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Druid

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Druid
Starting a...

Enhancements
Tactics
Equipment
Spells


The Druid class was introduced with the MoTU expansion. Originally a premium class, it was made free with Update 53.

Class Summary[edit]

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

Class Skills

Skill points at 1st level: (4 + Intelligence modifier) x4
Skill points at each additional level: 4 + Intelligence modifier
Skill spellcraft.png Spellcraft (Intelligence)
Intimidate icon.png Intimidate (Charisma)
Skill concentration.png Concentration (Constitution)
Diplomacy icon.png Diplomacy (Charisma)
Skill heal (skill).png Heal (Wisdom)
Skill listen.png Listen (Wisdom)
Skill spot.png Spot (Wisdom)
Skill swim.png Swim (Strength)

Weapon and Armor Proficiencies[edit]

Feat simpleweaponproficiency.png Simple weapons (limited* to: unarmed, club, dagger, quarterstaff, sickle, dart)
Feat martialweaponproficiency.png Martial weapons (limited to: scimitar)
Feat armorproficiency light.png Light armor (any non-metal)
Feat armorproficiency medium.png Medium armor (any non-metal)
Feat shieldproficiency general.png Shields (any non-metal; no tower shields).
(* not maces, morningstar, crossbows, throwing dagger)

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

Past Lives[edit]

File:nopic.jpg Past Life: Druid You were a Druid in a past life. You occasionally find yourself gazing at the stars and get sentimental around mistletoe. Each time you acquire this feat your summoned creatures, charmed minions, and hirelings gain +2 to all ability scores. This feat can be stacked up to three times.


Past Life: Druid is a Free Feat, which means it is permanently added to the character that unlocks it and you won't need to choose it, neither at new life nor at level up.

File:nopic.jpg Past Life: Harbinger of Nature's Wrath You recall more about your past life as a druid. You have +2 to all elemental resistances and can cast the Flame Blade spell three times per rest, which summons a scimitar (or, if you choose, dual scimitars) of fire; these do fire damage instead of slashing damage and use the wielder's Wisdom instead of Strength for determining attack and damage bonuses. The swords are automatically equipped when created. At caster level 1, it has a +1 enhancement bonus and the flaming effect. Every five caster levels the summoned swords improve.

Probably functionally identical to the druid spell Flame Blade, except using character level instead of caster level.

Paths[edit]

  • Nature's Warrior
  • Aspirant Adept
  • Verdant Seeker

Class enhancements[edit]

Advancement table[edit]

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.

The Druid Preparable Spells
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell points* 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0/+0 +2 +0 +2 Call Wolf Companion, Druidic Oath, Goodberry, Wild Empathy,
Druid: Spontaneous Casting
130 3 - - - - - - - -
2nd +1/+1/+6 +3 +0 +3 Wild Shape: Bear or Wolf 155 4 - - - - - - - -
3rd +2/+2/+7 +3 +1 +3 180 4 3 - - - - - - -
4th +3/+3/+8 +4 +1 +4 205 5 4 - - - - - - -
5th +3/+3/+8 +4 +1 +4 Wild Shape: Bear or Wolf 230 5 4 3 - - - - - -
6th +4/+4/+9 +5 +2 +5 260 5 5 4 - - - - - -
7th +5/+5/+10/+15 +5 +2 +5 Improved Wild Empathy 295 5 5 4 3 - - - - -
8th +6/+6/+11/+16 +6 +2 +6 Wild Shape: Dire Bear or Winter Wolf 335 6 5 5 4 - - - - -
9th +6/+6/+11/+16 +6 +3 +6 Venom Immunity 380 6 6 5 4 3 - - - -
10th +7/+7/+12/+17 +7 +3 +7 430 6 6 5 5 4 - - - -
11th +8/+8/+13/+18 +7 +3 +7 Wild Shape: Dire Bear or Winter Wolf 485 6 6 6 5 4 3 - - -
12th +9/+9/+14/+19 +8 +4 +8 545 6 6 6 5 5 4 - - -
13th +9/+9/+14/+19 +8 +4 +8 Wild Shape: Fire Elemental or Water Elemental 610 6 6 6 6 5 4 3 - -
14th +10/+10/+15/+20 +9 +4 +9 680 6 6 6 6 5 5 4 - -
15th +11/+11/+16/+21 +9 +5 +9 Timeless Body 755 6 6 6 6 6 5 4 3 -
16th +12/+12/+17/+22 +10 +5 +10 835 6 6 6 6 6 5 5 4 -
17th +12/+12/+17/+22 +10 +5 +10 Wild Shape: Fire Elemental or Water Elemental 920 6 6 6 6 6 6 5 4 3
18th +13/+13/+18/+23 +11 +6 +11 1010 6 6 6 6 6 6 5 5 4
19th +14/+14/+19/+24 +11 +6 +11 1105 6 6 6 6 6 6 6 5 5
20th +15/+15/+20/+25 +12 +6 +12 1205 6 6 6 6 6 6 6 6 6
  • Includes Base SP from Spell point table plus 80 SP from Magical Training free feat.

