YARC: Druids

Finally getting around to Druids. To be honest, it’s taken me a while to come up with something interesting for Druids. In very old D&D, there were monsters then they became Neutral Clerics. In 3rd Edition, they were massively overly powered. (A T Rex is my animal companion. No really saw that.) Now I did do an old post on Druids and all that still stands. Basically, they should be more than just tree huggers. Now, what to actually do with Druid in YARC. Well, not much really other than a few minor tweaks here and there. So let’s get down to the crunchy bits.
Hit Dice, Saves, and Attack & Spell Progression: Unchanged.
Class Abilities:
Shape Change: A Druid may transform into a normal mundane animal. The first time per day that a Druid does; it costs the casting a 1st Level Spell. The second time, a 2nd Level spell. The third time, a 3rd Level spell. And so on.
In Tune With Nature: Add WIS Bonus to any skill check involving nature.
Saving Throw Bonus: +2 vs elemental energy type attacks.
Druids and Metal Armor: They just can’t cast spells. Tough luck.
Druidic Language: That all depends on your campaign world. In mine, there isn’t one.

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