==== Druid ==== |**Stat requirements:**| 14 wisdom| |**Resonances allowed:**| any | |**Hitdice:**| d8| |**Saving throws:**| fort/will strong, reflex weak| |**Class Skills:**| endurance, healing, perception, survival| |**Class Feats:**| **L1:** light armor proficiency, medium armor proficiency, shield proficiency, simple weapon proficiency, spell focus, druid circle, animal companion\\ **L3:** tracklessstep\\ **L4:** shapeshift\\ **L5:** nature sense\\ **L7:** resist natures lure\\ **L9:** venom immunity\\ **L11:** wild speech\\ **L15:** timeless body\\ **L16:** wild knowledge\\ **L31:** guardian of nature\\ **Also:** one bonus hybrid feat at L21, and every five class levels thereafter| Druids are champions of nature, though they claim no power over it. Instead, a druid's power comes from being one with the natural world: Reveling in the awesome destructive power of a storm and finding strength in the gentle rejuvenating potential of a calm pool. Many druids prefer to be solitary. Druids are a mixed lot, following the paths of various deities and even holding to diverse truths about the natural world. As such, any two druids may not see eye-to-eye on many matters, including the very essence of nature itself. The one view all druids have in common is that nature itself abhors the creation and existence of undead in any form. Undead are a direct threat to the natural world, and to the essence from which the druid draws their power, and must be destroyed. Druids may be of all resonances, but would never make use of undead or allow their allies to do so in their presence. They would seek to educate their peers on the sins of their ways, by any means necessary. If they were to belong to a faith that allows the use of undead, they would belong to a faction that opposes its use. As such, they cannot devote themselves to Nilith. Druids are versatile and they can take many paths in their lives: Powerful spellcasters, fearsome beasts or martial warriors. To learn how to take on the form of an animal, see %^ORANGE%^%^RESET%^. Druids are versatile and they can take many paths in their lives: Powerful spellcasters, fearsome beasts or martial warriors. To learn how to take on the form of an animal, see [[druid_shapeshifts|the druid shapeshift guide]]. Druidic oaths: Druids train with natural weapons and armor, and they further take traditional oaths that restrict them from using metal armor. Druids avoid carrying much worked metal at all, believing that it interferes with the pure nature of the wilds. The reasoning behind these oaths depends on the druid's background. Druids prepare individual spells with the ''prepare'' command from the druid spell list, which you can view with the ''spells druid (by level)'' command. They can cast prepared spells with the ''cast'' command. To see which spells you have prepared, use ''recall druid spells'' casting stat. Druids also get the following cantrips (type 'recall cantrip spells'): Create Water, Detect Magic, Detect Poison, Guidance, Resistance, Light, Mending Druids live and operate in various conclaves, called [[druid circles]], each dedicated to a certain set of ideals. Druids may choose from the following druid circles: Circle of the Claw, Circle of Pestilence, Circle of Wildfire, Circle of Wild Growth and Circle of Winter They can cast in any armor they can wear, but not while wielding anything. They will need the perfect caster feat to avoid harming their animal companion, allies and summoned creatures with area-affecting spells.