Druid
The Gnoll stands silently, eyes closed, feeling the deep voice of the Earth speak to him through the soles of his padded feet. The whisper of the Air tickles him and his sharp ears prick. Water babbles and flows, Fire crackles and spits. Now he knows. The trappers are close. Silently, the beast moves off in pursuit.
The destruction was obscene. Whole swathes of forest had been left burned and destroyed. Feeling the wrath of nature fill her, the elf’s body flowed and shifted. She grew from a slender woman into the towering form of a bear. With a growl of anger, she dropped onto all fours and loped down the hill towards the goblin war party.
The beauty and ferocity of nature are both captured equally in the form of the Druid. Protectors, healers and avengers of the natural world, these spell casters hear the song of the wild more clearly than any other. Able to act with both kindness and cruelty, the Druid is nature incarnate, able to heal and sooth, harm and destroy, and assume the very shape of the animals they are sworn to nurture and protect. No class is perhaps as diverse and graced with utility, or as capable of specialising in one particular area of expertise as the wild ones of the Druidic calling.
Role: Secondary spell casters, decent combatants, shapeshifters and possessors of a broad variety of class abilities, the Druid can be a jack-of-all-trades or a recognised master of a particular field. Spellcasting nature-mystics, healers and protectors or ferocious shapeshifting warriors, a Druid can be all of these things. As mutable as nature itself, the options open to a Druid are many and varied…
Weapons:
Free: One-Handed Short
Lvl 1: Long One-Handed
Lvl 2: Small Polearm
Lvl 2: Thrown Weapons
Lvl 4: Dart / Shot Specialization
Lvl 8: Flight Weapon
Armour:
Lvl 3: Padded Armour
Lvl 6: Light Armour
Lvl 12: Medium Armour
Shields:
Lvl 5: Buckler
Lvl 10: Medium
Magic: 3 Elements (Lvl 2, 4 & 6)
Mana Bands:
Lvl 0: Mana Band 1
Lvl 0: Mana Band 2
Lvl 1: Mana Band 3
Lvl 2: Mana Band 4
Lvl 2: Mana Band 5
Lvl 3: Mana Band 6
Lvl 3: Mana Band 7
Lvl 4: Mana Band 8
Lvl 5: Mana Band 9
Lvl 6: Mana Band 10
Spell Level Requirements to learn (use the achievement listed in the magic section)
Lvl 2: Spell Level 1 Abilities
Lvl 4: Spell Level 2 Abilities
Lvl 6: Spell Level 3 Abilities
Lvl 8: Spell Level 4 Abilities
Suggested Races: Beast, Dwarf, Elf, Fae, Human, Tiefling
Abilities:
Lvl 2: Barkskin: Self. Buff. 1 mana. Druid gains +1 armour and resists DAZED effects while active.
Lvl 3: Nature’s Blessing: Heal, 2 mana. Touch. Heal either 1 hit point or remove one FEAR, Alter or Control effect.
Lvl 5: Shapeshifting: Self. Buff, 4 mana. Turn into were creature (costume reliant). Druid gains +2 armour per battle. Lasts until death or until cancelled by Druid.
Lvl 6, 8, 10: Spirit Rites – Targets of these ability’s need to be in direct contact with the Druid so they can channel the power into them.
Lvl 6: Spirit Favour of the Owl: Touch. Buff. 1 mana +1 mana per target affected. Each target players can resist the first FEAR, Alter or Control effect to target them.
Lvl 8: Spirit Favour of the Bear: Touch. Buff. 1 mana +1 mana per target affected. Each player can resist the first DAZED, Knock Back or PRONE effect to target them.
Lvl 10: Spirit Favour of the Lizard: Touch. Buff. 1 mana +1 mana per target affected. Each player gains +1 armour.
Lvl 12: Improved Shapeshifting: Self. Buff. 6 mana. As Shapeshifting, above, but Druid can now also choose an ability to manifest during change.
Strong: Use the Beast race ability Stomp once per battle.
Agile: Use the Beast race ability Pounce once per battle.
Cunning: Use the Beast race ability Slippery Mind once per battle.
Druid can choose a different ability each time they shapeshift.
Lvl 15: Nature’s Wrath: Area. Damage. Heal. 8 mana. Druid raises both hands above their head & calls ‘Nature’s Wrath. All opponents within 30ft take 1 damage from wind, rain, stones, and twigs striking them. All friendly players (incl. Druid) are healed by +1 hit point. Caster is Fatigued for 1 minute (cannot fight, run, cast spells).
