Druid #
A Druid is an envoy to the natural world. Druids have a special relationship with nature, in much the same way as a Cleric has to their deity and as a result they often have mixed feelings about civilization.
Some Druids were intentionally installed as such by tradition of a shamanic culture. Not all Druids got that way intentionally, though. Some are the way they are due to fey heritage or a wild upbringing. Some started life as animals, and were drafted into service by another Druid. And some turn their skills to serve nature after recanting a former dedication to dark arts.
Examples of Druid Skills: Village Shaman, Bearer of Ancestral Duty, Fey Child, Raised by Wolves, Formerly a Wolf, Former Necromancer.
A typical Druid Skill should cover at least some of these:
- Endure harsh conditions.
- Forage for supplies in the wild.
- Inspect flora or fauna.
- Move acrobatically.
- Move quickly.
- Move quietly.
- Search an area closely.
- Perform a ritual.
- Take trophies from a creature.
- Track someone.
Druid Skill uses are augmented by Naturalism.
Attributes #
Druids have the following Attributes.
Base Attributes #
Attribute | Value |
---|---|
Volition | 2 |
Vitality | 4 |
Initiative | Medium |
Rolled Recovery | (1d8 x Level) + (Vitality x Tier) |
Average Recovery | (4 x Level) + (Vitality x Tier) |
HP/Level | 5 + Vitality* |
Other | +1 Save Bonus OR +1 PD and MD |
Recoveries | 8 |
Save Bonus | 0 |
*See level chart.
Base Defenses by Armor #
Type | AC | PD | MD |
---|---|---|---|
None | 13 | 15 | 14 |
Light | 14 | 14 | 14 |
Melee Stances #
Miss damage equal to level.
- Swift, Measured: d6 damage, +1 PD
- Aggressive: d8 damage
Ranged/Other Stances #
No miss damage.
- Rapid (N), Close (N), Aimed (F): d6 damage
- Focused: +1 PD and MD.
Level | HP | Focus and Relationships | Total Perks | Talents | Tier Multiplier |
---|---|---|---|---|---|
1 | (5 + Vitality) x 3 | 3 | 1 Adventurer | 3 | 1x |
2 | (5 + Vitality) x 4 | 3 | 2 Adventurer | 3 | 1x |
3 | (5 + Vitality) x 5 | 3 | 3 Adventurer | 3 | 1x |
4 | (5 + Vitality) x 6 | 3 | 4 Adventurer | 3 | 1x |
5 | (5 + Vitality) x 8 | 4 | 4 Adventurer 1 Champion | 4 | 2x |
6 | (5 + Vitality) x 10 | 4 | 4 Adventurer 2 Champion | 4 | 2x |
7 | (5 + Vitality) x 12 | 4 | 4 Adventurer 3 Champion | 4 | 2x |
8 | (5 + Vitality) x 16 | 5 | 4 Adventurer 3 Champion 1 Epic | 5 | 3x |
9 | (5 + Vitality) x 20 | 5 | 4 Adventurer 3 Champion 2 Epic | 5 | 3x |
10 | (5 + Vitality) x 24 | 5 | 4 Adventurer 3 Champion 3 Epic | 5 | 3x |
Class Features #
All Druids have Focus, Augury, Naturalism, True Naturalist, Revitalizer, and Geomancer.
Focus #
Druids use Focus to power many of their abilities. Every Druid has 3 Focus in Adventurer Tier, 4 Focus in Champion Tier, and 5 Focus in Epic Tier. It’s restored during a Quick Rest.
Once per turn, you can spend 1 Focus as a free action on or outside your turn to give 1 Disadvantage to an attack against your MD.
- Champion Perk: If the attack against your MD misses, you may immediately use Geomancy against them as a free action.
- Epic Perk: You have one extra maximum Focus.
Augury #
- Adventurer Perk: You can also do this in a more urban setting, but you have to Embrace your Flaws.
Naturalism #
You can use your Druid class skill to try to understand what animals and plants are saying and communicate back. You can Push your Limits as usual with a ritual to get more information or communicate more complex information, or to correspond with more hostile or magical creatures.
The scope of what Naturalism can accomplish may be expanded based on your Talents.
- Adventurer Perk: Choose a talent that you don’t have. For the purposes of the scope of Naturalism only, you have that talent.
