Requires 5 Ranger levels and 5 Cleric levels. Druids draw their power from the earth around them, and avoid using metal out of respect to nature. When using Wild Shape, some stats are enhanced while others are reduced - see your GM for specifics. Wild Shape also grants a new set of abilities, most of which can be used multiple times in battle, but are only gained at levels 1, 6, 11, 16, 21, and 26. Druids mainly use Survival and Reflex (Spellcasters may focus on Medicine and Spirituality, while animal shifters may focus on Athletics and Fortitude).
Referenced by the Wild Shape tree's (Choose Wild Shape) ability. Spencer has laid out the frame โ level rungs (1/6/11/16/21/26) and 9 form categories (Aquatic, Avian, Canine, Feline, Insectoid, Primate, Reptilian, Ursidae, Vehicular) โ but no forms are filled in yet.
Open โDruid (Beast Forms)โ tab| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 12 | A12 | Goodberry | 12 act | 12 actions. You conjure up to 10 Goodberries. These berries can be eaten 2 per action. For each berry consumed, the eater heals 1 HP. These berries last up to 24 hours. Survival. Upgrades:
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| 12 | B12 | Druidcraft | 5 act | 5 actions. You create a harmless sensory effect that deals with nature. This includes, but is not limited to, making flowers bloom, extinguishing a small flame, causing a gust of wind, or a drizzle of rain. You may use this effect to determine what the weather will be for the next 24 hours. Survival. |
| 12 | C12 | Thorns | 4 act | 4 actions. You conjure thorny armor upon an ally. All melee attacks against that ally deal 1d4 damage (bypassing armor) to the attacker. Lasts 10 turns. Spirituality vs Will. |
| 13 | A13 | Healing Spirit | 6 act | 6 actions. You conjure a spirit of nature within 3 spaces that flies around at 2 spaces per action. The spirit has 10HP and is immune to physical damage. It can spend 1 action to heal a target next to it for 1d6 HP. (It cannot heal itself.) Must concentrate while casting this, not moving or making any other attacks. Lasts 5 turns or until killed, dismissed, or concentration broken. Spirituality vs Will. |
| 13 | B13 | Thorn Whip | 6 act | 6 actions. You conjure a thorny vine to attack a target within 6 spaces. It deals 1d10 damage, then pulls the target to any other space within range. Spirituality vs Reflex. |
| 13 | C13 | Stone Meld | 6 act | 6 actions. You turn yourself or an adjacent target to stone. While turned, the target cannot make any actions, but is also immune to most attacks. Any previous magical effects still last. Last 3 turns. Spirituality vs Will. |
| 14 | A14 | Moonbeam | 6 act | 6 actions. You shine enhanced moonlight down on everyone in a 2x2 area. You choose if each individual in the area heals 1d12 HP or takes 1d12 psychic damage (bypassing armor). Spirituality vs Will. |
| 14 | B14 | Entangling Vines | 6 act | 6 actions. You grow vines out of the ground, entangling all targets in a 3x3 area. Those targets can only use 2 Move actions while in the area. Lasts 3 turns. Spirituality vs Fortitude. Upgrades:
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| 14 | C14 | Transplant | 12 act | 12 actions. You choose 2 trees (or other Huge-size plants) that you have encountered before. You cast a ritual that enchants the trees. Lasts 1 hour. During this time, anyone who touches the tree will be shown a door within it. Going through the door will take them to the other connected tree, no matter how far apart they are. Must roll 18+ Spirituality. |
| 15 | A15 | Regenerate | 4 act | 4 actions. You heal a target within 10 spaces for 1d4 HP each turn. During this effect, severed limbs may slowly be reattached. Lasts until dismissed or target is killed or fully healed. If dismissed, target heals 1d6+3 HP instantly. - If you also know Rejuvenate, casting this automatically applies all possible stacks to the target free of action costs. Spirituality vs Will. |
| 15 | B15 | Thorn Wall | 6 act | 6 actions. You summon a wall that takes up to a 12x1x4 area. This wall is made of thorny bramble and is dense enough to block vision entirely. Passing into and out of the wall takes 4 Move actions each, and targets next to (or within) it take 5d4 damage (bypassing armor). Lasts 4 turns or until dismissed. Must roll 21+ Spirituality. |
| 15 | C15 | City Slicker | Passive | Passive. You are no longer barred from using metal in weapons or armor. Any spells that deal with plants or stone may also work with metal. See your GM for details. Also allows for Wild Shape: Vehicular. |
| 16 | A16 | Pool Of Dreams | 9 act | 9 actions. You summon a floating HP pool equal to your (Spirituality + Level). For 1 action, you may draw any amount of HP from this pool and heal a target within 20 spaces. Lasts 5 turns or until all HP is depleted. You can only use this once per day. Spirituality vs Will. |
| 16 | B16 | Nature's Wrath | 6 act | Requires Druidcraft.
