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Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.

Druids and Rangers are two sides of one coin. Druids can be seen as the embodiment of the power of nature while Rangers can be viewed as the highly skilled experts and warriors of the wild.

Druids, while able warriors themselves, focus on the use of magic and magical abilities to battle their enemies. They have a dizzying array of abilities that they are granted as they progress to higher levels but, unlike the Bard, apart from Wis there are few other things that need to be considered in the creation of a Druid as his or her special abilities are not based on anything but Druid level. That means that having a high Char, for example, does not make your Wildshape ability at 5th level better (as turning undead becomes better with higher Char for Clerics). This frees the players to pick and choose what sort of Druid they want to make and not be concerned about innate abilities as they will be granted through experience.

Something to keep in mind while you are thinking about your character is that Druids are a reflection of nature- both beautiful and dangerous and thus, they must keep a balance within themselves about their world- that is, all Druids must remain very close to Neutral in alignment as nature is a giver and taker of life in equal measure. A careful reading of alignment is important to understand the frame of mind of a player wishing to play a Druid character. If a Druid moves away form Neutral they lose a great deal of their Druidic abilities.

  • Alignment Restrictions: Must have some measure of Neutrality
  • Hit Die: d8
  • Proficiencies: Proficient with druid weapons, as well as shields and light and medium armors
  • Skill Points (x4 at 1st level): 4 + Int Modifier
  • Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored)
  • Ex-Druids: A druid that is no longer neutral cannot gain levels.

The Druid's skills (and the key ability for each skill) are:

  • Animal Empathy (Cha)
  • Concentration (Con)
  • Heal (Wis)
  • Lore (Int)
  • Parry (Dex)
  • Persuade (Cha)
  • Spell Craft (Int)

Druid Spell List

Animal Companions

Druids gain an Animal companion, that becomes more powerful as the druid advances in levels.

Available Animal Companions:

The badger is a small, fast and furry animal that makes a great companion. Although it is of small size, it can be very ferocious. When the master reaches level 5 it is capable of sending itself into a rage, giving it higher strength and dexterity for a limited duration.
Skills: Listen, Spot
Feats: Toughness
Master Level
5: Rage 1x day
10: Rage 2x day
15: Rage 3x day
20: Rage 5x day

Wolves are fond of packs and wolf companions will bond quickly with their druid or ranger summoner. The wolf is a master of stealth and deception, and as it grows in power it can eventually use its mournful howl to frighten opponents.
Skills: Hide, Listen, Move Silently, Spot
Feats: none
Master Level
5: Fear Howl, 1x day
10: Fear Howl, 2x day
15: Fear Howl, 3x day
20: Fear Howl, 5x day

Brown Bear
This massive carnivore is a powerful ally with many hit points and deadly attacks.
Skills: Listen.
Feats: none.
Special: none

Dire Boar
The dire boar is a strong ally and as it gains levels it receives the Ferocity ability, giving it a bonus to attack and damage rolls.
Skills: Listen, Spot.
Feats: none.
Master Level
5: Ferocity 1x day.
10: Ferocity 2x day.
15: Ferocity 3x day.
20: Ferocity 5x day.

The hawk is a silent and stealthy animal companion, able to remain hidden when others are easily detected, making it the perfect scout. It is also capable of disarming opponents.
Skills: Listen, Spot, Search, Hide, Move Silently.
Feats: Dodge, Mobility.
Master Level
5: Gains Disarm feat.

Silent and deadly, the panther is capable of disappearing and reappearing where the enemy least expects it.
Skills: Hide, Move Silently.
Feats: none.
Master Level
5: Invisibility 1x day.
10: Invisibility 2x day.
15: Invisibility 3x day.
20: Invisibility 5x day.

Giant Spider
Only the most bold of druids and rangers take the giant spider as a companion, but those who do are rewarded with a sly and deadly ally.
Skills: Spot.
Feats: none.
Master Level
1: Mild poison attack.
5: Web 1x day.
10: Web 2x day, moderate poison attack.
20: Web 5x day, deadly poison attack.

Dire Wolf
The dire wolf is a strong companion, able to stand up at the forefront of combat and defend its master.
Skills: Listen, Spot.
Feats: none.
Special: none

Class Packages

Default Druid:
This druid package represents a defender of the natural order, a wise spellcaster who battles threats to his woods with a large wolf by his side.

Druid, Interloper:
Druids from this tradition work to keep their minds and bodies in perfect harmony. This versatile package includes a balance of fighting and casting abilities, and a panther companion.

Druid, Gray:
The gray druid package focuses on the latent combat skills of the class, making these characters a potent force with weapons as well as spells.

Druid, Death:
Death druids personify the venegeful side of the druid's commitment to nature. These characters destroy the enemies of their woods with a bloody single-mindedness, using deceit and powerful spells in their missions of revenge. They are often accompanied by a monstrous spider.

Druid, Hawkmaster:
The hawkmaster package focuses on a high Dexterity, the ability to dodge and avoid blows, and supreme control over the animals of the woods. Their namesake hawk is a constant companion.

Barbarian Druid Paladin Sorcerer
Bard Fighter Ranger Wizard
Cleric Monk Rogue