Druid: Difference between revisions
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[[Image:Druids.jpg|thumb|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 [[shaman]]s. | |||
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 [[CoDzilla|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 [[Mystery of the Druids|mysterious]] bunch. No one knows who they are, or what they are doing. | |||
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{{Pathfinder-Classes}} |
Revision as of 11:08, 17 September 2015
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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.
Dungeons & Dragons 4th Edition Classes | ||
---|---|---|
Player's Handbook 1 | Cleric • Fighter • Paladin • Ranger • Rogue • Warlock • Warlord • Wizard | |
Player's Handbook 2 | Avenger • Barbarian • Bard • Druid • Invoker • Shaman • Sorcerer • Warden | |
Player's Handbook 3 | Ardent • Battlemind • Monk • Psion • Runepriest • Seeker | |
Heroes of X | Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch* | |
Settings Book | Artificer • Bladesinger* • Swordmage | |
Dragon Magazine | Assassin | |
Others | Paragon Path • Epic Destiny | |
*·: Non-AEDU variant classes |
Dungeons & Dragons 5th Edition Classes | |
---|---|
Player's Handbook | Barbarian • Bard • Cleric • Druid • Fighter • Monk Paladin • Ranger • Rogue • Sorcerer • Warlock • Wizard |
Tasha's Cauldron of Everything | Artificer • Expert • Spellcaster • Warrior |
Van Richten's Guide to Ravenloft | Apprentice • Disciple • Sneak • Squire |
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 |