Hundred Dungeons: The Druid

Previous Hundred Dungeons posts:

  1. Introducing Hundred Dungeons

  2. The Wild (wilderness exploration)

  3. The Dark (dungeon exploration)

  4. Combat

  5. Recuperation (resting and downtime)

  6. Gear, Tools, and Containers

Druid design in any D&D-adjacent roleplaying game revolves around the question of wild shape. To what extent should druids define themselves by shapeshifting into beast forms? This ability dominated the druid’s representation during fourth edition D&D, and seems to cling to it in the fifth edition. How are we handling the balance between weapon use, spellcasting, and wild shape in Hundred Dungeons? Let’s read on.

As always, our design goals are:

  • Simplify in-game decision points

  • Condense the 20 levels down to 10 that cover a similar spread of power

  • Work in more “always on” features

  • Balance the pillars (which means removing some combat stuff and replacing it with features that showcase exploration and social activity)

Thanks for joining on this journey. Please drop a comment below and let me know what you think.

DRUID

Like the wild itself, druids can provide and protect — but that doesn’t mean they aren’t dangerous. Whisperers to trees and leaders of the hunting pack, their power is drawn from the primal magic of the land, both to defend life and to take it.

The rituals and customs of druids are varied. Most wield items symbolizing the raw, unspoiled might of the primal world. They change shape to live among the beasts, and tend to the needs of the wild like a living community.

Ability Increase: Wisdom

Skills: Animal Handling, Survival, Wilderness and Herb Lore, Simple Weapons, Simple Armor, Martial Armor, Shields

…and one skill of your making

Hit Dice: d8

Starting Hit Points: 8 + Constitution score

Starting Gear:

  • 3 Pouches

  • Sack

  • Club or sickle

  • Hide armor

  • Sling

  • Ammunition (50 bullets)

  • 15 silver

EXPLOITS

BEAST BOND

Level 1

You learn the spell speak with animals and can cast it at will.

SPELLCASTING

Level 1

Gain two cantrips and three level 1 spells from the list of Druid Spells. You can cast your cantrips without expending them. Your level 1-9 spells replenish when you take a long rest. Your spellcasting ability for these spells is Wisdom.

In addition to specific spells you might gain through your exploits, you gain two new spells each at levels 2-7. You gain one spell each at levels 8 and 9.

PRIMAL CIRCLE

Levels 2, 4, & 6

Choose Beast, Decay, or Land. Your Primal Circle grants unique exploits at levels 2, 4, and 6.

Beast, Level 2: You gain the skills Keen Senses and Stealth. You learn the spell enhance ability.

Beast, Level 4: You learn the spell dominate beast. When you use Wild Shape, you can choose any beast whose level is lower than your druid level. Your GM approves any form you take, and may adapt existing beast stats to fit a particular species. While in beast form, your hit point maximum and current hit points increase by the amount of hit points your chosen form has + your druid level. When the wild shape ends, your hit points return to normal.

Beast, Level 6: Wen you use wild shape, you can transform into elemental or plant creatures whose level is lower than your druid level.

Decay, Level 2: You gain the skills Autopsy and Poisoner. You learn the spell inflict wounds.

Decay, Level 4: Your weapon attacks inflict an extra 1d8 necrotic damage. You learn the spell blight.

Decay, Level 6: You gain resistance to necrotic damage.

Land, Level 2: Choose a terrain type (arctic, coast, desert, forest, grasslands, hills, mountains, sea, swamp, or another you agree on with your GM). You gain the skills Secrets of the [terrain type] and Martial Weapons. You learn the spell pass without trace.

Land, Level 4: You ignore the effects of difficult terrain, and your ability rolls to resist hazards and spell effects that take the form of plants are mighty. You learn one of the following spells: control water, hallucinatory terrain, or stone shape.

Land, Level 6: You are immune to poison damage and the poisoned status.

WILD SHAPE

Levels 3 & 5

Choose three beasts of level 1 or lower that you’re familiar with, such as a dolphin, hawk, or panther. You can use a Combat action to magically shapechange into one of those beasts. The change requires your concentration, lasts 1 hour, and can end early if you drop concentration. After it ends, you can’t wild shape again until you finish a short or long rest.

While shapechanged, your game statistics are replaced by the beast’s, except for your:

  • Hit points

  • Traits

  • Skills

  • Intelligence, Wisdom, and Charisma scores

Your exploits, senses, and spells can’t benefit you while you’re using the beast form’s. Your ability to speak and interact with the environment is limited to the capability of your new form, but you retain your personality.

Your equipment doesn’t change size or shape to match your beast form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

At level 5, choose another three beast forms that are level 5 or lower.

