Tuesday, January 24, 2017

Druid Class Discussion

Good Morning Game Fans, we’re back to continue our deeper investigation into the mysteries of Dungeons and Dragons, and how it shaped the larger roleplaying game community.  We’ve put a temporary hold on our discussion about races in fantasy roleplaying (We’ll pick back up with the races from Volo’s Guide to Monsters and the Elemental Evil Player’s Companion after this interlude).  We’re going to discuss the role of Classes in fantasy roleplaying games, and then we’ll take a look in turn at each of the character classes in the Player’s Handbook for Dungeons and Dragons, 5th Edition.


So what is a Character Class?  In Dungeons and Dragons (and many other roleplaying games) A Character Class represents a combination of special abilities, options and skills that make up a character’s occupation.  Your Character Class helps define what options you have to interact with the larger game world, and determines whether you’re a sneaky expert, or a bold warrior, or a crafty arcane magician.  


It also serves to indicate to other players what they can expect your character to be capable of doing.   In other words, it can serve as a keyword for you to identify a variety of factors.  It’s also the second most common descriptor used to identify a character after race.  For example, “He’s a human ranger, or she’s an elven wizard.”  in the same way that people can identify as a lawyer, or a doctor or a soldier, the fantasy adventurer identifies as a barbarian, or a ranger, or a wizard.  


Druid:

Druids are the guardians of the natural world.  They watch over the wild places, sustain the balance of nature and ward off the ills of the world.  Friend to both plants and animals, the druid is a powerful caster of divine magic and even more ardent champion of natural fury.  Some druids are extremely adept at shape changing, taking on the forms of the animals they watch over for any number of reasons.  On more than one occasion an orc has suffered from a Grizzly fate while attempting to despoil natural beauty in the world.  


Creating a Druid:

Why did you pick Druid for this character?  Is he or she a a learned expert in ancient ways?  An animal lover who tends over the animals of the wilds?  A sentinel against the encroaching fire of civilization?      Figuring out these answers can help you figure out why you want to be a Druid, and how you can select a background that works with the class and your concept.


Druids are masters of the natural world, though they would claim to merely be its servants and protectors.  Combining powerful divine magic drawn from the natural world and the unique ability to wild shape into ferocious beasts, Druids offer a range of expertises and competencies.  Druids can do a lot of different things, and it’s up to you as a player to decide what your druid excels at.  


The Druid is a Wisdom based spellcaster, so for maximum spell effectiveness, you’re going to need a high Wisdom.  Other attributes are less important, as you have the option to shift into an animal form to do battle.  You’ll be using that animal’s statistics while changed, so your own physical attributes may not be as important to you as they are to other characters.  


Class Features

This section contains all of the mechanically and statistically relevant information that you will need as a player to build your character.  


Hit Points:

Hit points represent the amount of damage a character can take before being incapacitated and potentially dead.  Every class has a specific range of potential hit point totals, modified by the character’s Constitution modifier.


Hit Dice:  Druids use a D8 for their hit dice.  This is a middle of the road hit die, the dedicated arcane spell casters are rolling D6s, while the Rogue, the Cleric, and the Monk are also rolling D8s.  Compared to more martially capable characters, Druids can’t take as much of a punch without succumbing to their injuries
Hit Points at 1st level: A 1st level Druid will have 8 hit points plus an additional number of hit points equal to their constitution bonus.  
Hit Points at higher levels:  Every level after first, a Druid gains an additional D8 hit die, which they can roll for hit point, or take the average value of 5.  They also get to add their Constitution modifier to whatever they roll.  The new Hit Die plus Con mod is added to their existing Maximum hit points, and they are off to the races.  


For example, a level 3 Druid has just gained enough experience points to achieve level 4.  They roll a D8, and come up with a 6.  The player adds their Constitution bonus of +2, and this comes to an 8.  Added to the existing maximum Hit Point total of 24, the new 4th level Druid has 32 hit points.


Proficiencies:

Proficiencies represent specific training and competency levels with a variety of weapons, armor, saving throws, tools, and skills.  When using weapons and skills your character is proficient in, as well as making saving throws of types your character is proficient with, you get to add your proficiency bonus to the die roll.  


Armor:  Light Armor, Medium Armor, Shields (Druids don’t use armor or shields made of metal)
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tools: Herbalism Kit
Saving Throws:  Intelligence, Wisdom
Skills:  Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival.  


Note: There are other ways to acquire certain proficiencies beyond the character class.  Certain races, backgrounds, and other options allow a character to pick up proficiencies outside their normal range, so if you see something you’re looking for, you might just find it in another section.  


