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Druid Character Class

Druids specialize in nature-based magic and abilities.

 

Martial training: Choose one ability off the fighter martial training list. You are considered an expert when you use this ability.

 

Druid training: You have nature based magic and abilities. Choose three areas of expertise off the following list, you are considered an expert when doing these abilities. You can attempt other abilities from the list, but are not considered an expert while doing them. Magical abilities have the limitation that they require you to maintain a connection to nature in the form of a symbol of power, a sacred plant, or a special item (you choose what this is and you own one). In order to cast your nature magic as an expert you must touch or present this symbol or item. These abilities are used by rolling mind unless otherwise stated.

  • Healing and restoration: You can create magical healing effects. Possibilities include mending wounds, curing poisons, removing curses, and healing those diseases which can be healed by magic.
  • Harm and affliction: You can create magical harms affects. This is the opposite of healing. Possibilities include causing wounds, poisoning, inflicting curses, and infecting others with disease.
  • Fire: You can create magical effects with fire and light. Possibilities include magical illumination, dazzling lights, walls of fire, fire balls, fire breath, flaming weapons, fire sensing, fire resistance, putting out fires, and creating darkness.
  • Water: You can create magical effects with water and cold. Possibilities include waves, walls of ice, geysers, cones of cold (blasts of cold that are cone shaped), frost weapons, water sensing, cold resistance, and drying out water.
  • Air: You can create magical effects with air and flight. Possibilities include wind cushions (cushioning someone’s fall so they are not harmed), wind walls, flight, amplifying sound, areas of silence, gusts of wind, vortexes (mini-tornados), and purifying air.
  • Earth: You can create magical effects with earth and stone. Possibilities include moving earth, turning stone to mud, turning mud to stone, creating stone walls, making holes in stone walls, stone fists, and mineral sensing.
  • Animals: You can connect with animals and take on their abilities. Possibilities for connecting with animals include calming animals, speaking with animals, and summoning animals to your aid. Possibilities for taking on animal abilities include eagle eyes, bioluminescence, gills, wings, creating giant webs, climbing like a spider, and transforming into an animal.
  • Plants: You can connect with plants and magically manipulate them. Possibilities include speaking with plants, coating an area with a plant product such as an oil or poison, causing plants to become bioluminescent, causing plants to grow, making plants entangle nearby people, animating plants, harming plants, commanding plant creatures, and creating a wall of thorns.
  • Weather: You can create magical effects with weather and lightning. Possibilities include clouds of fog, sleet storms, sand storms, controlling the path of lightning strikes, lightning bolts, shock weapons, weather sensing, and electricity resistance.
  • Shapeshifting: You can transform one type of creature into another. Possibilities include transforming yourself and others into animals, other races, magical creatures, or even elementals (creatures made of a pure element like fire, air, earth, or water).
  • Nature’s domain: Choose a nature-associated magical ability off of the mage arcane training list or the cleric divine magic list. Note that this is a broad definition of nature-associated (for example, mind control can be considered part of nature because brains are created by nature). This magic is cast in the same way as your other nature magic.
  • Natural skill: You have extensive skill and knowledge about the wilderness. Three times a day you are considered prepared when you use the animal handling, nature knowledge, riding, and survival skills, or when you use the acrobatics, athletics, climbing, flying, perception, stealth, or swimming skills in a wilderness setting. Skills are rolled with mind or body as designated in the skill list.
  • In tune with nature: You have a deep connection to the natural world. You are an expert at perceiving subtle disturbances in natural environments (roll with mind), moving through nature with ease (even challenging, hazardous, or overgrown areas such briar patches, roll with body), and moving without a trace (you leave no tracks for others to follow, roll with body). When in a familiar natural terrain you are considered an expert at acrobatics, athletics, and stealth.
  • Commune with nature: You can magically connect with nature to gain knowledge. Possibilities include speaking with nature itself, learning details about the terrain around you, finding creatures and objects in the terrain around you (such as a hidden cave, a specific plant, a kind of animal, a mineral, or an intruder), and learning about past events that have left their mark on a natural area. You are most likely to gain clear, useful information when the information you seek involves things that are part of nature or that have significantly impacted it.
  • Animal companion: You have formed a close bond with an animal. This can be a domesticated animal like camels, dogs, goats, and horses, or wild animals like badgers, bears, boars, crocodiles, dolphins, hawks, leopards, lions, otters, owls, large snakes, sharks, and wolves. At the discretion of the game master fantastical animals like dinosaurs or magical beasts can also be options. This animal is loyal to you and accompanies you on your adventures. It is as intelligent as a dog. Within the limits of what its body can physically do, it is capable of doing the kinds tasks that a dog can be trained to do, such as attacking, guarding, tracking, searching, working (herding or pulling), retrieving, and performing. If your animal companion is larger than your character, you can ride it. You have all of the equipment needed to care for your animal companion (including a saddle if applicable). When selecting this ability choose whether you want to direct your animal companion with body or mind. Your companion will follow your instructions to the best of its ability.
  • Familiar: You have formed a magical bond with a small animal, such as a bat, cat, eel, hawk, lizard, monkey, owl, rat, raven, snake, toad, or weasel. At the discretion of the game master fantastical creatures like pixies or imps might also be options. You magical bond allows you to speak with your familiar, direct your magic through it, and perceive through its senses (while you do this you become unaware of your physical surroundings). When selecting this ability choose whether you want to direct your familiar with body or mind. Your familiar will follow your instructions to the best of its ability.
  • Skillful: Choose two additional skills off the skills list.
  • Arcane training: Choose a magical ability off of the mage arcane training list. In order to use this magic you must also choose a magical limitation. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Martial training: Choose a physical ability off the fighter martial training list. This ability is used by rolling body (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Performer: Choose an ability off the bardic training list. If you choose magical performance, you also gain the bardic performance ability (including the accompanying items) with the exception that you do not gain the performance skill. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Divine magic: Choose a magical ability off of the cleric divine magic list. To use this magic you must choose a deity and you cast spells with your holy symbol as clerics do. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Disreputable: Choose an ability off the rogue training list. This ability is used by rolling body (unless otherwise stated in the ability). You may take this ability twice if you desire.

 

Druid skills: All druids have the nature knowledge skill. In addition, choose either survival or animal handling. These two skills are in addition to the skills you choose in step six of character creation.

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