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They are a [[Mystery of the Druids|mysterious]] bunch. No one knows who they are, or what they are doing.
They are a [[Mystery of the Druids|mysterious]] bunch. No one knows who they are, or what they are doing.


Druids are usually fairly close to being "good guys" since, even if their official thing is all about "preserve nature", the fact that bad guys in D&D tend to messing around with necromancy or summoning fiends tends to make for at least "enemy of my enemy is my friend" alliances. Evil druids are, honestly, something of a minority -- but they do happen. [[Forgotten Realms]] has the Shadow Circle, which are militant anti-city druids who want to violently destroy all forms of civilization. [[Eberron]] has two; the Circle of the Ashbound believe (falsely) that arcane magic harms nature and that destroying magical items and users is good for nature - long story, it involves their founder killing a [[lich]] who'd been screwing around with nature and then noticing nature bounced back ''really well'' afterward - and the Children of Winter, social darwinists who believe that "Winter is coming!" and launch eco-terrorist attacks on civilization to winnow out the weak and ensure only the strong will be left to keep everybody from dying out during the "winter phase" of Eberron's life.
Druids are usually fairly close to being "good guys" since, even if their official thing is all about "preserve nature", the fact that bad guys in D&D tend to messing around with necromancy or summoning fiends tends to make for at least "enemy of my enemy is my friend" alliances. Evil druids are, honestly, something of a minority -- but they do happen. [[Forgotten Realms]] has the Shadow Circle, which are militant anti-city druids who want to violently destroy all forms of civilization. [[Eberron]] has two; the Circle of the Ashbound believe (falsely) that arcane magic harms nature and that destroying magical items and users is good for nature - long story short, it involves their founder killing a [[lich]] who'd been screwing around with nature and then noticing nature bounced back ''really well'' afterward - and the Children of Winter, social darwinists who believe that "Winter is coming!" and launch eco-terrorist attacks on civilization to winnow out the weak and ensure only the strong will be left to keep everybody from dying out during the "winter phase" of Eberron's life.


{{D&D3-Classes}}
{{D&D3-Classes}}

Revision as of 02:09, 4 September 2016

Druids are mysterious. Very much so.

Pre-christian Celtic priests often associated with nature and divination. And human sacrifice. Don't forget the human sacrifice. In modern times druidism has been revived under the new-age movements minus human sacrifice. In fantasy druids are often powerful magicians or cleric variants who get their powers from communing with nature, more like historical shamans.

Druids have long been a staple class of D&D where they are known for their shapeshifting abilities, being able to turn into various animal forms, and being hilariously broken in 3.5e. Using this ability might incur the Familiarity Question, so make sure to run this by the DM prior to playing a Druid.

Druids can turn into bears whose stats have been buffed into the stratosphere who can summon bears whose own stats have been buffed into the stratosphere out of their eyes while farting lightning, pissing acid, shitting explosive berries, and breathing fire that does irresistible damage, thus making your fighter look lame. A little harder to break in Pathfinder, but still top-tier.

However, in D&D 5th edition, buff spells have been changed and the Druid no longer gets an animal companion; however, this is quickly brushed aside when players realize that they can wildshape into a bear at 2nd level (as a bonus action) thanks to the Circle of the Moon. Druids get two choices in 5e: Circle of the Lands, where they pick a chosen land (the Underdark is on the list) and get spells relating to it. Circle of the Moon gives them tons and tons of shapeshifting bonuses, as well as the ability to heal themselves while in wildshape by burning spells. They also have Druidcraft, a spammable cantrip that can work like a weather app, tiny amounts of fertilizer, a candle, or matches depending on how you need to prove your druidic might to someone today.

They are a mysterious bunch. No one knows who they are, or what they are doing.

