Like clerics, the druids of Faerûn receive their spells from a particular patron deity, always a deity of nature or animals. However, druids do not necessarily see a clear division between nature and the divine forces that run through nature. They strive to live in harmony with the natural world, and while druids accept that which is horrific or cruel in nature, they hate that which is unnatural, especially aberrations and undead creatures. While many people think only of forests when they think of druids, druids care also for the mountains, deserts, lakes, and even the swamps of Faerûn. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.
Druids tend to make oaths to themselves, to their deities, and to nature in general in order to gain their mastery over the elements of the world. While these are not one-size-fits-all, an example of some of these oaths are given below. Druids who break with their deity's dogma or work against the natural world will Fall, similarly to other divine casters, and lose all access to their natural and divine powers, from magic to their shapeshifting abilities. In order to regain their abilities, they must understand what they did wrong and sincerely atone for their actions, showing their deity that they will not repeat the breach. Things that most druids will agree on: Raising undead is bad. Going against the natural order is bad. The wilds must be protected. The natural world should be appreciated for its beauty and life. Some small exceptions exist, but they are few and far between. For example, Zuggtmoy and Talona's druid followers can, occasionally, truck with priests or others of their faiths who summon undead, though their own are only ever facsimiles. Zuggtmoy's druids might have ‘undead’ that are dead bodies controlled by internal colonies of fungi. Talona's are more likely than not controlled via a severe wasting disease, rather than being raised undead. In both cases, their druids would likely become Fallen if they summoned true undead, and they'll likely look down on others around them perverting the natural order in such a way. Followers of Malar likely stick to a ‘might makes right’ attitude, whereas some other druids - Such as those of Eldath, might find that all creatures and places of nature deserve protection and healing.
An example of some Druidic Oaths that may be taken:
I, by the grace of the nature which I serve, so swear to protect the wilds from any who would twist it to their own ends. I stand against those who cut the bones of the earth for their own ends, those who kill the forest for their fires, those who hunt for less reason than their next meal, those who trample the flowers without even a glance.
So the weed encroaches on the field, so ‘civilization’ reaches for these precious lands. I shall not use the tools of my foes, and I shall drive them back behind their walls, to keep this cancer from spreading to the roots.
The dead shall forever remain dead, held in the bosom of the world and the reshaping of new life. I shall forever stand against necromancers and their perversion of the natural order.
The weak shall feed the strong, so is the way of the wilds. I stand sentinel against those that would coddle themselves in weakness and numbers, fire and metal, rather than their own strength.
Druids must worship a nature deity to be playable.
Unlike in default NWN, animal companions scale in level up to the total character level as long as the character's Ranger + Druid levels are half or more of their levels
| Lvl | BAB | Saves | Feats | HP | Base spells per day | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
| 1st | +0 | +2 | +0 | +2 | animal companion, nature sense | 8 | 3 | 1 | - | - | - | - | - | - | - | - | |
| 2nd | +1 | +3 | +0 | +3 | woodland stride | 16 | 4 | 2 | - | - | - | - | - | - | - | - | |
| 3rd | +2 | +3 | +1 | +3 | trackless step | 24 | 4 | 2 | 1 | - | - | - | - | - | - | - | |
| 4th | +3 | +4 | +1 | +4 | resist nature's lure | 32 | 5 | 3 | 2 | - | - | - | - | - | - | - | |
| 5th | +3 | +4 | +1 | +4 | wild shape, animal (1x/day) | 40 | 5 | 3 | 2 | 1 | - | - | - | - | - | - | |
| 6th | +4 | +5 | +2 | +5 | wild shape (2x/day) | 48 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | |
| 7th | +5 | +5 | +2 | +5 | wild shape (3x/day) | 56 | 6 | 4 | 3 | 2 | 1 | - | - | - | - | - | |
| 8th | +6/+1 | +6 | +2 | +6 | 64 | 6 | 4 | 3 | 3 | 2 | - | - | - | - | - | ||
| 9th | +6/+1 | +6 | +3 | +6 | venom immunity | 72 | 6 | 4 | 4 | 3 | 2 | 1 | - | - | - | - | |
| 10th | +7/+2 | +7 | +3 | +7 | wild shape (4x/day) | 80 | 6 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | |
| 11th | +8/+3 | +7 | +3 | +7 | 88 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - | ||
| 12th | +9/+4 | +8 | +4 | +8 | druid wildshape (animal), improved forms | 96 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - | |
| 13th | +9/+4 | +8 | +4 | +8 | Alter Self (Thousand Faces) | 104 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | |
| 14th | +10/+5 | +9 | +4 | +9 | wild shape (infinite) | 112 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | |
| 15th | +11/+6/+1 | +9 | +5 | +9 | 120 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | ||
| 16th | +12/+7/+2 | +10 | +5 | +10 | elemental shape, huge (1x/day) | 128 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | |
| 17th | +12/+7/+2 | +10 | +5 | +10 | elemental shape (2x/day) | 136 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | |
| 18th | +13/+8/+3 | +11 | +6 | +11 | 144 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | ||
| 19th | +14/+9/+4 | +11 | +6 | +11 | elemental shape (3x/day) | 152 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | |
| 20th | +15/+10/+5 | +12 | +6 | +12 | improved elemental shape, elder | 160 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
Animal Companion: An animal companion may be summoned once per day, until killed or unsummoned. The available animal companions are badger, wolf, brown bear, boar, hawk, panther, giant spider, dire wolf, and dire rat. You may use /editcompanion (Or the settings menu) to change the appearance of your bear and wolf animal companions.
Animal Companions receive the following buffs upon summoning, effects scaling based off their hit dice(level):
Nature Sense: The druid gains a +2 bonus on all attack rolls made while fighting in wilderness areas.
Woodland Stride: The character is immune to the grease, web, and entangle spells.
Trackless Step: This feat grants a +4 competence bonus to hide and move silently checks when in wilderness areas.
Resist Nature's Lure: This feat grants a +2 insight bonus on saving throws against fear spells and effects.
Wild Shape: The character with this ability can take the shape of an animal at will. It may be used once per day at fifth level, twice per day at sixth level, three times per day at seventh level, four times per day at tenth level, five times per day at fourteenth level, and six times per day at eighteenth level. The transformation has a duration of 1 hour per class level. At druid level 12, improved versions of these shapes are acquired. NOTE: Druids cannot speak Common in any of their forms or shapeshifts unless that form can also speak in Common.
The
/wildshapecommand opens up a NUI menu letting you choose wildshape abilities without having to use the radial menu. Right clicking a shape will open up available appearance overrides for that specific shape.Shapechanging has been modified on Cormyr and the Dalelands.
Venom Immunity: The druid is immune to all poisons.
Elemental Shape: The character with this ability can take the shape of an elemental (a huge elemental at 16th level, and an elder elemental at 20th level). The ability may be used once per day at level 16, twice per day at level 17, and three times per day at level 19. The transformation has a duration of 1 hour per class level. Check the Shapechanging page for full information about mechanics and stats.
Infinite Elemental Shape: The druid gains the ability to transform into their elemental shapes as many times as they desire at level 26.
Bonus feats: The epic druid gains a bonus feat every four levels after 20th. In other words, at levels 24 and 28.
Epic druid bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic wildshape, epic energy resistance, epic spell focus, epic spell penetration, great wisdom, greater spell focus, improved combat casting