Druid
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?
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Key Ability
Start with this ability and one rank in a Schema of your choosing.
Wildshape
Action
Take the shape of an animal for as long as you wish. While in this form, retain all your abilities and stats. 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.
Pick one of the following lands and learn a new one at Levels 5, 10, 15, and 20; you're able to assume the form of any animal that lives there:
Action
Take the shape of an animal for as long as you wish. While in this form, retain all your abilities and stats. 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.
Pick one of the following lands and learn a new one at Levels 5, 10, 15, and 20; you're able to assume the form of any animal that lives there:
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Druid Schema
A Druid draws their power from the natural world and may learn any Druid or Primal Schema.
Barkskin
Minor Action - 1 Focus
Increase your Soak by (Power) until the start of your next turn.
Minor Action - 1 Focus
Increase your Soak by (Power) until the start of your next turn.
- Rank 2: You may use Barkskin on an adjacent ally.
- Rank 3: The target of Barkskin ignores one count of Durability loss this round.
- Rank 4: The target of Barkskin gains (Power +5) Temporary HP.
- Rank 5: Barkskin grants +2 to Guard or +2 to Save.
Bloom
Minor Action - 1 Focus
A magical plant called a Botanic grows in a space within 10 yards of you and dies when the Scene ends. Learn one Botanic when you acquire Bloom and learn a new one with each new Rank you gain in Bloom.
Minor Action - 1 Focus
A magical plant called a Botanic grows in a space within 10 yards of you and dies when the Scene ends. Learn one Botanic when you acquire Bloom and learn a new one with each new Rank you gain in Bloom.
- Blazing Pollen: Enemies take (Power) damage for each space they enter closer to the Botanic.
- Cerebral Spores: Each round when your turn starts, an enemy of your choice within 5 yards of this Botanic must Save or be Charmed until their next turn ends.
- Goldfruit: Allies adjacent to this Botanic may use a Minor Action to eat its fruit in order to spend 1 Stamina and recover (Power)d6 HP.
- Hellvine: Whenever an enemy voluntarily leaves a space adjacent to this Botanic, it attacks them as an Interrupt using your best attack & damage scores. If it hits, the triggering creature stops moving.
- Lampwood: Fills a 20 yard radius centered on the Botanic with bright light and grants allies within this light Advantage on Saves.
- Mantis Orchid: Each round when your turn starts, this Botanic attacks an enemy within 5 yards of it using your best attack & damage scores.
- Tempest Rose: Allies within 5 yards of this Botanic have +1 DpB.
- Vipervine: Enemies that start their turn within 5 yards of this Botanic must Save or be Slowed (Save ends). If already Slowed, they become Immobilized (Save ends).
Earthen Wall
Action - 1 Focus
A stone wall arises from the ground. You have (Power +3) 1 x 1 yard blocks with which to build this structure. Blocks must fill contiguous unoccupied spaces connected to the ground.
Action - 1 Focus
A stone wall arises from the ground. You have (Power +3) 1 x 1 yard blocks with which to build this structure. Blocks must fill contiguous unoccupied spaces connected to the ground.
- Rank 2: You have an additional (Power +3) blocks to build with.
- Rank 3: Instead of a stone wall, you may create a wall of thorny brambles. It still functions as a stone wall would, but enemies who start their turn on or adjacent to the wall must Save or take (Power) damage.
- Rank 4: The blocks of your wall do not need to be connected to one another, but still must be connected to the ground in some way.
- Rank 5: You may build your structure in occupied spaces (the space's occupant may Save, moving 1 yard away from the wall if successful).
Elemental Scourge
Action - 1 Focus
Make a Focal weapon attack. If you hit, the target gains Vulnerability equal to your Power (Save ends).
Action - 1 Focus
Make a Focal weapon attack. If you hit, the target gains Vulnerability equal to your Power (Save ends).
- Rank 2: Multiple instances of Vulnerable from Elemental Scourge may stack with one another for a cumulative effect.
- Rank 3: If you hit with Elemental Scourge, you may slide the target (Power) yards in any direction.
- Rank 4: Enemies next to the target must Save or gain Vulnerable (1) from Elemental Scourge.
- Rank 5: A Save does not end the effects of Elemental Scourge; its effects only end once the Scene ends or the target is reduced to 0 HP.
Nature's Touch
Action - 1 Focus
An ally within 10 yards of you may spend 1 Stamina to recover (Power)d6 HP now and (Power)d6 HP at the start of your next turn.