Equipment:

Every character class has a recommended starting package of weapons and equipment.  This is an excellent way to save yourself time by grabbing a gear package and being ready to go.  All of the suggestions are laid out in a menu, and you as a player get to make one choice per bullet point for your character’s equipment.
  • (a) wooden shield or (b) any simple weapon
  • (a) scimitar or (b) any simple melee weapons
  • Leather armor, an explorer’s pack,  and a druidic focus



Class Abilities:

The majority of the remaining class description will feature a combination of special abilities and tricks that only members of this specific class have access to.  These are the other professional capabilities that define this class and separate it from the remaining ones.  They give the flavoring that make the bard play differently from the sorcerer.  They have a specific format that they’ll likely follow:


1st Level
Druidic
Druids know a special language that only other Druids can decipher.  Druids can both speak it, and leave messages with it.  Druids automatically notice such messages, but others need a Wisdom (Perception) DC 15 check to notice them.  Even if noticed, non-Druids can’t decipher it.  



Spellcasting
Through their deep connection to their natural world, Druids can create magical effects.  Spellcasting is an incredibly dense topic that is covered in Chapter 10 of the PHB (Spellcasting) and Chapter 11 (The Spell Lists).  I’m going to cover the basics of how Spellcasting is affected by being all that is Druid, but you should definitely check out both of those chapters before slinging spells.

Cantrips

The Druid knows two cantrips from the Druid Spell list.  As the Druid gains more experience, they learn more cantrips.


Preparing and Casting Spells

The Druid has a limited number of slots that they can use to cast magical spells.  There’s a big table on page 65 that will tell you how many spell slots of each level you have available.  In order to cast a spell, you need to have a spell slot of the appropriate level or higher available.  Casting the spell expends the spell slot.  All expended spell slots recover with a long rest.


Note 1:  Some spells work better when cast with higher level spell slots.


Select a list of spells from the cleric list that you wish to cast for the day. The two restrictions on this are that the spells must be of a level that you can cast, and you can prepare a maximum of (your Druid’s Wisdom Modifier + their Druid Level) spells. You have to prepare at least one.  You can change the spells your Druid has prepared after finishing a long rest, this takes 1 minute per spell level for each spell on your list.  


Example: Druid Dave is a 3rd level Druid with Wisdom of 15.  This means he has a Wisdom Modifier of +2. Since Druid Dave is a 3rd level Druid. He can prepare five spells per day.  He chooses to prepare 3 1st level spells, and 2 2nd level spells on Tuesday.  Wednesday morning comes and he needs to prepare different spells, so he chooses to prepare 2 1st level spells and 3 2nd level spells.  The change takes him 8 minutes (1 minute per first level spell, 2 minutes per second level spell).  



Spellcasting Ability

Wisdom is the spellcasting attribute a Druid uses.  The Druid’s calm and deep connection to the natural world are what give the Druid’s spells their power.  What this means in game terms is as follows:
  • Spell Save DC = 8 + Druid’s Proficiency Bonus + Druid’s Wisdom Modifier
  • Spell Attack Modifier= Druid’s Proficiency Bonus + Druid’s Wisdom Modifier

Ritual Casting

The Druid can cast any Druid spell as a ritual, if the spell has the ritual tag


Spellcasting Focus

The bard can use a Druidic Focus as the spellcasting focus for any Druid Spells.



2nd level


Wild Shape
The Druid gains the ability to shapeshift into animals of many different types and varieties.  At this level, the Druid can turn into any beast that has a CR of ¼ or less (think wolves or badgers) that doesn’t have a fly or swim speed.  As the druid gains more experience and levels up, more animals with a variety of movement modes become available.  A Druid can stay in beast mode for a number of hours equal to half their druid level.  The druid shifts back to normal form at the end of this period unless they spend another use of the ability.  Druids can end the transformation early by using a bonus action to do so.  The Druid automatically reverts back to a person if dropped to 0 hit points, die, or fall unconscious.  There are a few additional rules that apply. (Druids can use this ability up to two times before needing to recharge it with a short or long rest)
  • Physical attributes are replaced by the base statistics listed in the monster manual entry for the beast.  The Druid retains all mental attributes and retains its own skill and saving throw proficiencies in addition to gaining the ones from the beast.  If the beast has the same proficiency, but has a higher modifier, use the one listed in the beast’s stat block.  You don’t gain access to its legendary or lair actions if it has any.  
  • When Wild Shaped, the Druid takes on the beast’s hit points and hit dice.   When the Druid reverts back to normal, they return to their normal hit points and hit dice.  If the shift is caused by being dropped to 0 hit points, however excess damage transfers.  As long as the excess damage doesn’t drop the Druid to 0 hit points, the Druid stays conscious.
    • Example:  Fangorn the Mysterious has transformed from his half elf druid form to a mighty black bear to deal with Orcs.  While in bear form, Fangorn has 32 hit points.  Over the course of several rounds of Orc biting, Fangorn has taken 30 points of Axes to the face damage, and the next round takes an addition 12 points of axe damage.  He immediately reverts back to Fangorn the Mysterious, who immediately takes 10 points of excess damage.  Fangorn now has 14 hit points left in his normal Half-elf form to try and finish off this last Orc.  
  • Wild Shaped Druids can’t cast spells, but can continue to concentrate on previously cast spells. They also can’t perform actions that their animal body’s are incapable of, like a bear playing a harpsichord.  
  • Wild Shaped Druids retain all class, racial, or other features so long as your animal form is capable of doing so.  However, special senses are unavailable unless the animal form also has that sense.  
  • Equipment either falls to the ground, is merged into the animal form, or is worn by the animal, Druid’s choice.  The DM decides if the item is capable of being worn by the new animal form, based on size and shape.  Equipment doesn’t change size and shape for this.  Anything the DM decides can’t be worn either drops at the Druid’s feet or merges into the animal form.  Equipment merged doesn’t have any effect.