True Naturalist #
- Epic Perk: Once per day, as a standard action, you can use your communication abilities to give a monster pause. Make an attack vs MD against an enemy you could talk to using this ability. On a hit, the target is Stunned until the start of your next turn.
Revitalizer #
You gain the following spell:
Regeneration
Spell, At-Will, Quick
11+ Sustain, Spend 1 Focus
Choose a nearby ally or yourself. When this spell is cast, the target heals using a recovery, but the healing is halved. When you attempt to Sustain Regeneration, the target heals the same amount (half their recovery amount) without spending a recovery.
Special: Regeneration is a 13+ Sustain while the target is at maximum HP or while the target is at 0 HP. A single ally can only be targeted by one Regeneration spell at once.
- Adventurer Perk: Regeneration is no longer a 13+ Sustain while the target is at 0 HP.
- Champion Perk: Once per day, you can have the target spend 2 recoveries to double the benefits (so a full recovery when the spell is cast and when you attempt to sustain).
- Epic Perk: Whenever an ally is healed by Regeneration, you gain temporary HP equal to your level.
Geomancer #
You gain the following spell:
Geomancy
Spell, At-Will, Standard
Spend 1 Focus
Make an attack vs. PD on a nearby enemy.
Hit: 1d8 x Level + Volition x Tier damage. Miss: Damage equal to your level.
Special: The effect of this spell (and the damage type) changes based on the current terrain around you. If multiple environments apply, pick one from all that apply.
- Urban/Ruins: Deal psychic damage and attack vs MD.
- Desert: Deal fire damage and inflict ongoing fire damage equal to your level on a Natural Even Hit.
- Cave/Mountain: Use d10s on a hit and deal thunder damage.
- Ice/Tundra: Deal cold damage and inflict Dazed (11+ save ends) on a Natural Even Hit.
- Plains: Deal lightning damage and inflict Softened (11+ save ends) on a Natural Even Hit.
- Swamp/Forest: Deal necrotic damage and inflict Stuck until the end of your next turn on a Natural Even Hit.
You may spend 1 less Focus when casting this. If you do, reduce the damage die size by two steps.
- Adventurer Perk: You may spend 1 extra Focus when casting this to make any 11+ save ends effects 13+ save ends.
- Champion Perk: Once per day, as a free action, you may gain Resist 14+ for a type of damage associated with a terrain you’re currently in for the rest of the encounter.
- Epic Perk: On Escalation 3+, this costs 0 Focus. If you would normally spend 0 Focus to cast this, at Escalation 3+, double any miss damage.
Talents #
A druid selects three Talents in Adventurer tier. They select a fourth talent once they reach Champion tier and a fifth talent once they reach Epic tier.
Air Mastery #
You have a certain affinity with the element of air. Naturalism now allows you to attempt to control wind currents.
You gain Updraft and Gust of Wind.
Updraft
Spell, At-Will, Quick
Spend 1 Focus
Choose yourself or a nearby ally. The target may move or attempt to disengage as a free action and gains Flight until the start of your next turn.
Gust of Wind
Spell, Daily, Standard
Make an attack vs. PD on a nearby enemy. All allies engaged with the target (including yourself) may attempt to disengage before or after the attack as a free action.
Hit: 2d8 x Level damage, and ongoing cold damage equal to Volition x Tier. Miss: The spell isn’t expended.
- Adventurer Perk: When you have or give someone Flight, you or they gain 1 Advantage on attempts to Disengage and take half damage from Opportunity Attacks.
- Champion Perk: Gust of Wind is now 13+ Recharge instead of Daily.
- Epic Perk: Updraft is Interrupt now instead of Quick and lasts until the end of your next turn.
Animal Caller #
You have a stronger connection than most druids to animals. Naturalism now allows you to attempt to actively direct animals instead of simply talking to them (if you have both Animal Caller and Primal Shifter, you gain 1 Advantage when using Naturalism to communicate with or influence animals).
You may spend 2 Focus as a Free Action to gain one of the three Summon spells below for the rest of the encounter:
Summon Swarm
Spell, At-Will, Standard
Make an attack vs. PD on either 2d3 nearby or engaged enemies or one nearby or engaged group of mooks (roll once for the whole group as if you attacked each individual with that roll).
Hit: Damage equal to Volition x Tier. Any engaged allies (or you) may pop off of the target. Natural 13+ Hit: As Hit, and the target (or the group of mooks) is Stuck until the end of your next turn (double/triple-strength can choose to be Softened instead). Miss: Damage equal to Tier.
