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Druid

Her touch brings mobility to a stiff sycamore, its creaking branches becoming lithe as they sweep forward to dispatch members of the invading orc tribe. She tilts her head to the night sky howling, her clear voice imbuing the local wolf pack with intelligence, a call to defend their home. The onslaught of flora and fauna cause howls of terror among the invaders, and it is not long before silence returns to the glade.

She is a druid. A human devotee of nature itself, who can tap into the deep magic that resides within the natural cycles of life and death, birth and rebirth. Her power is among the elements and primal lifeblood that allows the world to exist. In addition to this magic, she is skilled with the use of natural weapons, most often employing her magic in defense of nature.

Lvl \ Pts EXP Title Hlth Mastery
Weapon / Spell / Skill
1 \ 1 0 Seer (Ovate) - 2 / 4 / 2
2 \ 2 100 Seer (Ovate) - 3 / 5 / 3
3 \ 3 400 Seer (Ovate) +2 4 / 6 / 4
4 \ 4 750 Wild One (Geilt) - 5 / 7 / 5
5 \ 5 1,150 Wild One (Geilt) - 6 / 8 / 6
6 \ 6 1,600 Wild One (Geilt) +2 7 / 10 / 7
7 \ 7 2,100 Healer (Liaig) - 8 / 12 / 8
8 \ 8 2,650 Healer (Liaig) - 9 / 14 / 9
9 \ 9 3,250 Healer (Liaig) +2 10 / 16 / 10
10 \ 10 3,900 Inspired One (Awenydd) - 11 / 18 / 11
11 \ 10 4,600 Inspired One (Awenydd) - 12 / 20 / 12
12 \ 10 5,350 Inspired One (Awenydd) +2 13 / 22 / 13
13 \ 10 6,150 Sacred One (Nemed) - 14 / 24 / 14
14 \ 10 7,000 Sacred One (Nemed) - 15 / 26 / 15
15 \ 10 7,900 Sacred One (Nemed) +2 16 / 28 / 16
16 \ 10 8,850 Historian (Senchaidh) - 18 / 31 / 18
17 \ 10 9,850 Historian (Senchaidh) - 20 / 34 / 20
18 \ 10 10,900 Historian (Senchaidh) +2 22 / 37 / 22
19 \ 10 12,000 Judge (Brehon) - 24 / 40 / 24
20 \ 10 13,150 Judge (Brehon) - 26 / 43 / 26
21 \ 10 14,350 Judge (Brehon) +2 28 / 46 / 28
22 \ 10 15,600 Scholar (Éces) - 30 / 49 / 30
23 \ 10 16,900 Scholar (Éces) - 32 / 52 / 32
24 \ 10 18,250 Scholar (Éces) +2 34 / 55 / 34
25 \ 10 19,650 Learned One (Suí) - 36 / 58 / 36
26 \ 10 21,100 Learned One (Suí) - 39 / 62 / 39
27 \ 10 22,600 Learned One (Suí) +2 42 / 66 / 42
28 \ 10 24,150 High Druid (Ard-draoi) - 45 / 70 / 45
29 \ 10 25,750 High Druid (Ard-draoi) - 48 / 74 / 48
30 \ 10 27,400 High Druid (Ard-draoi) +2 51 / 78 / 51

Description

Druids are a priestly order devoted to nature and generally seen as leaders within their community. They are not warriors and are usually exempt from warfare, but usually are sought after to handle disputes. Members of the druidic order study for years or even decades to advance.

Equipment Restrictions

  • Armor: None
  • Shield: None
  • Weapons: Any

Druid Experience Table

Experience. When this number of Experience Points have been earned, you automatically move up to the next Level of Experience.

Title. You should use this title when talking with other characters. Instead of saying "I'm Marthan, a Fifth Level Druid," you should say "I'm Marthan, the Wild One."

Health. You gain 2 health per 3 levels of experience in addition to any health gained from your endurance.

Skills. At first level, you begin with 2 Skill Mastery points, which must be spent immediately on Skills. You may use these points to advance Skills to Untrained mastery, but no further at this level.

Spell Mastery. At first level, you begin with 4 Spell Mastery points, which must be spent immediately on up to 5 Spell Forms. You may use these points to advance Spell Forms to Untrained mastery, but no further at this level.

  • As a druid, you can learn the 5 following forms: Fire, Sea, Sky, Stone, and Primal magic.
  • You gain 1 Spell Mastery point per level. At level 6, this increases to 2 points per level. At level 16, this increases to 3 points per level. At level 26, this increases to 4 points per level.

