Class - Druid
Druid | |
---|---|
Requirements | |
Minimum Stats Required: | 20 Wisdom |
Base Info | |
Armortypes: | Cloth / Leather |
Weapontypes: | Staff, Catalyst |
Ressource: | Mana,
Primal Essence |
Additional Skills: | Magic, Nature |
The Druid is a hybrid spellcasting class that focuses on the forces of nature.
General Info
Primal Essence
It's the main resource of the druid, representing his connection to nature. The Druid requires primal essence to fuel his core abilities, mainly, but not limited to, his Wild Shapes. It's a very limited resource that regenerates back to full during every full eight-hour rest.
Mana
A druid starts with 0 maximum Mana from level 1 but increases his maximum mana every few levels. Every four hours of rest, he can roll a mana dice to restore some of his mana. Casting spells cost mana based on their grade, meaning a grade 1 spell will cost 1 point of mana, while a grade 4 spell will cost 4 mana, for example.
The amount of available mana can be further increased by items carried by the druid or by his choice of magic focus.
Spellcasting
Main article: Spellcasting
In order to cast spells, the druid may require the use of a magic focus, which can be a staff or a catalyst. Spells that require this will be marked with a 'F' (Focus) in their requirements.
Many spells also require a spoken phrase in order to be cast, which will be marked as a 'V' (Vocal) requirement. Additionally, higher-grade spells are only available at a higher class level, and he can only cast spells from the Druidic Spell List.
Druidic Abilities
Name | Cost | Description | Action | Level |
---|---|---|---|---|
Wild Shape | Varying PE | Turns you into an animal of your choice for up to one hour. You gain the Abilities and Body Stats of the creature you're shaped into and can communicate with animals of the same species as you, as well as magically continue to speak common. The animal you can turn into is limited by the maximum Beast Grade of the druid. The equipment the druid is currently wearing disappears into thin air for the time of transformation and will manifest again when the druid returns to its normal form.
The amount of Primal Essence required to transform is equal to the Grade of the Beast you are transforming into (rounded up, and at least 1). While you can transform into flying creatures at any point, the ability to actually fly with them requires the druid to be at least level 9. When your hitpoints drop to zero while in Wild Shape, you will return to your normal form. Any Overflow Damage will be subtracted from your normal hitpoints. While transformed, you can not cast spells, as you lack the focus and voice to do so. However, you can still use Druidic Abilities. Cancelling the Wild Shape at any point requires one Action. |
Action | 1 |
Primal Commune | Mana | Focusing your mind on the nature around you, you can exchange three mana for one Primal Essence. This ability takes one minute to perform, requires full concentration, and can not be performed within cities, towns, or other man-made structures. | 1 Minute | 2 |
Druidic Voice | 1 PE | You start speaking a language of nature, causing animals and plants you talk to to calm down and listen to you. Only calms them down if they are not yet in active combat with you. This effect lasts for 10 Minutes and you can roll any Charisma check twice when talking to animals or plants and choose the better result. | Action | 4 |
Nature's Aid | 1 PE | Restore your hitpoints by an amount equal to three of your mana dice. You can roll a total of six dice and choose three of them of your choice. | Action | 11 |
Nature's Spirits | 1 PE | Allows you to turn yourself and up to four willing allies into area specific spirits.
They have one hitpoint with a DV of 21 (Dodging stance), and when they die will return to their normal form. Any overflow damage from the killing hit will be nullified. The transformation will last up to two hours everyone can cancel his own transformation at any time. |
Action | 16 |
Spirit's Aid | 2 PE | Call forth the local spirits to aid your cause. Heals all allies for five of your mana dice. You can roll a total of 8 dice and choose five of them. The range of this spell is 100 meter. Any creature of necrotic nature will also take an equal amount of damage. | Action | 19 |
Leveling
As the druid increases in levels, he will become more in tune with nature and can use it more to his favor.
