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Druid

[advent class]

Crhubai Druid


Rules governing Advent classes

Guardians of the natural world, druids learn a basic command of the four elements, and pursue a deep connection with nature. They are able to communicate with and make requests of the ki spirits of the natural world, 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

Druid abilities center around transforming and enhancing their bodies, controlling and enhancing natural phenomenon, and bridging the gap between themselves and the natural world. Their perches are a unique ability which provides a safe haven, a space safe from the prying eyes of seers, a nest even the ki spirits cannot reach.

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

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



a red cottage door built into the trunk of a large tree

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



a druid controls a blasting stream of water

Elemental mastery

Action: Standard
Requires: Druid level 4
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)



lava and fire erupt out of the earth

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



a colossal bear creature towers above a forest

Exigent

Action: Passive
Requires: Shapeshift - Bear, Druid level 8
Description: When in bear form, your ki presence, size, and positioning make you a dominating presence on the field
Effect:

  • Adjacent enemies in front of you (three consecutive hexes represent your facing direction) must target you or suffer a penalty. If an enemy targets any other creature, they must roll twice and take the lower result
  • Adjacent allies gain advantage when defending, and enemies that attack your adjacent allies also receive disadvantage on all rolls



a glowing aquamarine fey

Fey companion

Action: Full, Swift
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 glowing, wispy, winged 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
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
  • A 1d6 bonus to all defensive formulas
  • 6d6 bonus hit points. Roll at the start of each day
  • 5 feet of additional movement speed

You may change the benefit your Fey companion gives you by spending a swift action
Talent Point Improvements:
□□□□ 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 fey's hit point formula by 2d6



a bloom of fire and smoke and gas shoots out of a crack in the earth

Fissure

Action: Full
Requires: Elemental Mastery
Description: You cause a violent earthquake, causing the earth to split open and vents of gasses to explode up into the air
Range: 10 feet
Speed: Instant
Effect: Fissure that is 10 feet deep, 10 feet wide, and 20 feet long opens up
Cooldown: 1 day
Special: The quake opens up when the ability is initiated. Creatures in the area of the fissure may make a Dexterity vs Resolve Ability Check to cling to the edge of the fissure
Talent Point Improvements:
□ Extend the range by 10 feet
□□ Extend the length by 5 feet
□□ Extend the depth by 5 feet
□□□ Expand the depth to 15 feet
□□ Reduce the cooldown by 1 hour
□□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6



a massive storm rages over the sea

Hurricane

Action: Standard, Move
Requires: Control Weather, Druid level 6
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



a druid stands at the horizon, communing with a ki spirit

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 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



a wooden staff transforms into a living branch

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



a gnarled tree reaches out its hand

Oakenskin

Action: Swift
Requires: Natural Healing, Druid level 4
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
Special: While this action costs a Swift, it is a reaction. The player chooses to spend it when they receive damage from an attack
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



a destroyed scene with violent red streaks across the sky, vaguely resembling a seismograph

Quake

Action: Full
Requires: Control Weather, Druid level 6
Description: Tapping into the spirit of the earth, you precipitate a natural earthquake
Range: 10 feet
Speed: Instant
Effect: Natural earthquake occurs with its epicenter at the desired location within the range
Magnitude: 12d6
Cooldown: See magnitude chart, cooldown applies to creating a quake of that magnitude again. After attempting an earthquake, you are drained for 4 hours
Special:

  • To determine the magnitude of the quake, start by rolling the Magnitude formula. If you get at least one “six”, you begin to summon a Magnitude 1 quake
  • If you wish to increase the intensity, set aside 1 die and roll again with a target of two or more “sixes”. If successful, the intensity increases in the next segment
  • Each time you successfully increase the magnitude, set aside one die and increase the target of the next roll by 1
  • The quake ends 3d6 segments after you stop increasing the magnitude

Talent Point Improvements:
□ Extend the range by 10 feet
□ Increase the radius of the quake
□□ Increase the dice in the Magnitude formula by 1d6. Maximum formula is 36d6 dice

Magnitude table

MagnitudeSeverityDescriptionCooldown
1 LightShaking and rattling of indoor objects. Felt by most people. Minimal damage-
2 ModerateCan cause damage to poorly constructed buildings, no damage to well constructed buildings. Felt by everyone1 day
3 StrongDamage to moderate number of well constructed buildings. Poorly constructed buildings take severe damage. Violent shaking near epicenter1 week
4 MajorCauses damage to most buildings, some partially or completely collapse. Felt across great distances2 weeks
5 SevereSevere damage to most buildings, moderate to heavy damage to earthquake resistant buildings, damage across a large area, felt throughout large regions3 weeks
6 ObliterationAt or near total destruction, Severe damage or collapse to all buildings, heavy damage and shaking extends to distant regions, permanent topographical changes1 month



an overgrown branch in the forest

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



a raven perches in an autumnal forest

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



the spirit of a ancient owl

Restoration

Action: 6 rounds
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
Cooldown: 1 day up to 1 week
Special: You gain a passive 1d6 bonus to Medicine checks. Restoration drains massive ki to heal target creature, curing mental or physical illness, removing burns, restoring limbs, or even restoring lost senses. The body is reconfigured, and made healthy and whole according to the perspective of the recipient
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



a bear stands, among a swirling green energy

Shapeshift - bear

Action: Standard, Swift
Requires: No requirements
Description: You form a bond with the spirit of the bear. Through this connection you gain the ability to transform your body, briefly shifting into a twisting smoke before re-materializing as a massive bear
Range: Self
Speed: Instant
Effect: You shift into or out of the body of a Large bear
Cooldown: 12 rounds
Special: Shifting into a bear is a Standard action, shifting back into a humanoid is a swift action. You may remain in the form of a bear for twenty minutes. Repeated shifting is exhausting. While in the form of a bear you have the following qualities

  • Your base movement speed is 60 feet, and you are able to take on a passenger
  • You gain a 4d6 bonus to Athletics
  • You gain 12d6 additional hit points
  • As a Large creature, you occupy three hexes on the game board
  • Your ability to speak is limited to the sounds a bear can make

Talent Point Improvements:
□ Reduce the required action to shift into a bear by one level. Minimum action is Swift
□ Extend the duration you can remain in bear form by 20 minutes
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round



a raven shifts its form with bright glowing eyes

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: 12 rounds
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. Repeated shifting is exhausting. 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 1 round. Minimum cooldown is 1 round
□□□ You may speak normally in raven form, though with a slight raven accent



A wolf in a forest turns back to look at you

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



smooth desert dunes

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. Additionally, you may reroll a check before the results are known, but you must take the second result
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



A silhouette of a tree against a blue and gold sunset

Tree step

Action: Full
Requires: Druid level 8, Oak Staff
Description: Your strong bond with nature allows you to bind your ki to a living tree. You can use your ki to create a temporary doorway in a tree that connects to another living tree within sight
Range: 10 feet
Effect: An opaque doorway to your perch the in the target tree is stretched open, closing again after 1 round. Requires an Oak Staff
Special: You must be able to see both trees that will be connected by the doorway, and one of the trees must be within the range
Talent Point Improvements:
□ Reduce the required action by one level. Minimum action is Swift
□ Extend the range by 10 feet
□ Extend the duration by 1 round

wiki/druid.txt · Last modified: 2022/09/18 01:34 by caleymccready