I did a little research into the OD&D Druid presented in Eldritch Wizardry the other night. It seems that the Druid of AD&D resembles this version rather closely. The only difference is in the level structure. The abilities are relatively the same, including the shape change ability although it is not well-defined. I may have to look up the monster version of the druid in Greyhawk Supplement I. A Basic D&D version may look like this:
DRUID
Druids are a sub-class of cleric in that they are worshippers of all things natural. They are protectors of the wilderness and worship the sun, moon, and trees. Their magical powers are derived from this worship and include elemental spells as well as influence over plants and animals. In this way they are more of a combination of magic-user and cleric.
REQUIREMENTS: Druids have no special ability requirements, however they have Wisdom as their prime requisite and must be of Neutral alignment. If a druid ever changes alignment they lose all their druidic powers (abilities and spells) and can never again advance in level. A fallen druid can perform a quest to regain his or her former status but will not be able to gain experience until the quest is completed. Druids may not wear metal armor, can only use wooden shields, and have a list of allowed weapons including: scimitar, sickle, dagger, staff, sling, spear, and club. They may not use any proscribed weapon or lose their spell casting abilities for one day. Druids use mistletoe as a holy symbol and this plant must be specially picked and preserved for their use. Properly picked mistletoe makes all their spells work at full strength. Improperly picked or natural mistletoe can still work, but all saves against such spells are at +2 and/or range and duration is halved. They may use any magic items usable by clerics except those which are written (scrolls, books, etc.)
SPECIAL ABILITIES: Druids cast spells like a cleric, but they cast spells of a different sort taken from the druid spell list. Druid spells deal with nature (weather, plants, animals) and the elemental forces (fire, water, air, and earth). Druids have no influence over the undead. All druids are able to identify plants, animals, and pure water. At 3rd level they may walk through undergrowth without any movement penalty and without leaving a trail. At 7th level they gain the ability to shape-change into an animal form three times each day (once each of mammal, bird, or reptile). At 9th level they are immune to charm effects from fey folk (such as pixies, nixies, dryads, satyrs, etc.). Druids attack and save as clerics but gain +2 to saving throws against fire and lightning.
Druids have an organization based on wilderness regions. Each large wilderness area is presided by a Great Druid who is the supreme druidic ruler. This position comes with many responsibilities and may be challenged by any of the lesser Archdruids. Above 10th level, druids advance by trial combat with a druid of the next highest rank. These duels can be simply ritual or to the death, as decided by the combatants beforehand. Those who best their opponent become the next rank; those defeated drop a rank to the next lowest level.
Well, this seems to be all the details I can remember at the moment. The druid here is not well-defined since I'm not listing all the spells. Most of the spells from 1st edition are also found in the OD&D supplement, with key spells such as faerie fire, heat metal, produce flame, wall of fire, animal summoning, protection from lightning, insect plague, and firestorm among those that stand out as purely druidic in nature. Druids do have access to basic curative spells, but they can only reincarnate souls, not raise them from the dead. I suppose this class can function in the Sturmgard campaign in place of a Neutral Cleric (since I'll already have a cult of the Riddlemaster which is very Neutral in alignment). I have to make sure that animal friendship is one of those spells usable in the lower level since I want rangers to have access to that spell as well.
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