--- title: Dru'ydd description: The Dru'ydd class for OSR gaming. date_pub: 2025-05-18T20:25:45.000-04:00 section: classes content_type: feature short_code: cdy status: hidden --- A guardian of nature empowered by the magic of the faewolde. [[toc]]
| | | | ------------------------ | ------------------------------------------------ | | **Hit Dice** | 1d8 | | **Armor** | Leather, wooden shields | | **Weapons** | Non-metal only - Club, sling, spear, staff, whip | | **Languages** | Alignment, Common, Dru'ydd'ik | | **Spellcasting Ability** | Wisdom (WIS) |
### Core Features - **Charm Immunity**: From 7th level, gains immunity to fae charms (from dryads, nixies, pixies, etc).
| Level | HD | Atk | Save | Spellcasting
Bonus | | :---: | :---: | :-: | :--: | :---------------------: | | 1 | 1d8 | 0 | 11 | - | | 2 | 2d8 | 0 | 11 | 1 | | 3 | 3d8 | 0 | 11 | 1 | | 4 | 4d8 | 0 | 11 | 1 | | 5 | 5d8 | +2 | 9 | 2 | | 6 | 6d8 | +2 | 9 | 2 | | 7 | 7d8 | +2 | 9 | 2 | | 8 | 9d8 | +2 | 9 | 3 | | 9 | 9d8 | +5 | 6 | 3 | | 10 | 9d8+1 | +5 | 6 | 3 | | 11 | 9d8+2 | +5 | 6 | 4 | | 12 | 9d8+3 | +5 | 6 | 4 | | 13 | 9d8+4 | +7 | 3 | 4 | | 14 | 9d8+5 | +7 | 3 | 5 | [Dru'ydd Features]
### Change Form - Starting at 2nd level, can make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) to change into the form of either a reptile, bird, or mammal. - The roll is reduced by the number of hit dice of the intended form. - The new form can't have more hit dice than current level. - Regains 1d4 hit points per level when used successfully. - All carried equipment is absorbed into animal form, only reappearing after changing back. - Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined). - When in combat, can change (or change back) as a free action. ### Class Skills - **Dru'ydd Craft**: Can use a combat action and make a skilled WIS check to create a small, instant, illusory effect, or to make a single seed pod open, flower blossom, or bud bloom. - **Nature Lore**: Make a skilled INT check to identify plants or animals, to discern pure water, or to recover from being lost. - **Pass Without Trace**: From 3rd level, can make a skilled DEX check to lead up to 5 people through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed. - **Ritual Casting**: Some rituals require a skilled check. - **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks). - **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds). ### Faewolde Magic - At level 2, gains spell casting and learns how to conduct magical research. - Can cast spells by channelling power from the faewolde. - Must have a symbol of either the fae or nature. - Must remain faithful to alignment and defense of nature. - Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined). - [Example Dru'ydd Spells](./druid/spell-list.html) #### Casting Spells To cast a spell, the dru'ydd must make a skilled WIS check. - The current spellcasting bonus is added to the roll, while twice the level of the spell being attempted is subtracted from it. - Check the result. - On a fumble, causes [Doubt](#doubt). - On a failure, nothing happens, and it doesn't count towards casts for the day. - On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen. - On a complete success, the spell casts as expected. - On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets). #### Doubt Occurs whenever a fumble occurs while casting a spell. - Next attempt to cast spell gets -2 on roll. - Cleared by a successful cast or form change. - Fumbling while already having Doubt severs connection to faewolde, preventing spell casting until next day. ### Languages - Knows a secret language called "Dru'ydd'ik", known only to other dru'ydds. - With each level beyond 2nd, learns to speak the language of a creature in the forest. ### Stronghold After 12th level, can build a stronghold that integrates with a natural setting.