Newpark Games
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In the deepest wilds, a guardian hermit lives in harmony with nature and the spirits therein, preserving and protecting the wilderness from corruption, abuse, and the ever-encroaching advance of civilization. Druids wield a power tied intimately to the land, a power given willingly by courts of nature spirits who entrust their survival to one who will preserve the balance above all else.
What region or environment do you protect?
Are you for or against civilization?
​Do you have any allies in the spirit courts?
​
​Wildshape
Take the shape of an animal while retaining your reason, stats, and abilities. Your equipment becomes part of your body and you keep its bonuses, but you also gain the strengths of your new form (flight, water-breathing, etc.) as well as its weaknesses (can't speak, can't open a door with paws, etc.). Shifting back to your normal form is a Free Action.

For each point you have in Intellect, pick one of the following lands; you are able to assume the form of any animal that lives there: ​
The Verdant Forest
The Windswept Plains
The Scorching Desert
The Wild Savannah
The Deep Blue Sea
The Rivers and Lakes​
The Island Archipelago
The Lofty Mountain
The Frozen Tundra
The Miry Wetlands
The Tropical Jungle
The Caverns Below

INTELLECT +1

+25 Crowns for Armaments
+50 Crowns for Items
+75 Crowns for Wonders
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Download Class Sheet

ACTIONS

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Barkskin

Your skin turns into hard, yet supple wood, offering you a great deal of protection from harm while remaining flexible and organic.
Effect
Minor Action
Cost: 1 Focus
Target one creature within 20 meters. The target's Physical Soak increases by 1 for the remainder of the Scene or until they are reduced to 0 HP.
Upgrades
LIVING OAK
3 ChP
The target gains (Intellect) d6 Temporary HP.

STONESKIN
3 ChP
Increase the target's Defense by 1 for the duration of Barkskin​.

THICKENING
5 ChP
The target's Physical Soak increases by an additional 1 for the duration of Barkskin​. This Upgrade may be taken up to two times for a cumulative effect.
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Bloom

A mysterious species of plant, created by magic, grows and blooms at your whim, acting at your command to serve you and your allies.
Effect
Minor Action
Cost: 1 Focus
A magical plant called a Botanic grows in an unoccupied space within 20 meters of you and dies when the Scene ends. 

Pick two of the Botanics below when you acquire this ability: these are the Botanics you are able to grow using Bloom.
  • Blazing Pollen: Enemies take (Intellect) damage each time they enter a space closer to this Botanic.
  • Goldfruit: Allies adjacent to this Botanic may use a Minor Action to eat its fruit in order to roll a Resolve dice of their choice and recover HP.
  • Hellvine: Whenever an enemy voluntarily leaves a space adjacent to this Botanic, it attacks them as a free Interrupt using your best attack & damage scores. If it hits, the triggering creature stops moving.
  • Lampwood: Fills a 20 meter radius centered on the Botanic with bright light (this is considered sunlight). Allies within the light have Advantage on Saves to resist effects or avoid damage.
  • Mantis Orchid: Each round when your turn starts, this Botanic attacks an enemy within 5 meters of it using your best attack & damage scores.
  • Tempest Rose: Allies within 5 meters of this Botanic have +(Intellect) DpB.
  • Vipervine: Enemies that start their turn within 5 meters of this Botanic must Save or be Slowed (Save ends). If already Slowed, they become Immobilized (Save ends).
Upgrades
HORTICULTURALIST
2 ChP
Learn to grow another Botanic of your choice. This Upgrade may be taken up to five times for a cumulative effect.

LIFE FINDS A WAY
3 ChP
When an enemy within 10 meters of you is reduced to 0 HP, you may use a Reaction to grow a Botanic of your choice from its fallen corpse for 0 Focus.

STRANGE CROP
5 ChP
When you use Bloom, grow a copy of the Botanic you summoned in another unoccupied space within 5 meters of the Botanic you just grew.
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Earthen Pillar

With a slight tremor, a massive column of earth shoots up from the ground, taking shape at your command to impede enemies.
Effect
Standard Action
Cost: 1 Focus
A pillar of earth, 1 meter in diameter, rises up to (Intellect) meters from the ground. The pillar may rise straight up, bend at any angle (even bending at multiple points), or curve as you direct it to.

Any creature occupying a space along the pillar's path may Save to move 1 meter in any direction to avoid it. Those struck by the pillar take (Intellect) d6 physical damage and are knocked prone.

The pillar is a solid object made from dirt, clay, and stone that blocks line of sight but can be destroyed by any attack that deals at least 10 damage in a single blow.

Upgrades
EARTHEN COLUMN
4 ChP
The pillar is 3 x 3 meters around.

EARTHEN STRUCTURE
5 ChP
Instead of creating a pillar, you can create any earthen structure. The number of spaces your maximum-sized pillar would take up is the number of 1 x 1 meter blocks you have available to build your structure with.

​The structure must be connected to the ground in some way; it cannot be free-floating or have any free-floating parts. Otherwise, it may be any simple structure (with non-moving parts) that could conceivably be built by mortal hands with simple tools.

