Professional Documents
Culture Documents
Dun^eonsfrDra^ons
Player's Handbook 2 n d Edition Rules Supplement
The
Complete
Druid's file
Handbook
le
mp
Sa
by David Pulver
Table of Contents
Introduction 3 Chapter 4:
Role-playing Druids 58
Druidic Faith 58
The Neutral Alignment 59
A Druid's Responsibilities 62
Character Strategy 69
Relations with Others 73
Personality Types 76
Chapter 1: Diplomat 76
Druid Characters 4 Gardener 77
Druidic Organization 4 Idealist 77
The Essential Druid 5 Mysterious Figure 78
Druidic Branches 8 Nurturer 78
Branch Portraits 10 Rustic 79
Arctic Druid 10 Traditionalist 79
Desert Druid 12 Fanatic 79
Gray Druid 13 Misanthrope 80
Forest Druid 14 Druid Campaigns 80
Jungle Druid 16
Mountain Druid 17 Chapter 5:
file
Plains Druid 17 Druidic Magic 86
Swamp Druid 18 New Spells 86
Multi- and Dual-Class Druids 20 First-level 86
Agriculture: Expanded Rules 22 Second-level 87
le
Third-level 90
Chapter 2: Fourth-level 90
mp
2 • Table of Contents
Introduction
Special Thanks: Peter Donald, Chris Murray, neutral and "unaligned" druid can best ad-
Bruce Norman, and Tim Pulver. venture with a party of predominantly good
mp
TSR,Inc. Aft
K5gi§K
/jffljgGSfijffl
' - exciting campaign.
POB 756 120 Church End,
Lake Geneva, W\ir^mm Cherry Hinton The Complete Druid's Handbook adds numer-
WI53147 ^ |*jSmgW Cambridge CBl 3LB ous options to the druid class from the Play-
U.S.A.
t:s! s X
=^ United Kingdom er's Handbook, including druids from regions
other than the woodlands, and introduces
many specialized druid kits. Also included
are new spells and magical items, as well as
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON, rules for a druid's sacred grove.
SPELLJAMMER, DUNGEON MASTER, FORGOTTEN REALMS,
and WORLD OF GREYHAWK are registered trademarks owned Those using this book with the AD&D
by TSR, Inc. PLANESCAPE, MONSTROUS MANUAL, and the Original Edition game should know that page
TSR logo are trademarks owned by TSR, Inc.
All TSR characters, character names, and the distinctive likenesses references correspond with the AD&D 2nd
thereof are trademarks owned by TSR, Inc.
© 1994 TSR, Inc. All Rights Reserved. Printed in the U.S.A.
Edition Player's Handbook (PH) and DUNGEON
MASTER® Guide (DMG). The original druid
Random House and its affiliates have worldwide distribution class appears here as an appendix, with some
rights in the book trade for English language products of TSR, Inc.
Distributed to the book and hobby trade in the United Kingdom by material from the AD&D Original Edition ref-
TSR Ltd. Distributed to the toy and hobby trade by regional distrib- erence book Unearthed Arcana.
utors.
This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the
express written permission of TSR, Inc.
Introduction • 3
CHAPTER
Druid Characters
file
le
mp
Sa
The traditional druid is a guardian of the Members of all the branches of the druidic
woodlands. Nature, however, is vast and order have the same alignment—true neu-
diverse; thus the druids detailed in this book tral—and worship Nature. They share one
might live their lives protecting jungle rain ethos and owe at least nominal allegiance to
forests, arctic tundra, or even the subter- the world's Grand Druid. But, as befits the
ranean Underdark. As a result, several dis- infinite diversity of Nature, every branch dif-
tinct branches of druid are presented here, fers in details and approach to its mission.
each essentially a new subclass built around The granted powers and spells that Nature
the basic concept of the druid class. As a finds appropriate for a druid in one region
player, choose your druidic branch right after are often inappropriate for a druid from a
deciding to play a druid character. very different climate and terrain.
For instance, while the forest druids de-
Druidic Organization scribed in the PH have major access to the
Plant sphere of priest spells, the branch of
The basic druid as described in the PH is desert druids has only minor access to that
referred to here as the "forest druid." The sphere, reflecting the less abundant plant life
names of the other branches reflect their geo- in the desert. Similarly, while a forest druid's
graphic specialty: arctic druids, desert druids, ability to pass through overgrowth is very
and so on. useful in the woods, it has much less utility
4 • Chapter One
for a desert druid. Instead, the branch of alignment and the beliefs of druids, refer to
desert druids has granted powers enabling Chapter 4: Role-playing Druids.
them to survive in arid country.
Some rivalry exists between the different Experience and Hit Dice
branches of druids. On most worlds, the for-
est druids belong to the dominant branch. All druids must use the druid column of
However, on a few worlds (such as one in the Table 23: Priest Experience Levels (PH, p. 33).
midst of an ice age) another branch might Druids, like other members of the priest
wield the most power. For more details on group, use eight-sided Hit Dice (HD), gaining
rivalry between branches, see Chapter 3: The one die per level from 1st through 9th level.
Druidic Order. After 9th level, druids receive an additional 2
The Dungeon Master can restrict some hit points per level, but gain no special bonus
branches to nonplayer characters (NPCs) or for high Constitution.
even prohibit them to suit the background or
direction of a campaign. For example, the Proficiencies and Crossovers
Dungeon Master (DM) might decide that the
file
gray druids of the Underdark would make Druids gain proficiencies just like other
exciting adversaries for the characters. Since priests (PH, p. 50), starting with two weapon
having player characters (PCs) as gray druids and four nonweapon proficiencies.
le
would water down the impact of the gray It is strongly recommended that you, the
druids as foes, the DM can prohibit players player, use the optional nonweapon profi-
mp
from choosing that branch. Later in the cam- ciency rules when creating druid characters
paign, after the party has encountered the with this book. The various branches of
gray druids, the DM might open the branch druids (and the druid kits described later)
Sa
Druid Characters • 5
nondruidic eavesdroppers. It is a precise tool
Magical Items for discussing Nature; a druid can say "dense,
Druids use all magical items normally per- old-growth pine forest" in one word rather
mitted to priests, with the exception of writ- than a whole phrase.
ten items (books and scrolls) and those types The secret language has a specialized and
of armor and weapons that are normally for- detailed vocabulary limited to dealing with
bidden them. (The weapons and armor per- Nature and natural events; beyond this
mitted to members of each branch and kit do sphere, it is very basic. A druid could use the
vary, but they remain similar to those allowed secret language to talk about the health of a
to druids in the PH.) person, animal, or plant; discuss the weather;
Thus, a druid who finds magical chain mail or give detailed directions through the wil-
may not wear it, since druids must use only derness. The language also can describe dru-
nonmetallic armor. Similarly, a druid cannot idic spells, ceremonies, powers, and any nat-
wield a magical mace, since maces are not ural and supernatural creatures known to the
among the permitted druidic arms. druids. However, it contains no words for
sophisticated human emotions, for most tools
file
The Secret Language or artifacts (beyond those used for hunting,
farming, or fishing), or for weapons and
All druids can speak a secret language in armor (other than items druids use). The lan-
le
addition to other tongues they know. Using guage also contains few words that refer to
the optional proficiency system, the secret concepts peculiar to sentient beings, like prop-
mp
language does not require a proficiency slot. erty, justice, theft, or war. Tense distinctions
blur in this secret tongue; usually the con-
cepts druids express bear a certain immedi-
Sa
6 • Chapter One