Druid: Nature Profession in Alana | World Anvil

Druid: Nature

WFRP4e
Work in progress!
ORC License
Slightly NSFW!
Note: HP = Hit Points, FP = Fatigue Points, PP = Power Points, SP = Sanity Points
Nature druids are nature-worshipping magic users who have a deep connection to the natural world. They use their knowledge of plants and animals to heal and protect others, and their magic to manipulate the elements and call upon the power of the earth. They often live in secluded areas like forests or mountains, and hold great respect for the balance of nature.  
  • Affinity: TODO
  • Wealth: Poor or Average.
  • Armor: Cloth or Leather.
 

Skills

  • All of: First Aid, Knowledge: Elder Race Lore, Knowledge: Plant Lore, Knowledge: Spiritworld, Medicine, Spot, Track
  • And two of the following: Animal Handling, Knowledge: Alchemy, Knowledge: Animal Lore, Knowledge: Mineral Lore, Knowledge: Natural History, Knowledge: Natural World, Knowledge: Occult, Hide, Stealth, Dodge, Weapon: Bow, Weapon: Polearm
 

Traits and Magic

Notes:
  • Companion Gadget Mutation Potion Scroll Spell Talent
 

Progression

  Talents, spells, potions, scrolls, etc are grouped by milestones in progression. An new archetype starts as Novice and can only obtain entries from that section.  

Tier: Novice

  • Green Hand: While in the forest, you can heal a small patch of forest or small plant once per day or make it grow/bloom (cost: 2FP, Expert: medium patch/plant for 3 FP, Master: large patch/plant for 4 FP).
  • Green Tongue: Via silent communication with flora by touching it, the druid gains the ability to gain information about the environment. That can include recent friendly or unfriendy (to the plants) trespassers or contained landmarks like a pond, a witch's hut or a sacred grove.
  • Whispering Winds: The druid can send messages and information through the wind, allowing them to communicate over great distances.
  • magical attacks: need to be found/invented and trained (for each training level).
  • other spells: need to be found/invented and trained (for each training level).
 

Tier: Adept

  • Weatherweaver: The druid can manipulate local weather conditions, causing rain to fall, wind to blow, or fog to rise, thereby influencing battles and travel.
  • Tree Sentinel: The druid can merge with a tree, becoming an observer of the world around them while remaining hidden and protected.
 

Tier: Master

  • Mistwalker: The druid can merge with mist or fog, allowing them to move through solid objects for a short duration (outdoors).
 

Tier: Grandmaster

TODO - add everything  

Tier: Legend

  • Dreamwalker: The druid can enter the dreams of creatures, communicating and influencing their subconscious thoughts to gather information or subtly affect their actions.
 

Equipment

  • Animal Trappings: Nets, snares, and traps for catching animals in a non-lethal manner for study or sustenance.
  • Druidic Focus: An item of personal significance, such as a crystal, feather, or carved piece of wood, used to channel druidic magic.
  • Healer's Kit: A collection of bandages, salves, and tools for treating wounds and ailments, reflecting the druid's connection to natural healing.
  • Traveler's Cloak: A cloak made from natural materials that provides warmth, camouflage, and protection from the elements.
  • Chosen weapon (see skills).
 

Flaw

  One of the following (roll 1d6 or choose one):
  • Haunted by Spirits: The druid is haunted by the spirits of animals or nature-related entities they couldn't save, occasionally causing them distressing visions or vivid dreams.
  • Plant Entwined: The druid's body is intertwined with plant growth due to an old ritual gone wrong, which can cause them discomfort and limit their mobility in certain situations.
  • Rustic Naiveté: The druid's focus on nature might leave them unfamiliar with modern technology and societal norms, causing them to appear naïve or out of touch.
  • Savage Reputation: The druid's wild appearance and behavior can lead others to misunderstand or fear them, resulting in social exclusion or even persecution.
  • Unpredictable Growth: The druid's magic occasionally triggers spontaneous growth of plants around them, which can be inconvenient or cause unintended consequences.
  • Weather Affliction: The druid's moods and abilities are influenced by the weather, making them stronger in specific conditions but weaker or more unpredictable in others (+-5%).
Nature Druid by Tillerz using MidJourney
Type
Agricultural / Fishing / Forestry
Other Associated professions


Cover image: article-header-nature-druid by Tillerz using MidJourney

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