Long overshadowed by their clerical brethren, Druids & Druidism levels the playing field with their divine colleagues by providing eight new prestige classes, more than twenty new feats and twenty-five new spells for druids of all levels. In addition to these features, the supplement thoroughly discusses and details the druid's relationship with nature.
Contained with its pages are rules for manufacturing herbal remedies and toxins from plants, harvesting venom from poisonous animals, fashioning tools, armor, shields and weapons from natural materials and acquiring the devotion of an animal companion. This 70-page supplement also focuses on the druid's relationship with others of his kind, detailing the costs and ceremonies needed to found, create and maintain a druidic circle. Druids & Druidism breathes fresh, new life into an often neglected character class.
Rules System: 3E
Contents: 70 pages; Two versions are included (one with borders and one without) for ease of printing.
Editor: Jamie McGraw
Artwork: Kevin Yancey
"Druids & Druidism is a nicely formatted, all encompassing look at druids and wilderness subjects that is 100% open content. Nicely balanced mechanics comply well with the core d20 mechanics; both players and GMs will likely find something useful in this product if the campaign has more than a casual wilderness bent." -- Glenn Dean at d20 Magazine Rack
"The level of crunch isn't quite over yet. We've covered the player bases of spells, prestige classes and feats, but the book also has magic items with a druid flavor and by druid, I mean naturalistic abilities. How about a Chameleon Skin that provides a bonus to Hide checks or a Verdant Avenger, a scimitar that acts as keen in a druid's hand and can suck health from a tree and give it to the druid? With a wink and a smile, the book pays homage to an old tale with a Sling of Giant Slaying, as well as other items like rings crafted from non-metal, using bone and wood for example. 4 out of 5 stars." --Joe G. Kushner at ENWorld