Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world and despise anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.
This class is locked behind Eminence Points. See Eminence Points.
Druids no longer start with an animal companion by default. Instead, they must use Animal Empathy to tame an animal and then bond with it to make it their animal companion. For more details, see Animal Companion System.
Druids gain access to Pathfinding, allowing them to access certain paths or trails that others cannot traverse, granting shortcuts or access to hidden areas.
Druids gain access to the cantrip "Nature's Bounty," which allows them to harvest products from flora without causing harm, such as wood, flowers, or fruits, enabling Druids to partake of nature's bounty without damaging nature itself.
Druids cannot use metal weapons or tools. If they do, they will be unable to cast any of their magic while wielding such equipment.
Druids will have an option at level 5 to choose between Wild Shape and Vermin Shape (Vermin Shape is only available if you also have the Vermin Heart feat). Both options come with 2 uses per day. For more information, see Feats.
Multiclass: You cannot multiclass out of Druid unless you have Fallen. Once you multiclass after being Fallen, you cannot regain your Druid status.
Fallen Druids: Druids who have strayed from the teachings of their nature god may fall and lose access to their magic until they have corrected their course (DM discretion).
Important Note: Your animal companion is your true bonded friend, and you should not treat it as an expendable resource. If it dies, take the cooldown period as a time of mourning in-character (IC).