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Druid

[advent class]


Rules governing Advent Classes
Guardians of the natural world, druids learn a basic command of the four elements, and pursue communion with nature. They are able to communicate with and make requests of the ki spirits of the natural world, and even the spirit of the planet itself, tapping into a massive ki pool. They roam the wild places of their home planets, using their connection to nature to fight threats to the health and balance of the nature world

Art by John Latta


Druid Advent Class Level Table

Level Talent PointsLevel Bonuses
1 10 Talent Points1 Talent
2 10 Talent Points1 Talent
3 10 Talent Points5 Bonus Talent Points
4 10 Talent Points1 Talent
5 15 Talent Points1 Feat
6 15 Talent Points1 Talent
7 15 Talent Points5 Bonus Talent Points
8 15 Talent Points1 Talent
9 20 Talent Points1 Feat
10 20 Talent Points10 Bonus Talent Points


Talent tree

Druid class talent tree

Talent details

Control weather

Action: Full
Requires: No requirements
Description: You are able to summon and dismiss common weather phenomena
Range: 200 feet
Speed: Instant
Effect: Target weather phenomenon
Special: The following weather effects are under your control, within the range

  • Ambient temperature within 10°C of the natural state
  • Cloud Cover
  • Humidity
  • Rain
  • Snow

If your target effect is the complete opposite of the current weather state, the changes take 15 minutes to materialize. Otherwise, it materializes within 6 rounds. This applies more strictly to creating precipitation on a clear day. GM discretion advised
Talent Point Improvements:
□ Reduce the required action by one level. Minimum action is Swift
□ Extend the range by 200 feet


Druid's perch

Action: Full
Requires: Druid level 6, Oak Staff
Description: Your strong bond with nature allows you to bind your ki to a living tree, creating a living space within the tree. You can use your ki to create a doorway between that space to another tree, allowing you to visit the original tree from any other tree
Range: Opening a door, 10 feet
Effect: An opaque doorway to your perch the in the target tree is stretched open. Requires an Oak Staff
Special (Use):
You perform a ritual over 1 hour which allows you to create a perch within a living tree. Your perch is a circular room, 15 feet in diameter. You may only have one perch at a time. Using a druid's Oak Staff, you can open a door from another tree, creating a portal between that tree and your perch, through which you may enter your perch. When you leave the perch, you exit back through the portal to your last location before entering the perch. Creatures that have your permission may also use a doorway which you have opened
Special (Destruction):
If a tree used to create a portal to your perch is completely destroyed, a doorway will open in the original tree in which you made your perch. Leaving a perch in any way other than through a doorway destroys the perch and the contents inside are expelled as the tree returns to normal. If a tree used to make a perch is destroyed, the contents are expelled, and attempts to make a doorway to the perch fail
Talent Point Improvements:
□ Reduce the required action by one level. Minimum action is Swift
□ Extend the range at which you can open a door by 10 feet. Maximum range is 600 feet
□□ Increase the diameter of your perch by 5 feet
□□ Increase the number of active perches you may maintain by 1


Elemental mastery

Action: Standard
Requires: No requirements
Description: Pick one of the four elements. Blast an opponent or target hex with your chosen element
Range: 30 feet
Speed: 6H
Effect: Target creature, hex, or object
Offensive: Attack Bonus + Dex + 8d6
Defensive: Defense Bonus + Dex + 8d6
Damage: Strength x 2 + 8d6 [Damage type varies]
Special: This talent allows you to use Air Blast, Water Blast, Boulder Shot, or Fire Blast but with the stats of this ability. If you already have an elemental blast you may use whichever talent's stats are better, and you may mix and match. Special features from the chosen blast still apply
Talent Point Improvements:
□ Extend the range by 10 feet. Maximum range is 120 feet
□ Increase the speed by 1H. Maximum speed is 18H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)


