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"Wear a tall hat like a druid in the old days,
Wear a tall hat and a tattooed gown."
T.Rex, "Ride a White Swan"

Originally, Druids were one sect of the Celtic priesthood. Because they practiced their rites in the wilderness in great secrecy, and wrote nothing about what they did, little is known about them. Most historical accounts are from the writings of their enemies, who rarely qualify as reliable sources. For centuries, the lack of concrete information about the druids has made them convenient for imaginary priesthoods, ranging from wise and patriotic leaders of resistance against Roman conquest, all the way to bloodthirsty practitioners of Human Sacrifice.

In modern fiction, "Druid" is typically used for nature-themed magic-users that usually have flavour of priesthood, especially if they hail from pre-Christian Europe (or fantastical equivalent). Unlike standard issue Fighter, Mage, Thief or well-defined concepts such as The Paladin, druid capabilities may vary highly based on setting, although in principle it's a very broad spectrum: their powers govern just about everything connected to living things and unliving manifestations of nature and may include:

However, druids also typically have common weaknesses:

  • Getting their powers to work in urban areas or generally places where nature is absent.
  • Getting weakened if their actions cause them to lose a required harmony with nature
  • Using or combating advanced technological and mechanical devices.
  • Dealing with creatures which exist outside the natural order of things, such as demons or undead.

A common feature of druids is their dedication to the concept of nature as a whole rather than to specific nature deities (though there are exceptions) and to "preserving the balance of nature", which may invoke True Neutral or Heroic Neutral tendencies. However, due to their reverence of nature and life and their opposition to greed and the wanton destruction of nature, druids generally tend to fall into the "good" side of good vs. evil conflicts. Evil druids are a very small minority, but are certainly possible: villainous druids might be "infected" by their natural instincts and be wild, cruel and indifferent characters, they might be a kind of Knight Templar or Evil Luddite who would seek to tear down the corrupting weakness and hedonism they see in civilisation and reclaim the land for the wilds, they might even be predatory Social Darwinists.

Compare Witch Doctor. May often be found using a Druidic Sickle. Often a Nature Hero.


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    Anime and Manga 
  • Mare Bello Fiore of Overlord (2012) is the nature-manipulating type, and he's ridiculously powerful. Definitely not something you'd expect from a submissive elf boy.
  • 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.
  • Shaman King: Pino Graham happens to be a druid from Ireland.

    Comic Books 
  • From Asterix comes Getafix, whose greatest achievement is a potion which grants superhuman strength to whoever drinks it.
  • Druid (1995) sees Marvel's mystic "Doctor Druid" abandon his pseudonym, turn to the triple-goddess and reinvent himself as the last true druid, with power over fire, earth and water. It ends very badly for him.
  • It was druids chafing under the rule of the English and their Norman mercenaries that precipitated the events in Isabellae (Stalker with a Test Tube, The Chosen One, The Legions of Hell etc.), a European comic brought to North America by Dark Horse Comics. The druids for the most part avert many of the above tropes (they have healthy respect for nature, but certainly don't worship it, their religious beliefs lie with the old gods of Ireland and the even older Fomorian deities) and they fall on the evil side of the spectrum but that's from extreme nationalism and hunger for power.
  • The Marvel Universe features Doctor Druid, the predecessor to/rough draft of Doctor Strange, as well as his half-human son Sebastian - although for most of his career, there's very little druidic magic to Doctor Druid, just the name. Villainous Marvel druids include Dredmond the Druid, who opposed S.H.I.E.L.D. using a mixture of both magic and science.
  • The Superman foe Blackbriar Thorn is a druid who turned himself to wood in order to escape Roman forces. Revived in the modern day, he uses his plant-based magic to wreak havoc. Later reworked as a member of the Injustice Society and foe to the original Green Lantern, due to Alan's Weaksauce Weakness being wood.

    Fan Works 
  • Codex Equus: This is prevalent among the Alvslog Deer herds. The tradition of druidism goes back all the way to the First Age - after a great crisis that killed off a preceding Deer pantheon, Irminsul and Arvan rallied the survivors together and formed the Elternteil Deer Pantheon, and proceeded to guide mortal Deerkind's evolution by teaching them the ways of druidism and natural harmony. This led to the birth of some of the most powerful Deer empires and kingdoms, some of which exist in some form in the Fourth Age as the Alvslog Deer Realms. Of the three Deer herds, druids are extremely common among the Alvslog Deer, with plant magic, earth magic, and white magic being a few of the traditionally accepted powers. Druids are also employed by royal Alvslog Deer families, such as the ruling family of Thicket, as they were present during Captain Blackthorn's interrogation to see if he was actually the disguised Changeling Emperor Blackthorn in a comedy short written by BrutalityInc.
  • I Woke Up As a Dungeon, Now What?: The druids are Shrouded in Myth, but the legends paint them as a faction of Benevolent Precursors who battled mysterious monsters known as the Behemoths and negotiated with the planet to create the dungeons that are the foundation of this setting's ecosystem and economy. Many in this setting seem to revere the druids as something between Christian saints and Christian angels.

