====== Druid ====== **HP Per Level:** 7. **Keywords:** Druid, Spellcaster, Nature Magic. Defenders of the balance between the natural world and the people who live in it, druids wield tremendous magical power. They commune and command powerful nature spirits, rain destruction down with elemental fury, and call upon the very forces of nature to change their very form into things like living lightning storms, animals, or even spirits. ===== Druid Proficiencies ===== * Weapons * All Simple Weapons (Professional) * Caster Weapons (Professional) * Defense: Professional * Armors: Light * Saves * Fortitude Save (Skilled) * Reflex Save (Skilled) * Will Save (Professional) * Spellcasting: Professional * Bonus Language: You learn Druidic and 1 Animal language of your choice. * Option: You may change your Fortitude save to Professional in exchange for making your Will save Skilled. * Oaths: You gain the following oath: “I will honor and respect nature while attempting to maintain its balance.” ===== Druid Skills ===== You are Professional in 2 of the following skills: Animal Husbandry, Aquatic, Medicine, Perception, Politique, Religion. Additionally, you are Exceptional with Fieldcraft. ^ Level ^ Class Features ^ | 1 | Signature: Enduring Spirit, Wild Aspect, Spellcasting, Druid Circle | | 2 | (Feat) | | 3 | Circle Power | | 4 | (Honor) | | 5 | (Ability Score Increase) | | 6 | Commune with Nature | | 7 | (Feat) | | 8 | Circle Power | | 9 | (Honor) | | 10 | (Ability Score Increase) | | 11 | Cleanse Nature | | 12 | (Feat) | | 13 | Circle Power | | 14 | (Honor) | | 15 | (Ability Score Increase) | | 16 | Nature’s Blessing | | 17 | (Feat) | | 18 | Circle Power | | 19 | (Honor) | | 20 | Capstone: Ancient One, (Ability Score Increase) | ===== Class Features ===== ==== Signature Ability: Enduring Spirit (1st Level) ==== You are highly receptive to the natural world and are thus able to maintain your empowered state far longer than normal. **Benefit:** You can spend a Hero Dice to enter your wild aspect. This allows you to enter it more than once per short rest. You can also use this class feature as a free action at the start of your turn to extend your wild aspect by 6 more rounds. ==== Wild Aspect (1st Level) ==== You flood your body with natural magic, gaining new powers based on your druid circle. The exact benefits of your wild aspect will vary, but always come with superficial changes to your appearance. **Benefit:** To transform into your wild aspect you must use the transform action and the effect lasts for 6 rounds. You may only enter a wild aspect once per short rest. ==== Spellcasting (1st Level) ==== **Benefit:** You can cast spells drawn from the nature spell list. You have 5 + your Wisdom modifier in mana to cast druid spells. Casting a spell costs 1 mana. You recover all mana after a long rest. Your druid Spellcasting is based on your Wisdom. You start with 3 spells of your choosing from the nature spell list. At 3rd level and every odd level thereafter you gain 1 new spell from the nature spell list. ==== Druid Circle (1st Level) ==== **Benefit:** You select which circle you are part of. This affects your Wild Aspect class feature, and later grants you different class features. ==== Commune With Nature (6th Level) ==== Everyone wants to ask plants about creatures that just went by, never how their day is going. **Benefit:** You can freely speak with any plant, animal, or geographic feature that is not hostile to you as though you shared a language with them (even if they lack a language or the ability to converse). **Boost:** You can spend a Hero Dice to gain an Absolute bonus on an Animal Husbandry check. ==== Cleanse Nature (11th Level) ==== It is the solemn duty of every druid to keep the natural world free from taint and corruption. **Benefit:** You may use Cleanse Corruption at will as an innate (Animal Husbandry or Fieldcraft) spell. You may only target animals, plants, and other natural features (for example, you could use it on a corrupted mountain). ==== Nature’s Blessing (16th Level) ==== You know that nature’s power can sustain you; everyone else just thinks you’ve suddenly developed chlorophyll. **Benefit:** You are immune to poison. Additionally, while not in an urban environment you do not need to eat, sleep, drink, or even breath. ==== Capstone: Ancient One (20th Level) ==== Your spirit is older than dirt, and only slightly younger than time. **Benefit:** You become ageless and immortal. While taking a long rest you may change your age to that of a young person, an adult, or an elderly person. Additionally, when you die, you awaken a week later in the heart of the oldest tree nearest to where you fell. You can only be truly slain if the grove you are recovering in is destroyed down to the last tree. ===== Druid Circles ===== **Aspect:** This part of each circle’s entry describes the benefit of the wild aspect class feature. This is what occurs when you take the transform action. These benefits only last as long as the will aspect does. ==== Circle of the Ash Tree ==== The Circle of the Ash Tree takes its name from the image of a burnt tree after a wildfire. They believe the world must be cleansed before it can be healed. Some see them as eco-terrorists while others believe them to be a necessary evil; surgically purging the tainted part of the world so that life may yet again flourish. **Aspect:** At the start of your turn and when you first enter wild aspect, foes adjacent to you become vulnerable to fire until the start of your next turn. A Fortitude save (DC 10 + Spellcasting proficiency) negates this effect for the turn. * Wildfire (3rd level): While you are in wild aspect, you can cast disintegrate as an innate (Fieldcraft) spell at will, though you may only target objects. Unlike the normal spell, this deals fire damage. * Scorched