---
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.