Druid |
||
---|---|---|
![]() Fortitude High |
![]() Will High |
![]() Reflex Low |
![]() Base Attack Bonus Average |
![]() HP per level +5 (d8) |
![]() Skill Points +3 |
![]() Max level of Spells 10 |
![]() Caster ability Wisdom |
![]() Caster type Memorizing Spells |
Class Initial Features |
||
Class Skills |
||
Druid is a class in Pathfinder: Wrath of the Righteous.
While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.
Druid Information
Stats
- Alignment Requirement: Any neutral
- Hit Die: +5
- Skill Points per Level: 3
- Level 1 Base Attack Bonus: +0
Skills
Difficulty
Druid Features
- Spontaneous Summoning
- Nature Bond
- Alignment Restriction
- Nature Sense
- Proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortsword, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.
Spellcasting
- The Druid can cast up to 9th level spells. Druids cast spells drawn from the Druid spell list.
- Druids automatically know all spells on their spell list.
- The Druid is a divine spellcaster, and thus can wear armor while casting spells.
- The Druid can gain additional spells through a Domain if they select a domain using their Nature Bond class feature.
Druid Video Guide
Druid Archetypes
Feyspeaker
Bonus: Fey Magic, more Skill points
Penalty: No Spontaneous Summoning, later Wild Shape, BAB reduced to Low
Elemental Rampager
Penalty: No Nature Bond, Resist Nature's Lure, Venom Immunity
Primal Druid
Bonus: Animal Companion (Mastodon, Smilodon, Triceratops, or Velociraptor), Primal Size
Penalty: No Nature Bond, Nature Sense, Resist Nature's Lure
Druid Progression
Level |
BAB |
Fort |
Ref |
Will |
Special |
Spell Slots |
||||||||
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
||||||
Level 1 | 0 | 2 | 0 | 2 | Spontaneous Summoning, Nature Bond, Alignment Restriction, Druid Proficiencies, Nature Sense | 1 | - | - | - | - | - | - | - | - |
Level 2 | 1 | 3 | 0 | 3 | 2 | - | - | - | - | - | - | - | - | |
Level 3 | 2 | 3 | 1 | 3 | 2 | 1 | - | - | - | - | - | - | - | |
Level 4 | 3 | 4 | 1 | 4 | Resist Nature's Lure, Wild Shape (Wolf) | 3 | 2 | - | - | - | - | - | - | - |
Level 5 | 3 | 4 | 1 | 4 | 3 | 2 | 1 | - | - | - | - | - | - | |
Level 6 | 4 | 5 | 2 | 5 | Wild Shape (Leopard), Wild Shape (Small Elemental) | 4 | 3 | 2 | - | - | - | - | - | - |
Level 7 | 5 | 5 | 2 | 5 | 4 | 3 | 2 | 1 | - | - | - | - | - | |
Level 8 | 6/1 | 6 | 2 | 6 | Wild Shape (Bear), Wild Shape (Medium Elemental) | 4 | 3 | 3 | 2 | - | - | - | - | - |
Level 9 | 6/1 | 6 | 3 | 6 | Venom Immunity | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
Level 10 | 7/2 | 7 | 3 | 7 | Wild Shape (Smilodon), Wild Shape (Shambling Mound), Wild Shape (Large Elemental) | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
Level 11 | 8/3 | 7 | 3 | 7 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | |
Level 12 | 9/4 | 8 | 4 | 8 | Wild Shape (Huge Elemental) | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
Level 13 | 9/4 | 8 | 4 | 8 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | |
Level 14 | 10/5 | 9 | 4 | 9 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | |
Level 15 | 11/6/1 | 9 | 5 | 9 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | |
Level 16 | 12/7/2 | 10 | 5 | 10 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | |
Level 17 | 12/7/2 | 10 | 5 | 10 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
Level 18 | 13/8/3 | 11 | 6 | 11 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |
Level 19 | 14/9/4 | 11 | 6 | 11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |
Level 20 | 15/10/5 | 12 | 6 | 12 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
All Base Druid Abilities

Spontaneous Summoning
A Druid can channel stored Spell energy into summoning spells that he hasn't prepared ahead of time. He can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Nature Bond
At 1st level, a Druid forms a bond with nature. This bond can take one of two forms. The first is a dose tie to the natural world, granting the Druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective Cleric level is equal to his druid level. A Druid that selects this option also receives additional domain spell slots, just like a Cleric. He must prepare the spell from his domain in this slot and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an animal companion. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, his effective Druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Alignment Restriction
A Druid who changes to a prohibited Alignment loses all Spells and Druid Abilities (including his animal companion, but not including Weapon, Armor, and shield proficiencies). He cannot thereafter gain levels as a Druid until he returns to a permitted Alignment.

Druid Proficiencies
Druids are proficient with the following Weapons: Club, Dagger, Dart, Quarterstaff, Scimitar, Scythe, Sickle, Shortspear, Sling, and Spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
Druids are proficient with light and medium Armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with Shields (except Tower Shields) but must use only wooden ones.

Nature Sense
A Druid gains a +2 bonus on Lore (Nature) checks.

Wild Shape (Wolf)
At 4th level, a Druid gains the ability to turn himself into a Wolf and back again once per day. The effect lasts for 1 hour per Druid level, or until he changes back.
Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.
For the Feyspeaker archetype, all level prerequisites are increased by 2.

Resist Nature's Lure
Starting at 4th level, a Druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey and plants.

Venom Immunity
At 9th level, a Druid gains immunity to all poisons.

Wild Shape (Leopard)
At 6th level, a Druid can use Wild Shape to change into a Leopard or a Small Elemental.
Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.
For the Feyspeaker archetype, all level prerequisites are increased by 2.

Wild Shape (Small Elemental)
At 6th level, a Druid can use wild shape to change into a leopard or a small elemental.
Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.
For the Feyspeaker archetype, all level prerequisites are increased by 2.

Wild Shape (Bear)
At 8th level, a druid can use wild shape to change into a bear or a medium elemental.
Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.
For the Feyspeaker archetype, all level prerequisites are increased by 2.

Wild Shape (Medium Elemental)
At 8th level, a druid can use wild shape to change into a bear or a medium elemental.
Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.
For the Feyspeaker archetype, all level prerequisites are increased by 2.

Wild Shape (Huge Elemental)
At 12th level, a druid can use wild shape to change into a huge elemental.
Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.
For the Feyspeaker archetype, all level prerequisites are increased by 2.

Wild Shape (Smilodon)
At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.
Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.
For the Feyspeaker archetype, all level prerequisites are increased by 2.

Wild Shape (Shambling Mound)
At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.
Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.
For the Feyspeaker archetype, all level prerequisites are increased by 2.

Wild Shape (Large Elemental)
At 10th level, a druid can use wild shape to change into a smilodon, a shambling mound, or a large elemental.
Changing form is a standard action and doesn't provoke an attack of opportunity. A Druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level.
For the Feyspeaker archetype, all level prerequisites are increased by 2.
Classes |
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard |
Feyspeaker don't have weaker animal companion but low ab (like wizard)
1
+10
-1