Eruption

Action: Full
Requires: Elemental Mastery
Description: You call up hot magma from deep below the surface of a planet, causing the area in front of you to spew hot lava into the air, making the area dangerous
Range: 20 feet
Speed: 6H
Effect: A 30° cone erupts with lava and becomes impassable for 10 minutes. Requires a planetary surface within the range
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Resolve x 2 + 6d6 [Burning]
Cooldown: 12 rounds
Special: Lava erupts out of the ground, near you at first and then spidering outward in a cone at the speed. The ground is then covered in lava, causing anyone walking through the area to receive the Burned condition, and they take damage equal to the number of dice in the damage formula when they first come in contact with the lava. Players that successfully block the attack also divert the lava from landing in the hex in which they are standing, making that hex safe to stand in
Talent Point Improvements:
□ Reduce the required action to Standard
□ Extend the range by 5 feet. Maximum range is 30 feet
□ Increase the speed by 1H. Maximum speed is 12H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Hurricane

Action: Standard, Move
Requires: Control Weather
Description: You summon a storm of wind and water to hinder your enemies, or to quench natural flames
Range: 20 feet
Speed: 10H
Effect: Cylinder with diameter of 20 feet, 20 feet tall
Cooldown: 12 rounds
Special: A storm of wind and water emanates from the target hex. The hurricane lasts for 3 rounds and can be dismissed as a free action. Creatures within the hurricane move at half speed. Ranged attacks, Perception, and Flying checks take disadvantage. Stealth checks are made at advantage
As a movement action, you may move yourself and/or the storm up to 20 feet
Talent Point Improvements:
□ Extend the range by 10 feet. Maxiumum range is 120 feet
□□ Increase the speed by 1H. Maximum speed is 18H
□ Increase the diameter and height by 5 feet
□ Increase the distance you can move the storm by 5 feet. Maximum is 50 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Magma

Action: Full, Move, Swift
Requires: Elemental Mastery
Description: You summon three spheres of magma infused rock from the earth's crust, causing them to orbit you. In subsequent rounds, you fling these orbs at your opponent or use them for defense
Range: 15 feet
Speed: 6H feet
Effect: Three orbs of magma infused rock orbit you for 6 rounds
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Strength x 2 + 6d6 [Burning]
Cooldown: 12 rounds
Special: The orbs are not available for use during the round in which they are summoned up. In subsequent rounds, you may use a Move action or a Swift action (or both) to shoot an orb at a target or to defend against an incoming attack
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 30 feet
□ Increase the speed by 1H. Maximum speed is 12H
□ Extend the duration of the orbs by 2 rounds
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds
□ On a successful hit roll, you may cause the orb to explode, dealing damage to all adjacent hexes


Natural healing

Action: Standard
Requires: No requirements
Description: You learn to emulate the flora of Siur, channeling your ki to accelerate your body's natural healing
Range: Self
Effect: You begin a rapid regeneration
Healing: Resolve + 2d6
Cooldown: 12 rounds
Special: You receive hit points in the segment which you activate Natural Healing. You receive the same healing amount in following two rounds, in the same segment you activated Natural Healing. The cooldown begins when you initiate the action
Talent Point Improvements:
□□□ Increase the dice bonus of the Healing formula to 3d6
□□□ Extend the duration from 3 rounds to 4 rounds
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Oak staff

Action: Standard, Full
Requires: Druid Level 2
Description: You craft a druid's staff out of a branch of an ancient oak tree, that is wrapped in living vines. You learn to use it to protect yourself in combat. It can shift its shape, turning into various tools, and it's vines can grasp opponents, allowing you to perform maneuvers while striking
Range: 5 feet
Speed: 4H
Effect: Replace the Basic Attack with this attack
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Strength x 2 + 6d6 [Bludgeoning]
Cooldown: 6 rounds
Special:

  • Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which can be used in the same segment or separate segments. Attacking with two attacks invokes the cooldown, which only applies to using a full action
  • You may perform a maneuver in addition to dealing damage when you land a hit. If you are defending against an attack and are within attack range of your attacker, you may use a maneuver if you successfully defend against the attack, using excess dice from the defense for maneuver points
  • If you already have a melee attack, you may substitute stats or formulas from the other attack in place of Oak Staff's formulas or stats. You may also apply special features from the other attack in addition to Oak Staff's special features

Talent Point Improvements:
□ Extend the range to 10 feet
□ Increase the speed of your attack by 1H. Maximum speed is 12H
□□□□□ □□□□□ Increase the dice bonus of the offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Oakenskin

Action: Swift
Requires: Natural Healing
Description: You use your ki connection to the forest to cause your skin to harden briefly, taking on a bark like quality, allowing you to shrug off some of the damage from attacks
Range: Self
Effect: You reduce damage from one attack
Damage Reduction: Resolve x 2 + 1d6
Cooldown: 12 rounds
Talent Point Improvements:
□□□ Increase the dice bonus of the Damage Reduction formula by 1d6. Maximum bonus is 6d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Rampant growth

Action: Standard
Requires: Trackless Step
Description: You connect with the ki spirits of nature, sending a surge of ki energy into target plants. The plants grow at an extremely rapid rate
Range: 30 feet
Speed: 6H
Effect: Cause the plants in 3 hexes to rapidly grow 10 feet high, creating a mass of shifting plant material
Offensive: Attack Bonus + Dex + 6d6
Hit Points: Resolve x 2 + 6d6
Special: You control the plants in an area consisting of three adjacent hexes within your range. Plant life may be minimal but must be present, even in small amounts, in the target hexes. The following effects all apply within the hexes

  • Creatures (except you) in the hexes when the plants grow up gain may make a Dexterity vs Dexterity Ability Check or use a defensive action to attempt to avoid becoming entangled in the plants, giving them the Rooted condition. Players that make the ability check or succeed against the offensive formula take a five foot step to avoid the plants
  • Creatures other than yourself cannot pass through the plants
  • All creatures within the hexes gain advantage on Stealth checks, and cannot be directly targeted with attacks. Attacks may target the hex or the plants, but the plants must be destroyed before an attack can damage a player within the plants
  • The plants provide cover and concealment as would natural obstacles

Talent Point Improvements:
□ Extend the range by 10 feet. Maximum range is 60 feet
□ Increase the speed by 1H. Maximum speed is 12H
□□ Increase the number of hexes affected by 3
□□□□□ □□□□□ Increase the dice bonus of the hit point formula by 1d6. (Cost increases)
□□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6


Raven companion

Action: Move, Standard
Requires: Shapeshift - Raven
Description: You form a spirit bond with a raven, making a friend for life
Range: 30 feet
Speed: Instant
Effect: You gain an raven companion
Animal Bond: Res + 3d6
Cooldown: 6 rounds
Special: You reach out with your ki to form a bond with a raven within the range. The DC to make the bond is 10. If successful, you form an unshakable bond with the raven

  • If you have speak with animals, you can communicate telepathically with your raven
  • This bond allows you direct the actions of your companion as a move action
  • You may only have one raven companion at a time
  • Your raven's stats are: BAB: 5 | BDB: 8 | STR: 2 | DEX: 12 | RES: 3 | INT: 3
  • Your raven's speeds are: Land: 10 | Swim: 5 | Fly: 60
  • Your raven has a melee attack (Standard, formula below) and a Move action each round

[Raven] Offensive: Attack Bonus + Dex + 6d6
[Raven] Defensive: Defense Bonus + Dex + 6d6
[Raven] Damage: Strength x 2 + 6d6 [Piercing or Slashing]
[Raven] Hit Points: Druid Level x 2d6 + 20d6 + 12
Talent Point Improvements:
□□□□□ □□□□□ Increase the dice bonus of the raven's offensive/defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the raven's damage formula by 1d6. (Cost increases)
□ Increase the raven's hit point formula, adding 2d6