Summon Animal
Spell, At-Will, Move
Make an attack vs AC on a nearby enemy. This counts as a melee attack if it would help, and the enemy counts as engaged by one extra ally for the purposes of needing to Disengage or any other abilities until the start of your next turn (you may make this attack again as an Opportunity Attack if provoked).
Hit: The target is Dazed until the start of your next turn. Any allies engaged with the target may pop off. Natural 13+ Hit: As Hit, and the target is also Stuck until the start of your next turn.
Summon Monster
Spell, At-Will, Standard
Make an attack vs AC on a nearby enemy. This counts as a melee attack if it would help, and the enemy counts as engaged by one extra ally for the purposes of needing to Disengage or any other abilities until the start of your next turn (you may make this attack again as an Opportunity Attack if provoked).
Hit: 1d8 x Level + Volition x Tier damage. Natural 13+ Hit: As Hit, and the target is Weakened until the end of your next turn. Miss: Damage equal to your level.
- Adventurer Perk: If you spend 3 Focus instead of 2, you gain access to two of the three Summon spells for the rest of the encounter.
- Champion Perk: You may spend 1 Focus as a Quick Action to gain one of the three Summon spells until the end of your next turn.
- Epic Perk: One encounter per day, at the start of combat, you gain all three Summon spells without spending any Focus.
Earth Mastery #
You have a certain affinity with the element of earth. Naturalism now allows you to attempt to dig, undermine, or reinforce the soil or stone.
You gain Rock Barrage and Earth Strength.
Rock Barrage
Spell, At-Will, Standard
Provokes, Spend 1 Focus
Make 1d3+1 attacks vs AC on a nearby enemy.
Hit: 1d6 x Level damage. Miss: Damage equal to half your level (round up). Special: If 2 attacks from Rock Barrage in a turn hit the enemy, the target is Dazed until the end of your next turn. If 3 attacks hit in a turn, the target is Weakened until the end of your next turn.
Earth Strength
Spell, Daily, Quick
Choose two nearby allies (including yourself) who are touching the ground and don’t have Flight.
For each, if the target is staggered, they can heal using a recovery. If the target isn’t staggered, they gain a damage bonus of 1d10 x Tier (1d6 at level 1) on their first hit with a melee attack each round while they’re touching the ground, not staggered, and don’t have Flight.
- Adventurer Perk: When you become Stuck or Softened, you may roll a save against the effect as an Interrupt (this is a 11+ save if the ability doesn’t normally give a save).
- Champion Perk: Earth Strength is now 13+ Recharge instead of Daily.
- Epic Perk: Earth Strength now gives a free recovery if the target is staggered, or 1 Advantage on melee attacks in addition to the extra damage if the target is not staggered.
Fire Mastery #
You have a certain affinity with the element of fire. Naturalism now allows you to attempt to control the intensity and temperature of flames, or to set things ablaze.
You gain Flame Spear and Faerie Fire.
Flame Spear
Spell, At-Will, Standard
Provokes, Spend 1 Focus
Make an attack vs PD on a nearby or far enemy.
Hit: 1d12 x Level + Volition x Tier fire damage. If the target is Nearby, they take ongoing fire damage equal to half the damage dealt. Miss: Fire damage equal to Volition x Tier and ongoing fire damage equal to Volition x Tier.
Faerie Fire
Spell, Daily, Standard
Provokes
Make an attack vs PD on a nearby enemy.
Hit: 2d8 x Level damage, and the target is Vulnerable (13+ save ends). Miss: Half damage.
- Adventurer Perk: When you inflict ongoing Fire damage or make a target Vulnerable, you may spend 1 Focus to make them Shaken for the duration of the effect.
- Champion Perk: Faerie Fire is now 13+ Recharge instead of Daily.
- Epic Perk: You gain 1 Advantage to attack someone with ongoing fire damage or Vulnerable.
Primal Shifter #
Your connection to nature has afforded you the ability to become part of it. Naturalism now allows you to attempt to actively direct animals instead of simply talking to them (if you have both Animal Caller and Primal Shifter, you gain 1 Advantage when using Naturalism to communicate with or influence animals).
You gain the ability to shift into Scout Form, Animal Form, and Beast Form. It’s a standard action to shift into Scout Form or Animal Form, a move action to shift into Beast Form, and a quick action to shift back from any of them into your normal appearance.
