Class: Druid

Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the elements, Druids heal, transform into animals, and wield elemental destruction.

Class overview

 
Typicaly : Wandering herbalists, beast-bonded shapeshifters, weather-callers, spirit mediums, or reclusive wardens of sacred places.
Abilities : Druids mix primal magic, naturecraft, and adaptability. Some focus on shapeshifting into animals, others call storms or raise walls of roots. Many forge pacts with natural spirits.
Advancement : With time, Druids become forces of nature — seers, primal guardians, stormcallers. They might disappear into the woods entirely.
Aptitudes : High Instinct and Constitution, but low Aura.
Weapons and Armour : Light armor, natural weapons, and gear made from wood, bone, or stone. Metal equipment is often taboo.

Speed & Abilities

Speed : Average  
Available Spells

Rank 0 :

    (Abjuration)
  1. Resistance
  2.   (Conjuration)
  3. Create Bonfire
  4. Infestation
  5. Produce Torch
  6. Thorn Whip
  7.   (Divination)
  8. Guidance
  9. Spiritual Message
  10.   (Enchantment)
  11. Magic Stone
  12. Shillelagh
  13.   (Evocation)
  14. Frostbite
  15. Poison Spray
  16. Thunderclap
  17.   (Illusion)
    -   (Influence)
    -   (Necromancy)
    -   (Transmutation)
  18. Control Flames
  19. Druidcraft
  20. Gust
  21. Mending
  22. Mold Earth
  23. Primal Savagery
  24. Shape Water

Rank 1 :

  1. Find Familiar (Conjuration)
  2. Speak with Animals (Divination)
  3. Speak with Plants (Divination)
  4. Todo ().

Rank 2 :

  1. Todo ().

Rank 3 :


 
  Starting abilities (Pick 3) :
You start with 3 abilities from the following.
  1. Druidic
    You have learned the secret language of the druids, Druidic. This allows you to speak with other druids and help you communicate with the natural world.  
    You know Druidic, the secret language of Druids.
    • You can use Druidic to leave hidden messages.
      You and others who know Druidic automatically spot such a message.
      You also learn the following spell :

     
  2. Expanding Primal Magic
    As you deepen your bond with the natural world, your connection to its raw power becomes more profound. What was once a simple plea to nature is now an untamed force of the wild.  
    When you Lvl-up, as you learn a new ability, you also learn a new spell from the Druid Available Spells depending of the new ability you unlocked.

     
  3. Nature Spellcasting
    You have learned to cast spells by channeling the primordial forces of nature.  
    Whenever you gain a Lvl, you can replace one of your Nature Spellcasting Spell (Rank 0) with another one from the Druid Available Spells.

     
  4. Wild Shape
    The power of nature allows you to assume the form of an animal.  
    • Lvl 1 : Learn one Known Forms of your choice (common beast).
    • Lvl 4 : Learn another Known Forms of your choice (common beast).
    • Lvl 7 : Learn another Known Forms of your choice (common beast).
    • Lvl 10 : Learn another Known Forms of your choice (common beast).
    * Cannot Fly as a beast until the Lvl 7 form.
    As a Bonus Action, you may shape-shift.   Requires a Constitution Check :
    Success :
    Shape-shift into one of your Known Forms.
    • You stay in that form for 1 hour or until you use Wild Shape again, loose consciousness, or die.
    • You may also leave the form early as a Bonus Action (no roll required).
      Number of Uses :
    • Twice.
    • You regain all expended uses when you sleep.
      Rules While Shape-Shifted :
    • You retain your personality, memories, and ability to speak.
    • Temporary Hit Points. When you assume a Wild Shape form, you gain 1 temporary Heart.
    • Game Statistics. You use the Speed, Attack Bonus, Defense Rating and Aptitude (Strength and Dexterity) of the form. You also gain the Abilities of the form.
    • No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
    • Objects. In addition, you choose whether your Gear merges into your new form, or is worn by it. Worn gear functions as normal, but the GM decides whether it’s practical for the new form to wear a piece of Gear based on the creature’s Size. Your Gear doesn’t change size or shape to match the new form, and any Gear that the new form can’t wear must merge with the form. Gear that merges with the form has no effect while you’re in that form.

    You also learn the following spell :

     
  Standard abilities :
(See Advancement table down below)
  1. Beast Empathy
    You speak in glances, scents, and subtle gestures. Animals sense the calm in your presence — or the fire, if you wish. Whether soothing a wounded creature or urging a predator into the hunt, your connection to beasts runs deeper than words.  
    You have Advantage on :

     
  2. Forager's Instinct
    Your senses are finely tuned to the pulse of the wild. You know where to find the sweetest berries, the most resilient mushrooms, and the clearest spring water. Your connection to nature makes you an expert at living off the land, ensuring you and your allies are always well-provisioned.  
     
  3. Natural Recovery
    Resting beneath open skies, you feel the land’s energy seep into your spirit. The wind, the soil, and the quiet hum of life restore you, granting you more Psy than mere sleep alone could provide.  
    You must be outdoor in nature, beneath open skies to benefit from the recovery.   You regain Psy more easily beneath open skies in nature.

