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| Druid |
Druids guard the natural world and wield its greatest powers through chants. They wear only natural armour, use a small set of natural weapons, are notoriously healthy, and must stay near Neutral for their chants to work. They can take on animal forms.
Druids keep the old priesthood's faith with nature and must hold to neutrality. The highest take titles like Great Druid and Hierophant, which is who you will meet in the Holy Grove, and changing into animals is their signature power. |
| In short | Nature chants and animal forms; must stay Neutral |
| Needs | CON 9 |
| Specialises into | Beastmaster, Delver, Gaian, Mer, SkyWatcher |
| Races | Aarakocran, Avariel, Centaur, Drow, Duergar, Dwarf, Elf, Faerie, Githyanki, Gnoll, Goblin, Half Elf, Half Ogre, Human, Lizard Man, Merfolk, Ogre |
| Not open to | Gnome, Halfling, Minotaur, Orc, Pixie, Selkie, Svirfneblin, Tiefling |
| HELP DRUID in game tells you more; QUALIFY lists what you could train into now. |
| Abilities | Druid by level Specialists: Beastmaster, Delver, Gaian, Mer, SkyWatcher |
| Where to train and find your peers |
| Midgaard | The Druid's Guild, its bar and the Druidic Grove. |
| Holy Grove | Druids, druidesses, elders and the Hierophant among the ancient oaks, north from Miden'nir. |
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