The Druids

Deity The Force of Nature.
Sphere Nature, the Balance, Fertility, Flora & Fauna.
Alignment True Neutral
Symbols Mistletoe, Oak, Crossed Spirals, Wheel, Phallus.
Holy Days Imbalc, Beltane, Lugnasad, Samain (1st Feb,May,Aug,Nov).
Services Vernal & Autumnal Equinoxes, Summer & Winter Solstices.
Sacrifices Animal (inc. Human).
Weapons Club, Staff, Dagger, Dart, Hammer, Sling, Spear, Scimitar, Sickle, Scythe.
Armour No metal armour or shield.
Cult Skills Plant Lore, Animal Lore, Oratory, Tracking

The druids hold the Earth, the Sun, the Moon and trees (particularly Oak and Ash) as sacred. They have an obligation to protect trees and wild plants, animals, crops and, to a lesser extent, their human followers. Similarly, they avoid slaying wild animals or even domestic ones except as necessary for self-preservation and sustenance. As the protectors of Nature, druids seek revenge on anyone causing wanton destruction to animals or plants. Although they are unlikely to risk their lives preventing such crimes, they will exact retribution later.

Druids are skilled at identifying plants and animals and recognizing pure water. It is rumoured that they are able to walk leaving no trail, and change into animal shape, be it mammal, reptile or bird.

They are familiar with the skills of Tracking and Herb Lore (15% + 5%/level).

Druids speak their own secret religious tongue, and may learn the languages of various woodland creatures. Their sacred groves and standing stones are usually protected by wild animals (such as a group of boars). Groves often contain natural wells or deep pits into which sacrifices are hurled. Each druid has his own carved wooden bowl in which to catch the blood of sacrifices. Druids wear light blue or white robes, according to their status.

At higher levels, there are a limited number of Druids. There can be but nine Druids (12th level) and only three Archdruids (13th level). Above all other druids is a lone figure: The Great Druid. This supreme druid is always served directly by Initiates of the Ninth Circle (11th level). (To advance to these upper echelons of the Hierarchy, if there is no vacancy, an aspirant Druid* must best one of the current leaders in a duel of magic.) [* As opposed to an Aspirant druid].

Only exceptional individuals are permitted to become druids (they must have WIS 12+ and CHA 15+) and usually only humans may do so. Only males may join the Hierarchy of druids. (Females practising druidical arts are more commonly referred to as witches.)

Mistletoe is the prime Holy Symbol of druids. It is commonly used in the casting of druidic spells - each spell consuming one sprig of mistletoe. The druid may use holly or oak leaves instead, but the magic will be weaker (range, duration and area of effect all halved). However, if the druid uses Greater Mistletoe one effect of his choice will be doubled. "Greater Mistletoe" is that which the druid locates on the the night before Samain, cuts with a silver sickle and catches with his bowl before it falls.

This list includes only some of the spells in the standard PHB Druidic Spells list - the others are unavailable to Druids upon the World of Pandaria.
Level 1: Animal Friendship, Detect Magic, Detect Snares & Pits, Cure Light Wounds, Faerie Fire, Locate Animals, Pass Without Trace, Predict Weather, Shillelagh, Speak With Animals
Level 2: Barkskin, Charm Person or Mammal, Create Water, Entangle (D1), Fire Trap, Heat Metal, Locate Plants, Produce Flame
Level 3: Cure Disease, Cause Disease, Neutralize Poison, Plant Growth, Protection From Fire, Summon Insects, Tree, Water Breathing
Level 4: Animal Summoning I, Call Woodland Beings, Cure Critical Wounds, Dispel Magic, Protection from Lightning, Speak with Plants
Level 5: Animal Summoning II, Commune with Nature, Control Winds, Insect Plague, Sticks to Snakes, Wall of Fire
Level 6: Animal Summoning III, Feeblemind, Fire Seeds, Transport via Plants, Wall of Thorns, Weather Summoning
Level 7: Animate Rock, Chariot of Sustarre, Creeping Doom, Finger of Death, Fire Storm, Reincarnate