Wikia

D&D4 Wiki

Druid

Talk0
2,447pages on
this wiki
389 ca druid

Druid is a primal class in 4th edition Dungeons & Dragons. There are three druid subclasses: original druid, a controller,[PHB2:82] sentinel, a leader,[HotFK:83] and protector, a controller.[HotF:69]

Class traitsEdit

The following traits are common to original druids, sentinels, and protectors.

  • Power source: Primal. You have gained your powers through a careful study of and communion with the natural world.
  • Weapon proficiencies: Simple melee, simple ranged
  • Implement proficiencies: Staffs, totems
  • Hit points at 1st level: 12 + Constitution score
  • Hit points per level gained: 5
  • Healing surges per Day: 7 + Constitution modifier

Class skillsEdit

Original druids, sentinels, and protectors are trained in Nature (Wis), plus any three skills from the druid class skill list:

Original druidEdit

The original druid is the subclass of druid introduced in the Player's Handbook 2.[PHB2:82]

Compared to sentinels and protectors, original druids have access to both leveled encounter attack powers and leveled daily attack powers, Ritual Caster as a bonus feat, the ability to switch between humanoid and beast form through wild shape, and an extra 1st-level at-will attack power through Balance of Nature.

  • Role: Controller. Your beast form gives you access to powers that provide control at close range, while your humanoid form allows you to hinder your opponents from a distance. Depending on your choice of class features and powers, you might lean toward either leader or striker as a secondary role.
  • Key Abilities: Wisdom, Dexterity, Constitution
  • Armor Proficiencies: Cloth, leather, hide
  • Bonus to Defense: +1 Reflex, +1 Will

Balance of NatureEdit

Some druid powers can only be used in beast form, and others can only be used out of beast form. To compensate, the Balance of Nature class feature grants original druids three 1st-level at-will attack powers instead of the normal two. Of the three, at least one, but no more than two, must have the beast form keyword.

Primal AspectEdit

Original druids with the Primal Aspect class feature choose one of the following options, and gain the corresponding benefits.

Primal aspect Benefits
Primal Guardian May use Con modifier instead of Int/Dex modifier for determining AC while not wearing heavy armor[PHB2:83]

Additional effects, mostly Con-based, on certain encounter attack powers such as frost flash

Primal Predator +1 bonus to speed while not wearing heavy armor[PHB2:83]

Additional effects, mostly Dex-based, on certain encounter attack powers such as darting bite

Primal Swarm Damage taken from melee or ranged attacks is reduced by Con modifier while in beast form and not wearing heavy armor[PrP:36]

Additional effects, mostly Con-based, on certain encounter attack powers such as scattered form

Primal Wrath +1 bonus to attack rolls on cold, fire, lightning, and thunder druid and druid paragon path attack powers while not wearing heavy armor[HotEC:62]

Ritual CastingEdit

Original druids gain Ritual Caster as a bonus feat. They have mastered the Animal Messenger ritual plus one other 1st-level ritual of their choice, and possess a ritual book containing those mastered rituals.

In addition, once per day, original druids can perform Animal Messenger without expending components.

Wild ShapeEdit

Original druids can use the wild shape at-will power to change into and out of beast form as a minor action once per round. Powers with the beast form keyword can only be used while in beast form. Weapon and implement attack powers without the beast form keyword can't be used while in beast form.

SentinelEdit

Sentinel is the subclass of druid introduced in Heroes of the Forgotten Kingdoms.[HotFK:83]

Compared to original druids, sentinels take on more of a leader role, with an animal companion and combined attack in place of leveled encounter attack powers, the utility powers healing word and restore life, bonuses with certain melee weapons, and Wilderness Knacks instead of Ritual Casting.

Acolyte of the Natural CycleEdit

Animal CompanionEdit

Combined AttackEdit

Healing WordEdit

Primal GuardianEdit

Sentinels with the Primal Guardian class feature may use their Constitution modifier instead of their Intelligence or Dexterity modifier for the purpose of determining AC while not wearing heavy armor.[HotFK:83]

Wilderness KnacksEdit

ProtectorEdit

Protector is the subclass of druid introduced in Heroes of the Feywild.[HotF:69]

Compared to original druids, protectors have summon natural ally instead of leveled daily attack powers, the ability to create a zone of difficult terrain via nature's growth, and cantrip-like utility powers from Primal Attunement instead of Ritual Caster.

