The Deep-Druid.


The Deep-Druid


    The deep-druid shares much with their surface dwelling cousins. They both appreciate and protect nature and worship the ideal of wild spaces untouched by civilization. The deep-druids just prefer to operate in the darkness of subterranean caves, mingling with the flora and fauna that dwell there, leaving the sunshine and greenery to the surface druids. 

    Like other druids, they must be neutral in alignment.

    Combat: Deep-druids may wear armor made from leather, bone, or other non metal materials. They may use shields of similar make. Their choice of weapons are limited to staves, clubs, daggers, slings, and spears.

    Toxin immunity: at 7th level, deep-druids are immune to the toxins of fungi and molds.

    Divine magic: They have access to mostly the same spells as druids and follow the same rules with a few exceptions. They may use a preserved fungi or something similar for a holy symbol. They have a slightly different spell list detailed below.

   Energy resistance: Deep-druids have a +2 to saving throws to resist cold and poison.

   Identification: Deep-druids can identify slimes, molds, and fungi as well as discern pure water.

   Deep-delving: Deep-druids have only a 1-6 chance of getting lost in underground locales.  

   Shape-change: at 7th level, A deep-druid gains the power to change into the form of a giant centipede, a grey ooze, or *some type of fungus thing* (TBD) once per day each. If the deep-druid has lost hit points, they regain 1d4 hitpoints per level upon changing into one of these forms. all equipment carried is absorbed into the new form and reappears when they change back.

   Deep-Tongue: at 3rd level and each level after that, a deep-druid learns a language associated with denizens of the deep earth.

   12th level and above: similar to surface druids but with other deep-druids.  

 

Spell list:   

    1st level.
1. Animal Friendship
 2. Detect Danger
 3. Glowing Fungi of Labyrinthine Guidance*
 4. Faerie Fire
 5. Invisibility to Animals
 6. Locate Plant or Animal
 7. Slime/Deslime*
 8. Speak With Animal

    2nd level

1. Blessing of the Omnipotent Mycelium*
2. Create Water
3. Cure Light Wounds (Cause Lt. Wounds)
4. Heat Metal
5. Obscuring Mist
6. Produce Flame
7. Slow Poison
8. Warp Wood

 3rd level and beyond is a work in progress.
    Spells like call lighting and such will be changed to something more on theme.

Glowing Fungi of Labyrinthine Guidance
Level: Druid 1
Duration: 2 turns per level
Range: Self

Upon uttering this incantation, the druid's left hand (or a small pouch on his person) fills with a delightful collection of small glowing mushrooms. The glow of the fungi is a pale green, and is less than the light of a candle, but is enough to be able to spot them from a distance of 30'. Typically the mushrooms are dropped one by one and used to mark a path which the druid desires to later retrace. Indeed, while the spell lasts the supply of mushrooms in the druid's hand (or pouch) will continually replenish, ensuring there are always enough available for use.

The glowing mushrooms created by this spell have one further special property: they appear completely innocuous to dungeon denizens, blending into the natural environment and not causing a single monstrous eyebrow to be raised if encountered.
     
Slime / Deslime
Level: Druid 1
Duration: Permanent
Range: 10' per level

This spell allows a dungeon druid to control the slime-bearing conditions of a subterranean area. The caster can choose to affect any or all of: dungeon floors, walls or ceilings, within range.

A thick coating of dripping, gooey slime manifests over the affected area. The slime has one of several effects (chosen when the spell is cast), depending on the druid's level.

1st level or greater: A slippery black slime. When cast upon the floor, any creature walking upon the slime must save vs paralysis or slip over.
3rd level or greater: A viciously viscous purple slime which has an unpleasant glue-like quality to it. Creatures in the affected area must save vs spells or be entangled in the goo, unable to move.
7th level or greater: An acidic yellow slime which causes 1d6 damage per round to any creature touching it.
The reversed version of this spell removes slime from the affected area. Monstrous slimes within range suffer 1d3 damage per level of the caster. 
 
Blessing of the Omnipotent Mycelium
Level: Druid 2
Duration: Permanent
Range: Touch

Placing his hand upon a dungeon surface (i.e. the bare earth or stone of walls, floor or ceiling), the druid conjures forth an explosion of myconoid growth. The mushrooms and toadstools thus produced are of varying vibrant colours, and some of the crop will have a special useful property. Among the conjured mushrooms can be found 2d4 specimens of one of the following types (chosen at random, all specimens are of like type):

1. Healing: each mushroom cures 1d4hp when consumed.
2. Light producing: as normal torches. The light lasts for 2d6 turns.
3. Druid shriekers: these mushrooms can be harvested and subsequently placed in a new location. For the next 1d6 turns, when anyone except the caster comes within 20' of the mushrooms they will emit a shrieking sound which is tuned so as to be only audible to the caster. The shrieking can be heard up to 120' distant.
4. Shroomlings: animate semi-humanoid fungi which the caster can command. They are 2' tall, have one Hit Die, AC 8, and can attack for 1d4 damage.
5. Puffballs: these fungi can be harvested and placed in another location. When any creature except the caster passes within 20' of them, they will erupt a cloud of spores which has the same effect as a sleep spell.
6. Floaters: 2' spherical fungi filled with a buoyant gas. They can be picked and used to levitate objects and creatures. A single floater can support up to 50lbs of weight. Due to the gradual escape of the floating gas, the fungi lose their effectiveness after 2d6 turns.

Note that the caster can always correctly identify the type of mushroom produced. 

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