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
5 comments:
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
@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.
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.
Humble request for a druid random level up table! Or ideas for one. I've been using Jeff rients' gnome one to date
Used this one in a recent game, only a few sessions in, but the class works really well so far. Simple, but efficient!
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