Druid

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Class Summary
Alignment: Neutral good, lawful neutral, neutral, or chaotic neutral. Hit dice: d8

Weapon and Armor Proficiencies


A druid who wears prohibited armor, a prohibited shield, or a rune arm is unable to cast druid spells or use any of his/her supernatural or spell-like class abilities
 * Feat simpleweaponproficiency.png‎
 * Simple weapons (club, dagger, dart, quarterstaff, sickle, unarmed)
 * Feat martialweaponproficiency.png‎
 * Martial weapons (scimitar)
 * Feat armorproficiency light.png‎
 * Light armor (non-metal)
 * Feat armorproficiency medium.png‎
 * Medium armor (non-metal)
 * Feat shieldproficiency general.png‎
 * Shields (non-metal only and except tower shields).
 * }
 * Feat shieldproficiency general.png‎
 * Shields (non-metal only and except tower shields).
 * }
 * }

Paths

 * Nature's Warrior
 * Aspirant Adept
 * Verdant Seeker

Class enhancements

 * Season's Herald
 * Nature's Warrior
 * Nature's Protector

Advancement table
Druids gain additional spell points when they increase level or by having high wisdom, check the tables here. Note that the bonus spell slot granted for spontaneous casting is included in the following table: one spell slot of each level is always reserved for the Summon Nature's Ally spell of that level.


 * Includes Base SP from Spell point table plus 80 SP from Magical Training free feat.

Level 1

 * Call Wolf Companion (active):Activate this ability to summon your wolf companion.
 * Druid: Spontaneous Casting (passive): You gain an additional spell preparation slot per spell level to cast Summon Nature's Ally spell of that level.
 * Druidic Oath (passive): Druids are prohibited from wearing metal armour, using metal shields, and using rune arms. Doing so suppresses your Druidic abilities. Warforged Druids are forbidden from taking armour feats other than Composite Plating.
 * Goodberry (active): Transmutes natural matter around you into Goodberries. Goodberries are infused with primal magic, and provide a full meal's nourishment. If eaten in a tavern, they act as tavern food and drink, refilling your health and spell points. When cast, Goodberries appear in your inventory. The higher the caster level, the more nourishing the Goodberries are.
 * Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every druid level.
 * Wild Empathy (active): Activate this ability to lower an animal's or beast's aggression, effectively mesmerizing them.

Level 2

 * Wild Shape: Druids must pick between Wolf or Bear for their first wild shape. They will receive the other shape at level 5.
 * All forms act as an Active feat that you can toggle on/off.
 * It costs 5 spell points to change into a form. Returning to a humanoid form is free.
 * You gain a -2 penalty to Intelligence and Charisma.
 * You will be considered an animal(or a magical beast if Winter Wolf/ Dire Bear).
 * If you are a Warforged, you are no longer considered a Construct, and can now be healed normally by positive energy spells and you have become immune to repair spells.
 * As of Update 38, animal forms now use the stats of the player's main hand weapon for melee attack purposes, including Base Damage, Critical Multiplier, Critical Threat Range, all Enchantments, and Material traits and procs. Original attack stats for wolf/bear are used if you are unarmed (see below).
 * No combat style-specific bonuses (Single Weapon Fighting, THF, TWF, Shield Mastery) will function while in animal forms aside from Natural Fighting, and any bonuses native to the form.
 * Using a two-handed weapon will now grant the 1.5 damage from your modifying stat, and Power Attack feat adjustments in animal form as well for its additional bonus.
 * Shield bonuses still function in these forms but you cannot shield bash.
 * Effects that modify your weapon's base stats still work normally, such as changing your primary damage stat.
 * While in animal form, you gain access to a number of spells and enhancements that may only be used in your current form, but the cooldowns on your non-animal form spells are increased to 2.5 times their normal length.
 * You cannot use wands and scrolls while in animal form.
 * You stay in that form until you manually disable it.
 * Wolf: Transform into a wolf. While in Wolf form, you gain a 10% Combat Style bonus to attack speed, a +3 bonus to attack while flanking, +1d6 sneak attack damage, and a +10% enhancement bonus to movement speed. While in wolf form, you gain access to a number of spells and enhancements that require Wolf form, but the cooldowns on your non-animal form spells are increased to 2.5 times their normal length.
 * If unarmed, your natural attacks do 1d6 damage, do both piercing and slashing damage, and critically hit for double damage on a roll of 19-20.
 * Bear: Transform into a bear. While in Bear form, you gain a +2 racial bonus to Constitution, and +10% exceptional bonus to AC.
 * If unarmed your natural attacks do 1d8 damage, do both slashing and bludgeoning damage, and critically hit for double damage on a roll of 20.
 * *Tip: Characters with 3 levels of druid may choose to take Natural Fighting as a feat choice. This feat gives +4 Melee Power, Physical Resistance and Doublestrike chance while in a druid animal form. While in bear form, it increases your ability score modifier to damage while using a two-handed weapon to 2.0/2.5/3.0 and you gain 60/30/30% Strikethrough chance. Natural Fighting may be taken up to 3 times.

Level 5

 * Wild shape: Druids now are granted the shape they did not pick at level 2.

Level 7

 * Improved wild empathy (active):   Note: Improved wild empathy can not be dispelled.

Level 8

 * Wild Shape: Choose between Winter Wolf and Dire Bear forms. The other form will be granted at level 11.
 * Winter Wolf: Transform into a Winter Wolf. While in Winter Wolf form, you gain a 20% Combat Style bonus to attack speed, a +5 bonus to attack while flanking, +2d6 sneak attack damage, and a 10% +1 per druid level (max 30%) bonus to movement speed.
 * If unarmed, your natural attacks do 1d10 damage, do both percing and slashing damage, and critically hit for triple damage on a roll of 19 or 20.
 * You are considered a magical beast.
 * Dire Bear: Transform into a Dire Bear. While in Dire Bear form, you gain a +4 racial bonus to constitution, and +15% exceptional bonus to AC.
 * If unarmed, your natural attacks do 1d12 damage, do both slashing and bludgeoning damage, and critically hit for triple damage on a roll of 20.
 * You are considered a magical beast.

Level 9

 * Venom Immunity: You are immune to ability score damage from natural poisons. (This has no effect on magical or supernatural poisons.)

Level 11

 * Wild Shape: Druids now are granted the shape they did not pick at level 8.

Level 13

 * Wild Shape: Druids now are granted their choice of first elemental shape. The other will be granted at level 17.
 * You are considered an elemental.
 * You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis and stun, and 100% bonus to fortification.
 * Water Elemental: Transform into a Water Elemental. While in Water Elemental form, you gain +3 bonus to caster level and max caster level to water and cold spells, but your fire spells get a -3 penalty to caster level and max caster level. You gain +65% bonus to cold absorption (does not stack with Fire Shields or Cold Energy Sheath), 15% vulnerability to fire damage, +20 swim.
 * Fire Elemental: Transform into a Fire Elemental. While in Fire Elemental form, you gain +3 bonus to caster level and max caster level to fire spells, but your water and cold spells get a -3 penalty to caster level and max caster level. You gain +65% bonus to fire absorption (does not stack with Fire Shields or Fire Energy Sheath), 15% vulnerability to cold damage, and can breathe indefinitely underwater.

Level 15

 * Timeless Body (passive): Your soul is balanced. No corrupt influences can possess your body after death - you are immune to the spawn effect of most undead.

Level 17

 * Wild Shape: Druids now are granted the shape they did not pick at level 13.

Spells

 * See also spell usefulness.
 * A druid casts divine spells, which are drawn from the Druid spells spell list.