Friday, February 23, 2018

Druid Combat Abilities

With every level, druids roll a d8 to determine their hit points. At 1st level, druids are presumed to have rolled an ‘8’ on the die, starting with ‘full’ hit points. Druids also gain hit points for their body mass, which is rolled by the DM.

Druids are unable to make use of metal armor of any type (even studding or reinforcing metal, and are therefore limited to leather, wood or turtle-shell for their armor. Turtle-shell armor is equivalent to scale mail.

Druids begin with two weapon proficiencies. A new weapon proficiency is gained for every five levels above 1st.

Druids are more flexible in weapon use than clerics and have a greater range of weapons to choose from. Below is a list of weapons a druid may use:


For additional notes regarding these weapons, see the Weapons List.
Bolas are designed so that if thrown at humanoids, on an adjusted 20, the balls and rope will wrap around arms and legs; the creature so struck must make save vs. petrification or be helpless; otherwise the creature will be able to free itself in 2-5 rounds.

For missile weapons, thrown and hurl ranges are given below, in hexes:


See Druid

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