Druids are usually fairly close to being "good guys" since, even if their official thing is all about "preserve nature", the fact that bad guys in D&D tend to messing around with necromancy or summoning fiends tends to make for at least "enemy of my enemy is my friend" alliances. Evil druids are, honestly, something of a minority -- but they do happen. Forgotten Realms has the Shadow Circle, which are militant anti-city druids who want to violently destroy all forms of civilization. Eberron has two; the Circle of the Ashbound believe (falsely) that arcane magic harms nature and that destroying magical items and users is good for nature - long story short, it involves their founder killing a lich who'd been screwing around with nature and then noticing nature bounced back really well afterward - and the Children of Winter, social darwinists who believe that "Winter is coming!" and launch eco-terrorist attacks on civilization to winnow out the weak and ensure only the strong will be left to keep everybody from dying out during the "winter phase" of Eberron's life.

Dungeons & Dragons 3rd Edition classes
Player's Handbook BarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWizard
Player's Handbook II BeguilerDragon ShamanDuskbladeKnight
Complete Adventurer ExemplarNinjaScoutSpellthief
Complete Arcane WarlockWarmageWu jen
Complete Divine Favored SoulShugenjaSpirit Shaman
Complete Psionic ArdentDivine MindEruditeLurk
Complete Warrior HexbladeSamuraiSwashbuckler
Dragon Compendium Battle DancerDeath MasterJesterMountebankSavantSha'irUrban Druid
Dragon Magazine Sha'ir
Dragon Magic Dragonfire Adept
Dungeonscape Factotum
Eberron Campaign Setting Artificer
Heroes of Horror ArchivistDread Necromancer
Magic of Incarnum IncarnateSoulbornTotemist
Miniatures Handbook Favored SoulHealerMarshalWarmage
Ghostwalk Eidolon (Eidoloncer)
Oriental Adventures SamuraiShamanShugenjaSoheiWu Jen
Psionics Handbook PsionPsychic WarriorSoulknifeWilder
Tome of Battle CrusaderSwordsageWarblade
Tome of Magic BinderShadowcasterTruenamer
War of the Lance Master
Wizards's Website Psychic Rogue
NPC Classes AdeptAristocratCommonerExpertMagewrightWarrior
Second Party MarinerMysticNobleProphet
Class-related things Epic LevelsFavored ClassGestalt characterMulticlassingPrestige ClassRacial Paragon ClassTier SystemVariant Class
Dungeons & Dragons 4th Edition Classes
Player's Handbook 1 ClericFighterPaladinRangerRogueWarlockWarlordWizard
Player's Handbook 2 AvengerBarbarianBardDruidInvokerShamanSorcererWarden
Player's Handbook 3 ArdentBattlemindMonkPsionRunepriestSeeker
Heroes of X Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch*
Settings Book ArtificerBladesinger* • Swordmage
Dragon Magazine Assassin
Others Paragon PathEpic Destiny
*·: Non-AEDU variant classes
Dungeons & Dragons 5th Edition Classes
Player's Handbook BarbarianBardClericDruidFighterMonk
PaladinRangerRogueSorcererWarlockWizard
Tasha's Cauldron of Everything ArtificerExpertSpellcasterWarrior
Van Richten's Guide to Ravenloft ApprenticeDiscipleSneakSquire
Unearthed Arcana Mystic
The Classes of Pathfinder 1st Edition
Core Classes: Barbarian - Bard - Cleric - Druid - Fighter - Monk
Paladin - Ranger - Rogue - Sorcerer - Wizard
Advanced
Player's Guide:
Alchemist - Antipaladin - Cavalier
Inquisitor - Oracle - Summoner - Witch
Advanced
Class Guide:
Arcanist - Bloodrager - Brawler - Hunter - Investigator
Shaman - Skald - Slayer - Swashbuckler - Warpriest
Occult
Adventures:
Kineticist - Medium - Mesmerist
Occultist - Psychic - Spiritualist
Ultimate X: Gunslinger - Magus - Ninja - Samurai - Shifter - Vigilante