    Film — Live-Action 

  • In the Discworld, Terry Pratchett uses Discworld druids to spoof some of the fluffier and more credulous New Age beliefs. For instance, they use ley-line energy to be able to fly huge menhirs about the place. They are also, oddly enough, a parody of computer scientists, always talking about the need to upgrade their stone circles ("a triumph of the silicon chunk") to make more advanced calculations.
  • Vika Walks-the-Burrows from The Ember Blade is an Ossian druid who regularly brews potions and uses herbs. She joins the movement against Krodan occupation because the Krodans forces are trying to erase the druids and despoil their holy sites.
  • The Hobbit: It can be argued that Beorn is a druid as he fits most of the criteria of living close to nature, having animals around, and being able to shapeshift.
  • The main character of the Iron Druid Chronicles is a druid who gets his powers through a bond with the Earth and its many aspects. He can talk to animals (though it takes a specific bond, and they tend not to be very talkative until they adjust to thinking more like humans) and can shapeshift into four animal forms. He can use his magic to alter herbal potions on a molecular level, culminating in his "Immortali-Tea" (though that came from the Herblore of Airmid), which ensures he is The Ageless for as long as he drinks it. His powers by his tattoos — they have to be in contact with the earth to work, and if they're broken, he loses whatever abilities are connected to that specific tattoo until it's touched up. He's also 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 Britain.
  • The Leos family in Pale have adapted the in-universe druidic practice of dealing with old, powerful nature spirits and modernized it-instead they deal with powerful modern spirits of addiction and decay, with each child of the family being bound to a specific spirit at a young age, giving them great power at potentially great cost to their sanity-each child also takes a Familiar at a young age to help balance it out. Known spirits include Black Gutter (heroin), Drugstore Cowgirl (various uppers) and Glass Prison (alcoholism).
  • Princesses of the Pizza Parlor: There are multiple ones, with their own Magical Language, which they call the "druid tongue", but can also be used for regular speech, and not all druids are connected to Princess Flora's family:
    • Princess Protagonist Flora, druid princess.
    • Princesses in the Darkest Depths has two new ones, who were former friends of each other:
      • Alcyssa, a "mistress of herbs and poultices".
      • Faram da Mar, antagonist "formerly a druid", but still using the magic, but now supplemented with evil Cthulhu Mythos Shout-Out 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.
  • 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.
  • There Is No Epic Loot Here, Only Puns: Druids are a known type of person / magic, dealing with plants.
  • 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 (speaking with/caring for animals, having a wildcat pet, using nature-based magic, rare Voluntary Shapeshifting and being very Long-Lived), 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 Wandering Inn: The [Druid] class which is for being a Green Thumb, growing grass, exotic plants, and in one case an entire hedge maze.
  • The Warlord Chronicles, being a Low Fantasy version of Arthurian myth in post-Roman Britain has a fair few Druids wandering around — although not, it is made plain, anywhere near as many as there were before the Romans turned up. The most prominent is Merlin, and while it is ambiguous whether he actually has any magical abilities, he's undeniably the series' resident genius, a sufficiently accomplished chessmaster that had he focused on politics he could probably have ruled all the British kingdoms from behind the scenes, and instills fear and awe in almost every character he meets. He's also The Gadfly, who enjoys messing with people and stirring up trouble, and unlike almost every other incarnation of the character, has an extremely active sex drive.
  • The Witcher: Druids exist in the Witcher world. 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.

    Live-Action TV 
  • 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.

  • A parody of the song "Old Time Religion" has verses about the really old time pre-Christian religions. One of the verses conveys popular lore about how the Druids practiced their religion:
    We will pray with those old druids
    They drink fermented fluids
    Waltzing naked though the woo-ids
    And it's good enough for me!


  • Quiet, Please (1947): In "Not Responsible After Thirty Years", a man is transported from the 1940s back to Roman Britain after visiting a Druid circle.

