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Skip Navigation LinksHigh Fantasy HERO>Conversions>D&D>D&D 3rd Edition>Class Conversions>Druids
DRUIDS
FROM: D&D 3rd Edition
TO: HERO System 5th Edition
Sample Druid: Gogmurt from Pathfinder #1
Druids are a variant type of Divine Magic User that channel Nature Magic garnered directly from the natural forces of the world rather than the patronage of a deity (even though in many settings the force of Nature is in fact embodied in the form of a deity -- but hey, no one ever said the source material made a lot of logical sense).
In some settings this logical disconnect is corrected for, and Druids are in fact the priest equivalents of Nature powers, such as the relationship of Druids to the deities Obad-Hai and Beory in older World of Greyhawk material.
Regardless of their theological place, Druids not only have control over mundane plants and animals, but also the very building blocks of nature, the four Elemental forces of Air, Earth, Fire, and Water.
Druids are often represented in the source material as having a focus on the concept of a "Natural Balance" rather than on a Luddite-esque opposition to progress or milieu-appropriate Eco-Terrorism, although some extreme Druids might veer in those directions.
In other words, most Druids typically aren't out trying to reverse the tread of civilization; rather most Druids seek to preserve the old ways and keep civilization in harmony with Nature rather than in opposition. They typically have a strong sense of conservationism coupled with a Darwinist belief that if the fittest are to survive there must be some strife to winnow out the weak.
All in all, Druids are perhaps the most improved Class from AD&D 2e to D&D 3e. They kept most of their 2nd Edition abilities, gained some important new ones, and dispensed with their odd level progression hierarchy altogether. They are still trammeled by the irritating limitation of no metal weapons or armor, and their Magic is still sub par, but at least with key abilities such as Wild Shape and Animal Companions
Following are some suggestions and guidelines for converting an existing Druid from 3e into the HERO System.
Druid Class Ability Considerations
SPELLCASTING
The Druid Magic System (Animine) is detailed here.
Sample Druidic Spells may be found here.
Spellcasting is the primary Class Feature of Druids in D&D 3e.This is handled using the guidelines provided in the Animine Magic System document, which is a very detailed and fairly direct conversion treatment of the Druidic style of D&D 3e Magic in HERO System mechanics.
ANIMAL COMPANIONS
Many Druids are accompanied by Animal Companions. These Animal Companions are usually epitomes of their type, possessing extraordinary traits and attributes. This is best modeled in the HERO System by designing each Animal Companion as a separate Character (typically using a Bestiary entry as a starting point), and then take that Animal Companion as a Follower using the Follower Perk.
ANIMAL COMPANIONS AS FOLLOWERS
Animal Companion: Follower Perk
Real Cost: Varies
DRUID SPEAK
Druids have a secret language that they use to communicate privately with one another, and as a form of identification.
DRUID SECRET LANGUAGE AS LANGUAGE
Druid Speak: Language: Druidic; Completely Fluent
Real Cost: 3 Points
DRUIDIC GIFTS
Druids develop a number of Druidic Gifts as Class Features with experience that supplement their Spellcasting, which is generally less potent and flexible than the Magic of Arcane and Clerical Spellcasters.
Conversions of the D&D 3e Druidic abilities, including Wild Shape, are provided in the Animine Magic System document which should be consulted by a player that is converting a Druid Character.
This document also includes for consideration (further down the page) some additional abilities related to the Elemental Planes that were granted to Druids in previous editions of D&D, but which were excised from D&D 3e.
Rate Of Progression
In the source material Druids gained their special abilities over many Class Levels and in a specific order. However, in the non-level based HERO System it is up to the GM's discretion whether this order of progression is enforced in the HERO System or if a particular Druid can choose to buy only the abilities they want and in whatever order they like.
Only Usable While In Good Standing With Faith Limitation
Unlike Clerics, Druids usually don't serve a particular deity or religious dogma, however they are held to a standard of behavior pertaining to the protection and nurturing of Nature.
Thus, Druids must apply a Limitation  to their extraordinary abilities, "Only Usable While In Good Standing With Faith" for a -1/4. This Limitation can never be removed from their abilities with Experience Points.
Planar Travel To The Elemental Planes
In older editions Druids were very closely tied to the Elemental Planes of Earth, Air, Fire, and Water, and at higher levels gained abilities allowing them to travel to and in those realms. This can be modeled in the HERO System, but is quite expensive. Such abilities would likely be a focus of a Character (due to the points involved) and are not to be considered lightly. However, it can be an interesting and distinctive tact to take and is presented here for those who might be interested.
ELEMENTAL PLANE OF EARTH
Druids gained the ability to travel to the Plane of Earth first. Of course, if you wanted your Character to learn to travel to one of the other Planes instead, you are free to do so (with GM permission); just refactor the costs accordingly.
PLANAR TRAVEL TO PLANE OF ELEMENTAL EARTH
Elemental Earth Travel:
Extra-Dimensional Movement (Single Dimension (Elemental Plane of Earth)) (20 Active Points); Only Usable While In Good Standing With Faith (-1/4) (Real Cost: 16)
Survival (Elemental Plane of Earth) (14 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 11)
Navigation (Elemental Plane of Earth) (14 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 11)
Life Support, (Safe in High Pressure, Self-Contained Breathing) (Real Cost: 11)
Total Real Cost: 49 points
ELEMENTAL PLANE OF FIRE
Druids next gained the ability to travel to the Plane of Fire. For the purposes of dealing with the Environmental Effects of the Plane Safe In Intense Heat and Self-Contained Breathing are assumed to sufficiently protect the Character. However, some form of significant protection from Fire based attacks independent of the Planar travel would be wise due to the nature of the entities that inhabit that Plane.