In Scout Form, you take the form of a small animal with or without flight (like a bird, a bat, or a mouse). This allows you to use your Druid Skill for gaining information or engaging in stealthy action. You cannot take combat actions in this form. If you’re successfully attacked in Scout Form (your defenses count as if you’re wearing no armor), you take double damage and may attempt a 13+ save. If it fails, you immediately shift back into your normal appearance.
In Animal Form, you take the form of a medium-size ground-based animal (like a wolf or a large dog). This appears to be a normal animal to anyone without knowledge of magic, and you may attempt a Druid skill roll to fool magic-users. You may engage in combat as normal, but you are treated as Hampered while in this form with regards to every ability other than the ability to Shift back to your normal appearance.
Once per encounter, you may shift into Beast Form. In Beast Form, you take the form of some kind of huge creature of legend. While in Beast Form, at the end of your turn (and after rolling any saves), you gain double your level in Temporary HP, which lasts while you stay in Beast Form (but does not stack with itself). While in Beast Form, you have the ability to use Savage Swipe, and you’re always in Aggressive stance. Additionally, pick one Aspect from the list below. The effects of that Aspect are active while you’re in Beast Form. You also have 4 Volition while in Beast Form.
When you shift into Beast Form, lose 1 Recovery. Every round you start in Beast Form, you lose your quick action that round. At the end of every following turn that you end in Beast Form (beyond the turn you shift into it), make an 11+ save. On a failure, lose another Recovery. You can’t use any Spells while in Beast Form.
Aspects
- Bear: An Even Hit with any attack from Savage Swipe inflicts Stuck on your target until the end of your next turn.
- Behemoth: When you’re staggered, enemy attacks against your AC or PD gain 1 Disadvantage.
- Lycanthrope: You gain 1 Advantage on saves against conditions or ongoing damage. You halve ongoing damage.
- Owlbear: All enemies count as Vulnerable to you.
- Roc: You gain Flight.
- Tiger: Savage Swipe lets you move or attempt to Disengage before attacking as part of the same action.
- Wolverine: Your Savage Swipe attacks gain 1 Advantage against any target who isn’t staggered (as well as groups of mooks with half or more of their original number).
Savage Swipe
Melee, At-Will, Standard
Make an attack vs AC on an engaged enemy.
Hit: 1d12 x Level + Volition x Tier damage. Odd Miss: Perform a Savage Second Swipe against the same enemy. Even Miss: Perform a Savage Second Swipe against another engaged enemy. Special: You can choose to deal damage equal to your level instead of the default miss effect.
Savage Second Swipe
Melee, Free
Escalation 2+ (see Special)
Make an attack vs AC on an engaged enemy.
Hit: 1d12 x Level + Volition x Tier damage. Miss: Damage equal to your level. Special: Can only be used when triggered from Savage Swipe. At Escalation 2+, Savage Second Swipe gains 1 Advantage.
- Adventurer Perk: Shifting into Beast Form is a quick action. The save to stay in Scout Form is a 11+ save.
- Champion Perk: Once per day, for the rest of the encounter, the save made for Beast Form at the end of every turn is an 9+ save.
- Epic Perk: You may remove all Temporary HP instead of losing a Recovery when you fail a Beast Form save.
Plant Tamer #
You are very attuned to plants. Naturalism lets you command plants in addition to talking to them. You gain Ripping Vines and Overgrowth.
Ripping Vines
Spell, At-Will, Standard
Provokes, Spend 1 Focus
Make an attack vs PD on 1d3+1 nearby enemies.
Hit: 1d6 x Level damage. Natural 13+ Hit: As Hit, and the target is Stuck (9+ save ends, or until the end of your next turn if the target is double-strength or triple-strength). Miss: Damage equal to half your level (round up).
Overgrowth
Spell, Daily, Standard
Until the end of your next turn, every nearby enemy gains 1 disadvantage on all attacks against AC or PD, and until the end of the encounter, on all disengage checks. Until the end of the encounter, the first time each enemy or mook group misses with an attack or when they fail to Disengage, they take the higher of 1d4 x Level damage or half their hit damage. An enemy can be damaged by this only once per round.
- Adventurer Perk: When you’re in an area that’s especially inundated with plant life (use the expected Geomancy Terrain as a judge of this), increase the damage die size of Ripping Vines and Overgrowth by one step.
- Champion Perk: Overgrowth also deals damage equal to your level to enemies when your allies Disengage from them.
