- Animal empathy - Druids will be able to sense the presence of animals and may be able to sense their temperament and actions.
- Speaking with animals and plants, allowing them to question unsuspected witnesses or to ask for a small favour, just for example. Druids may also have a Cool Pet because of this.
- Communicating with nature spirits (feyfolk, place spirits, and so on).
- Herbology, the art of making potions and poisons from natural ingredients.
- Healing and restoration magic, allowing them to tend wounds, cure poisons and cleanse (or spread) disease.
- Weather manipulation, ranging from lightning, winds, rains and so on to causing major disasters like earthquakes and tsunamis.
- Resistance or immunity to said weather hazards.
- Voluntary Shapeshifting.
- Taking on animal abilities.
- And in general being the Jack-of-All-Trades.
- Getting their powers to work in urban areas or generally places where nature is absent.
- Using or combating advanced technological and mechanical devices.
- Dealing with creatures which exist outside the natural order of things, such as demons or undead.
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Anime and Manga
- Shaman King: Pino Graham happens to be a druid from Ireland.
- The Seven Deadly Sins holds druids in contrast to the sorcerers and holy knights of the various kingdoms. Druids follow the legacy of the Goddess clan, revering nature and practicing powerful healing magic.
- Mare Bello Fiore of Overlord is the nature manipulating type, and he's ridiculously powerful. Definitely not something you'd expect from a submissive elf boy.
- Warlock: The Armageddon: The movie mashes it together with Christian mythology to some extent. The heroes are a secluded village of druids who have been in hiding ever since their ancestors were almost exterminated by a knightly order. Then the Warlock (the son of Satan) awakens, and must collect four ancient rune stones to defeat the druids and summon his father to bring about Hell on Earth.
- Radagast the Brown, as depicted in The Hobbit. The Foil to Saruman, Radagast lives alone in a ramshackle cabin in the woods with only animals (which he can speak with) for company. He wears tatty, dirty robes and his hair is a literal bird's nest, and he travels on a sled pulled by large intelligent rabbits. More dangerous than he looks.
- The main character of the Iron Druid Chronicles is an druid who gets his powers through a bond with the Earth and its many aspects. He can talk to animals and can shapeshift into four animal forms. He can use his magic to imbue herbal potions with extra powers culminating in his Immortali-Tea which keeps him young and immortal. His powers are constrained by a very specific form of Thou Shalt Not Kill which will kill him if he uses his magic to hurt another living thing. As a side result he can only use his magic to heal himself since healing others might be considered hurting their bodies. However, these druids are not pacifists and instead use their magic in indirect ways to make them major badasses even among the fierce Celtic warriors of ancient Ireland and Scotland.
- Druids are very prominent in the Shannara books by Terry Brooks, although the Shannara Druids have very little in common with typical fantasy Druids except the name. They fits the archetype of the fantasy wizard much better: they dwelt in a great isolated tower-fortress called Paranor, where they maintained huge archives of books on magic and many other areas of scholarly pursuit, and had very little to do with nature-magic.
- In Simon R. Green's Secret Histories, the Drood family name is the result of linguistic drift from their ancestors being the original druids.
- The Witcher: Druids exist in the Witcherworld. Despite the occasional fearsome reputation they tend to be laid-back people of non-hostile mindsets, on average. They can use magic and have good relations with various creatures. On the other hand, they aren't above organizing annoying environmental protests, and can get nasty if you piss them off too many times.
- Villains by Necessity: Kaylana, who's the last one left. There used to be thousands more, but they were all killed. Most of their traits are typical, though the book adds that they also believe in keeping the balance between good and evil (to the point of pure stupidity-this is what killed the others).
- The Druids are a big part of Merlin (2008). They have been persecuted by Uther, helped Morgana with her nightmares, produced Mordred and Freya (who becomes the Lady of the Lake), guarded the Cup of Life, and Merlin, known to them as Emrys, is a big figure to them.
- Druids in Teen Wolf act as emissaries to powerful supernatural creatures, notably wolf alphas. They are well-versed in the supernatural and are the main source of information for the main cast whenever they come across a tricky supernatural problem.
- Dungeons & Dragons has a character class named "Druid", and is likely the base from which all (MMO)RPG druid classes are spawned.
- A type of creature in Magic: The Gathering. Most of them cost green mana, the magic associated with nature, and they often have abilities in some way related to producing mana.
