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  Druid 
  You are a Druid, a sage of the natural world and 
  keeper of oral traditions. Despite your love of 
  nature and desire for contemplation, you do not 
  seclude yourself from the rest of society as a 
  hermit. Rather, you seek to bring enlightenment 
  to the masses of mankind who have become too 
  reliant on civilization and its comforts. The fruits 
  of your knowledge are not derived from dusty 
  tomes and the confining structures of the 
  academy. Instead, you rely on the practical 
  applications of nature’s gifts and the perennial 
  traditions of Druidism in order to achieve your 
  goals.  
   
  Key Attribute:               Charisma 
   
  Hit Points:  
  1d4+4(plus Con bonus 
  if any) per level up to 9
  th 
  level, then 2 hp/level. 
   
  Armour and Shields:  
  Light and Shields. 
   
  Weapons:  
  Battle 
  Axe, 
  Club, 
  Dagger, Javelin, Light 
  Hammer, Light Mace, 
  Short Bow, Staff, Sling. 
   
  Skills: 
  Animal Lore, 
  Apothecary, 
  Wilderness Lore plus 
  3 of the following:  
  Acrobatics, Athletics, 
  Arcane Lore, Divine 
  Lore, Detection, 
  Gather Information, 
  General Lore, Insight, 
  Persuasion, Sailing, 
  Sleight of Hand, 
  Stealth. 
   
   
  Gifts of Nature (1
  st level) 
  As a Druid your training, religious practices, 
  and regular communion with nature have 
  caused you to develop a number of unique 
  talents known as Gifts of Nature. You begin 
  your adventure with one use of this ability per 
  level. You may regain expended uses by taking 
  short or long rests. Each time you use this 
  ability, choose one of your known gifts to apply. 
  You may use it as part of your normal action. 
  At 1st level, the Druid knows a number of gifts 
  equal to her Cha modifier. Each level thereafter 
  the Druid learns one additional gift, and if 
  desired, may substitute one known gift for 
  another. 
   
  • 
  Debilitate Disease (requires plants or 
  fungi): With the use of foraged 
  materials you may create a natural 
  remedy which suppresses the effects of 
  a disease for 1d4 hours.  
   
  • 
  Distract (requires one captured  
  creature): At the discretion of the DM, 
  you may direct one of your captured 
  DRUID ATTACK BONUS 
  Level 
  1 
  2 
  3 
  4 
  5 
  6 
  Bonus 
  0 
  1 
  2 
  2 
  3 
  4 
  Level 
  7 
  8 
  9 
  10 
  11 
  12 
  Bonus 
  5 
  5 
  6 
  7 
  8 
  8 
   
  
   
   
  3 
   
  creatures to distract a foe. The target 
  must make a successful Per check in 
  order to avoid falling for this clever 
  ruse.   
   
  • 
  Invoke Sleep (requires plants or fungi): 
  With the use of foraged materials you 
  may create a natural remedy which 
  causes a humanoid creature or animal 
  to enter a deep slumber for 1d4 hours. 
  The target can resist the initial 
  application of this concoction with a 
  successful Con saving throw. 
   
  o The natural remedy must be 
  applied orally or through an 
  opening in the skin unless 
  stated otherwise by the DM. 
   
  o Any attack made against the 
  target awakens it. 
   
  • 
  Minor Divination (requires one 
  captured creature): You may sacrifice 
  one unblemished, captured creature in 
  order to gain insight or access to 
  hidden knowledge. The ritual requires 
  that the animal be cut with a knife and 
  its insides removed. You must then 
  make a Cha check in order to 
  successfully read the creature’s entrails.  
   
  o The knowledge which a Druid 
  gleams from this ritual should 
  be simple, similar to 
  information which would be 
  realized in a successful 
  perception check (e.g. that an 
  NPC is lying, or insight as to 
  which path to take in a forked 
  road). Think of Minor 
  Divination as a sixth sense 
  which can perceive insights not 
  normally accessible by the 
  other human faculties.  
   
   
   
   
  • 
  Nature’s Poisons (requires plants, 
  fungi, or venomous small creatures): 
  Your knowledge of plants and animals 
  allows you to craft a wide variety of 
  toxics. You can create one dose of 
  poison which becomes inert after 24 
  hours. Roll 1d8 on the Traps (Poison) 
  table (Deluxe p.235) to determine the 
  effect of your concoction. It can be 
  applied to weapons, food, water, or 
  used for other creative means at the 
  discretion of the DM.  
   
  o Creatures used in the creation 
  of poison are no longer 
  considered unblemished. 
   
  • 
  Neutralize Poison (requires plants or 
  fungi): With the use of foraged 
  materials you may create a natural 
  remedy which neutralizes the effects of 
  poison for 1d4 hours. 
   
  • 
  Oral Chronicler: You are highly adept 
  in memorizing and recounting the 
  unique myths and stories which serve 
  as the building blocks of your world’s 
  historical narrative. Add a plus +2 
  
   
   
  4 
   
  bonus to any rolls which involve 
  historical subject matter. Once known, 
  this gift is always active and does not 
  require expending a Gifts of Nature 
  use. 
   
  • 
  Pacify Beast:  You may attempt making 
  a Charisma check in order to pacify an 
  animal. A pacified creature will no 
  longer attack you or your allies unless 
  provoked.  
   
