Difference between revisions of "Druid Combat Abilities"

From The Authentic D&D Wiki
Jump to navigationJump to search
Line 30: Line 30:
 
With every [[Experience Level|experience level]], [[Druid (class)|druids]] roll a d8 to determine their [[Hit Points|hit points]].  At 1st level, characters are presumed to have rolled an "8" on the die, starting with "full" hit points. Druids also gain hit points for their [[Hit Points per Die|body mass]], which is rolled by the [[Dungeon Master]].
 
With every [[Experience Level|experience level]], [[Druid (class)|druids]] roll a d8 to determine their [[Hit Points|hit points]].  At 1st level, characters are presumed to have rolled an "8" on the die, starting with "full" hit points. Druids also gain hit points for their [[Hit Points per Die|body mass]], which is rolled by the [[Dungeon Master]].
  
Druids have not dedicated long hours to detailed combat training and are limited to weapons shown on the list. This gives them slightly more flexibility than [[Cleric Combat Abilities|clerics]].
+
Druids have not dedicated long hours to detailed combat training and are limited to weapons shown on the list. This gives them slightly more flexibility than [[Cleric Combat Abilities|clerics]].  Many of the weapons available to druids can be used for missile combat.
  
 
Druids are unable to make use of metal [[Armor List|armor]] of any type (including studded or reinforced leather or wooden equipment), as this conflicts with the use of their magic.  Therefore, druids are able to use armor made only of leather, wooden or [[Turtle-shell Armor|turtle-shell]].
 
Druids are unable to make use of metal [[Armor List|armor]] of any type (including studded or reinforced leather or wooden equipment), as this conflicts with the use of their magic.  Therefore, druids are able to use armor made only of leather, wooden or [[Turtle-shell Armor|turtle-shell]].

Revision as of 02:44, 26 June 2020

Weapons Available to Assassins
Weapon Damage # of Hands Break Chance Attack Form
bola -14 both 1 in 6 hurled
club 1-6 one 1 in 4 hand-to-hand, hurled
dagger 1-4 one 1 in 6 hand-to-hand, hurled
dart 1-3 one 1 in 6 hand-to-hand, hurled
hammer (war) 1-6 one 1 in 6 hand-to-hand, hurled
javelin 1-6 one 1 in 6 hurled
quarterstaff 1-6 both 1 in 6 hand-to-hand
scimitar 1-8 one 1 in 6 hand-to-hand
sling 1-4 both 1 in 6 hurled
sling (staff) 1-4 both 1 in 6 hurled
spear 1-6 both 1 in 4 hand-to-hand, hurled
trident 2-7 both 1 in 6 hand-to-hand, hurled

With every experience level, druids roll a d8 to determine their hit points. At 1st level, characters are presumed to have rolled an "8" on the die, starting with "full" hit points. Druids also gain hit points for their body mass, which is rolled by the Dungeon Master.

Druids have not dedicated long hours to detailed combat training and are limited to weapons shown on the list. This gives them slightly more flexibility than clerics. Many of the weapons available to druids can be used for missile combat.

Druids are unable to make use of metal armor of any type (including studded or reinforced leather or wooden equipment), as this conflicts with the use of their magic. Therefore, druids are able to use armor made only of leather, wooden or turtle-shell.

Druids begin with two weapon proficiencies. A new weapon proficiency is gained for every fifth level after 1st: at 6th level, 11th level, 16th level and so on. The penalty for using a non-proficient weapon is -4 to hit.

The table below gives ranges for the cleric's missile weapons. Weapons thrown or fired at point blank range are +1 to hit. There is no adjustment at short range. Medium range gives a -2 penalty, while long range gives a -5 penalty.

Missile Range in Combat Hexes
Weapon Point Blank Short Medium Long
bola 3-9 10-16 17-23
club 2 3-5 6-7 8-9
dagger 2 3-5 6-9 10-12
dart 2 3-5 6-10 11-15
hammer (war) 2 3-5 6-8 9-11
javelin 2 3-9 10-18 19-27
sling 2-13 14-25 26-37
sling (staff) 4-18 19-35 36-52
spear 2 3-6 7-12 13-18
trident 2 3-5 6-9 10-13