Restoration

Action: Requires 1 minute
Requires: Natural Healing
Description: Your strong connection to the nature spirits allows you to draw on massive amounts of ki energy. You commune with the spirits, requesting their aid to cure and sickness and disease, or to restore a body to its natural state
Range: 5 feet
Speed: 4H
Special: You gain a 1d6 bonus to Medicine checks. You may also use Restoration to attempt to restore a body to its natural state, removing burns, restoring limbs, or even restoring lost senses. The severity of the injury determines the time. Serious injuries require a minimum of 24 straight hours of communing with nature. Additionally, communing with nature heals 2d6 hit points for each minute that passes
Talent Point Improvements:
□ Improve the bonus to Medicine checks by 1d6. Maximum bonus is 3d6
□□□ Once per day, gain advantage on a Medicine check made using Restoration. Max use is once per day


Shapeshift - raven

Action: Standard, Swift
Requires: No requirements
Description: You form a bond with the spirit of the raven. Through this connection you gain the ability to transform your body, shifting into a twisting smoke briefly before re-materializing as a large raven
Range: Self
Speed: Instant
Effect: You shift in or out of the body of a raven
Cooldown: After reverting to a human you are unable to shift back into a raven for 2 hours
Special: Shifting into a raven is a Standard action, shifting back into a humanoid is a swift action. You may remain in the form of a raven for up to 10 minutes. When shifted you have the following qualities:

  • Your visual acuity triples. Gain a 4d6 bonus to your Perception
  • You gain the ability to fly. Your flying speed is 100 feet
  • You may make the Basic Attack action to attack with your claws. If you have a melee attack, you may use that formula to attack while in raven form
  • Your ability to speak is limited to the sounds a raven can make. Your manual dexterity with your claws is roughly similar to average human dexterity

Talent Point Improvements:
□ Reduce the required action to shift into a raven by one level. Minimum action is Swift
□ Increase your flying speed by 5 feet. Maximum speed is 250 feet
□ Extend the duration you may remain in raven form by 10 minutes
□ Reduce the cooldown by 20 minutes. Minimum cooldown is 1 round
□□□ You may speak normally in raven form, though with a slight raven accent


Shapeshift - stag

Action: Standard, Swift
Requires: No requirements
Description: You form a bond with the spirit of the stag. Through this connection you gain the ability to transform your body, briefly shifting into a twisting smoke before re-materializing as a stag
Range: Self
Speed: Instant
Effect: You shift in or out of the body of a stag
Cooldown: After reverting to a human you are unable to shift back into a stag for 1 hour
Special: Shifting into a stag is a Standard action, shifting back into a humanoid is a swift action. You may remain in the form of a stag for up to 1 hour. While in the form of a stag you have the following qualities

  • Your base movement speed is 40 feet, and you are able to take on a passenger
  • You gain a 4d6 bonus to Athletics, but are unable to climb
  • You gain 10d6 additional hit points
  • Your ability to speak is limited to the sounds a stag can make

Talent Point Improvements:
□ Reduce the required action to shift into a stag by one level. Minimum action is Swift
□ Increase your movement speed in stag form by 5 feet. Maximum speed is 60 feet
□ Extend the duration you can remain in stag form by 20 minutes
□ Reduce the cooldown by 15 minutes. Minimum cooldown is 2 rounds
□ You may speak normally in stag form, though with a slight stag accent


Speak with animals

Action: Free
Requires: No requirements
Description: You strengthen your bond to the spirit of the beasts, allowing rudimentary communication with animals
Range: 30 feet
Speed: Instant
Effect: You are able to spiritually communicate with an animal
Special: The communication is similar to telepathy. An animal's ability to communicate coherently depends on its Intelligence. Animals with a intelligence of 1 or lower can only express simple emotional states. Animals with a 2 are capable of more complex ideas. Animals with a 3 or higher are able to freely converse with you but their understanding of human concepts may be limited
Talent Point Improvements:
□ Extend the range by 15 feet