Class feats[edit]

Level 1[edit]

  • 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[edit]

  • 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).
    • 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.
    • Combat Style Skills (ex. Two Weapon Fighting) do not function in Animal Form excepting: Natural Fighting, Two Weapon Defense and Offhand Versatility.
    • 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[edit]

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

Level 7[edit]

  • Improved wild empathy (active): Allows the druid to charm an animal (similar to the Charm monster spell)[official] for 5 mins.[official] It can be used 3 times / rest period with a 60 second cool down.[official] Note: Improved wild empathy can not be dispelled.

Level 8[edit]

  • 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[edit]

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

Level 10[edit]

  • Elemental Imbues: You gain access to two unique imbues, one dealing Fire damage, the other dealing Cold damage. Both start at 1d6 damage and scale with 100% Spell Power. These imbues always trigger on Melee attacks but also work with Ranged attacks while in the related Elemental Form (Fire and Water Elemental respectively.)

Level 11[edit]

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

Level 13[edit]

  • 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[edit]

  • 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[edit]

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

Spells[edit]

See also: Druid spells

Wolf Companion[edit]

Wolf Companions are wolves that Druids and Dark Hunters can summon using the Call Wolf Companion feat. Like hirelings, but unlike a monster summoned under the Summon Monster I spell, a wolf companion has its own command bar. A wolf companion has its own stats, equipment and enhancements, accessible under the 'pet' tab on the main page of the Character Sheet (only available when the wolf is summoned). A wolf companion will also progress in levels (via the character increasing Druid Levels) as you do, getting more and more dangerous to mobs.

They can equip:

  • Companion Collars: These group in game end reward lists if you have checked "Quest End Rewards Based on Class" under Gameplay in Options. However any pair of handwraps that you find, including named handwraps from raids, can be transformed into Collars by using the Device Workstation in House Cannith (or summoning the same into the cargo hold of your airship). Once done, you cannot reverse the process.
    • {{Potential Bug: Please note that at one time there was a slight possibility of losing pet equipment if it is left equipped to your wolf while your reincarnate. However, that was long ago and is assumed to be fixed not having heard of this happening for years.)
    • Bug: Many on-hit damage effects don't work; collars with more passive effects such as Vulnerability, Deadly, Keen, etc. may be a better option. Collars are seen by your pet as accessories not weapons so Red augments that only work for weapons will have no effect in a collar.
    • Bug: Dark Hunters only receive Ranger Quest Rewards with "Quest End Rewards Based on Class" enabled. You may wish to switch this off for a while if looking for a collar.
Quote:
Originally Posted by SteelStar (Contribs • Message• SteelStar) Source on August 28, 2023

The issue is less "pets suppress those augments" and more "pets have no understanding that those modern augments exist and even if they did they wouldn't know how to use them"

  • Light or Medium Armor or Heavy Armor - Wolf Companions became classified as having levels of ranger, hence they have all the proficiencies of the ranger class. You can check this by equipping armor and looking at the changes in ppr on the pet character sheet. A Druid's wolf has the same Druidic Oath restrictions as a Druid - i.e. no metal armor!
    • This means that you must seek out Leather, Hide, Dragonscale, Densewood or some other nonmetallic materials for your wolf. Please note that if you do choose the Cunning wolf evasion enhancements and take evasion along with improved evasion as a capstone, you need to consider that evasion only works while wearing light armor (leather and the like).
    • {{Potential Bug: Dark Hunter's Wolf still has Druid Oath Restrictions.}}

Some effects don't take affect until the pet has been dismissed and recreated, for example, Vitality.

If your wolf is beside you while you click on the ship buff bar at the top of an airship, it will receive all ship buffs that you receive with a timer that does not count down. Dismissing your wolf at any time will remove said ship buffs. Leveling your character will also remove all buffs.

Leaving your pet parked inside an instance that is closing such as a finished dungeon or dismissing a Scarecrow hireling may result in your wolf accidently being dismissed as well.

If your wolf seems to become inactive, calling it to you and/or changing it from active/defense/passive to another setting can help. Also try remove fear. You pet will have much trouble with foes that are first passive then become active such as Memoirs Dungeon and the like.

It is very important that you consider Fortification on your wolf as lack thereof is the leading cause of death. Tenacious Pack will provide +30 fortification along with +60 healing amp. (Bug: this fortification does not stack with certain endgame armor that has an enhancement bonus to fortification).

If your armor or collar has augment slots, you can use those to increase overall ability scores including Strength. Other ways to increase Strength in order to get levers such as those found in tempest spine include rage, shifting to Magistar for Grand Summoner (requires augment summoning), Primal Scream, Mass Bulls, and using your three druid pet buff spells which includes Pack Aptitude (adds + to a single ability score [Bug: Pack Aptitude gives +4 to a single ability score instead of indicated +6])

See also[edit]

Update 38 Release Notes