Weapon Mastery. At first level, you begin with 2 Weapon Mastery points, which must be spent immediately on Weapon Types or Combat Styles. You may use these points to advance Weapon Types and Combat Styles to Untrained mastery, but no further at this level.

  • You gain 1 Weapon Mastery point per level. At level 16, this increases to 2 points per level. At level 26, this increases to 3 points per level.
  • You can obtain Expert mastery with a druid.

Leveled Abilities

You gain abilities below as you increase level.

Mortal

As a Mortal being, you have no innate damage immunity or vulnerability. You are connected to the Void magic form. Only Void magic can Charm, Control, summon, or banish you, or restore your mind (see Magic Mastery, Connected Form). All other magic affects you normally.

Telluric Magic

Level 1

You can cast telluric spells. You have a number of Magan, or spell points, equal to your Wisdom score. For each Wisdom Tier up to your current tier, roll the corresponding tier die and add the result. Each time your Wisdom Tier increases, roll the new tier die and add it to your magan. You recover magan through rest and sustenance (see Resting).

Each spell you cast reduces your available magan by the spell's magan cost.

  • The DC of your spells is equal to your Mastery Level + your Wisdom Tier (maximum 14).

Training. You are trained by a senior druid of at least Expert mastery or higher. At level one, when you select your Untrained forms, your mentor teaches you two spells. When you first reach Basic mastery in any form, your mentor teaches you an additional spell. When you first reach Skilled mastery in any form, your mentor teaches you a final spell.

Oral Tradition. You can also discover new spells at natural sacred sites (ley lines, faerie circles, sacred groves). You take a natural token from the site to anchor the memory, then meditate to internalize the spell. Internalizing a spell requires a sacrifice or offering to nature worth magan² ss and takes 1 day per magan. Primal magic is oral tradition and cannot be written down. See the Magic Mastery chapter, Spell Sources and Discovery.

Wildling

Level 1

You automatically advance in the Wilderness Skill Mastery. You begin with Untrained Mastery, gain Basic Mastery at level 3, Skilled Mastery at level 6, gain Expert Mastery at level 10, Master Mastery at level 15, and Grand Mastery at level 21. These skills do not count against your Skill Mastery points.

Puca

Level 1

You bond with a Puca, a Fae spirit that has chosen to companion you. Your Puca is intelligent, communicates freely, and shapeshifts between animal forms at your direction or its own judgment. It is a genuine partner — not a tool, not a servant. The Puca is independent of your Wilderness animal companion; you can have both.

Your Puca is a Fae creature (immune Primal, vulnerable Void) with its own health pool.

Progression

Level Tier Tier Die
1 1 1d2
4 2 1d3
8 3 1d4
12 4 1d6
16 5 1d8
20 6 1d10
24 7 1d12

Puca Stats

Health: Your Wisdom score + compounding tier dice x2 (each tier adds its tier die x2).

Rest: As a character, using its tier die for the Endurance tier die and your level for class level. It treats a safe Wilderness Rest as a Good Night's Rest.

Attack: Your Wisdom tier die + Puca tier die. Natural weapon. Damage type determined by form.

Defense: Your Wisdom tier die + Puca tier die + Resistance.

Resistance: Gains 6 resistance to each mundane damage type at T1. Starting at T2, gain +1 resistance to all damage types per tier.

Trials: Puca tier die + your Wisdom tier die.

Puca DC: Puca tier + your Wisdom tier.

Speed: 3 + Puca tier + size modifier + locomotion (+4 on the movement mode the form qualifies for: four-legged runners on land, fliers in the air). Size modifier: ½ square −1, 1 square +0, 2 squares +2. Speed changes with form.

One health pool across all forms. Health represents the spirit's vitality, not the body's mass. Shapeshifting does not change Health.

Tier Structure

Combat form abilities unlock at even tiers (2, 4, 6). At odd tiers (1, 3, 5, 7), select one ability from the Puca Abilities list. At Tier 1, you also gain Shared Senses for free.

Tier Unlock
1 Puca + Shapeshift + Shared Senses (free). Select Ability 1.
2 Combat form ability 1.
3 Select Ability 2.
4 Combat form ability 2.
5 Select Ability 3.
6 Combat form ability 3.
7 Select Ability 4.

Shapeshift

(1 AP). The Puca changes between any form it has access to.

Shared Senses

(Free at Tier 1.) You perceive through your Puca's senses at will. Range: 1 mile.

