Return of the Druid/Magic-User!

When I get on a “old-school multiclass concepts for Pathfinder” kick I generally do several in a row as ideas rattle around in my head. So far I’ve done the anruth (an old school druidic bard), cavalier-paladincleric/assassin, cleric/fighter/magic-usercleric/fighter/thiefcleric/rangerdruid/fighterfighter/magic-user/thiefillusionist/thiefthief-acrobat, as well as randomly acquired psionics, and even the fighter/illusionist at my patreon.

If we restrict ourselves to “legal” old-school multiclass combinations that means our list of options grows thin… but it DOES leave us the underrated druid/magic-user.

When looking at ways to do a dual spellcasting character in pathfinder official material gives us two broad routes. One is to create a prestige class, such as the mystic theurge, to try to make multiclass spellcasting less terrible and specifically combine arcane and divine classes. This route traditionally gives lots of spells-per-day, at the cost of little to no increase in class features. That works fairly well for a cleric-wizard combination, but not as well for anything wishing to build off the druid, which carries a great deal more of its class identity in class features.

The other option is to create a hybrid class, such as the arcanist or shaman. (Technically the hunter also combines two spellcasting classes, but the ranger’s spellcasting is so minor as to not have a major impact on the hunter’s DNA except to give it very early access to spells the ranger normally doesn’t get until the mid-game.) These methods generally give a more typical spellcasting power level, and can blend in class features, but don’t traditionally allow arcane and divine classes to combine.

However, given I think druid-based classes in particular need access to class features to feel druidic, I believe a hybrid class is the better route.



Druid/magic-users have one foot in the natural world, and one foot in the arcane world, and both color their worldview. A druid/magic-user must have a neutral element to her alignment, but cannot be true neutral.

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.)

Class Skills: The druid/magic-user’s class skills are Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Druid/Magic-User
Level  BAB                Fort     Ref      Will     Special
1st       +0                    +2        +0        +2        Spellcasting
2nd      +1                    +3        +0        +3
3rd       +2                    +3        +1        +3        Eldritch bond
4th       +3                    +4        +1        +4
5th       +3                    +4        +1        +4
6th       +4                    +5        +2        +5        Woodland Stride
7th       +5                    +5        +2        +5
8th       +6/+1              +6        +2        +6
9th       +6/+1              +6        +3        +6        Bonus Feat
10th     +7/+2              +7        +3        +7
11th     +8/+3              +7        +3        +7
12th     +9/+4              +8        +4        +8       Venom Immunity
13th     +9/+4              +8        +4        +8
14th     +10/+5            +9        +4        +9
15th     +11/+6/+1       +9        +5        +9        Timeless body
16th     +12/+7/+2       +10      +5        +10
17th     +12/+7/+2       +10      +5        +10
18th     +13/+8/+3       +11      +6        +11      Bonus Feat
19th     +14/+9/+4       +11      +6        +11
20th     +15/+10/+5     +12      +6        +12    Second Bond

Proficiency: The druid/magic-user is proficient the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape (see below).

Druid/magic-users are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid/magic-user may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids/magic-users are not proficient with shields, but if they gain proficiency they must use only wooden ones.

A druid/magic-user who wears prohibited armor or uses a prohibited shield is unable to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. She can cast arcane druid/magic-user spells while wearing nonmetallic armor without suffering a risk of arcane spell failure. If she casts spells from other classes, she suffers normal ASF chances.

Prerequisites: The druid/magic-user treats her class level as her druid level and her wizard level for purposes of prerequisites.

Favored Class Bonus: If druid/magic-user is your favored class, you can take any favored class bonus that you would be allowed to take for the druid, shaman, or wizard classes, as long as it does not modify a class feature the druid/magic-user does not have.

Spells: The druid/magic-user casts spells drawn from the druid and wizard spell lists. When casting a spell from the druid spell list, it acts as a divine spell. When casting a spell from the wizard spell list, it acts as an arcane spell. If it is on both spell lists, the druid/magic-user selects whether it is arcane or divine each time it is cast. A wizard/magic-user’s bonus spells and maximum spell level cast are determined by her Wisdom score, while her spell DCs are determined by her Intelligence bonus. If using a feat or ability from a soruce other than this class that affects spells or spellcasting that has a calculation or check based on Intelligence or Wisdom (including any calculation that is part of a spell she casts, such as the ability check in detect poison), she may use the higher of the two scores.

A druid/magic-user keeps a spell fetish, which records all her spell knowledge. This follows the rules for a wizard’s spellbook, including weight and cost, but may take any of a number of forms. Many druid/magic-users carve their spell knowledge on sticks, or have long cords with informative knotwork, or store the information on fingerbones kept in a bag which can be arranged in many different ways. A druid/magic-user may learn spells from the spell fetish of other druid/magic-users, the spellbooks of wizards, or scrolls. Wizards cannot learn from the spell fetishes of druid/magic-users.

A druid/magic-user begins play with a spell fetish with all 0-level druid and magic-user spells, plus a number of 1st level spells drawn from the list equal to her Wisdom or Intelligence modifier (whichever is higher). At each new druid/magic-user level, she automatically adds one wizard spell, and a number of druid spells equal to her Wisdom bonus. These may be any spells of her choice of a level she can cast.

A druid/magic-user has spells per day equal to a wizard of her class level, and must prepare her spells in advance. Her spellcasting, spell recovery, and spell preparation otherwise follow the rules for a wizard.

Eldritch Bond: At 3rd level the druid/magic-user forms a special bond with the mystic forces of the universe. This bond takes one of three forms.

At 20th level, the druid/magic user selects a second bond.

Beast Bond: The druid/magic user gains an animal companion, as a druid 2 levels lower than her class level. The animal companion also gains the abilities of a familiar of a wizard 2 levels lower than her class level.

Change Bond: The druid/magic-user gains the transmutation arcane school, as the wizard class feature, treating her wizard level as 2 levels lower than her class level. Additionally, beginning at 6th level, the druid/magic-user can wild shape once per day (as the druid class feature) into a Small or Medium animal. This functions as beast shape I. At 8th level she can assume the form of a Large or Tiny animal, and the ability functions as beast shape II. At 10th level she can wild shape twice per day, and can assume the form of a Huge or Diminutive animal, and the ability functions as beast shape III. At 16th level, she can use this ability three times per day, and it functions as beast shape IV.

Elemental Bond: The druid/magic-user gains an elemental arcane school, as the wizard class feature, treating her wizard level as 2 levels lower than her class level. Additionally, beginning at 8th level, the druid/magic-user can wild shape once per day (as the druid class feature) into a Small elemental. The druid/magic-user can only take the form of an element matching her elemental arcane school. This functions as elemental body I. At 10th level she can assume the form of a Medium elemental, and the ability functions as elemental body II. At 12th level she can wild shape twice per day, and can assume the form of a Large elemental, and the ability functions as elemental body III. At 14th level she can assume the form of a Huge elemental, and the ability functions as elemental body IV. At 18th level, she can use this ability three times per day.

Woodland Stride, Venom Immunity, Timeless Body: These act as the druid class features.

Bonus Feat: At 9th and again at 18th level, the druid/magic-user gains a bonus feat. This must be a metamagic feat, and item creation feat, or a feat or ability a wizard may take in place of their bonus feat.


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About okcstephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the publisher and lead genius of Rogue Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps.

Posted on September 27, 2017, in Game Design, Pathfinder Development and tagged , , , , , . Bookmark the permalink. Leave a comment.

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