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Druid

You are the sentinel of nature, alone fully understanding her secrets. While others can train animals to do simple tricks, you are able to summon them to do your bidding, tap into their ferocity to gain special abilities, or even transform yourself into one.   You are a savage, uncouth, and unrefined. You can be as calm and tranquil as a placid lake, as welcoming as a summer breeze, or as furious and destructive as a hurricane.   The civilized world makes as little sense to you as your world makes to the cultured and refined. You understand that nature needs to be respected and cared for, and not just a tool to be used and discarded when no longer convenient. And you will fight those that seek to do it harm, whatever the cost.   Hit Points: A druid gains 1d8 HP per level.   Weapon Training: A druid can use any weapon and armor they choose so long as it meets the requirements of their Druidic Restriction (see below).   Alignment: Druids tend to be as enigmatic as nature itself. Most druids tend to be neutral. Druids that take it upon themselves to become the guardians of nature, the planet, and animals are lawful. Druids that are not content being mere guardians and prefer to take the fight to the offenders, striking using guerilla tactics are chaotic.   Animal Empathy: Druids respect all living creatures. When attempting to read, calm, or commune with animals they receive +2 to their attribute roll.   Call of the Animal: A Druid has the ability to call upon the savagery of nature and channel it into her being. She must make a Personality roll (see below) to call the Animal Spirit into her body. For failure, success, and duration consult the chart below. Each Animal Spirit grants a different bonus (see below).  

Personality Check for Call of the Animal

1 Lost, failure, unable to use for 2d4 days.
2 - 11 Lost. Failure.
12 - 13 Failure, but ability is not lost.
14 - 15 Successful. Number of rounds equal to ½ druid’s personality score. (min 1)
16 - 17 Successful. Number of rounds equal to druid’s personality score.
18+ Successful. Number of rounds equal to double druid’s personality score.
 
Animal Spirit Granted Bonus
Mountain Lion Agility die increased one step on the die ladder. +2 to Agility and movement is now ’40.
Grizzly Bear Fists harden and nails grow slightly longer and do 1d8 + str dmg.
Fox Foxes are fast and hard to hit. Increase AC and Ref saves by +2.
Wolf Pack Leader Personality increased one step on the die ladder. +2 to Personality.
Coyote Gain the ability to track by scent. Gain low-light vision.
Hawk Increases sight by double. +2 to hit with any ranged weapon.
Owl Ability to see clearly in the dark. Gain ability to eat food not normally tasty or healthy for consumption.
Snake Gains Back Attack ability as Thief of equivalent level and alignment.
Mouse Gain Sneak Silently and Hide in Shadows ability as Thief of equivalent level and alignment.
Elk Inspires those around him. All choose one attribute and roll all tests one step higher on the die ladder.
  Druidic Restriction: A druid prefers natural weapons and armor. If they use any armor, shields or weapons of metal they lose the following abilities for 24 hours; Call of the Animal, Woodland Stride, and Animal Shape.   Nature Lore: A druid has an intimate knowledge of nature. She is able to identify flora and fauna from her area with ease. If she is in a foreign type of climate she must make a skill check to identify the subject.   Druids are able to tell if water is clean and safe to drink. A Druid can make an Intelligence check to successfully tell how the weather will turn out for the next 12 hours. Druids are able to scavenge for food and shelter for themselves easily. If they wish to find such for 2-8 people they must make a skill check and spend 6 hours hunting and foraging.   Natural Weapons: Druids know how to make weapons of stone, wood, and bone with ease, should they have the materials available. This can be axes, staves, spears, bows and arrows, swords, etc. If the druid rolls a 1 on an attack roll the weapon breaks.   Woodland Stride: A druid is one with nature and is able to move through obstructions like thorns, brambles, roots, thick branches, and the like as if they were water. A druid will suffer no damage from troubles like natural thorns. A druid also leaves no tracts when walking in nature.   Animal Companion: A druid can cast the Animal Summoning  spell. The druid can make a spell check using 1d20 + level + Personality modifier. They cannot spellburn, but can suffer corruption, misfire, etc.   Animal Shape: A druid can cast the Animal Shape  spell (click on link below). The druid can make a spell check using 1d20 + level + Personality modifier. They cannot spellburn, but can suffer corruption, misfire, etc.

Career

Career Progression

Level Attack Crit Die/Table Action Die Ref Fort Will
1 +0 1d8/III 1d20 +1 +0 +1
2 +1 1d8/III 1d20 +1 +0 +1
3 +2 1d10/III 1d20 +1 +1 +2
4 +2 1d10/III 1d20 +2 +1 +2
5 +3 1d12/III 1d20 +2 +1 +3
6 +4 1d12/III 1d20+1d14 +3 +2 +3
7 +5 1d14/III 1d20+1d16 +3 +2 +4
8 +5 1d14/III 1d20+1d20 +3 +2 +5
9 +6 1d16/III 1d20+1d20 +3 +3 +5
10 +7 1d16/III 1d20+1d20 +4 +3 +6

Druid Titles

Level Title
1 Ward
2 Keeper
3 Guardian
4 Savage
5+ Arch Druid

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Comments

Author's Notes

https://wrathofzombie.wordpress.com/2013/06/30/the-druid-dccified/


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