Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells).īonus Languages: A druid?s bonus language options include Sylvan, the language of woodland creatures.
For example, a neutral good druid cannot cast evil spells. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature?s ally IV (also a 4th-level spell).Ĭhaotic, Evil, Good, and Lawful Spells: A druid can?t cast spells of an alignment opposed to her own or her deity?s (if she has one). She can ?lose? a prepared spell in order to cast any summon nature?s ally spell of the same level or lower. Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn?t prepared ahead of time. A druid may prepare and cast any spell on the druid spell list (page 189), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. She does not have access to any domain spells or granted powers, as a cleric does.Ī druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1?1: Ability Modifiers and Bonus Spells, page8).
Her base daily spell allotment is given on Table 3?8: The Druid. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. The Difficulty Class for a saving throw against a druid?s spell is 10 + the spell level + the druid?s Wisdom modifier. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). A druid must choose and prepare her spells in advance (see below). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs see Chaotic, Evil, Good, and Lawful Spells, below. Spells: A druid casts divine spells (the same type of spells available to the cleric, paladin, and ranger), which are drawn from the druid spell list (page 189). See the ironwood spell description, page 246) Druids are proficient with shields (except tower shields) but must use only wooden ones.Ī druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).ĭruids are proficient with light and medium armor but are prohibited from wearing metal armor thus, they may wear only padded, leather, or hide armor. Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. All of the following are class features of the druid.