Explore the Druid class in Shadows of Doubt. Learn about class features, level progression, spellcasting, and specialized kits like Totemic Druid, Shapeshifter, and Avenger.
This guide details the Druid class in Shadows of Doubt, covering its core features, level progression, spellcasting, and specialized kits.
Druid Class Features
- Can only wear non-metallic armor.
- Can only equip bucklers.
- Proficient with scimitars, spears, daggers, clubs, quarterstaffs, darts, and slings.
- Can take a single proficiency point in any fighting style.
- Can cast druidic spells.
- Gains bonuses at various levels.
- HP per level: 8 for the first nine levels, 2 HP per level thereafter.
- Alignment restricted to True Neutral.
- Dual-class attributes: Wisdom and Charisma.
Druid Level Progression Bonuses
- Level 7: May shapeshift into a black bear, brown bear, or wolf once each per day.
- Level 15: Immunity to poison.
- Level 18: 10% elemental resistance.
- Level 21: 20% elemental resistance.
- Level 24: 30% elemental resistance.
Vanilla druids have an indifferent spellbook and restrictions on weapons and armor, making them less optimal. Multiclass and dual-class combinations can overcome armor restrictions, allowing for frontline capability, especially with Iron Skins. Dual-classing requires careful attribute allocation for Wisdom and Charisma.
Druid Kits
Totemic Druid
- Can summon a Spirit Animal once per day. Gains an additional use every 5 caster levels (2 at level 5, 3 at level 10, etc.).
- Cannot shapeshift.
Spirit animals become powerful up to character level 10, making this kit front-loaded.
Shapeshifter
- Can shapeshift into a Werewolf once per day, with an additional shift for every two additional levels (2 at level 3, 3 at level 5, etc.).
- At level 13, can shapeshift into a Greater Werewolf once per day.
- Cannot assume other forms.
- Cannot wear armor.
Werewolf forms have combat stats worse than Fighters of the same level. The Greater Werewolf form is strong but requires careful character building to outperform. The inability to wear armor is a significant restriction.
Avenger
- Gains access to Mage spells: Chromatic Orb, Web, Lightning Bolt, Improved Invisibility, Chaos, Chain Lightning.
- At 7th level, can shift into Sword Spider, Lesser Salamander, and Baby Wyvern once per day each. This increases to twice per day at level 19.
- Cannot wear armor heavier than leather.
- -2 Strength, -2 Constitution.
Leather armor offers minimal protection, and the attribute penalties are substantial. While some spells and forms are useful, the kit is generally not recommended.
Druid Spell Progression
The following table shows the number of spells per level available to a Druid, not including bonus spells from high Wisdom.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| 1 | 1 | - | - | - | - | - | - |
| 2 | 2 | - | - | - | - | - | - |
| 3 | 2 | 1 | - | - | - | - | - |
| 4 | 3 | 2 | - | - | - | - | - |
| 5 | 3 | 3 | 1 | - | - | - | - |
| 6 | 3 | 3 | 2 | - | - | - | - |
| 7 | 3 | 3 | 2 | 1 | - | - | - |
| 8 | 3 | 3 | 3 | 2 | - | - | - |
| 9 | 4 | 4 | 3 | 2 | 1 | - | - |
| 10 | 4 | 4 | 3 | 3 | 2 | - | - |
| 11 | 5 | 4 | 3 | 3 | 2 | 1 | - |
| 12 | 6 | 5 | 5 | 3 | 2 | 2 | - |
| 13 | 6 | 6 | 6 | 4 | 2 | 2 | - |
| 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
| 15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
| 16 | 7 | 7 | 7 | 6 | 6 | 6 | 6 |
| 17 | 7 | 7 | 7 | 7 | 6 | 6 | 6 |
| 18 | 8 | 8 | 8 | 8 | 6 | 6 | 6 |
| 19 | 9 | 9 | 8 | 8 | 6 | 6 | 6 |
| 20 | 9 | 9 | 9 | 8 | 7 | 6 | 6 |
| 21-22 | 9 | 9 | 9 | 9 | 8 | 6 | 6 |
| 23-24 | 9 | 9 | 9 | 9 | 9 | 7 | 6 |
| 25+ | 9 | 9 | 9 | 9 | 9 | 7 | 7 |
Druid High Level Abilities
Druids can gain access to two additional wildshapes. Resuming human form heals 3-30 HP. Each form can be taken multiple times for multiple uses per day.
Earth Elemental Transformation
- 2 Attack per Round (APR).
- Natural -5 Armor Class (AC), can be improved with equipment and a shield.
- Strength set to 20.
- Attacks deal 10-28 crushing damage.
Fire Elemental Transformation
- Immune to fire.
- 2 APR.
- Natural -5 AC, can be improved with equipment and a shield.
- Strength set to 23.
- Attacks deal 12-21 crushing damage and 1-10 fire damage.
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