- GURPS Celtic Myth gives rules for druids based on authentic Celtic culture and mythology. What we know of it anyway.
- The Phelan wolves have druids, whom House Bisclavret have been burning at the stake since they converted to S'allumer.
- The polytheistic faith of Lutarism, followed by the boars of House Doloreaux, has many similarities to the gentler perceptions of druidism, with its heavily plant based magic and pacifism.
- In Ars Magica, House Diedne was a Druidic tradition that joined the Order of Hermes. It was destroyed in the Schism War due to accusations of human sacrifice and diabolism, though much of the actual driving reason was their House's open paganism and their primarily Celtic magical practice, both of which were distrusted by the Latin wizards of the Order.
- Diablo II: Lord of Destruction features Druid character class
- The Baldur's Gate series both contains druids and allows you to take one as main character.
- In the Warcraft series druids first get mentioned in the second game, where they are said to have built the runestones protecting Quel'Thalas. However, these druids have since been retconned into just being mages. Actual druids first appear in Warcraft III in the night elf faction, and in Wo W the tauren of the Horde get their own druids as well. Then, in the Cataclysm expansion of Wo W, druidism spread to the resident werewolves (Worgen, Alliance) and trolls (Horde). Some of the more notorious druids would include Malfurion Stormrage, Night Elves' Arch Druid.
- Magicka has druids allied with the Beastmen. They only cast spells associated with nature in some way, and have the special ability to summon treeants.
- Battle for Wesnoth includes druids as an advanced spellcaster for the elves. They can entangle units and have a magical attack.
- The Druids in Fire Emblem differ from the usual depiction of them. A promotion of the Shaman class, Druids are practioners of Dark Magic, which in the Elibe and Magvel universes, is less Black Magic and more The Sacred Darkness, though there still some who are Evil Sorcerer(s) despite its Dark Is Not Evil nature, like Nergal, the Big Bad of Blazing Sword whose class is specically called Dark Druid.
- Fall from Heaven includes druids as advanced priest units with additional nature spells.
- Guild Wars has Druids as a starting class.
- Might and Magic's Druids have varied between game and game, from Heroes 1 and 2's energy-bolt throwing guys in hooded robes, to Heroes 3's Magic Hero for the more nature-themed castle, over Might and Magic VI and VII's generalist spellcasters.
- King's Quest VI had an island of Druids.
- Dragon Age: Many apostate mages who live outside the Chantry seem to fall into this category. Morrigan from Origins, Velanna from Awakening and Merrill from Dragon Age II all are variations on this role. The former being one of the legendary Witches of the Wilds, while the latter two were both trained as Dalish Keepers.
- A playable class in Pillars of Eternity, following the D&D model.
- Mystery Case Files' Dire Grove, Sacred Grove introduces the Mistwalkers, an ancient clan of druids who live in the forests around Dire Grove and protect all who in live it. The plot of the story involves the tension between the Crowford family and the Mistwalkers.
- The Druids in Realm Grinder are a faction that only a neutral-aligned ruler can befriend. They focus on spreading the production of coins to all buildings and extend their mana pool beyond any other faction.
- The Elder Scrolls:
- The Reachmen, a violent Barbarian Tribe primitive in dress and technology, practice "hedge-magic" which is in this vein. They have herbology-like Alchemical skills to create potions and poisons, commune with Hagravens to upgrade their warriors with organic-magical implements, and primarily worship Hircine, the Daedric Prince of the Hunt.
- The Skaal are a Noble Savage tribe related to the Nords, residing on the island of Solstheim. They worship the All-Maker (theorized to be an aspect of Anu) and seek to live In Harmony with Nature. They have much in common culturally with various Native American and Inuit tribes, including their speech patterns. Their religion and magic have elements of shamanism and druidism, unique among the other religions and magical practices of Tamriel.
- Critical Role: Keyleth of the Air Ashari. There are other druids in the world of Exandria as well.
- The Questport Chronicles: A pair of druids named Acre and Jaheira help out the heroes from time to time.
- Dreamscape: Kai has control over natural energy. The more plants and non-evil living things he is around, the stronger his attacks are.
- Eleenin is a Druid too, but unlike Kai, she uses her connection with nature to observe, not to fight.
- The Smurfs have a group of druids that are trapped in a haunted tree in "The Smurfs' Time Capsule", and its leader emerges from it to set them free in order to plunge the world in eternal darkness.