Toughness.
Gear: Leather armor, 5 torches, flint & steel, nature holy symbol.
Gold: 12 gp.
Playing a Druidic Warrior
Religion: Druidic warriors, for the most part, do not believe in a specific deity, but rather worship nature as a whole. If a druidic warrior does believe in a deity, it must be a deity that is somehow positively connected with nature.
Other Classes: Druidic warriors work very well with druids and rangers, who also believe in nature the same way they do. They often won't form friendships with fighters or barbarians, but will happily work with them and respect their combat ability. Druidic warriors do not like sorcerers and wizards, as they view their magic as unnatural and against the natural flow of the world.
Combat: Most druidic warriors will begin combat by calling for help in the form of casting "Summon" spells, then will follow that up with employing their melee combat ability. Druidic warriors are not meant to absorb damage like barbarians and some clerics, but are meant to deal damage alongside fighters..
Advancement: Druidic warriors will sometimes take levels in fighter, druid, or cleric in an effort to more specialize in either their melee fighting or in their spellcasting. They will never take levels in sorcerer or wizard, as their magics are considered "unnatural" by druidic warriors.
Druidic Warriors in the World
|“||The wilderness is my home and my very being, and I will give my very life to defend it.||”|
|—Alunnin Jadeglow, Elf Druidic Warrior|
Druidic warriors are, for the most part, located in the wilderness. They fiercely defend their homeland as well as any wilderness or being of nature that is threatened. They only leave their homelands when exiled or when they are presented with a quest to defend nature that occurs outside of their homeland.
Daily Life: Druidic warriors spend much of their free time in training, preparing for the next time they must defend their home. What time they don't spend in combat or preparing for combat, they spend in appreciation of nature and reflection.
Notables: Atnaac Icebear, Captain of the Frozen Tundra.
Organizations: Druidic warriors live together in tribes, and only meet with members outside of their tribes if they must do so to defend nature or to set up necessary trade between the tribes.
NPC Reactions: Druidic warriors aren't well-known outside of their tribes and the surrounding tribes. When seen in the "civilized" world, people are likely to regard them with suspicion, as they appear primitive and not particularly sociable.
Druidic Warrior Lore
Characters with ranks in Knowledge (nature) can research druidic warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Some primitive tribes in the wilderness have unusual warriors to protect them.|
|10||Warriors in the wilderness learn to manipulate nature to supplement their combat prowess.|
|15||Druidic warriors often pray to no god in particular, but rather to nature as a whole.|
|20||Druidic warriors protect nature as well as good beings who are in need.|
Druidic Warriors in the Game
Druidic Warriors serve both as melee combatants as well as utility casters within the party. They are most powerful in the wilderness, but are still effective elsewhere, and will always fight for nature, as well as often fighting for good.
Adaptation: Some druidic warriors may choose to more specialize in the spellcasting aspect of the class rather than the melee fighting ability.
Sample Encounter: The PCs are travelling through the wilderness and accidentally trespass on a druidic warrior-tribe's land, and one of the tribe's warrior-scouts attacks the party.
EL 4: The 4th-level druidic warrior will call for help from her allies by casting Summon Nature's Ally II. Once their summon has arrived, they will engage in melee combat with the party, attacking with a quarterstaff.