     
  4. Naturecraft
    The forest is your pantry, the earth your spice rack. You can forage, prepare, and combine natural ingredients to create potent poultices, nourishing meals, and mystical concoctions that heal the body, sharpen the mind, or empower your allies.  
     
  5. Nature’s Ward
    The wild shelters you as one of its own. Maybe poison loses its bite or even the harshest storms seem to soften in your presence. You carry the strength of the earth in your blood, and nature itself stands guard over you.  
    Choose two of the following Elemental Damage.
    • Fire, Cold, Lightning, Poison
      You are now Resistant to those elements.

     
  6. Wild Companion
    You can summon a nature spirit that assumes an animal form to aid you.  
    You learn the following spell :   You can expend a use of Wild Shape (Starting Ability) instead of Psy or Spell Slot to cast Find Familiar without Material components.   Note: If you don't have Wild Shape (Starting Ability), you have its use to expend anyway.

     
  7. Wild Pathfinding
    The wild parts for you. Roots shift, thorns bend away, and even the softest moss hides your passage. You move through nature without slowing and without leaving a trace, as though the land itself carries you forward.  
    You are now unaffected by Precarious (Area condition) on natural terrain and leave no footstep.
    • This include crossing difficult terrain and climbing on cliff.

     
  8. Wild Resurgence
    You have become a living conduit for transforming raw energy into primal force and vice versa. When you are pushed to your limits, the untamed spirit of the wilderness surges through you, allowing you to convert your stored power into pure energy.  
    During your turns :
    • If you have no uses of Wild Shape (Starting Ability) left, you can give yourself one use by expending 1 Psy (no Action required).
    • You can expend one use of Wild Shape (Starting Ability) (no Action required) to give yourself 1 Psy.
      Note: If you don't have Wild Shape (Starting Ability) you have its use to expend anyway.

     
  Advanced abilities :
(See Advancement table down below)
  1. Ancestor’s Whisper
    In moments of need, you open yourself to the voices of those who came before. Their guidance flows into you — a wordless knowing, a sudden clarity — as if their hands still shape your path from beyond the veil.  
    As an Action (no roll required), you may expend 1 Psy to choose one option :
    • Ask the GM for an insight into the short future (current Game Session).
    • Gain twice the effect of Guidance (Divination - Rank 0), it last until sleep.
      Once per Game Session, the cost of this Ability is 0 Psy.

     
  2. Beast Spells
    With the bond between your spirit and the wild, you can cast spells even while shapeshifted. You are a true fusion of nature's magic and its untamed forms.  
    While using Wild Shape (Starting Ability), you can cast spells.

     
  3. Cycle of Renewal
    Life and death are but seasons, and you know how to turn the wheel. With a touch and a whisper, you draw vitality from the endless cycle, pulling an ally — or yourself — back from the edge and setting their spirit alight once more.  
    When you Heal an Injury (Downtime), you can remove an additional Injury from yourself or an ally.

     
  4. Elemental Fury
    You embody the raw, destructive power of the elements. You can intensify an element's true nature, transforming a gentle breeze into a howling gale or a flickering flame into an inferno of pure fury.  
    Choose one of the following Elemental Damage :
    • Fire, Cold, Lightning, Poison.
      You always deal +1 Damage in that element.

     
  5. Feral Instincts
    Something primal stirs beneath your calm exterior. You react before thought, moving with the speed and certainty of a predator. Every sound, scent, and shadow speaks to you — and danger rarely catches you off guard.  
    As a Bonus Action, you may ask the GM for how you feel about something close.   Requires an Insight Check :
    Success :
    Your instinct grant you informations helping you understand a situation.

     
  6. Improved Shape-Shifter
    Your mastery over transformation has deepened. Each shift into another form feels smoother and lasts longer — as if the boundary between your body and the wild has grown thin.  
    Improve Wild Shape (Starting Ability) :
    • Double the Number of Uses.
    • While in a Fight, you don't need to succeed a Constitution Check to shape-shift.
    • Double the duration of the form (2 hours instead of 1).

     
  7. Inner Storm
    Within you churns a well of untamed power — a storm that never fully breaks. With focus, you draw on its endless energy, granting you the strength to weave more spells than most dare attempt.  
    You gain all the following Spell Slots :

     
  8. Rooted Bastion
    You anchor yourself to the land, and the land answers. Thick roots surge from the earth, curling protectively around you in a living barrier. As long as you stand upon natural ground, you remain sheltered and immovable.  
    As an Action (no roll required), you root your feet in the ground, making you unable to be moved against your will.
    • You are Sheltered (Area condition) by all side (not above) until you move.
    • You must stand on a natural ground, like dirt, sand, roots, stone, etc.
      Number of Uses :
    • Once.
    • You regain the expended use when you sleep.

     

Combat gear allowance






* Small Species restriction still applies. ** Large Species restriction still applies.
 

Advancement table


Bold value indicates the number has increased from the previous Lvl.  
* You can choose a Subclass at Lvl 3. If you take a Subclass, you gain that Subclass Starting Ability instead of the last one of the primary Class. You can alway choose a class abilities with a lower requirment instead (Standard instead of Advanced). You can choose a Maturative Species Ability instead of an Advanced Class Ability.
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Articles under Class: Druid


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