ADD PLANE OF ELEMENTAL FIRE
Elemental Earth & Fire Travel:
Extra-Dimensional Movement (Related Group of Dimensions, Any Location (Elemental Earth, Elemental Fire)) (35 Active Points); Only Usable While In Good Standing With Faith (-1/4) (Real Cost: 28)
Survival (Elemental Plane of Earth, Elemental Plane of Fire) (16 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 13)
Navigation (Elemental Plane of Earth, Elemental Plane of Fire) (15 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 12)
Life Support, (Safe in High Pressure, Safe in Intense Heat, Self-Contained Breathing) (Real Cost: 13)
Total Real Cost: 66 points
ELEMENTAL PLANE OF WATER
Druids next gained the ability to travel to the Plane of Water.
ADD PLANE OF ELEMENTAL WATER
Elemental Earth, Fire, & Water Travel:
Extra-Dimensional Movement (Related Group of Dimensions, Any Location (Elemental Earth, Elemental Fire, Elemental Water)) (35 Active Points); Only Usable While In Good Standing With Faith (-1/4) (Real Cost: 28)
Survival (Elemental Plane of Earth, Elemental Plane of Fire, Elemental Plane of Water) (18 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 14)
Navigation (Elemental Plane of Earth, Elemental Plane of Fire, Elemental Plane of Water) (16 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 13)
Life Support, (Safe in High Pressure, Safe in Intense Heat, Self-Contained Breathing) (Real Cost: 13)
Total Real Cost: 68 points
ELEMENTAL PLANE OF WATER
Druids finally gained the ability to travel to the Plane of Air.
ADD PLANE OF ELEMENTAL AIR
Elemental Earth, Fire, Water, & Air Travel:
Extra-Dimensional Movement (Related Group of Dimensions, Any Location (Elemental Earth, Elemental Fire, Elemental Water, Elemental Air)) (35 Active Points); Only Usable While In Good Standing With Faith (-1/4) (Real Cost: 28)
Survival (Elemental Plane of Earth, Elemental Plane of Fire, Elemental Plane of Water) (18 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 14)
Navigation (Elemental Plane of Air, Elemental Plane of Earth, Elemental Plane of Fire, Elemental Plane of Water) (17 Active Points); Only Usable While In Good Standing With Faith (-1/4) 17- (Real Cost: 14)
Life Support, (Safe in High Pressure, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing) (Real Cost: 15)
Total Real Cost: 71 points
MOVEMENT WHILE IN THE ELEMENTAL PLANES
The special natures of each of the Planes makes movement difficult in different ways and of course the ability to travel to the Planes doesn't help much if your Druid can't move around in that environment while they are there. The following Multipower provides a mechanism for your Druid to traverse the Elemental Planes in ways appropriate to each environment.
These abilities are completely useless outside of the Elemental Planes and thus are heavily discounted; for instance a Druid could not use their Elemental Plane of Earth Burrowing ability to tunnel around in their home Plane. However, with GM's permission you could buy the Multipower without the "Only On Appropriate Elemental Plane" Limitation.
This would probably require a considerable downscaling of the MPP and its slots to make it affordable, but if your GM has no objections and you want to spend the points, it is entirely appropriate for your Druid that has mastered the Elemental Plane of Air to fly around while back in his own Plane.
ELEMENTAL MOVEMENT MULTIPOWER
Elemental Movement: Elemental Movement: Multipower, 75-point reserve, all slots Reduced Endurance (0 END; +1/2) (112 Active Points); all slots Only On Appropriate Elemental Plane (-2)
Real Cost: 37 points
ELEMENTAL MOVEMENT MULTIPOWER SLOTS
Elemental Plane Of Earth Burrowing: Tunneling 6" through 16 DEF material, Fill In, x4 Noncombat (75 Active Points)
Ultraslot Real Cost: +2 points
Elemental Plane Of Air Windriding: Flight 10", x4 Noncombat, LOS Not Required To Maintain (+1/2), Ranged (+1/2), Usable Simultaneously (up to 8 people at once; +1) (75 Active Points)
Ultraslot Real Cost: +2 points
Elemental Plane Of Water Coursing: Swimming +20" (2"/22" total) (x4 Noncombat), Ranged (+1/2), LOS Not Required To Maintain (+1/2), Usable Simultaneously (up to 8 people at once; +1) (75 Active Points)
Ultraslot Real Cost: +2 points
Elemental Plane Of Fire Gating: Teleportation 5", x2 Increased Mass, Usable By Other (+1/4), Safe Blind Teleport (+1/4), Gate Closes As Soon As Last Ally Goes Through It (+1/4), Area Of Effect (One Hex; +1/2), Fast Gate (1/2 Phase Action To Open Gate) (+1/2), Continuous (+1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points); Gate (-1/2)
Ultraslot Real Cost: +2 points
Animi Package Deals
The Animine Magic System is detailed here.
Sample Animine Spells may be found here.
Presented below are an assortment of Basic Packages, Extension Packages, and Composite Packages for your use.
BASIC PACKAGES
Animi (Prepared) Animi (Gestalt)
EXTENTION PACKAGES
Dedicated Self Defense Divine Investiture Warrior Select Combat Casting
Familiarite Winter Fighting Forest Fighting Mountain Fighting Loremastery
COMPOSITE PACKAGES
Animist (Prepared) Animist (Gestalt) Animi Familiarite Animi Exemplar Bard (Animi)
Ranger (Animi) Druid