Druid Circle
The Druid selects a Druid Circle to join.  These Circles represent Archetypes within the Druid community.  The two options in the Player’s Handbook are the Circle of the Land or the Circle of the Moon.  The choice will immediately give them an ability at this level, and additional abilities at level 6, 10, and 14


3rd Level


No New Abilities Gained


4th Level


Wild Shape Improvement
A Druid at 4th level improves their Wild Shape Ability and can assume the form of a beast with a CR of ½ and capable of using swimming speeds.  


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


5th Level
No New Abilities Gained


6th Level


Druid Circle Feature 2


Depending on which Druid Circle you select, you’ll get one of two abilities.  I’ll cover these below when i cover the archetypes in greater detail.


7th Level


No New Abilities gained


8th Level
Wild Shape Improvement
A Druid at 8th level improves their Wild Shape Ability and can assume the form of a beast with a CR of 1 and capable of using swimming or flying speeds.  


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


9th Level
No New Abilities gained


10th Level


Druid Circle Feature 3


Depending on which Druid Circle you select, you’ll get one of two abilities.  I’ll cover these below when i cover the archetypes in greater detail.



11th Level


No New Abilities gained


12th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


13th Level


No New Abilities gained


14th Level



Druid Circle Feature 4


Depending on which Druid Circle you select, you’ll get one of two abilities.  I’ll cover these below when i cover the archetypes in greater detail.



15th Level


No New Abilities gained



16th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.
17th Level


No New Abilities gained


18th Level


Timeless Body


Druids are sustained by the primal magic of nature.  They start to age very slowly, only aging 1 year for every ten years that passes.


Beast Spells
The Druid gains the ability to cast spells in Beast form.  They are unable to provide material components, but can produce both verbal and somatic components


19th Level


Ability Score Increase


You can increase one ability score of your choice by two points or you can increase two different ability scores by one point.  You can’t increase an ability score over 20 using this ability.  Some games allow feats, and you can substitute a feat for an Ability Score Increase.


20th Level


Arch Druid


The Druid can use Wild Shape an unlimited number of times.    


Thoughts and Ideas:

So what does all of this mean?  Druids have the divine spellcasting capabilities of the cleric (with a full 1st-9th level spellcasting progression), and marry it to a wilderness focused character.  Druids can also shape change into a variety of different beasts, and this gives them some very situational curiosities and options.  Druids provide an interesting alternative to a character who has a deep tie to the natural world and uses that connection to work miracles.  You can further refine this choice by selecting an Archetype that you like.  If you want to build a more dedicated shapeshifter, the Circle of the Moon is where it’s at, if you want a more deeply connected Druid who has a connection to the wild places, the Circle of the Land is ideal.  

Archetypes:

A character class is built to be as broadly encompassing as it can be.  There are many types of wizards in the world, and different types of fighters as well.  Each class has access to a selection of Archetypes that allow a player to further tighten up their concept and build the type of character they are specifically looking for.  Rogues have access to both thief and assassin, for example, and while they are both Rogues at heart, the abilities that each Archetype uses definitely change the way the class feels to play.  


The two Druid Circles offered in the Player’s Handbook for the Druid are the Circle of the Land and the Circle of the Moon.  Each one adds a group of abilities to the core Druid, and they can shift the way you look at your character and the feats of awesome you might want to pull off.  

Circle of the Land

The Circle of the Land Druid embraces the Druid’s role as a protector of the natural world and the ties to the primal origin of all things.  They have a firmer grasp on the magic of the wild and work in unison with the fey, intelligent plants, and other wild things to safeguard the untouched wild places.