Level | Features | Max
Mana |
Max
Primal |
Mana
Dice |
Max
Grade |
Max
Beast Grade |
---|---|---|---|---|---|---|
1 | Wild Shape, Druidic Spells | 0 | 2 | 1d4 | 1 | 1 |
2 | Primal Commune | 0 | 2 | 1d4 | 1 | 1 |
3 | Druidic Subclass | 0 | 2 | 1d4 | 1 | 1 |
4 | Druidic Voice | 2 | 2 | 1d4 | 2 | 1 |
5 | --- | 2 | 3 | 1d4 | 2 | 2 |
6 | Wild Strikes | 2 | 3 | 1d4 | 2 | 2 |
7 | Subclass Feature 2 | 2 | 3 | 1d4 | 2 | 2 |
8 | Wild Constitution | 2 | 3 | 1d4 | 2 | 2 |
9 | Flying Wild Shape | 2 | 3 | 1d6 | 2 | 2 |
10 | --- | 5 | 4 | 1d6 | 3 | 3 |
11 | Nature's Aid | 5 | 4 | 1d6 | 3 | 3 |
12 | Savage Strikes | 5 | 4 | 1d6 | 3 | 3 |
13 | Subclass Feature 3 | 5 | 4 | 1d6 | 3 | 3 |
14 | Nature's Call | 5 | 4 | 1d6 | 3 | 3 |
15 | --- | 8 | 5 | 1d6 | 3 | 4 |
16 | Nature's Spirits | 8 | 5 | 1d8 | 3 | 4 |
17 | Subclass Feature 4 | 8 | 5 | 1d8 | 4 | 4 |
18 | Primal Strikes | 8 | 5 | 1d8 | 4 | 4 |
19 | Spirit's Aid | 8 | 5 | 1d8 | 4 | 4 |
20 | Nature's Bindings | 10 | 6 | 1d8 | 4 | 5 |
21 | Subclass of Life / Decay | 11 | 6 | 1d10 | 4 | 5 |
22 | Second Subclass Feature 2 | 12 | 6 | 1d10 | 5 | 5 |
23 | Second Subclass Feature 3 | 13 | 6 | 1d10 | 5 | 5 |
24 | Second Subclass Feature 4 | 14 | 6 | 1d10 | 5 | 5 |
25 | Second Nature | 15 | 8 | 1d10 | 5 | 6 |
Class Features
Feature | Description |
---|---|
Druidic Spells | The wizard becomes skilled in the use of Druidic Magic |
Wild Strikes | While in Wild Shape, gain one extra Attack-Action per turn. |
Wild Constitution | Your Wild Shape's hitpoints will be increased by 50% of your current normal hitpoints (rounded up). |
Flying Wild Shape | Allows you to fly while transformed into a Wild Shape with flying capabilities |
Nature's Call | While within a natural space (for example in a forest or the general wilderness), whenever you can regenerate mana, you can roll the mana dice twice and choose the better result. If both rolls show the max possible number, you restore an additional five mana. |
Savage Strikes | While in Wild Shape, gain a total of two extra Attack-Actions per turn. |
Primal Strikes | While in Wild Shape, gain a total of three extra Attack-Actions per turn. |
Nature's Bindings | The druid can no longer improve his class level unless he has at least 50 Wisdom and has completed at least one heroic feat that is recognized by the Druids of the Circle of Life or the Circle of Decay. Fullfilling both requirements will grant the druid the title "Archdruid" |
Subclass of Life / Decay | You can select a second subclass. It must be either the Circle of Life or the Circle of Decay, depending on which druids circle granted you the title of Archdruid. |
Second Nature | Wild Shape has become a second nature to you. Wild Shapes duration is no longer limited. |
Subclasses
Circle of the Wild
Druids of the Wild are focusing on mastering control of their animalistic side.
Feature # | Trait | Description |
---|---|---|
1 | Savagery | Permanently increases your maximum Beast Grade by 1. |
2 | Nature Tuning | Primal Commune's exchange rate is reduced from three to two mana per Primal Essence. |
3 | Advanced Nature Tuning | Wild Shape costs one less Primal Essence. This does mean that you can turn into Animals of Beast Grade 1 and below for free. |
4 | Savage Recycling | Cancelling your Wild Shape out of your own will outside of combat will restore 50% of the Primal Essence spent to transform (rounded down) |
Circle of the Stars
Druids of the Stars call forth to the nature of the stars.
Feature # | Trait | Description |
---|---|---|
1 | Starcalling | Call forth the power of the stars and infuse your physical attacks with a random Damage Type. A star that has been called can be specifically called again to gain the same type of infusion. You can remember up to three stars.
Starcalling requires an Action, costs one Primal Essence and lasts for 1 minute. The Damage infusion will be decided by a d12 or by choosing one of your remembered stars.
Any physical damage dealt while Starcalling is active will be converted to the infused damage type. This Damage infusion will carry over to your Wild Shapes. |
2 | Stargazing | Calls to the stars to enhance any damage you deal of a random Damage Type by an amount equal to your mana dice. A star that has been called can be specifically called again to gain the same type of infusion. You can remember up to three stars.
Stargazing requires an Action, costs one Primal Essence and lasts for 1 minute. The Damage Type enhanced will be decided by a d12 or by choosing one of your remembered stars.