6 actions. You unleash the spirits of the land of a 5x5 area within 20 spaces, causing a number of effects based on your Druid knowledge. If you know:
- Thorn Whip: Vines spring up to grapple all targets in the area, preventing Attack actions. Vines can be cut or broken with a 20+ Athletics roll, but will spring again every turn.
- Stone Meld: Each turn, loose rocks in the area fling themselves at all targets, dealing 3d6 bludgeoning damage. Vs Reflex.
- Entangling Vine: Each turn, roots erupt from the ground to hold all targets in place, slowing them to 1 Move action. Unavoidable.
Transplant: Each turn, any trees with 2 spaces of the targets swing at them, dealing 2d12 bludgeoning damage. Vs Fortitude.
Must concentrate while casting, not moving, speaking, or making any other actions. Lasts 10 turns or until concentration ends. Spirituality vs Defenses. Requires: Druidcraft |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 11 | F11 | (Choose Wild Shape) | 5 act | 5 Actions. You take on the form of a chosen type of animal. Your new skills and abilities depend on the specific animal chosen, but you cannot use any from your humanoid form. Lasts until you choose to revert back. You can use Wild Shape as many times per battle as you wish. Must roll 15+ Animal Handling.
Choose one:
Wild Shape - Aquatic: You take on the form of an aquatic animal.
Wild Shape - Avian: You take on the form of an avian animal.
Wild Shape - Canine: You take on the form of a canine animal.
Wild Shape - Feline: You take on the form of a feline animal.
Wild Shape - Insectoid: You take on the form of an insect.
Wild Shape - Primate: You take on the form of a primate animal.
Wild Shape - Reptilian: You take on the form of a reptilian animal.
Wild Shape - Ursidae: You take on the form of a bear, bull, or horse-like animal.
Wild Shape - Vehicular: Requires the City Slicker ability. You take on the form of a vehicle. (Uses Hardware: Vehicles instead of Animal Handling)
--------------------------------------------- Upgrades:
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| 12 | E12 | Primal Savagery | Passive | Passive. Your attacks made in Wild Shape deal 1d4 extra damage (2d4 if they cost 5+ actions). Upgrades:
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| 12 | F12 | Speak With Animals | 6 act | 6 actions. You can communicate with any beast, though their language may not be as complex as yours. This does not guarantee agreeableness; you may need to use Charisma skills for conversation. Lasts 1 hour or until dismissed. Must roll 20+ Animal Handling. |
| 13 | E13 | Rabies | Passive | Passive. For each attack you make in Wild Shape, you may roll 1d6. On a 3+, you give the target a Disease. On your next turn, they suffer -1 to all Strength, Dexterity, Wisdom, and Charisma skills. This penalty stacks each subsequent turn. Lasts until cured. Upgrades:
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| 13 | F13 | Druidspeak | Passive | Passive. You are fluent in the language of plants, water and stone. Other druids can understand you, but cannot speak without also having this ability. |
| 14 | E14 | Barkskin | 5 act | 5 actions. You give a target within 5 spaces the skin of tree bark, bringing their Armor to 9, no matter what it was before. This armor is not subject to extra damage from lightning. Lasts 5 turns. Spirituality vs Will. Upgrades:
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| 14 | F14 | Shillelagh | 4 act | 4 actions. You bless a weapon that you can touch. Instead of its normal attack, you may use your Spirituality skill to hit. Only usable on weapons without metal. Lasts 10 turns. Must roll 18+ Spirituality. |
| 15 | E15 | One With The Beast | Passive | Passive. Wild Shape costs -4 actions, down to a minimum of 1. |
| 15 | F15 | Giant Insect | 6 act | 6 actions. You increase the size of all insects within 3 spaces to Medium. All affected insects follow your command to the best of their ability. The number of insects possible ranges from 0-20, depending on how warm and humid your vicinity is, and the type depends on the land's geography. Lasts 5 turns or until all insects die. Must roll 21+ Spirituality. |
| 16 | E16 | Beast Spells | Passive | Passive. Being in Wild Shape no longer bars you from casting any other spells you know. Any verbal and somatic casting will be done in the style of your chosen beast. |