    Tabletop Games 
  • 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.
  • Dungeons & Dragons has the Druid character class, which is arguably the Trope Codifier for the modern druid archetype. They possess a slew of skills and magical powers tied to plants, animals and the wilderness, with Voluntary Shapeshifting into animal forms being their most famous ability.
  • GURPS Celtic Myth gives rules for druids based on authentic Celtic culture and mythology. What we know of it anyway: it takes the sparse sources of real scholarship that we have, expands the hell out of them, and mixes in tree-based Functional Magic for a better gameplay experience.
  • Ironclaw:
    • 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.
  • Magic: The Gathering has Druids as a creature type. Most of them cost green mana, the magic associated with nature, and they often have abilities in some way related to producing mana.
  • Princess: The Hopeful: Many Princesses of Clubs will resemble this trope to a greater or lesser degree: their Court's ruling values are harmony and respect for nature and they have a particular affinity for Charms that interact with plants and animals or allow survival in the wild.
  • Res Arcana: The Druid is a mage whose connection to nature and life is represented by the ability to passively generate a Life essence per round, as well as the ability to straighten (i.e. reverse the exhaustion) of a creature. The original illustration portrays a female druid together with a wolf, while the male version gets a bear.
  • Warhammer Fantasy:
    • Jade and Amber Wizards, the orders of Imperial wizards that use the Winds most connected to the natural world, fit this trope in two somewhat different manners. Jade Wizards wear green robes and harness magic that controls plant life, promotes the land's fertility and heals their allies, while Amber Wizards are reclusive hermits who wear animal furs, communicate with wild animals, and can give themselves and their allies the ferocity and physical traits of the beasts of the wild.
    • In 1st Edition, Druids are the priests of the Old Faith, a nature-based religion that predates the gods. They worship in sacred groves and stone circles, gain spirit-animal Familiars, and wield Old Magic that manipulates the natural world. Later editions do away with them, giving their powers to other magical traditions and describing the Old Faith as having been subsumed into the cults of various nature gods.
    • Druids made a return with the Albion campaign, set in the Fantasy Counterpart Culture of pre-Roman Britain which featured the Truthspeakers, nature worshipping spellcasters who commanded giants and plant based constructs called Fenbeasts.

    Video Games 
  • Two examples from Armello:
    • The masked order actually called "druids" serve the Wyld's more primal aspects. They can cure the Rot, but they also engage in bloody sacrifices. The Dragon Clan novella also reveals that they are sadistic and terrifying fighters, and that they have No Face Under the Mask.
    • The Bear Clan are not the same as the "druids" above, but they fit the general trope. They focus on gaining advantages in forests and stone circles, using Armello's nature magic, and purifying the Rot.
  • The Baldur's Gate series both contains druids and allows you to take one as main character.
  • Battle Axe has one of the three playable characters, Lolo the druid sorcerer, who opposes the Sorcerous Overlord villainess Etheldred in order to save the forests.
  • Battle for Wesnoth includes druids as an advanced spellcaster for the elves. They can entangle units and have a magical attack.
  • Diablo II: Lord of Destruction features Druid character class. Their abilities include being able to shapeshift into wolves and bears to become stronger in melee combat, elemental spells themed around volcanoes and weather, and summoning animals, plants and spirits as allies.
  • Dragon Age: Dalish Keepers are nature themed casters who, like most Dalish, strive for harmony with nature. Velanna from Awakening and Merrill from Dragon Age II start as Keeper trainees. Apostate mages seeking refuge from the templars in the wild may also fall into this category, e.g. Morrigan from Origins. If the player is a mage, he/she can choose the Shapeshifter specialization in Origins and the Keeper specialization in Awakening.
  • The Elder Scrolls:
  • Empire Earth 2: The Druid is the first unique unit available to the British civilization, functioning as a more efficient Priest unit (that it, who can convert enemies and increase ally damage faster).
  • Fall from Heaven includes druids as advanced priest units with additional nature spells.
  • Fate/Grand Order features the Irish hero Cú Chulainn in the role of a magical caster, which makes him a Celtic druid. He carries nature powers and unleashes a weaponized Wicker Man from Celtic religion. He admits though that he is better off as a warrior with a lance than a magician.
  • 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 Fire Emblem: The Binding Blade, Blazing Blade, and The Sacred Stones, 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 Blade whose class is specifically called Dark Druid.
  • Guild Wars has Druids as a starting class.
  • King's Quest VI had an island of Druids.
  • 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.
  • 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.
  • 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 Mystery of the Druids does not use the typical depiction of Druids. Instead of being a typical fantasy variety with a connection to nature, the Druids seen here are inspired more from historical orders of priests that prefer using fire and explosive magic. When you encounter them in the modern day, they're functioning as a cult that plans to Take Over the World and gets stronger via cannibalism.
  • Of Pen and Paper: In its "Knights" games:
  • A playable class in Pillars of Eternity, following the D&D model.
  • 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.
  • Shantae: Risky's Revenge: Druids, named in the Achievement System for Steam, are red-cloaked Shadowed Face, Glowing Eyes enemies in Hypno Baron's labyrinth who attack Shantae with a long-windup Always Accurate Attack of lightning through a portal that hits her anywhere in same the room as them.
  • Titan Quest: The Druid class is the fusion of the Nature and Storm Masteries, meaning they deal with plants and cold and stormy weather.
  • 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 WoW the tauren of the Horde get their own druids as well. Then, in the Cataclysm expansion of WoW, 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.

    Web Original 
  • Critical Role: Keyleth of the Air Ashari. There are other druids in the world of Exandria as well.
  • 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 Questport Chronicles: A pair of druids named Acre and Jaheira help out the heroes from time to time.

    Western Animation 
  • The Smurfs (1981) 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.