Druid CircleEdit

Nature's GrowthEdit

Protectors can use the nature's growth utility power to create a zone of difficult terrain as a minor action once per encounter. Allies within or adjacent to this zone get an additional benefit determined by the protector's choice of Druid Circle.

Primal AttunementEdit

Summon Natural AllyEdit

Druid powersEdit

Druid powers, having primal power sources, are also called evocations.

At-will attack powers

1st level

Encounter attack powers
(Original druids and protectors only)
Daily attack powers
(Original druids and sentinels only)
Utility powers

1st level

1st level

2nd level

3rd level

5th level

6th level

7th level

9th level

10th level

13th level

15th level

16th level

17th level

19th level

22nd level

23rd level

25th level

27th level

29th level

Unleveled powers
Key
B
Beast form keyword
G
Primal Guardian/Circle of Renewal rider
P
Primal Predator/Circle of Shelter rider
S
Primal Swarm rider
W
Cold, fire, lightning or thunder keyword (Primal Wrath bonus)
C
Constitution based effect
D
Dexterity based effect

Multiclass druidsEdit

Characters who did not start as druids and who do not already have a multiclass feat of a type other than multiclass druid may multiclass as druids by taking one of the following entry feats.

Druid entry feat Prerequisites Benefits
Harbinger of Nature's Wrath[HotF:129] Wis 13 The character gains nature's growth, but can use it only once per day.
Initiate of the Old Faith[PHB2:196] Wis 13 The character gains wild shape. The character also gains a 1st-level druid at-will attack power that has the beast form keyword—grasping claws, pounce, savage rend, or swarming locusts—but can use it only once per encounter.
Sentinel Initiate[D400] Wis 13 The character gains healing word, but can use it only once per day.

In addition, each druid entry feat grants all of the following benefits:

  • The character counts as a druid, in addition to his or her original class, for the purpose of meeting prerequisites for feats, paragon paths, etc.
  • The character gains implement proficiency with druid implements, such as staffs and totems.
  • The character gains training in Nature.
  • The character may take Novice Power, Acolyte Power, and Adept Power feats to exchange powers for druid powers.
  • If the character takes a multiclass encounter, a multiclass utility, and a multiclass daily feat (such as Novice, Acolyte, and Adept Power), the character can paragon multiclass in druid instead of taking a paragon path. Paragon multiclassed druids select additional druid powers instead of paragon path powers.

Hybrid original druidsEdit

A character may be created as a hybrid of original druid and another class other than druid. The hybrid druid bonus to defense is either +1 Reflex or +1 Will. The hybrid's druid class feature is Wild Shape.

When a hybrid druid gains the Hybrid Talent feat, he or she chooses one hybrid talent option from either of his or her hybrid classes. The druid hybrid talent options are:

Druid Armor Proficiency
The hybrid druid gains armor proficiency with leather and hide armor.
Primal Aspect
The hybrid druid gains the Primal Aspect druid class feature.[PHB3:143]

Hybrid sentinelsEdit

A character may be created as a hybrid of sentinel and another class other than druid. The hybrid sentinel bonus to defense is +1 Fortitude. The hybrid's sentinel class features are Acolyte of the Natural Cycle, Animal Companion, Combined Attack (hybrid), which is the same as Combined Attack except that one use of combined attack is gained for each leveled class encounter attack power the hybrid druid chooses to give up (if any), and Healing Word (hybrid), which is the same as Healing Word except that healing word can only be used once per encounter.

When a hybrid sentinel gains the Hybrid Talent feat, he or she chooses one hybrid talent option from either of his or her hybrid classes. The sentinel hybrid talent options are:

Animal Companion Power
The hybrid sentinel gains the Animal Companion Power sentinel class feature. This option requires the Acolyte of the Natural Cycle class feature and 17th level or above.
Druid Armor Proficiency
The hybrid sentinel gains armor proficiency with leather armor, hide armor, and light shields.
Nature's Bounty
The hybrid sentinel gains the Nature's Bounty sentinel class feature. This option requires the Acolyte of the Natural Cycle class feature and 27th level or above.
Paragon of the Natural Cycle
The hybrid sentinel gains the Paragon of the Natural Cycle sentinel class feature. This option requires the Acolyte of the Natural Cycle class feature and 13th level or above.
Wilderness Knack (hybrid)
The hybrid sentinel gains one sentinel wilderness knack utility power.

Around Wikia's network

Random Wiki