Druids were divine Spellcasterwho drew their power from nature and the natural world. Unlike Clerics, who channeled the power of deities, or Wizards, who studied arcane knowledge, druids gained their magic through a deep connection to the earth, animals, and the elements. They respected the balance of nature and often served as guardians of wild places. Druids could cast spells that controlled weather, healed wounds, or summoned animals, and many could also take on animal forms themselves in a form called Wildshape.

As adventurers, druids offered a mix of support, offense, and utility. They could heal allies, control the battlefield with natural forces, or fight directly by transforming into beasts. Druids were adaptable, often learning how to wear armor to protect themselves, and prepared different spells depending on the environment or situation. Outside of combat, they used their knowledge of nature to guide their group through wilderness areas, find food and shelter, and sense unnatural changes in the land. Their connection to the natural world made them valuable in both survival and combat situations.

An archdruid was the highest authority in a druidic circle, chosen for their long service, deep knowledge, and command of nature’s power. They were responsible for guiding lesser druids, preserving old rites, and maintaining the balance between the wild and the world of people. Unlike most druids, who tended single groves or regions, an archdruid acted on a larger scale, often speaking for entire forests or seasons. Their magic was significantly stronger, but this influence came as much from their judgment and memory as from their spellcraft.