| 16 | F16 | Legendary Wild Shape | โ | Legendary Wild Shape: You use your Wild Shape ability to become a Legendary animal/vehicle. Forms are limited by the Wild Shapes that you already know. Must roll 25+ Animal Handling. Forms include, but are not limited to: Aircraft (Requires Wild Shape: Avian, Wild Shape: Vehicular) Basilisk (Requires Wild Shape: Reptilian) Camahueto (Requires Wild Shape: Aquatic, Wild Shape: Ursidae) Cerberus (Requires Wild Shape: Canine) Chimaera (Requires Wild Shape: Feline, Wild Shape: Reptilian) Cockatrice (Requires Wild Shape: Avian, Wild Shape: Reptilian) Dragon (Requires Wild Shape: Avian, Wild Shape: Reptilian) Griffin (Requires Wild Shape: Avian, Wild Shape: Feline) Hydra (Requires Wild Shape: Reptilian) Orthrus (Requires Wild Shape: Canine) Owlbear: (Requires Wild Shape: Avian, Wild Shape: Ursidae) Pegasus (Requires Wild Shape: Avian, Wild Shape: Ursidae) Phoenix (Requires Wild Shape: Avian) Sea Monster (Requires Wild Shape: Aquatic, Wild Shape: Reptilian) Spacecraft (Requires Wild Shape: Aquatic, Wild Shape: Avian, Wild Shape: Vehicular) Submarine (Requires Wild Shape: Aquatic, Wild Shape: Vehicular) Tank (Requires Wild Shape: Ursidae, Wild Shape: Vehicular) Unicorn (Requires Wild Shape: Ursidae) Yeti (Requires Wild Shape: Primate) |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 12 | I12 | Mold Elements | 6 act | 6 actions. You may control a preexisting element (fire, water, earth, air) within 5 spaces and move it around within range, even molding it into a shape of your choice. Changes last 5 turns or until dismissed. Air: You may condense or disperse a 2x2 cloud of fog, which reduces all vision-based skills by -5. Earth: You may take a 2x2 dirt/stone/gravel area and make it difficult terrain, requiring 2 Move actions to move 1 space. Fire: You may enlarge a flame to Medium size (2/3 ignition chance) or shrink it to Tiny size (0 ignition chance). Water: You may soak a target within range. Soaked targets lose critical success chance. If moved to an unwilling target, roll Spirituality vs Reflex. |
| 13 | H13 | Faerie Fire | 4 act | 4 actions. You light a 4x4 area. Everyone in the area glows with a color of your choice, suffering -2 Reflex, -2 Will, and -20 Stealth. Lasts 5 turns. Spirituality vs Will. |
| 13 | I13 | Create/Destroy Water | 6 act | 6 actions. You may summon water up to filling a Medium size container. It may come all at once, or fall like unavoidable rain over a 1-minute period. The water is clean and potable. You may also remove water up to the same amount. Anything else in the water (people, toxins, items) will remain. Upgrades:
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| 13 | J13 | Tremor | Passive | Passive. You may use Mold Earth to cave in a 3x3 area, dealing 1d6 impact damage (bypassing armor) to everyone there and burying them, preventing all attacks and movement. They must roll 15+ Athletics to dig themselves out. If dodged, your target instantly moves outside the area. Spirituality vs Reflex. |
| 13 | K13 | Dust Devil | 6 act | 6 actions. You may Mold Air to create a Medium-size tornado that picks up dust and debris from the space it stands on. The tornado has 6 Move actions. If it moves into an occupied space, the target takes 1d8 impact damage (bypassing armor) and is pushed 2 spaces away. Lasts 5 turns or until dismissed. Spirituality vs Fortitude. Upgrades:
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| 14 | H14 | Flame Blade | 6 act | 6 actions. You may use Mold Fire to shape an existing flame within 1 space into a melee weapon of your choice. You may add your Spirituality to the attack roll of the original weapon, and add 2d12 fire damage to the total damage. Lasts 10 turns. |
| 14 | I14 | Freeze Water | 6 act | 6 actions. You may use Mold Water to freeze water solid or to melt it back into liquid. If you freeze terrain, everyone travelling on it (except you) must roll 15+ Acrobatics each turn or fall prone. Lasts 5 turns, depending on climate. |
| 14 | J14 | Bones Of Earth | 6 act | 6 actions. You may use Mold Earth to summon 6 pillars within range from the earth around you. If anyone is on a pillar space, they may roll Reflex to avoid it. Pillars take 1 space, but are 6 spaces tall. If someone gets caught between pillar and ceiling, they take 4d8 impact damage (bypassing armor) and lose all movement actions. Pillars have 30HP, and crumble into difficult terrain if destroyed. Lasts 5 turns. |