NaturAL EMPATHY

Level 7

You gain the skills Discern Motive and Persuasion. Beasts and plants you encounter are friendly unless given cause to distrust you.

WILDWALK

Level 8

Concentrate for 10 minutes to create a magical link between a nonmagical plant within 10 feet of you and another nonmagical plant on the same plane of existence you have seen or touched in the past. Until the end of your next turn, any creature can step through one plant and out of the other by using 5 feet of movement. This exploit replenishes when you finish a short or long rest.

ELEMENTAL COMMAND

Level 9

Your exploits and spells that refer to beast and plant creatures now extend to elementals, and you can substitute that creature type wherever the former appear.

ONE WITH THE WILD

Level 10

You can wild shape at will using a quick action. There’s no limit to the number of times you can do this.

DRUID SPELLS

Cantrips

  • Druidcraft

  • Guidance

  • Mending

  • Produce Flame

  • Resistance

  • Shillelagh

Level 1 Spells

  • Animal Friendship

  • Charm Person

  • Create or Destroy Water

  • Cure Wounds

  • Detect Magic

  • Detect Poison and Disease

  • Entangle

  • Faerie Fire

  • Fog Cloud

  • Goodberry

  • Healing Word

  • Jump

  • Longstrider

  • Purify Food and Drink

  • Speak with Animals

  • Spray Venom

  • Thunderwave

Level 2 Spells

  • Animal Messenger

  • Barkskin

  • Darkvision

  • Enhance Ability

  • Find Traps

  • Flame Blade

  • Flaming Sphere

  • Gust of Wind

  • Heat Metal

  • Hold Person

  • Lesser Restoration

  • Locate Animals or Plants

  • Locate Object

  • Moonbeam

  • Pass without Trace

  • Protection from Poison

  • Spike Growth

Level 3 Spells

  • Call Lightning

  • Conjure Animals

  • Daylight

  • Dispel Magic

  • Meld into Stone

  • Plant Growth

  • Protection from Energy

  • Sleet Storm

  • Speak with Plants

  • Water Breathing

  • Water Walk

  • Wind Wall

Level 4 Spells

  • Blight

  • Confusion

  • Conjure Minor Elementals

  • Conjure Woodland Beings

  • Control Water

  • Dominate Beast

  • Freedom of Movement

  • Giant Insect

  • Hallucinatory Terrain

  • Ice Storm

  • Locate Creature

  • Polymorph

  • Stone Shape

  • Stoneskin

  • Wall of Fire

Level 5 spells

  • Antilife Shell

  • Awaken

  • Commune with Nature

  • Conjure Elemental

  • Contagion

  • Geas

  • Greater Restoration

  • Insect Plague

  • Mass Cure Wounds

  • Planar Binding

  • Reincarnate

  • Scrying

  • Tree Stride

  • Wall of Stone

Level 6 Spells

  • Antilife Shell

  • Awaken

  • Commune with Nature

  • Conjure Elemental

  • Contagion

  • Geas

  • Greater Restoration

  • Insect Plague

  • Mass Cure Wounds

  • Planar Binding

  • Reincarnate

  • Scrying

  • Tree Stride

  • Wall of Stone

Level 7 Spells

  • Fire Storm

  • Mirage Arcane

  • Plane Shift

  • Regenerate

  • Reverse Gravity

Level 8 Spells

  • Animal Shapes

  • Antipathy/Sympathy

  • Control Weather

  • Earthquake

  • Feeblemind

  • Sunburst

Level 9 Spells

  • Foresight

  • Shapechange

  • Storm of Vengeance

  • True Resurrection

NEXT TIME

If you’ve been paying attention to the alphabetical organization of our class posts thus far, you might expect to see the fighter next. Well, we’ve renamed the fighter the Warrior, so you’ll sadly have to wait for the second to last installment. In the meantime, we’re on to the Paladin! Hope you’ll continue reading!

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Hundred Dungeons is created and written by Graham Ward © 2023

Permission granted to copy for personal use only.

THE DRUID


EXP Required Druid Level Hit Dice Total Spells Exploits Trait Gained
Renown 1
+1 Wisdom
Friend to Living Things
1 1d8 4 Beast Bond, Spellcasting
2 2 2d8 7 Primal Circle
3 3 3d8 9 Wild Shape
4 4 4d8 12 Primal Circle
Renown 2
+1 to any ability score
Nature's Shepherd
5 5 5d8 14 Wild Shape
6 6 6d8 16 Primal Circle
7 7 7d8 18 Natural Empathy
Renown 3
+1 to any ability score
Warden of the Wild
8 8 8d8 19 Wildwalk
9 9 9d8 20 Elemental Command
Renown 4
+1 to any ability score
Primal Hierophant
10 10 10d8 20 One With the Wild