Druidic Bard: Difference between revisions

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* 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 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.  Regardless, thieving activities must not have been evil.  
* 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.  


=== Bard Special Benefits ===
=== Bard Special Benefits ===

Revision as of 17:46, 22 March 2018

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 thief classes. They must achieve fighter advancement of 5th to 7th level. They must achieve thief advancement of 5th to 9th level. Prior to becoming 8th level fighter and 10th level thief, 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.

Bard Special Benefits

Influence Reactions

When performing before a group that is not attacking (and not intending to attack in just seconds), the Druidic Bard can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fiery speech, collection of jokes, a sad tale, a fine tune played on a fiddle, a haunting lute melody, or a heroic song from the old homeland. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the bard (round fractions down). If the saving throw fails, the group's reaction can be shifted one level (see the Reactions section in the DMG), toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.
Rally Allies
The music, poetry, and stories of the Druidic Bard can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the bard can heroically inspire his companions (immortalizing them in word and song), granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The bard must spend at least three full rounds singing or reciting before the battle begins. This affects those within a range of 10 feet per experience level of the bard. The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle. However, troops who have withdrawn from combat can be re-inspired by the bard's words.
Counter Song
Characters within 30 feet of the Druidic Bard are immune to the attack as long as the bard sings a counter song (or recites a poem, etc.). While doing this, the bard can perform no other action except a slow walk. Furthermore, if he is struck or fails a saving throw, his effort is ruined. Success is checked by having the bard make a saving throw vs. spell. Success blocks the attack, failure means the attack has its normal effect (everyone affected rolls saving throws, normal damage is inflicted, etc.). The bard can use this ability once per encounter or battle. This power does not affect verbal spell components or command words; it is effective against spells that involve explanations, commands, or suggestions.
Legend Lore
Finally, Druidic Bards serve as historians, recording historic events and heroic deeds. They learn a little bit of everything in their studies and travels. They have 5% chance per level of recalling lore about historic people and places. They have a 5% chance per experience level to identify the general purpose and function of any magical item. The bard need not handle the item but must examine it closely. Even if successful, the exact function of the item is not revealed, only its general nature.

Spell Song
The Druidic Bard may choose to sing any spells that have verbal components or use a musical instrument for the somatic component. A successful singing proficiency check will allow the spell to be cast at one level higher; while failure results in the spell being cast at two levels lower. A successful musical instrument proficiency check will allow the spell to be cast at one level higher; while failure results in the spell being cast at two levels lower. Spells with verbal and somatic components can be affected by both checks. Should the resulting casting level be less than 1, the spell fails and is wasted. Material components must be stored on the bard's person or freely found within 10' of the bard, in the case of natural components such as sand. If the material component is not available, the spell fails. 

Not all instruments can be used for spell singing. First of all, if a spell requires a verbal component (singing), only those instruments that leave the bard's mouth free can be used. This eliminates most of the wind instruments. If the spell requires a somatic component, the instrument must support numerous, complex hand manipulations (as is true of any stringed instrument). This eliminates gongs, cymbals, drums, and most of the percussion family. Thus, bards typically carry stringed instruments. Keyboard instruments would work but are generally too bulky to carry around.


Level Advancments

  • 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.

  • At 2nd level, may cast wizard spells in addition to priest spells using one of two options, depending on whether they dual-classed:
    • Druidic Bards may cast spells as mages of half their actual bard level (drop fractions). For example, a 3rd-level bard casts wizard spells as a 1st-level mage and cannot gain spells that are not available to a 1st-level mage.

 Druidic Bards pray for their wizard spells instead of studying to memorize them, and chosen wizard spells replace clerical spells potentially available for use that day. (In other words, the wizard spell occupies a priest spell slot.) Because of this, bards may never cast 8th- or 9th-level wizard spells in place of priest spells. 

    • If the Druidic Bard dual-classes from a class that casts wizard spells, he may acquire new levels of spell casting in his previous class following the progression table of that class at the rate of 1 level for every 2 bard levels gained, starting from the level the previous class becomes available again. For example, an 8th level wizard would gain additional spells and cast them as a 9th level wizard, at 10th level bard; 10th level wizard at 12th level bard. 

  • 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 Bards 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 _ 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 3d6 followers using the ranger's follower table. Any animal companions previously gained will be converted to loyal followers at this time. Remaining followers will arrive over the course on the next few adventures in suitable terrain.

  • 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!)