| 14 | K14 | Warding Wind | 6 act | 6 actions. You may use Mold Air to whirl the air around you, causing these effects within range: - Everyone must take the lower of 2d20 rolls for Ranged Attack. - Everyone is deafened, suffering -5 Detection. - All fire is extinguished, and clouds cleared. - You push everyone 1 space away. - You may float 1 space in the air. - Your Jump speed is 1/2 your Acrobatics roll, rounded down. All effects are unavoidable. Lasts 5 turns or until dismissed. |
| 15 | H15 | Investiture Of Flame | 6 act | 6 actions. You may Mold Fire to shape an existing flame to surround yourself. You become immune to fire damage, and light up the area within 3 spaces. Everyone within 1 space takes 1d12 fire damage, 1/3 ignition chance. Lasts 5 turns or until dismissed. |
| 15 | I15 | Whirlpool | 6 act | Requires water that fills a 7x7x3 area. 6 actions. You may use Mold Water to create a swirling 6x6 whirlpool. Everyone in the area must roll 25+ Acrobatics or be pulled 2 spaces toward the center. Anyone in the 3x3 center spins down the drain, starting to drown and taking 3d6 bludgeoning damage each turn. If the targets are already in water, this attack is unavoidable. Lasts 5 turns or until dismissed. |
| 15 | J15 | Erupting Earth | 4 act | 4 actions. You may use Mold Earth to affect the earth in a 5x5 area. You may: - Dig a trench or tunnel - Erect a wall or up to 6 pillars - Elevate land or make difficult terrain - Reverse any of the above effects All effects are harmless. You may keep using this ability for as long as you concentrate, not using any speaking or Attack actions. Lasts 5 turns or until dismissed. |
| 15 | K15 | Wind Walk | 6 act | 6 actions. You transform up 10 targets into a gaseous form. While in this form, each target is immune to physical damage and can fly 3 spaces per action. They can only make Move actions or revert back to normal for 2 actions. Lasts 1 hour or until dismissed. Spirituality vs Will. |
| 16 | H16 | Firestorm | 6 act | 6 actions. You may Mold Fire to create a firestorm in a 10x10 area. Everyone in the area takes 3d12 fire damage, guaranteed ignition. You may move the area 3 spaces each turn. Lasts for as long as you concentrate, not making any other actions. Spirituality vs Reflex. |
| 16 | I16 | Tsunami | 6 act | Requires Create/Destroy Water x3. 6 actions. You summon a wall of water up to a 60x10x60 area. The area is unavoidable, but everyone in the area can attempt to swim out with a 28+ Acrobatics roll. For each turn you cast, you may move the wall up to 10 spaces. Everyone hit and already inside the wall takes 10d6 bludgeoning damage and starts to drown. For each subsequent turn, the wall loses 10 spaces of height and 2d6 of damage. Lasts for as long as you concentrate, not making any other actions, or until the wall collapses. |
| 16 | J16 | Earthquake | 12 act | 12 actions. You make the earth shake up to a 20x20 area. Any structures of less than Steel+ material fracture and crumble over the duration. Everyone in the area takes 1d8 impact damage (bypassing armor) and is tripped. All mid-cast abilities are interrupted and must start over. All concentration is broken. Each turn, you may choose up to a 1x12 area to create a harmless fissure. Lasts 5 turns or until dismissed. Spirituality vs Reflex. |
| 16 | K16 | Control Weather | 6 act | 6 actions. You change the weather in the vicinity. The more drastic the change, the more turns it takes to cast this. The weather can be clear to severe storming, freezing to scalding, but must be naturally occurring. Must concentrate while casting, not making any Attack actions. Once complete, lasts 1 hour or until dismissed. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 13 | M13 | Circle Of Dreams | Passive | Passive. You join the Circle of Dreams, who take control of the vast universes of dreams and connect them to reality. While asleep, you may scry on any non-hidden location or person, so long as you have seen them before. You may make yourself visible and speak while scrying, but roll 1d6. On 4-, your dreams end and you will wake.
