This mod adds three new kits to the game, allowing the player to create Cleric/Druids, Druid/Mages, and Cleric/Druid/Mages. They have access to druid spells with extra priest spell slots to accommodate them, SCS-style shapeshifting tokens, and both cleric and druid item restrictions (so just clubs, staffs, slings, and leather armor). The Cleric/Druid and Cleric/Druid/Mage receive XP penalties to replicate the effect of a multi-classed or triple-classed character, so rather than getting HLAs via the HLA menu on reaching epic levels, they simply get a custom innate ability that lets them choose druid HLAs as well as cleric and mage HLAs.
At the moment, the druid stronghold will not be accessible without a different mod. The cleric/druid can be any race, even those which cannot normally be druids, and human cleric/druids may dual-class to mage, thief, ranger, or fighter.
You can create a Cleric/Druid as a cleric kit, a Druid/Mage as a cleric/mage kit, and a Cleric/Druid/Mage as a cleric/mage kit. The kit descriptions are below:
At the moment, the druid stronghold will not be accessible without a different mod. The cleric/druid can be any race, even those which cannot normally be druids, and human cleric/druids may dual-class to mage, thief, ranger, or fighter.
You can create a Cleric/Druid as a cleric kit, a Druid/Mage as a cleric/mage kit, and a Cleric/Druid/Mage as a cleric/mage kit. The kit descriptions are below:
CLERIC/DRUID: A cleric/druid is a student both of nature and their patron deity. <PRO_HESHE> may draw upon both forms of magic to cast <PRO_HISHER> spells, but must follow the tenets of both faiths, and is forbidden from using both edged weapons and metal weapons or armor.
Class Features:
- All experience points gained are reduced by 50%.
- May cast twice as many spells per day of each spell level compared to a single-classed cleric.
- May cast both cleric and druid spells.
- May only wear non-metallic armor and use non-metallic weapons.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Chooses High Level Abilities using innate abilities gained at level 15+ rather than during the level up screen.
- Hit Die: d8
Prime Requisites For Dual-Classing: Wisdom, Charisma
CLERIC/DRUID/MAGE: A cleric/druid/mage is a student of nature, the Weave, and their patron deity. <PRO_HESHE> may draw upon all forms of magic to cast <PRO_HISHER> spells.
- All experience points gained are reduced by 33%.
- May cast twice as many priest spells per day of each spell level.
- May cast both cleric and druid spells.
- May only wear non-metallic armor and use non-metallic weapons.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Chooses High Level Abilities using innate abilities gained at level 15+ rather than during the level up screen.
Class Features:
- Hit Die: d8
DRUID/MAGE: A druid/mage is a student of both nature and the Weave. <PRO_HESHE> may draw upon both druidic and arcane magic to cast <PRO_HISHER> spells.
- May cast druid spells.
- May not cast cleric spells.
- Cannot turn undead.
- May not use metal weapons or armor.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
Class Features:
- Hit Die: d6
Class Features:
- All experience points gained are reduced by 50%.
- May cast twice as many spells per day of each spell level compared to a single-classed cleric.
- May cast both cleric and druid spells.
- May only wear non-metallic armor and use non-metallic weapons.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Chooses High Level Abilities using innate abilities gained at level 15+ rather than during the level up screen.
- Hit Die: d8
Prime Requisites For Dual-Classing: Wisdom, Charisma
CLERIC/DRUID/MAGE: A cleric/druid/mage is a student of nature, the Weave, and their patron deity. <PRO_HESHE> may draw upon all forms of magic to cast <PRO_HISHER> spells.
- All experience points gained are reduced by 33%.
- May cast twice as many priest spells per day of each spell level.
- May cast both cleric and druid spells.
- May only wear non-metallic armor and use non-metallic weapons.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Chooses High Level Abilities using innate abilities gained at level 15+ rather than during the level up screen.
Class Features:
- Hit Die: d8
DRUID/MAGE: A druid/mage is a student of both nature and the Weave. <PRO_HESHE> may draw upon both druidic and arcane magic to cast <PRO_HISHER> spells.
- May cast druid spells.
- May not cast cleric spells.
- Cannot turn undead.
- May not use metal weapons or armor.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
Class Features:
- Hit Die: d6