Earth (8th Level): Creatures who fail a save against a spell you cast that deals fire damage also become blighted for 1 minute. * From the Ashes (13th level): While you are in wild aspect, allies who end their turn adjacent to you are healed an amount of HP equal to your Wisdom modifier. Additionally, add resurrect to your list of spells known as a nature spell. * Ashen Oblivion (18th Level): While in wild aspect, fire damage you deal to objects and constructs becomes Absolute fire damage. ==== Circle Of The Beast ==== Often the first circle brought up when discussing druids, the Circle of the Beast focuses on kinship with the wild; each initiate is required to raise a wild beast as a sibling. They are the first to rankle at being constrained, and the first to break the cage that confines another. Their wild spirit can coalesce into a bestial form, blending together druid and beast. **Aspect:** You gain the benefits of an innate animal aspect spell (Animal Husbandry). You may choose different benefits each time you enter wild aspect. * Sibling of Beasts (3rd Level): You gain an animal companion (it can be any animal appropriate to your setting). Your animal companion becomes Professional with its Will save. * Strong Like Bear (8th Level): Both you and your animal companion gain a bonus on damage rolls with natural attacks equal to 1/2 your level. * Great Beast (13th Level): When you enter wild aspect, you may choose to have yourself and your animal companion grow 0-2 size categories. You may choose different growth sizes for you and your companion. This effect lasts for as long as you remain in your wild aspect. * King of Beasts (18th Level): Once per short rest while in your wild aspect you may activate this ability as a free action. This grants you and your animal companion Absolute HP until the start of your next turn. Once you’ve done this, you and your companion return to your previous HP totals. ==== Circle of the Elder ==== Found in societies where wisdom is more valuable than strength, the Circle of the Elder creates enlightened druid-kings with knowledge of the past to help them direct the future. Such druids inherit memories for their past lives or from their own lineage to help them guide others to their full potential. Special: If you select this circle you gain the “Talented” keyword. **Aspect:** You rapidly age, appearing ancient even for a member of your species (though you lose none of your abilities). While in wild aspect you can use 1 action to cast Whispers of the Past as an innate (Fieldcraft or Religion) spell instead of as a ritual. This takes a single action to use (rather than 1 minute). * Elder Wisdom (3rd Level): You become Exceptional with Animal Husbandry and Religion. * Talented (8th Level): You gain the Talented feat. * Clan Leader (13th Level): Define a single group of people who are either related to you by blood, station, or oath. This is your “clan” and they can number no more than 10 willing creatures. Establishing your clan is a 2 hour ritual that requires all who wish to join to be present. You can reforge/redefine the clan with another ritual. A clan member can: * Telepathy: Communicate telepathically with each other so long as they are on the same plane. * Injury: Feel when one another is injured or when they pass. * Self-Sacrifice: You, as the founder of the clan, can take a death effect intended for any other member of your clan so long as you are aware of the death effect. * Knowledge of the Ages (18th Level): You have an Absolute bonus on all checks made to Recall Information. ==== Circle Of Frost ==== Hailing from windswept tundras and snow-capped mountains, frost druids reflect on the harshness of winter and the bitter cold. Often displaying a rugged survivalist bent, druids of the circle are depicted as being as cold and bitter as a blizzard. Able to wrap themselves in a blizzard storm, they can bring winter’s icy embrace to bear against their foes. **Aspect:** While in wild aspect, foes adjacent to you take 1d4 + your Wisdom modifier in cold damage at the start of your turn or when you transform. A Fortitude save (DC 10 + Spellcasting proficiency) negates the damage. The damage is increased by +1d4 at 3rd level and every odd level after 3rd. * Deep Chill (3rd level): Cold damage you deal has Penetration equal to your level. * Snowshoes (8th Level): While in wild aspect, you ignore naturally occurring difficult terrain, and enemies treat spaces adjacent to you as difficult terrain. * Ice Over (13th level): As an action, you attempt to partially encase a creature in an icy tomb. Choose a creature within 30 feet; they must attempt a Fortitude save (DC 10 + Spellcasting proficiency). If they fail, they are Tired (2) until the end of their turn. Creatures immune to cold are immune to this effect. * Absolute Zero (18th Level): While in your wild aspect, you can spend a Hero Dice to cause an instance of cold damage to deal Absolute damage. Creatures killed in this fashion are frozen solid forever, nothing more than icy statues locked in their last moments before death. ==== Circle Of The Mountain ==== Drawing power from rock and soil, mountain circle druids are stoic, hard-faced purveyors of magic. Deeply aware of the flow of natural power within the world, these druids are able to tap into this flow to empower their own spells. **Aspect:** You wrap yourself in a cloak of hardened ley-charged rock and take on the appearance of a living statue. Though your body can move, your feet remain fused with the ground. You gain Resist 10 against all damage, but your movement speed is reduced to 0. You may still take other actions, such as attacking, casting spells, etc. * Ley Line (3rd Level): While in your wild aspect, you can spend a Hero Dice to increase the DC of a spell you are casting by 3. * Blessing