  • 
  Plague Bearer (requires one captured 
  creature): You may spend 1d4 days to 
  infect a captured creature with a 
  disease of your choosing (Deluxe p. 
  123) and then direct it towards 
  spreading its illness to a specific target. 
  The intended target must first make a 
  Per check to detect the approaching 
  sickly creature. If failed, they must then 
  make a successful Con check in order 
  to avoid contracting the malady. A 
  failed Con check leaves them diseased 
  and suffering from the effects of that 
  particular illness.  
   
  o Infected creatures are no 
  longer considered 
  unblemished. 
   
  • 
  Purify Water & Food (requires plants 
  or fungi): With the use of foraged 
  materials you may create a natural 
  solution which purifies poisoned food 
  or water. 
   
  • 
  Subdue Madness (requires plants or 
  fungi): With the use of foraged 
  materials you may create a natural 
  remedy which suppresses the effects of 
  madness for 1d4 hours. 
  Forage (1
  st level) 
  Druids obtain the items necessary for Gifts of 
  Nature by scavenging ingredients from their 
  surrounding environment. Upon using this 
  ability, you may choose to spend 1d4 hours 
  searching for one of the following resources: 
   
  • 
  Small Creatures (gather 1d4 per forage) 
   
  • 
  Plants & Fungi (gather 1d4 per forage) 
  You may forage a number of times per day 
  equal to your Cha modifier. The resources you 
  gather are dependent on the surrounding 
  environment (e.g. mice will be found in cities, 
  whereas squirrels will appear in the forest, and 
  hares in the desert. Swamps will contain moss, 
  whereas the ocean will be filled with seaweed, 
  and the mountains will be dotted with 
  snowberry bushes). Although the ingredients 
  may differ, they are all similar enough to be 
  used for the same purpose (i.e. Minor 
  Divination will work regardless if you use a 
  hermit crab or a dove). DM’s however are 
  encouraged to give players different aesthetic 
  options depending on what particular 
  ingredients are used (e.g. a natural remedy 
  made out of rotting mushrooms may appear 
  similar to a black paste, whereas one made 
  from translucent green grapes may resemble 
  something akin to white wine). 
  Seeds of Wisdom (2nd level) 
  At 2
  nd level your knowledge of nature advances 
  to an impressive state. You gain an advantage to 
  all checks which involve any of the following 
  skills: Animal Lore, Apothecary, or Wilderness 
  Lore. 
   
  
   
   
  5 
   
   
  (3rd, 6th, 9th & 12
  th level) 
  See pages 15 and 43. 
   
  New Skill (4th & 8th level) 
  At 4th and 8th level, you gain one new skill. 
   
  Invocation of the Wild (5th level)  
  At 5
  th level you become increasingly resistant to 
  the dangers of the natural world and can aid 
  others against them as well. While outdoors, 
  you or an ally may use a Reroll die to replace 
  an attribute associated with a saving throw with 
  Cha instead.  
   
  Saga (7
  th level) 
  At 7
  th level you have mastered the arts of oral 
  speaking, memorization, and storytelling. As an 
  action during combat, you gain the ability to 
  begin chanting an evocative saga which 
  encourages your allies and demoralizes your 
  foes. Under normal conditions (as determined 
  by the DM), all creatures within 30 feet can 
  hear your words. Each turn while chanting, 
  allies gain advantage on attack rolls and 
  enemies must make a Will saving throw to 
  avoid disadvantage on attack rolls. The saga last 
  1d4 + half your level (rounded down) turns. 
  However, if struck during combat you lose 
  concentration and stop chanting.  
   
  You may chant a number of sagas per day equal 
  to your Cha modifier.  
   
  Archdruid (10
  th level) 
  At 10th level, you are elevated to the rank of 
  Archdruid. As the highest-ranking member of 
  your class, you may establish a sacred enclave 
  out in the wilderness. This sanctuary of nature 
  will attract the attention of hopeful Druid 
  apprentices and rare creatures.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  6 
   
  A special thank you to Stephen Grodzicki, 
  creator of LFG, for reading over my multiple 
  drafts and providing invaluable suggestions.  
   
   All images used in this document have 
  been released into the public domain. 
   
  • 
  Cover image: 
  https://commons.wikimedia.org/w
  iki/File:An_Arch_Druid_in_His_Jud
  icial_Habit.jpg 
   
  • 
  Page 1 (Druid): 
  https://archive.org/details/b30448
  554/page/n19 
   
  • 
  Page 2 (Bird):  
  https://www.gutenberg.org/files/
  26885/26885-h/26885-
  h.htm#The_Birds_Egg 
   
  • 
  Page 2 (Fruits):  
  https://publicdomainvectors.org/e
  n/free-clipart/Apples-on-a-branch-
  vector-illustration/4589.html 
   
  • 
  Page 3 (Woodsman):  
  https://publicdomainvectors.org/e
  n/free-
  clipart/woodsman/28346.html 
   
  • 
  Page 4 (Waterfall):  
  https://publicdomainvectors.org/e
  n/free-clipart/Waterfalls-in-
  nature-vector-
  illustration/17085.html 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  I would love to hear your questions and 
  feedback! You may contact me at: 
  JD.DIAZ.RPG@protonmail.com 
   
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Classes/Low Fantasy Gaming Druid Class.pdf