EARTHEN TOWER
3 ChP
Increase the maximum height of the pillar by (Intellect) meters.
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Renew

The true course of preservation is found in constant renewal and rebirth. You restore health and vitality to allies through such methods.
Effect
Minor Action
Cost: 1 Focus
One creature within 20 meters recovers (Intellect) HP now and (Intellect) HP at the start of their next turn.
Upgrades
EARTHEN BOND
3 ChP
If the target ends their next turn on natural terrain, they gain (Intellect) d6 Temporary HP.

QUICKENING
3 ChP
Each time a creature is healed by Nature's Touch, they recover an additional 1d6 HP. This Upgrade may be taken up to three times for a cumulative effect.

REGROWTH
2 ChP
The target also recovers (Intellect) HP at the start of your next turn.
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Stinging Swarm

At your command, a furious swarm of buzzing, biting, stinging insects flies towards an opponent, acting as a cloud of pain and distraction.
Effect
Standard Action
Cost: 1 Focus
Make a Spellcraft attack against the target and deal (Intellect) chaos damage per Bump. The target provides Advantage to all attackers (Save ends).
Upgrades
GOADING SWARM
2 ChP
Move the target (Intellect) meters when you hit with Stinging Swarm. Each time they fail to Save against its effects, move them another (Intellect) meters.

POISONOUS SWARM
3 ChP
While providing Advantage to attackers because of Stinging Swarm, the target takes ongoing 1d6 chaos damage at the start of their turn each round. This Upgrade can be taken up to two times, adding 1d6 to the ongoing damage with each new purchase.

SPREADING SWARM
5 ChP
You can forego dealing damage to use Stinging Swarm as an area attack centered on a 3 x 3 meter area within 20 meters of you. Rather than make a Spellcraft attack, all creatures in the area of effect must Save or be subjected to the effects of Stinging Swarm.
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Vernal Arrow

A wooden arrow forms in the notch of your bow. Upon striking an opponent, a host of grasping vines sprout from it, entangling foes.
Effect
Standard Action
Cost: 1 Focus
Make a range weapon attack. If you hit, the target is Immobilized (Save ends) as vines and tendrils of wood grow out from the arrow and fill at 3 x 3 meter area centered on the target. This area becomes Rough Terrain, filled with thick, grasping vines.
Upgrades
CRUSHING VINES
2 ChP
The target takes 2d6 physical damage each time they fail to Save against the Immobilized effect of Vernal Arrow.

PLAGUE OF THORNS
5 ChP
The viney area created by Vernal Arrow is filled with thorns; any creature that enters a space within this area must Save or take 1d6 physical damage and become Slowed (Save ends).

SOWN SEED
2 ChP
If you miss with Vernal Arrow, choose a space within 10 meters of the target; a 3 x 3 meter area centered on this space is filled with vines, becoming Rough Terrain.

PERKS

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Beast Whisperer

When you speak, nature listens. The beasts of the field heed your call and will speak with you as though speaking to their own kin.
Effect
Type
Cost: X Focus

Effect
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect
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Druid of Swarms

You can transform yourself into a host of skittering insects, crawling pests, or slithering vermin. Such a power affords you a host of new advantages.
Effect
Type
Cost: X Focus

Effect
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect
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Nature's Raiment

Adorned in garments made from hides, horns, leaves, and other natural materials, you feel more connected to the power of nature.
Effect
Type
Cost: X Focus

Effect
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect
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Shapeshifter

You are especially adept at changing shapes and tend to spend more time in your many animal forms than you do in your mortal one.
Effect
Type
Cost: X Focus

Effect
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect
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Wellspring of Life

As a conservator of the natural world, life springs about around you. You are adept at the healing arts as your mere presence prompts regeneration.
Effect
Type
Cost: X Focus

Effect
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect
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Witch of the Wilds

Though many see magic as an unnatural act, you know better. Just as magic flows through the wild places of the world, so it flows through your veins.
Effect
Type
Cost: X Focus

Effect
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect

RITUALS

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Animal Helper

In your moment of need, nature answers your plea and sends an intelligent beast to assist in your ordeal and obey your instruction.
Effect
Type
Cost: X Focus

Effect
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect
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Circle of LIfe

Clasping hands as one, you and your allies chant this ritual and begin to heal as life-giving energies from the earth flow through you.
Effect
Type
Cost: X Focus

Effect
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect
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Geomancy

The ground responds to your command, just as nature does. You can move earth, reshape stones, and command mountains with this ritual.
Effect
Type
Cost: X Focus

Effect
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect
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Nature's Bounty

Nature provides more than enough food, water, and shelter to provide for all its children. Using this ritual, you and your allies sample her bounty.
Effect
Type
Cost: X Focus

Effect
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect
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Seed to Stem

With a few words and gestures, a seed planted in the ground begins to sprout and rapidly grow to full maturity right before your eyes.
Effect
Type
Cost: X Focus

Effect
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect
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The Forest Has Eyes

The many beasts, insects, and creatures of the forest become your eyes and ears, willingly telling you whatever you wish to know.
Effect
Type
Cost: X Focus

Effect
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect
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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C