Tuesday, May 28, 2013
White Box House Rules Part 2: Druids
Druid (only humans and half elf, max 10th level):
Druids are neutral clerics with their own spell lists they suffer a -10% experience penalty due to extra abilities, which may be somewhat offset by high wisdom (+5% for >15 Wis). See GM for spell list if you should want to make a druid. They use only natural armor and limited weapons (dagger, staff, sickle, etc…). At higher level, druids gain the following powers:
Immunity to fire (1st): +2 to saves vs. fire
Initiate Powers (2nd): At 2nd level the Druid gains the following abilities; identify pure water, identify plants, identify animals, and pass through overgrowth.
Shape Change (6th): At this level, Druids may take the shape of a mammal, reptile, or bird. The Druid may shape change up to 3 times per day, but is limited to one type (bird, reptile, mammal) per day. The size of the animals the Druid shape changes into ranges from as small as a raven to as large as a bear. Changing from one form to another heals the Druid of 2d6 points of damage previously sustained.
Charm Immunity (6th): Druids at this level are immune to charm spells from woodland or water creatures such as dryads.
*This druid build used much of the detail from Salvatore Macri's White Box Heroes. It is a really cool document. I'm planning not to use many of the spells and instead make up my own list, but I used a few of the powers he had used.