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===The Complete Druid's Handbook=== One of the shortest Complete Books at a mere 6 chapters long, the Complete Book of Druids is brief and to the point. The very first chapter is Druid Charcters. It examines druidic organization, a basic summary of the mechanical side of creating a Druid PC, mechanical rules for druids from specific regions (Arctic, Desert, Gray - aka, Underdark, Forest, Jungle, Mountain Plans and Swamp), and the rules for multiclassed and dual-classed druids. Amusingly, it even has a section lampshading that a high-leveled dual-classed druid tends to have an unfair advantage in the duels that decide political rank. The first chapter also has an expanded set of sub-mechanics to running farms under AD&D rules. Which gives you some idea of just how druids were perceived in AD&D. A very large sidebar in the first chapter addresses the idea of non-human druid PCs. It references the four races given access to that class in the Complete Book of Humanoids - the [[Alaghi]], [[Centaur]], [[Saurial]] and [[Swanmay]] - and gives the author's opinion on other races: * [[Dryad]]s can become 4th level Forest Druids; [[Half-Dryad]]s can become 7th level or higher Forest Druids. * Sylvan [[Elves]] can achieve 12th level as Forest Druids and take the Herbalist Kit. [[Drow]] cannot become druids, but [[Half-Elf|Half-Drow]] can become Gray Druids. Elves may have access to a druid-like priest kit. * [[Giant-kin]], specifically [[Firbolg]]s and [[Voadkyn]], can become 7th level Forest Druids or have a druid-like cleric kit. * [[Halfling]]s did originally have the ability to become 6th level druids in AD&D Original Edition, with [[Unearthed Arcana]] giving them a higher level, and they have the Leaftender [[cleric]] kit. The end result, the author argues, is that 2e halflings should be able to reach 8th level as Forest or Plains Druids. * [[Lizardfolk]] can reach 7th level as Jungle or Swamp Druids. * [[Satyr]]s and [[Half-Satyr]]s, like their dryad relatives, can only be Forest Druids; pure satyrs max out at 4th level, and half-satyrs at 6th level. Chapter 2 is, of course, the mandatory [[kits]] section. * Adviser: A druid who provides counsel to a ruler, ala Merlin. * Avenger: A militant druid who seeks to actively root out and destroy threats to the wild. * Beastfriend: A druid who feels a particular empathy for animals over plants or humanoids. * Guardian: A territorial druid who takes a specific region under their charge due to its resources requiring prolonged care and attention. * Hivemaster: A Beastfriend specialized in insects and arachnids. * Lost Druid: A druid whose former territories were maliciously destroyed, resulting in the druid turning to dark magic and seeking vengeance. * Natural Philosopher: An intellectual druid who is as much a scholar of the wild as they are a protector. * Outlaw: A druid who hails from a region whre evil has taken over, leading to them becoming militant in their drive to restore the balance. * Pacifist: A non-violent druid who seeks to preserve intelligent life and seek diplomatic solutions over violence. * Savage: A druid from a particularly primitive, Stone Age type background. * Shapeshifter: A druid who focuses on mastering the shapechanging powers of their class above all else. * Totemic Druid: A druid who forms an almost priest-like bond with a specific totemic beast. * Village Druid: A relatively urban druid, who lives amongst villagers in order to keep them safe in return for their following the druidic codes. * Wanderer: A nomadic druid who roams the land constantly instead of taking a singular territory. Chapter 3 examines the greater druidic order, the assumed mystery religion to which druids belong, their equivalent of the typical [[cleric]] church. Sub-aspects of this chapter include branches, membership, moving up or down in the ranks, conducting the duels that they use to settle disputes, and the existence of the malevolently anti-civilization Shadow Circle. Chapter 4 talks about role-playing druids, examining things like their world-view, how their particular religion does or doesn't match up with the existence of nature-invested deities, interacting with other people, daily routines for druids, ceremonies, and just other tips to make your druid character deeper and more interesting. There are even some sample druid personality types and druidic campaigns. Chapter 5 is the obligatory Druidic Magic chapter, with new spells and magical items. Finally, chapter 6 examines sacred groves - the catch-all phrase for any druidic equivalent of a holy site slash temple, complete with the possible magical powers that such a place could possess.
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