The Druid Character Class

 

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The druid is a character class that has a basis in history.  Priests, judges, and teachers.  Caesar tells us that they practiced human sacrifices, sometimes burning victims alive in wicker cages.

In AD&D 1E, this is a very powerful class though it is often not played that way.  To be a druid a character must have a minimum wisdom of 12 and a minimum charisma of 15.  The class uses d8 for hit points and gains spells each level.  

Let's start with the negatives of the class:

  • Druids cannot use metal armor or shields.  This means they are restricted to leather armor and wooden shields.
  • Druids have limitations in terms of their weapons.  In 1E AD&D they are limited to clubs, daggers, darts, hammers, scimitars, slings, spears, and staves.
  • Druids cannot turn undead.
  • Druids have a level limit of 14.

The class has some major advantages:

  • They can earn up to 14 d8 in hit points if they advance to level 14!
  • They fight on the same combat table as clerics.
  • They have some ridiculously powerful spells, especially at lower level.  For example, entangle (first level spell) has a range of 8" and an area of effect of 4".  All creatures caught within are held fast or, if they make their save, move at half speed.  This spell lasts a turn.  Heat metal (second level spell) lasts seven rounds and does not have a saving throw.
  • At third level, druids can identify plants, animals, and pure water.  Third level can also pass through overgrown areas without leaving a trace.
  • At seventh level, druids are immune from charm spells from woodland creatures and can shape change up to three times per day which also removes 10-60% of any damage they suffered before changing.

 Here are some examples of using a druid:  

  • Our party is ambushed by a group of 20 bugbears.  Our druid casts entangle.  The character needs three segments to cast it.  If the druid is able to cast it, then he puts the spell in the middle of the largest group of bugbears impacting ten of them.  Only two make their saves, so the other eight are immobile until a turn is up.
  • In a dungeon we run into a party of duergar with plate mail, shields, and battle axes.  Our druid casts heat metal.  The spell takes four segments to cast.  If the druid gets the spell off, the duergar do not get saving throws.  The spell will last seven rounds, rounds two and six will cause damage, rounds three, four, and five will cause disability and damage to exposed flesh.  Our duergar will either have to take the armor off and release the axes or suffer agony and death.
  • We think a patrol of monsters is in the area and don't want to be surprised.  Our druid character changes into an eagle and flies around to get a bird's eye view of the forest.
The druid is a really great character in 1E if played correctly!  It should not be dismissed just because it can only advance to 14th level or just because it is dealing with the woods and nature.

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