Access to spheres: The standard druid selection (see above) costs 55 character points. Or, the druid can purchase spheres individually just as clerics do (see page xx).
Bonus spell (5): Once per day the druid can cast an
animal friendship spell. This is a bonus spell and does not count against the druid's spell total for the day.
Cold resistance (5): +2 saving throw bonus vs. cold- or ice-based attacks.
Communicate with creatures (10): A druid can acquire the languages of woodland creatures, at the rate of one language per level. For example, a fourth level druid could have four such languages. Some woodland creatures include: centaurs, dryads, elves, fauns, satyrs, gnomes, dragons, lizard men, manticores, nixies, pixies, sprites, and treants.
Elemental spell bonus (5): When the druid casts spells from the elemental sphere, all level-based variables (range, duration, etc.) are calculated as if the druid were one experience level higher than the character's actual level.
Hit point bonus (10): Druids with this ability use 1d10 to determine their hit points rather than 1d8.
Identify (5): At 3rd level, a druid can accurately identify plants, animals, and clean water.
Immunity to charm (5/10): According to the
Player’s Handbook, at 7th level a druid becomes immune to
charm spells cast by woodland creatures. However, by purchasing this ability for 10 points, a PLAYER’S OPTION druid gains this immunity immediately.
Immunity to disease (10): A druid with this ability is immune to natural diseases.
Pass without trace (5): At 3rd level, a druid with this ability can
pass without trace, as per the spell, at his normal movement rate.
Purify water (5): This ability allows the character to cast one
purify food and drink spell a day in addition to the number of spells he can normally cast.
Fire/Eledrical Resistance (5): a +2 bonus to all saving throws vs. fire and electrical attacks.
Hide in Shadows (5): A druid can hide in shadows, as the ranger ability, in natural surroundinns. See Table 22 in the ranger section for the chance of success.
Move silently (5): A druid can move silently, as the ranger ability, in natural surroundings. See Table 22 in the ranger section for the chance of success.
Secret language (5): Druids can speak a secret language only they know, and they use it to converse with each other.
Shapechange (10/15): According to the
Player’s Handbook, at 7th level a druid gains the ability to shapechange. However, by purchasing this skill for 15 character points, a PLAYER‘S OPTION druid gains the following shapechanging abilities:
- At 5th level, a druid can change into a bird once a day.
- At 6th level, he can also change into a reptile once a day.
- By 7th level a druid can also change into a mammal.
The size and shape assumed by the druid can vary from that of a bullfrog or small bird to that of a black bear. The druid can assume the forms of normal creatures only. When assuming a new form, a druid is healed of 10-60% of any damage he has suffered (round down). The druid also assumes the creature's physical characteristics (armor class, movement mode and rate, etc.). The druid's clothing and one item held in each hand also become part of his new shape—these reappear when the druid resumes his bipedal form.
Weapon specialization (15): This druid can specialize in a particular weapon. The character point cost must be met in addition.