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Druids are a class available to player characters.

Description[]

The Druid serves the cause of nature and neutrality; the wilderness is their community. They use special powers to protect it and preserve balance in the world.

Class Features[]

  • May only wear non-metallic armor.
  • May only equip bucklers and non-metallic shields.
  • May only use the following weapons: scimitar, dagger, club, spear, quarterstaff, dart, sling.
  • May only become Proficient (one slot) in any weapon class.
  • May only become Proficient (one slot) in any fighting style.EE only
  • May cast druidic spells.
  • 5th level: May shapeshift into a winter wolf once per day.
  • 7th level: May shapeshift into a boring beetle once per day.
  • 9th level: Becomes immune to poison. May shapeshift into a polar bear once per day.
  • 11th level: May shapeshift into a fire elemental once per day.
  • 13th level: May shapeshift into an earth elemental once per day.
  • 15th level: Gains the Timeless Body ability, becoming immune to fatigue. May shapeshift into a water elemental once per day.
  • Alignment restricted to true neutral.
  • Hit Die: d8
  • Prime Requisites For Dual-Classing: Wisdom, Charisma

Shapeshifting[]

Each form has different characteristics, benefits, advantages, and disadvantages. Shapeshifting into any form other than the caster's natural one will also heal the caster by 12 HP (including the Shapeshifter kit's werewolf forms, for which this is not mentioned in the ability descriptions in-game). All forms add any of their respective strength bonuses to their base attack damage, and their dexterity bonuses to their base armor class.

Regular shapeshifting forms[]

Winter Wolf Boring Beetle Polar Bear Fire Elemental Earth Elemental Water Elemental
Level Gained 5 7 9 11 13 15
Strength 18 18/51 18/00 19 23 18
Dexterity 13 7 10 9 5 14
Base Armor Class 2 -2 4 2 -2 -2
Effective Armor Class 2 -2 4 2 5 -2
Number of Attacks 2 1 3 1 1 1
Base Attack Damage 1d6 slashing 5d4 slashing 1d12 slashing 1d8 crushing + 1d4 fire 4d8 crushing 4d8 crushing
Attack Enchantment Level 1 2 3 4 4 4
Cold Resistance 75% - 75% -50% 20% -25%
Fire Resistance -25% - -25% 100% 20% -
Electricity Resistance - - - - - -75%
Acid Resistance - - - - - 75%
Slashing resistance - 50% - 15% 50% 75%
Crushing Resistance - - - 15% -50% 75%
Piercing Resistance - 50% - 15% 50% 75%
Missile Resistance - 50% - 15% 75% 75%

Kit specific shapeshifting formsEE only[]

Werewolf Greater Werewolf Sword Spider Baby Wyvern Lesser Fire Salamander
Class Kit Shapeshifter Avenger
Level Gained 1 13 7
Strength 19 21 16 16 18/75
Dexterity 16 20 16 17 19
Base Armor Class 1 -6 3 (-4 bonus vs. missiles) 3 (-2 bonus vs. missiles) 5
Effective Armor Class -1 -10 1 (-3 vs. missiles) 0 (-2 vs. missiles) 1
Number of Attacks 2 3 4 (5 with haste) 2 1
Base Attack Damage 1d6 slashing 1d10 slashing 2d6 piercing 1d8 piercing

+ 1 poison / sec for 6 sec (on failed save vs. death)

1d8 piercing + 1 fire
Attack Enchantment Level 2 3 1 1 3
Cold Resistance - 50% - - -12%
Fire Resistance - 50% - - 100%
Electricity Resistance - 50% - - -
Acid Resistance - 50% - - -
Magic Resistance 20% 40% - - -
Special Regenerates 1hp/2secs Haste, immunity to web. Immunity to entangle, slow, grease, web, paralyze, hold, petrification, and level drain. Double movement speed.

All creatures within 5 ft. take 1d2 fire damage per round (damage ticks happen twice as often if the Druid is hasted).

Class KitsEE only[]

Totemic DruidEE only[]

This Druid closely identifies with a particular animal that they feel represents their spirit. They have a special connection to the animal kingdom which lets them call upon their spirits for aid.

Advantages

  • May use the Summon Spirit Animal ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter.
    • SUMMON SPIRIT ANIMAL: The Totemic Druid summons a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid him or her for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.

Disadvantages

  • Cannot shapeshift.

ShapeshifterEE only[]

This Druid is called Shapeshifter not because of their access to a great variety of forms, but rather because of their complete dedication to a single alternate form. A Shapeshifter has willingly become infected with lycanthropy, but due to intense study and training, they can control this affliction. They can become werewolves, the most famous of the lycanthrope shape-changers.

Advantages

  • May shapeshift into werewolf form once per day. Gains one use at level 1 and an additional use every 2 levels thereafter.
  • 13th level: May shapeshift into a greater werewolf once per day.

Disadvantages

  • May not wear any armor.
  • No other shapeshifting abilities due to the effort required in maintaining balance in their primary forms.

AvengerEE only[]

A member of a special druidic order, the Avenger is dedicated to fighting those who would defile nature. They have powers the average Druid does not—abilities earned through extensive rituals, a process that is very physically draining.

Advantages

  • Six arcane spells are added to their repertoire, all the way up to the 6th level. These are listed below:
    • 1st level: Chromatic Orb.
    • 2nd level: Web.
    • 3rd level: Lightning Bolt.
    • 4th level: Improved Invisibility.
    • 5th level: Chaos.
    • 6th level: Chain Lightning.
  • 7th level: May shapeshift into a sword spider, baby wyvern, or lesser fire salamander once per day.
  • 19th level: May shapeshift into a sword spider, baby wyvern, or lesser fire salamander twice per day.

Disadvantages


Source

  • Icewind Dale: Enhanced Edition - Manual 2 - Mastering Melee & Magic

External Links[]

See also[]

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