Druids receive the following changes:
- Reduce the druid’s hit die from d8 to d6.
- Reduce the druid’s base attack bonus progression from 3/4 to 1/2.
- Move the columns for 2nd-, 3rd-, 4th-, 5th-, 6th-, 7th-, 8th-, and 9th-level spells in the Spells Per Day table down one row.
Druids gain the following ability:
Druidic Lore: At 1st level, a druid learns an ancient tradition of druidic lore, selecting either nature’s voice or druidic herbalism (detailed below.) This choice is permanent, and once selected, it cannot be changed.
Nature’s Voice (Sp): A druid can communicate with nature for a number of minutes per day equal to her level; this time need not be consecutive, but must be spent in one minute increments. At 1st level, a druid can use this ability to speak with animals, as the spell. Starting at 5th level, a druid can alternatively use this ability to speak with plants, as the spell. At 10th level, she can expend 5 minutes of this ability to commune with nature, as the spell. Finally, at 15th level, she can use this ability to speak with either stone or water, as stone tell or speak with waves, but the casting time remains unchanged, and she must expend minutes from this ability during the casting time.
Druidic Herbalism: A druid can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested (see page 10 of Pathfinder Player Companion: Heroes of the Wild) retain those effects as well as the appropriate spell effect.
The existing version of druidic herbalism as a Nature’s Bond option is removed.