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Druid Character Class

Druids specialize in nature-based magic and abilities.

 

Druid training: You have nature-based magic and abilities. Choose four areas of expertise off the following list; you are considered an expert when using these abilities. 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 diseases that can be healed by magic.
  • Harm and affliction: You can cause magical harm. 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, fireballs, 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 up 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-tornadoes), 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, sandstorms, 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 the mage arcane training list or the cleric divine magic list. Note that the definition of nature-associated things is broad: 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, or 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 on 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 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 a camel, dog, goat, or horse, or a wild animal like a badger, bear, boar, crocodile, dolphin, hawk, leopard, lion, otter, owl, snake, shark, or wolf. 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 of 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. Your 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.
  • Melee weapons: You are familiar with the common melee weapons of your cultural region. Example melee weapons from a European human cultural region would be swords, spears, axes, maces, flails, and daggers. You own two of these weapons and are considered an expert when using them to fight. You may take this skill again to be familiar with the melee weapons of a different cultural region. These skills are rolled with body. The limitation is that you need to be holding one of these weapons to use this ability.
  • Ranged weapons: You are familiar with the common ranged weapons of your cultural region. Example ranged weapons from a European human cultural region are bows, crossbows, and throwing daggers. You own one of these weapons (with appropriate ammunition) and are considered an expert when using it to fight. You may take this skill again to be familiar with the ranged weapons of a different cultural region. The limitation is that you need to be holding one of these weapons to use this ability. In addition, bows require two hands to use and crossbows require two hands to reload.
  • Specialized weapon: You are familiar with the use of a single unusual weapon that has a special advantage. Choose the weapon and its advantage. Examples include strange fantasy weapons like double-ended swords (advantage: can attack with both ends as if attacking with two weapons), less common regional weapons like slings (advantage: a ranged weapon that can be used while holding a shield) and bullwhips (advantage: a weapon that can also be used as a tool to grab onto nearby items and people), and fantasy versions of modern weapons like guns (advantage: multiple shots before reloading). You own one of these weapons (along with any applicable ammunition) and are considered an expert when using it to fight. The limitation is that you need to be holding one of these weapons to use this ability.
  • Unarmed combat: You are an expert at one school of unarmed combat. Fighting techniques may include punching, kicking, head butts, elbow jabs, and other related actions. The limitation is that unarmed combat is only effective against unarmored areas of your opponent (this means that you need to seek out vulnerabilities in well-armored opponents).
  • Specialty: Choose one specific effect that is part of an ability that your character already has. Your character is particularly good at that effect and is considered always prepared when using this specialty. For example, a character skilled at transportation magic, could be particularly good at casting flying spells, or a character who has derring-do might be particularly good at leaping. This specialty should be significantly more specific than the ability it is based on.
  • Physical intuition: Your character has an intuitive, physical understanding of something that is normally a mental task. Choose one mind based skill or ability; your character can now use this skill or ability by rolling body.
  • Special technique: Your character knows a special technique that makes it easier for them to do a specific physical task. Choose one body based skill or ability. Your character can now use this skill or ability by rolling mind.
  • Skillful: Choose two additional skills off the skills list.
  • Arcane training: Choose a magical ability off 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, and are required to choose performance as one of your skills. 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 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.

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