For a little while now I have been pondering how to introduce other classes into Labyrinth Lord. Among those on my to-do list are the Druid and the Bard. Here then is the beginnings of what might become the Druid class. Note: I have only just started creating spells for the class and will definitely be porting over some of the standard Cleric spells to reduce the workload.
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: None
Spells per day: as Cleric
XP progression: as Cleric
Saves: as Cleric
Combat table: as Cleric
Class Abilities and Limitations:
Druids can not wear armor of metal. They can use any weapon, preferring lighter ones, especially those made of wood.
During periods of rest (1 turn or longer), the Druid can apply a poultice to anyone (1 person/turn) with reduced hit points. This helps reduce pain and fatigue providing 1d3+1 hit points. Individuals can only be treated this way once per day.
Individuals resting for 24 hours under the care of a Druid and imbibing the herbal remedies prepared for them may make another saving throw at +2. Success cures the disease if it is of natural origins. Curses such as Mummy Rot and Lycanthropy require other means to remove.
Please feel free to chime in on the ideas here and offer suggestions for ther arrangements that might help this class become playable. As more spells come to mind I will be posting them with the note (nature) beside the name.