The Gnoll stands silently, eyes closed, feeling the deep voice of the Earth speak to him through the soles of his padded feet. The whisper of the Air tickles him and his sharp ears prick. Water babbles and flows, Fire crackles and spits. Now he knows. The trappers are close. Silently, the beast moves off in pursuit.
The destruction was obscene. Whole swathes of forest had been left burned and destroyed. Feeling the wrath of nature fill her, the elf’s body flowed and shifted. She grew from a slender woman into the towering form of a bear. With a growl of anger, she dropped onto all fours and loped down the hill towards the goblin war party.
The beauty and ferocity of nature are both captured equally in the form of the Druid. Protectors, healers and avengers of the natural world, these spell casters hear the song of the wild more clearly than any other. Able to act with both kindness and cruelty, the Druid is nature incarnate, able to heal and sooth, harm and destroy, and assume the very shape of the animals they are sworn to nurture and protect. No class is perhaps as diverse and graced with utility, or as capable of specialising in one particular area of expertise as the wild ones of the Druidic calling.
Role: Secondary spell casters, decent combatants, shapeshifters and possessors of a broad variety of class abilities, the Druid can be a jack-of-all-trades or a recognised master of a particular field. Spellcasting nature-mystics, healers and protectors or ferocious shapeshifting warriors, a Druid can be all of these things. As mutable as nature itself, the options open to a Druid are many and varied…
Weapons:
Free: One-Handed Short
Lvl 1: Long One-Handed
Lvl 2: Small Polearm
Lvl 2: Thrown Weapons
Lvl 4: Dart / Shot Specialization
Lvl 8: Flight Weapon
Armour:
Lvl 3: Padded Armour
Lvl 6: Light Armour
Lvl 12: Medium Armour
Shields:
Lvl 5: Buckler
Lvl 10: Medium
Magic: 3 Elements (Lvl 2, 4 & 6)
Mana Bands:
Lvl 0: Mana Band 1
Lvl 0: Mana Band 2
Lvl 1: Mana Band 3
Lvl 2: Mana Band 4
Lvl 2: Mana Band 5
Lvl 3: Mana Band 6
Lvl 3: Mana Band 7
Lvl 4: Mana Band 8
Lvl 5: Mana Band 9
Lvl 6: Mana Band 10
Spell Level Requirements to learn (use the achievement listed in the magic section)
Lvl 2: Spell Level 1 Abilities
Lvl 4: Spell Level 2 Abilities
Lvl 6: Spell Level 3 Abilities
Lvl 8: Spell Level 4 Abilities
Suggested Races: Beast, Dwarf, Elf, Fae, Human, Tiefling
Abilities:
Lvl 2: Barkskin: Self. Buff. 1 mana. Druid gains +1 armour and resists DAZED effects while active.
Lvl 3: Nature’s Blessing: Heal, 2 mana. Touch. Heal either 1 hit point or remove one FEAR, Alter or Control effect.
Lvl 5: Shapeshifting: Self. Buff, 4 mana. Turn into were creature (costume reliant). Druid gains +2 armour per battle. Lasts until death or until cancelled by Druid.
Lvl 6, 8, 10: Spirit Rites – Targets of these ability’s need to be in direct contact with the Druid so they can channel the power into them.
Lvl 6: Spirit Favour of the Owl: Touch. Buff. 1 mana +1 mana per target affected. Each target players can resist the first FEAR, Alter or Control effect to target them.
Lvl 8: Spirit Favour of the Bear: Touch. Buff. 1 mana +1 mana per target affected. Each player can resist the first DAZED, Knock Back or PRONE effect to target them.
Lvl 10: Spirit Favour of the Lizard: Touch. Buff. 1 mana +1 mana per target affected. Each player gains +1 armour.
Lvl 12: Improved Shapeshifting: Self. Buff. 6 mana. As Shapeshifting, above, but Druid can now also choose an ability to manifest during change.
Strong: Use the Beast race ability Stomp once per battle.
Agile: Use the Beast race ability Pounce once per battle.
Cunning: Use the Beast race ability Slippery Mind once per battle.
Druid can choose a different ability each time they shapeshift.
Lvl 15: Nature’s Wrath: Area. Damage. Heal. 8 mana. Druid raises both hands above their head & calls ‘Nature’s Wrath. All opponents within 30ft take 1 damage from wind, rain, stones, and twigs striking them. All friendly players (incl. Druid) are healed by +1 hit point. Caster is Fatigued for 1 minute (cannot fight, run, cast spells).