Druidic Bard

From House of Khilat

Specialty Priests of Milil

REQUIREMENTS: Strength 15, Intelligence 12, Wisdom 15, Dexterity 15, Constitution 10, Charisma 15

PRIME REQUISITES: Wisdom, Charisma

ALIGNMENT: NG, N, CN, LN

WEAPONS: club, dagger, dart, javelin, sling, scimitar, spear, staff, staff sling, rapier, bastard sword, long sword or short sword.

ARMOR: Any armor up to, and including, chain mail, but he cannot use a shield larger than buckler.

MAJOR SPHERES: Mililan, All, Animal, Astral, Charm, Creation, Elemental, Guardian, Healing, Plant, Protection, Summoning, Thought, Weather

MINOR SPHERES: Combat, Divination, Necromantic, Sun, Travelers

MAGICAL ITEMS: Druids, Fighters, Thieves (written at 10th level)

REQUIRED PROFICIENCIES: None

BONUS PROFICIENCIES: Language (Druidic), Musical Instrument (stringed), Singing, Religion.

Druidic Bards are Druid priests, gaining all the benefits of the standard Druid. They do not have the typical Druid hierarchy, and do not need to worry about competing to advance to 12th level or the associated administrative duties once achieved. Neither do they advance to hierophant status. They may freely associate with Druid priesthoods, rangers and Meistersingers. They are treated as honored guests in Milil's temples, but more often hold musical services in natural clearings in the wilderness. 


  • Humans and Half-Elves may become Druidic Bards after achieving prerequisite levels in the fighter and rogue classes. They must achieve fighter advancement of 5th to 7th level. They must achieve rogue advancement of 5th to 9th level. Prior to becoming 8th level fighter and 9th level rogue, they must transition to a Druidic Bard using dual class rules, leaving off any further regular advancement in their previous classes. Magic items affecting fighters, thieves and bards can benefit or harm Druidic Bards, including raising their levels above the norm.
  • Milil looks favorably on fighters with membership as Knights of the Harmonious Order. Prior to beginning formal training as a Druid, service as a knight may be required, either in completing a romantic or glorious quest of heroic deed, or up to 6 months of service guarding one of Milil’s temples or holy sites.
  • Milil also looks favorably on Swashbucklers, particularly during thief advancement, but the swashbuckling fighter is welcome as well. Acrobats, adventurers, scouts and spies are also acceptable. Regardless, thieving activities should be roguish, but must not have been evil.

Level Advancements

  • Druidic Bards engage in combat at the level previously attained as a fighter, and function as thieves based on their previously attained level. Saving throws are made on the most favorable table for fighter, thief or druid, based on highest level attained for each class. They may select non-weapon proficiencies from all groups without penalty.
  • Druidic Bards gain spells and cast spells as druids until they reach 12th level, after which no additional spells per level are gained and all spells are cast as a 12th level spell caster. They can read and use Druid scrolls.
  • Druidic Bards may cast wizard spells from the school of song as if they were a mage of the same level. Wizard spells are received by prayer and occupy priest spell slots. They may read song spells from wizard scrolls and spellbooks as if they knew read magic. No more than three quarters of spells may be wizard spells. At 16th level, 8th level wizard spells can fill 6th level priest spell slots, if wisdom is 18 and intelligence is 16. At 18th level, 9th level wizard spells can fill 7th level priest spell slots, if wisdom is 18 and intelligence is 18.
  • Druidic Bards have the special abilities of a Bard, excluding arcane spell casting, and can adopt any of the following kits:
    • True (Influence Reactions, Rally Allies, Counter Song, Legend Lore)
    • Herald (Identify Rumors, Local Lore, Basal Communication, Persuade Crowd)
    • Loremaster (Legend Lore, Arcane Lore, Persuasion, Etymology)
    • Skald (War Chant, Influence Reactions, Battle Chant, Legend Lore)
    • Elven Minstrel (Special Resistance, Spell Singing, Influence Reactions, Counter Song)
  • Druidic Bards initially know how to play one stringed instrument (of the player's choosing). They learn to play two new musical instruments for every additional proficiency slot spent on the musical instrument proficiency.

  • Druidic Bards befriend animal aides at the rate of 2 hit die per druid level. Such allies are gained by singing, talking to and feeding animals.
  • At 3rd level, Druidic Bards can identify plants, animals, and pure water with perfect accuracy.

  • At 3rd level, Druidic Bards can pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate.

  • At 4th level, a Druidic Bard is proficient at learning languages. One new language is learned, without study or proficiency cost, every 2 levels starting at 4th level, and one every level starting at 12th level. He can learn ancient languages and the languages of woodland creatures. These include centaurs, dryads, elves, fauns, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, and treants. Additional languages can be learned using non-weapon proficiencies. 

  • At 7th level, Druidic Bards gain a +2 saving throw bonus against all magical effects based on music. If the attack does not alIow a saving throw, they receive a normal saving throw, anyway. 

  • At 7th level, Druidic Bards are immune to charm spells cast by woodland creatures (dryads, nixies, etc.)

  • At 7th level, Druidic Bards gain the ability to shapechange into a reptile, bird, or mammal up to three times per day. Each animal form (reptile, bird, or mammal) can be used only once per day. The size can vary from that of a bullfrog or small bird to as large as a black bear. Upon assuming a new form, the druid heals 10-60% (1d6 x 10%) of all damage he has suffered (round fractions down). The druid can only assume the form of a normal (real world) animal in its normal proportions, but by doing so he takes on all of that creature's characteristics -- its movement rate and abilities, its Armor Class, number of attacks, and damage per attack. 

Thus, a druid could change into a wren to fly across a river, transform into a black bear on the opposite side and attack the orcs gathered there, and finally change into a snake to escape into the bushes before more orcs arrive. 

The druid's clothing and one item held in each hand also become part of the new body; these reappear when the druid resumes his normal shape. The items cannot be used while the druid is in animal form.

  • At 9th level, a Druidic Bard can attract 2d6 followers using the ranger's follower table (different tables can be used for different terrains). Followers arrive over the course of the next few adventures in suitable terrain, or they may be sought out when desired with the DM determining how successful a search may be.
 If a newly rolled follower matches the type of an existing animal ally, that animal is converted to a faithful follower.
  • At 10th level, a Druidic Bard can attempt to use magical devices of written nature - scrolls, books, etc. However, his understanding of magic is imperfect (although better than that of a thief), so there is a 15% chance that any written item he uses is read incorrectly. When this happens, the magical power works the opposite of what is intended, generally to the detriment of the bard or his friends. The result may be unpleasant, deadly, or embarrassing. (Deciding these things is part of the DM's fun!)
  • At 23rd level, Druidic Bards increase spells received and casting ability as a 13th level Druid.