This Damage enhancement will carry over to your Wild Shapes. |
3 | Starform | Allows you to cast your Wild Shape in a special way, causing your animalform to appear as a starry sky constellation. While in this form, you can continue casting spells with your body as the focus. The Voice requirement of spells is no longer needed in this form. |
4 | Shooting Star | Spend 1 PE and an Action to call down the power of a Star in your memory. Deal 2d20 of Damage Type of the star to a target within 20 meter. You can roll a total of 4 d20 and choose any two to determine the damage. This damage can not be avoided. A star called in this way can no longer be used for Stargazing, Starcalling or Shooting Star casts, however, a star with the same element can be found again. |
Circle of the Sun
Sun druids have put more focus in the usage of mana and see their natural abilities more as a tool rather than a gift.
Feature # | Trait | Description |
---|---|---|
1 | Solar Power | While in the sun, passively restore 1 mana per hour. (Short trips inside buildings can be ignored for this effect) |
2 | Mana Management | You Mana dice become more potent. d4s become d8s, d6 become d10s, d8s become d12s and d10s become d20s |
3 | Solar Battery | Once per day, you can use an Action to instantly restore one mana dice worth of mana. |
4 | Serotonine Mana Conversion | At the end of combat, automatically restore one mana dice worth of mana. |
Circle of the Moon
Moon druids have put their whole dedication towards becoming even more in tune with nature by binding their powers to Lunara's Moon.
Feature # | Trait | Description |
---|---|---|
1 | Primal Moon | Depending on the rough Moon Phase, increase your maximum Primal Essence.
The amount gained is dependent on the time you took the full rest, and will be applied until you take your next full rest. |
2 | Moon Beam | Unlocks a variety of the Solar Beam that deals Lunar Damage instead of Solar Damage. Can also alternatively be casted for one Primal Essence instead of Mana. |
3 | Lunar Essence | The first Moonlight of the night that touches your skin will instantly restore 4 Primal Essence. |
4 | Moon Guidance | Once per Full Moon, you can pray to Lunara to guide you towards your desires. This can be treasure, a person you are seeking, Directions towards a town, a rare creature or anything else in that range. Moonlight will form a guiding path of light on the ground, guiding you towards your goal. When the sun rises the path will dissappear.
Using this ability costs 6 Primal Essence and takes 10 Minutes of meditating to activate. |
Shaman
The Shaman has a very distinct connection to nature. Instead of relying on the Strength of Animals, he instead wields the power of the Elements as his Weapon of choice.
Feature # | Trait | Description |
---|---|---|
1 | Shamanism | Your Wild Shape Ability becomes "Infusion", which will instead infuse one of your Weapons with an Nature Element of your choice. An infused Weapon will deal an additional [Current Max Beast Grade] * d6 of that Elements Damage on hit. This Infusion will last for 10 Minutes. |
2 | Natural Resistance | Gain Resistance to one Nature Element of your choice, you can change the Element after every full rest. |
3 | Elemental Rush | You can use your Preparation to spend one Primal Essence to completely negate one Instance of Nature Damage. Your next successfull attack with your Infused Weapon will additionally deal half of the negated Damage as the Damage Type of your current Infusion. |
4 | Shared Knowledge | You can now also choose to infuse a Weapon that is not wielded by you (for example your allie's), however the damage bonus and duration will be halved. You must touch the Weapon to infuse it. |
Circle of Life
Druids that commune with the nature of life itself. This is a special subclass that can only be selected at level 21.
Feature # | Trait | Description |
---|---|---|
1 | Call of Life | Once a week, you can touch a dead or fainted ally during combat as an Action to instantly revive them with full hitpoints. |
2 | Rebirth | Once a week, you can use an Action to instantly restore your Primal Essences back to maximum. |
3 | Elemental Shape | Your Wild Shape (or Shamanism) now also allows you to turn into Elemental Creatures, however the cost will be increased by 2 Primal Essences. |
4 | Enhanced Call of Life | "Call of Life" will now also restore the target resources to any amount they desire, but never beyond their maximum. |
Circle of Decay
Druids that commune with the nature of death itself. This is a special subclass that can only be selected at level 21.
Feature # | Trait | Description |
---|---|---|
1 | Rotten Wild Shape | Your Wild Shape now has an alternative version, allowing you to turn into undead version of each animal. Their attacks will deal additional necrotic damage of 1d4 per hit.
Infusion can now also be used to infuse necrotic Damage. |
2 | Necrotic Aura | Enemies within your melee range automatically take 1d8 necrotic Damage when their turn begins or when they move into your range during their turn. |
3 | Rotten Remains | When your Rotten Wild Shape ends, the creature you have been turned into will instead be left behind as an undead summon. If your Wild Shape ends due to your hitpoints reaching zero, the creature will remain with half of his maximum hitpoints. It will automatically disappear after one hour of being created.
Necrotic Damage dealt by your Infusion now summons a necrotic Elemental with half of the damage dealt as hitpoints. |
4 | Necrotic Phylactery | While your undead summon from "Rotten Remains" is alive and within 100m of you, your hitpoints cannot be reduced below 1. |