2nd Level


Bonus Cantrip


The Circle of the Land Druid learns an additional cantrip from the Druid Spell List.


Natural Recovery


The Circle of the Land Druid can draw on their connection to the natural world to recover spells at a prodigious rate.  During a short rest, the Druid can recover a number of expended spell slot levels equal to half their druid level, (rounded up).  For example, Teshor is a 7th level druid.  Using this ability, Teshor regains up to 4 levels worth of spell slots when taking a short rest in any combination of spell slots that have a total level of four.  1 1st and 1 3rd, 2 2nd, 1 4th, etc.


Circle Spells
When the Druid selects the Circle of the Land as their Circle, they select a Terrain type.  Based off of this terrain type, they gain access to additional spells at levels 3,5,7, and 9.  For more information on the exact spells, please consult page 68.  These spells are always considered to be prepared by the druid and don’t count against the number of spells a Druid can prepare.


6th Level


Land’s Stride


Circle of the Land Druids move freely through difficult places.  Moving through non-magical difficult terrain doesn’t cost the Druid additional movement, or risk taking damage from environmental hazards.  Further, the Druid has advantage on saving throws against plants that are magically impelled to reduce or stop movement, such as entangle.  


10th Level


Nature’s Ward
Circle of the Land Druids can’t be charmed or frightened by Elementals or Fey.  Further, they are immune to poison and disease.


14th Level


Nature’s Sanctuary
Circle of the Land Druids are extremely unlikely to attacked by Plants or Beasts.  When a plant or beast attacks the Druid, it makes a Wisdom saving throw (DC equal to the Druid’s spell save) or attack a different target.  On a successful save it is immune to this ability for 24 hours.  The creature is aware of this ability before it attacks the druid.  


Thoughts and Ideas:

The Circle of the Land Druid is spellcasting heavy hitter compared to the basic druid.  With additional spells available at a variety of levels, this Druid has access to a variety of magical means to deal with the situation in front of it.  Higher levels add additional abilities that give the Druid greater mobility and resistances to ailments.  It’s a neat take on the Druid, and something that fits into a party easily.  


Circle of the Moon

The Circle of the Moon Druid takes the Wild Shape ability and ratchets it up to 11.  With a greater focus on Wild Shape, the Circle of the Moon Druid has more powerful wild shaping abilities that last longer and can turn into bigger things.  This allows a Druid to assume a variety of powerful forms for combat situations and still maintains the Druid’s spellcasting prowess.


2nd Level


Combat Wild Shape


The Druid can Wild Shape as a Bonus action instead of a normal action.  Further, while Wild Shaped, the Druid can use a bonus action to expend a spell slot to regain a number of hit points equal to the spell’s level in D8s.  


Circle Forms


Circle of the Moon Druids use Wild Shape a little differently.  At 2nd level, they can shape change into a Beast of up to CR 1 (Still can’t fly or swim).  At 6th level, they can assume any beast form  with a CR equal to their Druid level divided by 3, (round down).


6th Level


Primal Strike
When Wild Shaped, the Druid’s attacks count as magical for the purposes of overcoming Damage resistances and immunities to nonmagical attacks and damage.


10th Level


Elemental Wild Shape
The Druid can expend two uses of their Wild Shape ability to turn into an Air, Earth, Fire, or Water Elemental


14th Level


Thousand Forms


The Druid has learned to use their Wild Shape more selectively.  The Druid can cast the Alter Self Spell at will.  

Thoughts and Ideas:

The Circle of the Moon Druid has focused tightly on making Wild Shape a much more viable combat option.  You can think of it as a 1 trick pony, but that’s not necessarily the best comparison.  It trades the spellcasting boosts of the Circle of the Land for the ability to turn into say a T-Rex and bite someone’s face off.  It’s a neat trick, i have to admit.  It really comes into its own at the very highest levels, when it can cast spells while in beast form, or can Wild Shape any number of times per day.  


Conclusions:

Druids are interesting in the way they approach problems in Dungeons and Dragons.  From the Druid perspective, balance is the key to managing the universe, and accepting the integral place a person has in the balance is what all people should aspire to. Druids have powerful divine magic to help them enlighten others to this perspective and to protect the natural world.  


Some of you might look at the Druid’s purpose and wonder why such a character would want to go adventuring.  There are many things in the world that threaten the natural world, and the druid seeks to protect all kind of natural environments, not necessarily the grove where they trained.  Druids are among the most tireless crusaders, roaming from place to place looking for imbalances in the world to correct.  With the potential spellcasting might of the Circle of the Land Druid, or the potent combat capacity of a Circle of the Moon Druid, adventurers could do a lot worse when looking for a companion who is wise in the ways of the wilderness.  




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