You may only join 1 Druid Circle. Upgrades:
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| 13 | N13 | Circle Of Land | Passive | Passive. You join the Circle of Land, who protect and attune themselves to the earth they walk on. Choose 1 land benefit:
Coastal: Lightning damage cannot be tripled against you.
Desert: Cannot be ignited.
Field: Immune to acid melting.
Jungle: Cannot be poisoned.
Mountain: Cannot be deafened/muted.
Tundra: Cannot be slowed from cold.
You may only join 1 Druid Circle. Upgrades:
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| 13 | O13 | Circle Of The Moon | Passive | Passive. You join the Circle of the Moon, who trust in the moon's ability to light the path in the darkest times. Once per day, you may spend 5 actions to cast Moonlight, giving yourself and all targets within 4 spaces Darkvision, so long as they stay within range.
You may only join 1 Druid Circle. Upgrades:
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| 13 | P13 | Circle Of The Sea | Passive | Passive. You join the Circle of the Sea, who strive to understand and become one with bodies of water. You gain +10 Acrobatics when swimming and +10 Piloting/Driving when using water vehicles.
You may only join 1 Druid Circle. Upgrades:
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| 13 | Q13 | Circle Of The Shepherd | Passive | Passive. You join the Circle of the Shepherd, who connect with and become caretakers of local fauna. You gain +3 Animal Handling, with a critical success on a roll of 19-20.
You may only join 1 Druid Circle. Upgrades:
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| 13 | R13 | Circle Of Spores | Passive | Passive. You join the Circle of Spores, who study fungi with reverence. You gain +10 Survival when scavenging and determining edible mushrooms, and +10 Food/Beverage Crafting when preparing mushrooms in a meal.
You may only join 1 Druid Circle. Upgrades:
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| 13 | S13 | Circle Of Stars | Passive | Passive. You join the Circle of Stars, who map the constellations to draw out their wisdom and power. Choose 2 constellations. Once per day, you may spend 5 actions to emanate 1 of these constellations and grant their gift to a target within 10 spaces.
- Archer: Target make take the higher of 2d20 Ranged Attack rolls. Lasts 5 turns.
- Bear: Target gains +4 Armor and +10 Will. Lasts 5 turns.
- Chalice: Target heals 2d8 HP each turn. Lasts 5 turns.
- Dragon: Target's spells cost -1 action to cast, down to a minimum of 1, and cannot break concentration. Lasts 5 turns.
- Lute: Target gains +10 to their choice of Deception, Perform, or Persuasion. Lasts 5 turns.
- Ship: All targets in a 3x3 area gain +3 Move actions. Lasts 5 turns.
You may only join 1 Druid Circle. Upgrades:
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| 13 | T13 | Circle Of Wildfire | Passive | Passive. You join the Circle of Wildfire, who study and control fire's destructive power so it can make way for new life. You gain Crossfire. For 6 actions, you deal 1d6 fire damage to a target within 5 spaces and remove 1 effect from them:
- Bleeding
- Charms
- Disease
- Haunt/Intimidate
- Ignited
- Poison
- Soaking
You may use this as often as you wish in battle. Spirituality vs Will.
You may only join 1 Druid Circle. Upgrades:
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