Of Stone (8th Level): While in your wild aspect, you can spend an action to grant all allies within 30 feet of you Resist 10 against all physical damage until the start of your next turn. * Ley Conduit (13th Level): As a reaction to an adjacent ally casting a spell you can spend a Hero Dice and increase the DC of that spell being cast by 3. * Megalithic (18th Level): Once per short rest while in your wild aspect you may activate this ability as a free action. This grants you Absolute AC until the start of your next turn. ==== Circle of the New Age ==== The Circle of the New Age represents so-called “Neo-Druid” or “Hippy” teachings and is a co-opting of older traditions, blending them with modern tastes and more approachable cultural norms. They are informal, laid back, all about loving your fellow beings, and just being one with nature. In a way they represent the “humanoid” part of nature and how interactions are handled, a sort of bridge between the natural and the cosmopolitan. Some druids look down upon them as forgetting the old ways, but members of the Circle of the New Age feel they are fools for not seeing the path to the future. **Aspect:** While in this form you are able to speak and understand all languages; additionally, sapient creatures appear to have an aura around them that you can easily read. This tells you the current most powerful emotion of that creature. It takes 1 action to read a creature’s aura. Unlike other wild aspects, a Circle of the New Age’s wild aspect lasts for 10 minutes (100 rounds). If you are a primary druid you can spend Hero Dice to extend it by 10 minutes per Hero Dice (rather than 6 rounds). * Natural Connection (3rd Level): You can feel bonds between people. You become Exceptional in Politique. Additionally, you can use Wisdom rather than Charisma on skill checks made to influence a creature’s attitudes, change opinions, and lie. * Relaxation (8th Level): While in wild aspect you can cast Calm Emotions at will as an innate (Politique) spell. * Peace & Love (13th Level): All sapient creatures are helpful towards you until you or an ally takes a hostile or disreputable action. This only applies to creatures who have not met you before and have no specific relationship with you. * Examples: A hit man hired to kill you would still be hostile towards you, though he might still compliment your shoes while strangling you to death. * A random passerby would be helpful to you by default but if you or your friend did something to anger them, their attitude could still shift to neutral or hostile. * Green Utopia (18th Level): Select a city or other settled area. This area is blessed by a harmonious relationship with nature. Its crop yields improved 10 fold, its water always seems to run clean, and people feel more relaxed, fulfilled, and at peace with themselves. To grant this blessing to the place, you must reside there for at least a week. In effect, this place gains “Absolute quality of life”. The blessing lasts until you declare a new city as your “green utopia”. ==== Circle Of the Stargazer ==== These druids always have their eyes on the skies. They prefer open plains and high peaks, anywhere with the best view, high above the clouds. These druids can see the future in the stars, and even manipulate it when necessary. Their predictions and actions always seem vague, until they aren’t. Non-druids see them as intentionally frustrating; other druids wouldn’t dare insult those who could change their fate forever. **Aspect:** Your body fades away into an amorphous blob of darkness speckled with tiny stars throughout it. You become intangible. * Astrology (3rd Level): At the start of each short rest, roll 5 d20s and record the result. Any time before the next short rest you take you or your ally can simply choose to take the result of one of the rolled dice instead of rolling a d20. Once a given roll has been used it is consumed and cannot be used again. * Remote Viewing (8th Level): While in wild aspect you can cast scry as an innate spell (Fieldcraft) at will. This takes you 3 actions (rather than a 10 minute ritual). * Féth Fíada (Magic Mist) (13th Level): While in wild aspect you can cast creeping fog as an innate spell (Fieldcraft) at will. Allies within this fog are invisible to all enemies, but not to each other. * Alter Fate (18th Level): Once per round when a creature (including yourself) rolls a d20 you may spend a Hero Dice to have that creature re-roll it and take the new result. You may do this after the result is known. ==== Circle Of The Storm ==== These druids channel the rage of the storm itself. Found anywhere from the highest plateaus to the deepest rainforests, they seem simultaneously detached and connected to everything around them. When commanding their element, lightning crackles around them, and their eyes turn as gray as threatening clouds. Praise the sky! **Aspect:** You ignore difficult terrain and are effectively weightless, allowing you to ‘walk’ on liquids and avoid setting off weight-sensitive things like pressure plates. Additionally, you can cast lightning bolt at will as an innate (Fieldcraft) spell in this form. * Windform (3rd Level): While in your wild aspect, you gain a 30 foot fly speed. * Lightning Rod (8th Level): While in your wild aspect, you are immune to electricity damage. * Galeforce (13th Level): Any time you cause electricity damage with a spell an accompanying gust of wind hits the creature and they are automatically knocked 10 feet back away from you. A creature may choose to be knocked prone to avoid the forced movement. * Rend the Sky (18th Level): While in your wild aspect, you can spend a Hero Dice to cause an instance of electricity damage to deal Absolute damage. Creatures destroyed in this fashion have their bodies vaporized, leaving nothing behind.