The druid is a sub-class of cleric. They are the ultimate example of the True Neutral alignment, viewing good, evil, law, and chaos as balancing natural forces necessary for the continuation of all things.
Minimum ability scores are 6/6/12/6/15/6/3; a druid with both wisdom and charisma greater than 15 will earn a 10% bonus on experience. They gain d8 hit points per level through level 15.
Druid spells are intended to strengthen, protect, and revitalize a party as a cleric, but his spells are more attuned to nature. Their spells are more powerful as attacks than clerics, and they can use a greater variety of weapons (the restriction against drawing blood does not apply), but they may not use any metallic armor or shield. Since such metallic protections would prevent the druid from being able to perform his magic, he may only wear leather or padded armor or none, and may carry only wood shields.
Spells are spoken or read aloud. There is no dispel power over undead or other creatures such as clerics use, because druids are involved with living things of this world. Although they have many of the same healing spells as clerics, they do not have these available at level one.
Trees are sacred to the druid, especially oak and ash; they also do homage to the sun and moon personified. (They are animists, worshipping the spirits in these objects.) Mistletoe is the principle holy symbol of the druid; the quality of the mistletoe may control the efficacy of spells. They protect trees, wild plants, and crops as a primary religious duty, followed by a duty toward druidic followers and animals. They oppose the destruction of forests and other natural environs absolutely, and oppose killing animals except when necessary for survival. They may eat meat. Druids are unlikely to risk their own lives in protecting their charges, but will usually take vengeance later.
At level 3, the druid can identify plant type, animal type, and pure water. He can also pass through overgrown areas such as tangled thorns and briar patches at normal movement rates without leaving a trail.
At level 7, the druid is immune to the charm spells of such woodland creatures as dryads, nixies, and sylphs. Such a druid also is able to change once per day to any mammal, once to any reptile, and once to any bird. The creature must be a real natural creature not smaller than a bat, bullfrog, or blue jay, up to about twice the weight of the druid. The change will also heal d6x10% of any damage taken by the druid.
Druids speak druidic as an additional language. Beginning at level 3, the druid learns one language per level chosen by the character from these languages: centaur, dryad, elfish, faun, gnome, green dragon, hill giant, lizardman, manticore, nixie, pixie, sprite, treantish. These languages are in addition to those learned as part of the character’s language limit, so the druid may exceed the number of languages he may know by intelligence and race.
Druids fight and save as clerics, but are +2 against fire and lightning and all other electrical attacks. They may use any magic item not limited to a particular class except those weapons and armor which are prohibited to them, and may use any clerical items which are not written (such as scrolls and books). They may use druid scrolls.
There are only nine druids of level twelve; each has three assistants. These assistants are the same level for each druid, but each druid has higher level assistants according to the relationship between their current experience. Thus, the twelfth-level Druid with the least experience (in points) is served by three level-one druids, and the one with the most experience is served by three ninth-level druids. The single thirteenth-level Archdruid is served by three initiates of the eighth circle, and the fourteenth-level Great Druid is served by nine initiates of the ninth circle. These servitors and protectors are not henchmen; the druids may have henchmen in addition to this.
A character may only achieve twelfth-level Druid if there is a vacancy or he bests one of the nine current Druids in spell or hand-to-hand combat. If the combat is not mortal, the loser drops to the beginning of level eleven, initiate of the ninth circle. This process is repeated for becoming the thirteenth-level Archdruid (with the loser reverting to Druid) and the fourteenth-level Great Druid (with the loser reverting to Archdruid).