Wednesday, November 11, 2015

Holmes Rules: The Druid (Part 1)

[just continuing my ongoing series of subclass conversions to the Holmes Basic edition of D&D. You can find the Paladin and Ranger here, the Witch here, and the two part Illusionist posts here and here. As with the illusionist, this is the first post of two, as the druid spell list will be posted separately]

All right, let's give this a shot.

Druids -- some clerics, instead of dedicating themselves to a particular god or pantheon, devote their service to gods greatest creation: the natural world. Shunning the trappings of organized religion, they act as guardians of the land, residing and worshipping in areas of untamed wilderness (forest groves, natural caves, etc.). A cleric must have a minimum wisdom of 13 and minimum constitution of 9 to be a druid.

His name is not "Curley."
Druids are of neutral alignment. They only wear armor they've fashioned themselves from natural materials (skins, plant fiber, bones, etc.) which has the same cost, weight, and armor value as leather. Likewise, their weapons, while the same as other clerics, are made from primitive materials, rather than steel, and suffer a -1 penalty to attack rolls. Their wood and hide shields are no different from standard shields. 

Druids receive a +1 bonus to saving throws versus elemental attacks (fire, lightning, etc.). They may automatically identify plants, animals, and drinkable water, and have the same ability to minister to wounded characters as a witch. Upon reaching 6th level, they become immune to the charming ability of woodland and water creatures (like dryads and nixies). Druids cast spells like clerics, but use their own spell list; they do not "turn" undead. Druids may use any magic item not restricted to a specific class.


Level
1st
2nd
3rd
4th
5th
Aspirant
-
-
-
-
-
1st Circle Initiate
2
-
-
-
-
2nd Circle Initiate
3
-
-
-
-
3rd Circle Initiate
3
2
-
-
-
4th Circle Initiate
3
3
-
-
-
5th Circle Initiate
3
3
2
-
-
6th Circle Initiate
3
3
3
-
-
7th Circle Initiate
4
3
3
1
-
8th Circle Initiate
4
4
3
1
-
9th Circle Initiate
4
4
3
2
1
Druid
4
4
4
3
1
Archdruid
4
4
4
3
2
The Great Druid*
4
4
4
4
3

*There should only be one Great Druid in a campaign. How this individual is chosen (presuming multiple characters reach this lofty level) is left for individual DMs to decide.

[by the way, in case it was unclear before, all subclasses use the same XP table, Hit Dice, etc. as the class to which they belong...are, in fact, the same as the main class unless otherwise noted]

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