Action - 1 Focus
An ally within 10 yards of you may spend 1 Stamina to recover (Power)d6 HP now and (Power)d6 HP at the start of your next turn.
- Rank 2: Once the target of Nature's Touch is at full HP, any extra healing from Nature's Touch becomes Temporary HP.
- Rank 3: You may use Nature's Touch as a Minor Action.
- Rank 4: The target recovers an additional (Power)d6 HP at the start of their next turn.
- Rank 5: The target of Nature's Touch gains Regen equal to your Power. This effect lasts until they take damage.
Stinging Swarm
Action - 1 Focus
Summon a swarm of stinging insects to fill a 3 x 3 yard zone centered on a space within 10 yards of you. You can use a Minor Action during your turn to move the swarm up to (Speed) yards. Enemies within the swarm provide Advantage to attackers. The swarm dissipates if there are no enemies within it when your turn ends.
Action - 1 Focus
Summon a swarm of stinging insects to fill a 3 x 3 yard zone centered on a space within 10 yards of you. You can use a Minor Action during your turn to move the swarm up to (Speed) yards. Enemies within the swarm provide Advantage to attackers. The swarm dissipates if there are no enemies within it when your turn ends.
- Rank 2: Foes that end their turn in the swarm take (Power) damage.
- Rank 3: You may spend 1 Focus to keep the swarm active when it would otherwise dissipate.
- Rank 4: Increase the size of the swarm to fill a 5 x 5 yard zone.
- Rank 5: Foes starting their turn in the swarm are Slowed (Save ends).
Druid Perks
Earthen Bond
When you start your turn on natural terrain (such as grass, dirt, up a tree, etc.), gain (Power) Temporary HP.
When you start your turn on natural terrain (such as grass, dirt, up a tree, etc.), gain (Power) Temporary HP.
Force of Nature
Pick another land for your Wildshape. You gain a bonus based on the animal shapes you take. You can only have one of these bonuses at a time:
- While in the shape of a large, powerful animal, increase your total HP by (Level + Power)
- While in the shape of a cunning, swift animal, gain an additional Action during your turn
- While in the shape of a fierce, predatory beast, gain +2 to Combat
Pick another land for your Wildshape. You gain a bonus based on the animal shapes you take. You can only have one of these bonuses at a time:
- While in the shape of a large, powerful animal, increase your total HP by (Level + Power)
- While in the shape of a cunning, swift animal, gain an additional Action during your turn
- While in the shape of a fierce, predatory beast, gain +2 to Combat
Horns, Scales, and Claws
Permanently gain an animal feature like horns, claws, fur, or natural armor and a permanent +1 to Brawn, Heart, Intellect, or Skill as decided by the GM based on your selection.
Permanently gain an animal feature like horns, claws, fur, or natural armor and a permanent +1 to Brawn, Heart, Intellect, or Skill as decided by the GM based on your selection.
Nature's Guardian
Gain Proficiency with General Armor and Shields. While equipped with a Shield, your weapon attacks Fixate the target on you until your next turn starts. When an enemy that is Fixated on you voluntarily leaves a space adjacent to you or makes an attack that doesn't include you as a target, you may make a weapon attack against them as an Interrupt.
Gain Proficiency with General Armor and Shields. While equipped with a Shield, your weapon attacks Fixate the target on you until your next turn starts. When an enemy that is Fixated on you voluntarily leaves a space adjacent to you or makes an attack that doesn't include you as a target, you may make a weapon attack against them as an Interrupt.
One With the Wild
After a rest in natural terrain, recover 1d6 Focus.
After a rest in natural terrain, recover 1d6 Focus.
Shapeshifter
Pick another land for your Wildshape. You can take the following forms using Wildshape:
Pick another land for your Wildshape. You can take the following forms using Wildshape:
- Chimera Form: Fuse the shapes of two different animals together and gain a combination of their strengths and weaknesses.
- Swarm Form: take the form of a swarm of insects or vermin. Foes you hit in this form grant Advantage to their next attacker and you take half damage from non-area attacks while in this form.
- Tree Form: Take the form of a sentient, mobile tree. In this form, hitting with a Focal attack heals an ally within 10 yards for (Power) HP.