Puca Abilities

At Tiers 1, 3, 5, and 7, choose one:

Spell Conduit. You may originate any spell (all 5 forms) from your Puca's position instead of your own, provided the Puca is within 30 feet. The spell's range is measured from the Puca. You pay all costs (magan, concentration) normally. Touch spells can be delivered through the Puca without entering melee. Ranged spells benefit from reduced effective distance.

Primal Tether. (2 AP. 30 ft range.) The Puca sacrifices health equal to its tier die (rolled) and you heal for the same amount. Works as long as you are not dead (-10 Health).

Fae Spirit. The Puca recovers all health at dawn. If the Puca reaches 0 Health, it discorporates — it cannot act, cannot be targeted, and provides no abilities. You can resummon it early by spending magan equal to 3x the Puca's tier and performing a 10-minute uninterrupted ritual. The Puca reforms at full health. If not resummoned, it reforms automatically at dawn at full health. If you die, the Puca disperses permanently.

Form Mastery. Your forms improve: - Combat forms: Size increases to 2 squares (size bonuses apply: +2 attack, +2 speed). You can ride the Puca while in combat form. - Mount: +2 speed. Your mounted charge gains Superiority on the damage roll on top of Dominance. - Small Scout: Environmental Specialization (Wilderness) on stealth trials. Vanish — the Puca can attempt to hide while observed in low light, obscured conditions, or during a distraction (1 AP). Stealth trials use Puca tier die + your Wisdom tier die. - Aerial Scout: Shared Senses range extends to 5 miles while in this form.

Forms

Utility Archetypes — simple capability packages. No tier progression. Available from Tier 1.

Small Scout (Piercing; mouse, rat, weasel, ferret, cat): ½ square footprint. Can squeeze through small gaps. Speed: +4 land. Not a combat form.

Aerial Scout (Piercing; hawk, owl, falcon, raven): ½ square footprint. Flight. Speed: +4 fly. Not a combat form.

Mount (Crushing; stag, horse, elk, caribou): 2 square footprint, large enough to ride. Speed: +4 land. Not a combat form.

Combat Forms — abilities unlock at Tiers 2, 4, and 6. Damage type determined by form. All combat forms begin at 1 square. Speed: +4 land.

Bear (Cutting):

Charge (Tier 2. 2 AP, Movement + Attack). Move minimum 15 feet in a straight line. Claw attack gains Dominance on damage. Countered by Set Spear vs Charge.

Grab (Tier 4). When the Puca hits with a claw attack, the target must succeed on a Strength trial [Puca DC] or advance Restricted by 1 tier. Restricted does not deteriorate while held. Once per turn, the target can spend 1 AP on a Strength trial [Puca DC] to break free; on success, the hold drops by 1 tier. An adjacent ally can spend 1 AP on its own turn to make the same trial for it.

Swipe (Tier 6. 1 AP, Attack). Wide claw attack targeting up to 2 creatures within reach. Roll one attack with Inferiority and apply to all targets. Cutting.

Wolf (Piercing):

Hamstring (Tier 2. 1 AP, Attack). On a hit with a bite attack from behind or flanking, in lieu of damage, the target must succeed on a Strength trial [Puca DC] or advance Restricted by 1 tier.

Pack (Tier 4. 1 AP, Reaction). When an allied creature hits an enemy within 5 feet of the Puca, the Puca can make a bite attack against the same target.

Rally Howl (Tier 6. 2 AP). The Puca howls. All allied creatures within 30 feet advance Invigorated by 1 tier. Lasts 1 round. Can be reapplied to stack tiers.

Boar (Piercing):

Charge (Tier 2. 2 AP, Movement + Attack). Move minimum 15 feet in a straight line. Tusk attack gains Dominance on damage. Countered by Set Spear vs Charge.

Gore (Tier 4. 1 AP, Attack). Tusk attack with Impotence. On a hit that deals health damage, the target must succeed on an Endurance trial [Puca DC] or gain Attrition (Bleeding) equal to the Puca's tier.

Trample (Tier 6. 2 AP, Movement + Attack). Move in a straight line up to full speed. Roll one tusk attack with Inferiority and apply it to up to 2 targets in the path.

Additional combat forms will be added as creature stat blocks are built.

Death

If your Puca reaches 0 Health and you have not selected Fae Spirit, your Puca dies. You must spend sc equal to twice its tier and perform a 1-hour uninterrupted ritual to resummon it. The same spirit returns.

If you have selected Fae Spirit, see that ability for discorporation and resummon rules.

If you die, the Puca disperses permanently. The bond is broken.