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DruidCore

Becoming a druid is more than an occupation; it’s a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself.

Domains

Sage
Arcana

Hit Points

6

Evasion

10

Features

Evolution

Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.

Beastform

Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.

Wildtouch

You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.

Subclasses

Warden of Renewal

Druid
Warden of Renewal
Foundation
Spellcast: Instinct
Clarity of Nature:

Once per long rest, you can create a space of natural serenity within Close range. When you spend a few minutes resting within the space, clear Stress equal to your Instinct, distributed as you choose between you and your allies.

Regeneration:

Touch a creature and spend 3 Hope . That creature clears 1d4 Hit Points.

Ilya Royz
Core
Druid
Warden of Renewal
Specialization
Regenerative Reach:

You can target creatures within Very Close range with your “Regeneration” feature.

Warden’s Protection:

Once per long rest, spend 2 Hope to clear 2 Hit Points on 1d4 allies within Close range.

Ilya Royz
Core
Druid
Warden of Renewal
Mastery
Defender:

Your animal transformation embodies a healing guardian spirit. When you’re in Beastform and an ally within Close range marks 2 or more Hit Points, you can mark a Stress to reduce the number of Hit Points they mark by 1.

Ilya Royz
Core

Warden of the Elements

Druid
Warden of the Elements
Foundation
Spellcast: Instinct
Elemental Incarnation:

Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:

  • Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.
  • Earth: Gain a bonus to your damage thresholds equal to your Proficiency.
  • Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
  • Air: You can hover, gaining advantage on Agility Rolls.
Zoe Badini
Core
Druid
Warden of the Elements
Specialization
Elemental Aura:

Once per rest while Channeling, you can assume an aura matching your element. The aura affects targets within Close range until your Channeling ends.

  • Fire: When an adversary marks 1 or more Hit Points, they must also mark a Stress.
  • Earth: Your allies gain a +1 bonus to Strength.
  • Water: When an adversary deals damage to you, you can mark a Stress to move them anywhere within Very Close range of where they are.
  • Air: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8.
Zoe Badini
Core
Druid
Warden of the Elements
Mastery
Elemental Dominion:

You further embody your element. While Channeling, you gain the following benefit:

  • Fire: You gain a +1 bonus to your Proficiency for attacks and spells that deal damage.
  • Earth: When you would mark Hit Points, roll a d6 per Hit Point marked. For each result of 6, reduce the number of Hit Points you mark by 1.
  • Water: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.
  • Air: You gain a +1 bonus to your Evasion and can fly.
Zoe Badini
Core

Class Items

Recieve one of following items at character creation.

  • a small bag of rocks and bones
  • a strange pendant found in the dirt

Background Questions

Answer any of the following background questions. You can also create your own questions.

  • Why was the community you grew up in so reliant on nature and its creatures?
  • Who was the first wild animal you bonded with? Why did your bond end?
  • Who has been trying to hunt you down? What do they want from you?

Connection Questions

Ask your fellow players one of the following questions for their characters to answer, or create your own questions.

  • What did you confide in me that makes me leap into danger for you every time?
  • What animal do I say you remind me of?
  • What affectionate nickname have you given me?

Comments(1)

mrtree010

i play druid and i am a beast tamer warden of renewal i recently turned the dominant speicies of a large area into an allie

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