Monday, December 28, 2020

Quicky LotFP Druid

I just finished a short module and while writing I realized I reference "druid spells" all the time and there aren't any LotFP druid spells. So I made an LotFP druid.

The module is an evil fairy land sandbox it's in the Store for 5$

Here's the druid:

Quick LotFP Druid

HP  1d6

Spell Progression  as Cleric. 8th and 9th level spells can be gained at the end so long as you have more 7th level spells than 8th and more 8th than 9th.

Saving Throws  as Cleric

Base Attack  +1 to hit

Gain  1 skill point per level including first for...

Animal Handling  (starts 2 in 6) (you get this in addition to a charisma roll--either one succeeding is success)

Bushcraft  (starts 2 in 6)

Climb  (starts at 1 in 6)

Search  (starts at 1 in 6


DRUID SPELL LIST

FIRST

Blending (as Invisibility in forests)

Darkness

Faerie Fire

Light

Locate Animal or Plant (as Locate Object but limited to, y’know, animals and plants)

Mending

Purify Food & Drink

Spider Climb

SECOND

Charm Animal (includes giant animals) 

Darkness, Continual

Delay Poison

Heat Metal

Light, Continual 

Magic Mouth 

Resist Cold 

Resist Fire

Speak w/Animals

Stinking Cloud

Wall of Fog

Web

THIRD

Charm Plant (includes plant monsters) 

Cure Disease

Gust of Wind

Howl of the Moon

Plant Growth

Remove Curse

Sacrifice

Speak With Dead Animals 

Speak With Plants

Water Breathing 

Water Walk 

Wings (as Fly)

FOURTH

Dig

Divination 

Hallucinatory Terrain 

Neutralize Poison 

Polymorph Others 

Polymorph Self

Wall of Fire

Wall of Ice

FIFTH

Airy Water

Animate Dead Animals 

Cloudkill

Commune

Faithful Hound

Insect Plague

Stone Shape

Transmute Rock To Mud 

True Seeing

Wall of Stone

SIXTH

Barrier

Find the Path

Flesh to Stone

Heal

Legend Lore

Move Earth

Speak With Monsters 

Stone to Flesh

SEVENTH

Control Weather

Camouflage, Mass (as Invisibility. Mass, works only in forests) 

Earthquake

Grasping Hand

Part Water

Statue

Vision

Witchlamp Aura

EIGHTH

Maze

Symbol

Trap the Soul

Shape Change, Animal

NINTH

Imprisonment

Shape Change

Module's 12 pages, looks like this...

5 comments:

CastlesMadeOfSand said...

Nice write up. I like the addition of Animal Handling.
weird how Bushcraft seems like it was there for Druids in the first place right? Like the skill was there before the class

Zak Sabbath said...

@CastlesMadeOfSand

When James called his Thief/Rogue class a "specialist" he meant it: his idea was you'd be able to make a thief or an assassin or Indiana Jones or maybe a Ranger.

It makes sense that you can't really imagine a complete adventuring party without the possibility of someone who's good at the wilderness.

A druid is actually a fairly specialized thing--kinda like how The Illusionist used to be a class in AD&D --why does this -one kind of magic- get to have its own class?

In D&D that's because Dennis Sustarre wanted to play one in Gygax's campaign--in my game it's because I wanted witches and faeries ina magic forest to be important and the easiest way to define their powers in D&D terms is "druid spells".

So, yknow, I can easily imagine vanilla LotFP without druids per se, but I can't imagine druids without bushcraft.

mjulius said...

Having been a fond reader of John Michael Greer for some years, I would assume his base attack was at least +1. It’ll only get better on the downward slope of peak oil and dark age America.

Dumb comments aside, I’m happy to see druids addressed.

Tom said...

Humble request for a druid random level up table! Or ideas for one. I've been using Jeff rients' gnome one to date

Eater of Dreams said...

Used this one in a recent game, only a few sessions in, but the class works really well so far. Simple, but efficient!