- Epic Perk: The Stuck effect on Ripping Vines is 11+ save ends.
Terrain Mastery #
- Adventurer Perk: Pick one terrain. This is your Favored Terrain. You can always treat your current location as having that terrain when choosing your Geomancy benefit (or the Resistance from the Geomancer Adventurer Perk).
- Champion Perk: When you’re in your Favored Terrain (without having to add it to the existing terrain as above), increase Geomancy’s damage dice by one size.
- Epic Perk: You gain a second Favored Terrain.
Warden of Nature #
You come from a more martial druidic tradition. Increase your AC by 1 and increase your melee stance damage dice by 1 size. Your Volition counts as 4 for basic attacks only.
You can treat your Focus as if it were also Prowess (so you can spend 1 Focus to give disadvantage to attacks vs. AC as well as MD).
- Adventurer Perk: All of your Spells lose Provokes.
- Champion Perk: Increase your defenses by 1. Your recovery dice are now d10s (5).
- Epic Perk: Once per turn, during any turn where you get a Natural 15+ Hit with a melee attack, you may use Geomancy as a quick action.
Water Mastery #
You have a certain affinity with the element of water. Naturalism now allows you to manipulate water, including ice and water vapor.
You gain Tide and Torrent.
Tide
Spell, At-Will, Standard
Provokes, Spend 1 Focus
Make an attack vs PD on a nearby enemy.
Hit: 1d8 x Level + Volition x Tier Force damage. If the escalation die is odd, until the end of your next turn, the target must succeed at an 9+ save to engage any of your allies. If the escalation die is even, you may choose for the target to move (as per a move action) to a location of your choice. (This doesn’t provoke Opportunity Attacks). Miss: Damage equal to your level.
Torrent
Spell, Daily, Standard
Make an attack vs PD on every nearby non-mook enemy and two attacks on every group of mooks.
Hit: 1d4 x Level Force damage and all allies engaged with the target (or any mook in the group, if targeting a mook group) may pop off. Miss: Damage equal to your level. Special: Until the end of the encounter, you may regain the use of this spell until the end of your turn by spending 1 Focus as a free action.
- Adventurer Perk: When you pop off of an enemy, the enemy takes damage equal to your level.
- Champion Perk: Torrent is now 13+ Recharge instead of Daily.
- Epic Perk: You may spend 1 Focus to add the Odd/Even Escalation effects to a miss with Tide.
Wild Healer #
- Adventurer Perk: You may spend 1 Focus to give a different ally (or yourself) the extra healing instead of the Regenerating ally.
- Champion Perk: Once per day, you may trigger this on any Natural Even roll on a successful Sustain.
- Epic Perk: On a Natural 15+ Sustain, the next sustain roll for Regeneration you make this encounter gains 1 advantage.
Sample Druids #
Two sample Druids in Adventurer, Champion, and Epic tier are provided below.
Nature’s Friend
A feral terror, this druid calls upon animals, plants, and their own bestial magic to defeat enemies and control the battlefield.
Class Attribute Choice: +1 Save Bonus
Background Ability: LethalTalents
- Animal Caller
- Primal Shifter
- Warden of Nature
1st Level
- Adventurer Perk: Primal Shifter
5th Level
- Extra Talent: Plant Tamer
- Adventurer Perks: Primal Shifter, Animal Caller, Warden of Nature, Geomancer
- Champion Perk: Primal Shifter
8th Level
- Extra Talent: Wild Healer
- Adventurer Perks: Primal Shifter, Animal Caller, Warden of Nature, Geomancer
- Champion Perks: Primal Shifter, Animal Caller, Warden of Nature
- Epic Perk: Primal Shifter
Elemental Adept
A pupil of the four elements, this druid channels them to help allies and defeat enemies.
Class Attribute Choice: +1 PD and MD
Background Ability: GracefulTalents
- Fire Mastery
- Air Mastery
- Water Mastery
1st Level
- Adventurer Perk: Fire Mastery
5th Level
- Extra Talent: Earth Mastery
- Adventurer Perks: Fire Mastery, Air Mastery, Water Mastery, Earth Mastery
- Champion Perk: Fire Mastery
8th Level
- Extra Talent: Terrain Mastery
- Adventurer Perks: Fire Mastery, Air Mastery, Water Mastery, Earth Mastery
- Champion Perks: Fire Mastery, Air Mastery, Water Mastery
- Epic Perk: Fire Mastery