Druid

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Subclass

Must be level 3. You may pick one of the following classes:

Prerequisites:

Magically-Touched

  • You can not pick a starting spell you get the Intial Traits/Abilities instead
  • You gain both the following Magic Categories but you cannot pick any more
    • Transfiguration
    • Nature

AND

+1 Base Trait of your choosing

Initial Traits:

Beastspeaker

You can speak to and understand animals just as though you were talking to a person. This form of communication is primitive and very simplistic.

Initial Abilities:

Thorns (Ranged Attack)

Level: 1

Cost: 1 MP

Magic Category: Nature

Damage: 2 damage

Mental Attack Test and spend 1 MP. If you meet or exceed your targets AC, You hit a target with thorns dealing 2 damage.

Traits:

Commune with Nature

You can somehow speak to and understand plants. They can only give you simple thoughts or feelings. And this only works on trees or plants that have lived at least 20 years. grass does not speak for example because it dies every winter. If you have Beastspeaker, you now test with +1 ADV.

Nature's Rest

When a creature completes a REST combat Action while within your near range, they regain 1 HP.

Abilities:

Vines

Level: 2

DL: 2

Cost: 1 MP

Magic Category: Nature

Duration: 1 turn

Duration Cost: 1 MP

Damage: 1

Area of Effect: 1 square

Reaction Effect: Ensnared

Roll a Mental Attack Test all in your target 1 cubic grid, normally 1 target with a Physical AL equal to or lower than you roll become ensared in vines. The targets must use 1 turn to get out of the vines and take 1 damage. This does not work on flying creatures.

Grant-Life Force

Level: 1

DL: 1

Cost: 1 MP

If successful, the target gains two additional actions this turn. After these two actions, you lose 2 Hit Points.

Heal Nature

Level: 1

DL: 1

Cost: 1 MP

Magic Category: Nature

Heal: 4 HP

Your target, which can be a plant or animal, heals 4 HP. If your target is a plant it can grow up 1.5 times its adult size.

Shape Shifter 1

Level: 1

DL: 1

Cost: 1 MP

Magic Category: Nature

Duration: Until Dismissed

Make a Wild form like you would an animal-companion, but see Wild Form for caveats. You then can transform into this form by making a Mental Test at a DL of 2 and spending 1MP. You can spend 1 action on your turn to shift back and forth between your True Form and your Wild Form without redoing a test but still spend 1 MP per change

Shape Shifter 2

Must first have Shape Shifter 1 Make a new Wild form using animal-companion. You can now use both wild forms, if you want to switch from your first form into your second form you must spend 1 action and 1 MP, no need to switch back to your True Form. If this is your first time using your second form in this combat session you must make a Mental Test at a DL of 2.

Nature's Veil

Level: 3

DL: 3

Cost: 2 MP

Magic Category: Nature

Duration: Concentration

Duration Cost: 1 MP

Damage: See below

Area of Effect: 15ft/3 square radius circle

Reaction Effect: See below

Must first have a (3) Mental AL. On success you control the weather within your near range. Though the effects DO NOT count agianst you, if an ally is within this range they WILL also suffer the effects. The area doesn’t move with you. Choose 1 of the following:

  • Clear: Must be outside to use. The area becomes subtly illuminated by sunlight or moonlight (your choice) and any naturally occurring effects (such as rain and fog) in the area disappear. You and your allies have ADV on Awareness Checks to see things within the area.
  • Blizzard: Must be outside to use. The area becomes saturated with a Blizzard. Each turn someone is within this area they take 2 cold damage
  • Lightning Storm: Must be outside to use. Summon a lightning storm. Each turn someone is within this area, they must make a save test. They suffer 3 lightning damage if they fail.
  • Earthquack: Each turn someone is within the area they are Staggered and also roll a save test, if they fail, they become Knocked Down
  • Obscure: The area becomes obscured with light fog, dust, smoke, or another naturally occurring effect. Everything in the area becomes Partially Concealed. Creatures within 1 Space of each other can see each other normally.
  • Windy: The area becomes buffeted by winds. Ranged Attacks that target within the area have +1 DIS and all fires within the area that aren’t fueled by magic become extinguished.
  • Fire Storm: You CAN NOT create fire, but if there is already a fire near by, ie a torch, you can make the fire grow up to the fires near range. Each turn someone is within this area, they suffer 2 fire damage.

Wild Form:

Duration

Each Wild Form remains available for a number of hours equal to your Mental AL or until its Wild Form HP is reduced to 0.

Equipment

Your equipment falls to the ground or merges into your Wild Form (your choice for each item). You gain the benefits of Magic Items merged with your Wild Form, but you can’t activate them or spend their charges

Wild Form HP

Your HP is separate from your Wild Form HP and if you hit 0 HP in your wild form, you turn back into your true form and can't use that form until you take a long rest.

You gain a secondary pool of Wild Form Health Points, which is dependent on your wild form's animal-companion's type, see Wild Form HP Table. Notice this is not the same HP for an Animal Companion.

While in your wild form, damage and healing effects target your Wild Form HP before your True Form HP, and any excess damage or healing carries over to your True Form HP.

While in your True Form, damage effects target only your True Form HP if your reach zero you die. Healing effects target your True Form HP before your Wild Form HP, and any excess healing carries over to your Wild Form HP unless your Wild Form is at 0 HP in that case you must take a long rest before you can use that Form again.

When you transform from your True Form into your Wild Form, you gain the Wild Form’s current Wild Form HP, retaining any HP losses.

Wild Form HP Table

Animal TypeHP
Small2
Medium3
Large4

Identity

You maintain your personality, intellect, and ability to speak.

Natural Weapon:

You use unarmed strikes with claws or teeth (your choice depending on animal). Make Attack Tests as normal without Weapon Skill Advantages.

Traits & Abilities

You don’t benefit from Traits, except Druid Class Traits. Additionally, you can’t cast Spells or perform Abilities.


Classes