Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature but see themselves as extensions of nature’s indomitable will.

Who is the Druid?

Typically being reclusive, and avoiding staying too long within city walls that would draw them away from their hidden groves these nature inclined beings can be seen within smaller villages and cities offering their knowledge before taking their leave.

Above all, druids prioritize keeping their chosen location clean of anyone who would threaten or spoil their homes. Often chasing away those who would seek to destroy using a variety of spells, tricks, or guerilla warfare to strike terror into the hearts of their enemies. Druids themselves are not outright good nor evil, they are simply keeping the balance the way nature intended. While not fiercely defending the wilds they can be seen restoring the balance of nature to the areas affected by war, overhunting, or pollution.

((Last updated:  3.19.2024))

The Druid in Numbers


Casting Attribute: Wisdom
Saving Throws: Intelligence, Wisdom
Armour Proficiency: Light Armour, Medium Armour, Shield Proficiency (Druids will not wear armour, or use shields made of metal)
Weapon Proficiency: Simple weapons, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Skill Proficiency: You gain a +2 to Animal Handling, Nature
Base Hit Points: 104
Base Spell Pool: 56
Class Resource: 2

Druid Mastery Bonuses


8th & 9th Level Spells
Attribute Increase: +1 to 2 attributes of your choice
HP: +32
Spell Pool: +20
Class Resource: +1


Level 6
Level 7
Level 9 - Mastery Only

On Mastery & Subclasses 

Subclasses in on the Old Guard server work like specializations of your class and enable players to customize their general class into something more fitting their RP and general play style. While it’s not mandatory, it’s highly recommended to chose a subclass from character creation onwards, since a player needs to earn the subclass from a fitting IC trainer (aka another player) to master it.

That said it’s not crucial to choose a subclass during character creation just to have one, especially if you cannot decide for one, or have the feeling that it just does not fit the backstory of them (e.g. if they’re young and just starting their adventurer’s career). 

 Changing the subclass (or the class on that account) is also possible that way, as the only thing you need is another player who trains you ICly. All on class, subclass and mastery training can be found here.

All Boons, Banes, Spells, Abilities and Cantrips you find in the specific subclasses sections come on top of everything you see under the basic class above.So you’ll lose nothing by chosing a subclass from the list at any point of time.

Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.

Spells & Abilities

Level 1
Level 2
Level 3
Level 5

Circle of Spores

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead, a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Circle of Stars

The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples; any construction durable enough to protect the circle’s sacred knowledge even against a great cataclysm.


Level 5

Spells & Abilities

Level 1
Level 2



Level 6

Circle of Wildfire

Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.