Selesnya Druid (MTG G/W)


Level KXP Priest
123 456 78
1 0 0-- --- --
2 3.125 10- --- --
3 6.25 210 --- --
4 12.5 321 --- --
5 25 321 0-- --
6 50 432 1-- --
7 100 432 10- --
8 200 543 21- --
9 400 543 210 --
10 800 654 321 --
11 1200 654 321 0-
12 1600 665 432 1-
13 2000 666 543 2-
14 2400 666 543 20
15 2800 666 543 21
16 3200 666 654 32
17 3600 666 665 43
18 4000 666 666 54
19 4400 666 666 65
20 4800 666 666 66
21 5200 666 666 66
22 5600 766 666 66
23 6000 766 666 66
24 6400 776 666 66
25 6800 776 666 66
26 7200 777 666 66
27 7600 777 666 66
28 8000 777 766 66
29 8400 777 766 66
30 8800 777 776 66
31 9200 777 776 66
32 9600 777 777 66
33 10000 777 777 66
34 10400 777 777 76
35 10800 777 777 76
36 11200 777 777 77
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  1  1  2
+1  8  4  6  3  4  1  1  3
+1  9  5  6  3  4  2  2  3
+2  9  5  6  4  4  2  2  4
+3 10  6  7  5  5  3  2  4
+3 10  6  7  6  5  3  3  5
+4 11  7  8  7  6  4  3  5
+5 11  7  9  8  6  4  4  6
+5 12  8  9  9  7  5  4  6
+6 12  8 10 10  7  5  4  7
+7 13  9 10 11  8  6  5  7
+7 13 10 11 12  9  6  5  8
+8 13 11 12 13 10  7  6  8
+9 14 11 13 14 10  7  6  9
+9 14 12 13 14 11  8  6  9
+10 14 12 14 14 11  8  7 10
+11 15 13 14 14 12  9  7 10
+11 15 13 14 14 12  9  8 11
Requisites: Con 14, Wis 16, Chr 14
Alignment: LG, NG, CG, or TN
HD/level: others +1d+0  (see note)
Weapon Prof.: 4+level/3
To Hit Table: Pri
Save Table: Pri/War
Reference: DM
Groups: Priest
 
Hit Dice: "others +1d+0" means you add 1 to all your other classes' number of HD per level. This class directly gives 0 hp. Exception: If this is your only class, you get 2d0 per level. (You cannot take this option if you have more than one class.)
For "m" based classes (e.g. HD=2m0), just add 1d0 (so your HD becomes 2m0+1d0).
Example: Multiclassed Fighter1 level 1 / Selesnya Druid level 1, with +2 Con bonus. The fighter gives 24 hp (2d10+2*2). The druid gives 0 hp. The character has 12 hp (24+0 divided by 2).
Exceptional Wis bonus.
Channeling.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Has a "Familiar" slot.
Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
Level 1: You may have your spells (from the Selesnya Druid class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.