Spirit companion

Action: Full
Requires: Speak with Animals, Druid Level 4
Description: You make a connection with a ki spirit of nature, forming a personal bond. The spirit materializes into a wispy haze and follows at your side through your travels and bolsters your ki energy
Range: 20 feet
Speed: 8H
Effect: You form a bond with a ki spirit of nature
Defensive: Defense Bonus + Res + 6d6
Hit Points: Res x 2 + 8d6
Special: The ki spirit bonds with you and follows at your side, no more than 10 feet away from you at all times. The ki spirit bonding requires that you give your spirit a name. Ki spirits can defend themselves against up to two attacks per round, using the defensive and speed formulas. The ki spirit you bond with provides you with one of the following benefits

  • A 1d6 bonus to all offensive formulas. The spirit resembles a floating stag
  • A 1d6 bonus to all defensive formulas. The spirit resembles a floating stag
  • 4d6 bonus hit points. Roll at the start of each day. The spirit resembles a swaying oak tree
  • 10 feet of additional movement speed. The spirit resembles a floating raven

Talent Point Improvements:
□ Reduce the required action to Standard
□ Extend the range by 10 feet. Maximum range is 120 feet
□□□□□ □□□□□ Increase the dice bonus of the defensive formula by 1d6. (Cost increases)
□□□□ The ki benefits also apply to allies within the range. Allies cannot receive the same benefit from more than one ki spirit at a time
□ Increase the dice bonus of the hit point formula by 2d6


Stag companion

Action: Move, Standard
Requires: Shapeshift - Stag
Description: You form a spirit bond with a stag, making a friend for life
Range: 30 feet
Speed: Instant
Effect: You gain a stag companion
Animal Bond: Res + 3d6
Cooldown: 6 rounds
Special: You reach out with your ki to form a bond with a stag within the range. The DC to make the bond is 10. If successful, you form an unshakable bond with the stag

  • If you have speak with animals, you can communicate telepathically with your stag
  • This bond allows you direct the actions of your companion as a move action
  • You may only have one stag companion at a time
  • Your stag's stats are: BAB: 8 | BDB: 8 | STR: 5 | DEX: 8 | RES: 6 | INT: 2
  • Your stag's speeds are: Land: 40 | Swim: 20
  • Your stag has a melee attack (Standard, formula below) and a Move action each round

[Stag] Offensive: Attack Bonus + Dex + 6d6
[Stag] Defensive: Defense Bonus + Dex + 6d6
[Stag] Damage: Strength x 2 + 6d6 [Piercing or Bludgeoning]
[Stag] Hit Points: Druid Level x 4d6 + 40d6 + 24
Talent Point Improvements:
□□□□□ □□□□□ Increase the dice bonus of the stag's offensive and defensive formulas by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the stag's damage formula by 1d6. (Cost increases)
□□ Increase the stag's movement speed by 5 feet. Maximum speed is 50 feet
□ Increase the stag's hit point formula, adding 4d6. Maximum increase is 12d6


Trackless step

Action: Passive
Requires: No requirements
Description: You bind your ki to the earth and the plants as you move, ensuring you leave no footprints or sound, and do no damage to the foliage as you move. You direct currents of air to disperse your scent
Range: Self
Special: You gain a 1d6 bonus to stealth to avoid detection or tracking when moving through natural environments. Additionally, you may reroll the lowest dice on these checks, though you must take the result of the second roll
Talent Point Improvements:
□□□ Extend the range from self to 5 feet. Allies that walk within 5 feet of you gain your stealth bonus
□ Increase the bonus by 1d6. Maximum skill bonus is 6d6

wiki/druid.txt · Last modified: 2019/06/17 20:51 by caleymccready