Rituals
Kindred Spirit
Spend some time in concentration, asking nature for aid. An animal native to the environment will appear within an hour to offer assistance. Choose two of the follower:
- The animal is perfectly suited for the task you have in mind
- The animal is docile and completely obedient to you and your allies
- The animal appears almost as soon as you begin this Ritual
Spend some time in concentration, asking nature for aid. An animal native to the environment will appear within an hour to offer assistance. Choose two of the follower:
- The animal is perfectly suited for the task you have in mind
- The animal is docile and completely obedient to you and your allies
- The animal appears almost as soon as you begin this Ritual
Nature's Bounty
Spend an hour communing with nature and asking for provision. Food and shelter appropriate to the environment you are in present themselves afterwards, enough to provide for up to ten individuals for one Full Rest.
Spend an hour communing with nature and asking for provision. Food and shelter appropriate to the environment you are in present themselves afterwards, enough to provide for up to ten individuals for one Full Rest.
See Through Another's Eyes
Lock eyes with an animal and spend 10 minutes staring deeply into its gaze. You pass out as your consciousness transfers into the creature as you gain control of it, seeing and experiencing everything that it does for up to 1 hour. You may voluntarily return to your body at any time, awakening from your stupor (this happens automatically if the creature dies or time runs out).
Lock eyes with an animal and spend 10 minutes staring deeply into its gaze. You pass out as your consciousness transfers into the creature as you gain control of it, seeing and experiencing everything that it does for up to 1 hour. You may voluntarily return to your body at any time, awakening from your stupor (this happens automatically if the creature dies or time runs out).
Seed to Stem
A seed you plant in the ground grows into a fully mature plant as you chant and gesture over it. This can take up to an hour depending on the size and complexity of the plant (a great redwood tree will take longer to grow than a daisy, for example). The seed does not need water, nutrients, or viable soil to grow (though it will need them if it is to survive for long); it merely needs to be planted in the ground and grown by this Ritual.
A seed you plant in the ground grows into a fully mature plant as you chant and gesture over it. This can take up to an hour depending on the size and complexity of the plant (a great redwood tree will take longer to grow than a daisy, for example). The seed does not need water, nutrients, or viable soil to grow (though it will need them if it is to survive for long); it merely needs to be planted in the ground and grown by this Ritual.
Speak to Animals
You speak the language of animals and can understand the barks, chirps, and mewlings of beasts as audible language. Likewise, these creatures can understand your speech as their own, allowing you to converse with them as easily as any other mortal.
You speak the language of animals and can understand the barks, chirps, and mewlings of beasts as audible language. Likewise, these creatures can understand your speech as their own, allowing you to converse with them as easily as any other mortal.
Speak to Nature
Where others hear the rustling of trees and the babbling of brooks, you hear language and can communicate with nature in conversation. Nature is very literal and simple-minded with basic personalities (rocks are stubborn, waters are fickle, etc.). In any case, you are able to converse with stones, plants, and natural features as easily as you can with other mortals.
Where others hear the rustling of trees and the babbling of brooks, you hear language and can communicate with nature in conversation. Nature is very literal and simple-minded with basic personalities (rocks are stubborn, waters are fickle, etc.). In any case, you are able to converse with stones, plants, and natural features as easily as you can with other mortals.
Weather Wyrde
Tell the GM what you'd like the weather to be like. The GM will tell you the Difficulty of this Ritual depending on current conditions (max 5). Spend up to one hour outdoors speaking to the skies. Afterwards, make a Feat with +1d6 for every 15 minutes spent on this Ritual. Even if you don't meet the Difficulty, the weather will be moved towards your desired conditions an appropriate amount based on how many Bumps you rolled.
Tell the GM what you'd like the weather to be like. The GM will tell you the Difficulty of this Ritual depending on current conditions (max 5). Spend up to one hour outdoors speaking to the skies. Afterwards, make a Feat with +1d6 for every 15 minutes spent on this Ritual. Even if you don't meet the Difficulty, the weather will be moved towards your desired conditions an appropriate amount based on how many Bumps you rolled.
Whisper on the Winds
Spend 10 minutes of concentration speaking to the winds. Offer them a message and they will carry it to its intended target the next time they are somewhere the winds can reach them. This Ritual will only work if you are somewhere the winds can reach you and on the same world as the intended recipient.
Spend 10 minutes of concentration speaking to the winds. Offer them a message and they will carry it to its intended target the next time they are somewhere the winds can reach them. This Ritual will only work if you are somewhere the winds can reach you and on the same world as the intended recipient.