WotC has an article up about the druid and bard throughout their 1e-4e history. I thought it was interesting. There are a number of things that are tied
specifically to the 1e druid, mostly flavor, but i wondered if any of these would be applicable for the classic conversion? As mentioned elsewhere, if this
project is focusing on abilities other than moving enemies around the battlefield, it might help to look again at some of their non-combat gimmicks.
1. True Neutral alignment. The druid will occasionally help the side of evil to help maintain balance in the universe. I don't know how anyone ever actually roleplayed this in a session, but i would love to see it in action.
2. Mistletoe is their holy symbol.
3. Druid's Cant, their secret language, wherein they "...could discuss at length and in detail the state of the crops, weather, animal husbandry and foresting; but warfare, politics, adventuring, and like matter would be impossible to detail with the language."
4. They possessed the abilities to identify plants, animals, and fresh water.
5. Pass through undergrowth without leaving a trace.
6. They had immunity to the magical charm of woodland creatures; and gained a new woodland language each level, chosen from among centaur, dryad, elvish, faun, gnome, green dragon, hill giant, lizardman, manticore, nixie, pixie, sprite, and treantish.
7.The ability to change shape 3/day into a reptile, bird, or mammal. We have a druid in the 4e group now, and the shapechanging power works well i think.
8. The limit of the Archdruids in the world that could only have them supplanted by combat or death or willingly stepping down from the position.
9. And at very high level, immunity to poison, long life, and the ability to withstand the Elemental Planes.
1. True Neutral alignment. The druid will occasionally help the side of evil to help maintain balance in the universe. I don't know how anyone ever actually roleplayed this in a session, but i would love to see it in action.
2. Mistletoe is their holy symbol.
3. Druid's Cant, their secret language, wherein they "...could discuss at length and in detail the state of the crops, weather, animal husbandry and foresting; but warfare, politics, adventuring, and like matter would be impossible to detail with the language."
4. They possessed the abilities to identify plants, animals, and fresh water.
5. Pass through undergrowth without leaving a trace.
6. They had immunity to the magical charm of woodland creatures; and gained a new woodland language each level, chosen from among centaur, dryad, elvish, faun, gnome, green dragon, hill giant, lizardman, manticore, nixie, pixie, sprite, and treantish.
7.The ability to change shape 3/day into a reptile, bird, or mammal. We have a druid in the 4e group now, and the shapechanging power works well i think.
8. The limit of the Archdruids in the world that could only have them supplanted by combat or death or willingly stepping down from the position.
9. And at very high level, immunity to poison, long life, and the ability to withstand the Elemental Planes.
