KING

Druid

Primal casting is reliable. Failure still works, and it pushes attunement up. Cross ten in one aspect and you roll to stay yourself.

Core Mechanic: ASPECT ATTUNEMENT SYSTEM

Druids channel primal forces through seven Aspects. Magic is reliable but requires careful management. Failure still works but pushes you toward transformation.


ATTUNEMENT MECHANICS:

Seven Aspects:

  • Stone: Petrification, endurance, crushing weight
  • Flame: Immolation, consuming heat, spreading fire
  • Tide: Dissolution into water, drowning, erosion
  • Wind: Fading to mist, dispersal, breath stolen
  • Root: Becoming tree, strangling growth, rooting
  • Beast: Feral transformation, primal instincts
  • Star: Cosmic madness, void visions, stellar dissolution

Stamina Pool: See core Stamina rules. Druid uses Sense as primary stat.

How Attunement Works:

  • In combat: Spells just work with no check, only disruption when damaged
  • Out of combat: Ability Test (d20 + Sense die + Tier vs DC). Fail allows stamina buyout
  • Disruption: If damaged after declaring, make an Ability Test (d20 + Sense die + Tier) vs DC based on spell tier: DC 11/13/15/17/19 for Tier 1-5. Fail = spend 1 stamina to maintain, or spell is lost.
  • When you fail a check (or disruption), gain +1 Attunement in that spell's Aspect

PRIMAL SURGE (Disruption Recovery): When your spell is disrupted and lost, the wild magic flows into the land. Choose: either gain +2 Attunement in the spell's Aspect (power building toward transformation), OR heal yourself for your Sense die + Tier as nature's energy courses through you instead of outward.

  • Alternatively, voluntarily spend 1 stamina when casting to gain +1 Attunement (power at a cost)
  • Each rest: ALL Attunements drop by 1 (minimum 0)
  • Alternatively, spend 1 Stamina to reduce one Attunement by 1 (without resting)
  • At 10+ Attunement: Make Claiming check (d20 + Sense die + Tier - discord vs DC 12)
    • Pass: Safe, remain at current Attunement
    • Fail: Claimed - roll d6 on that Aspect's goal table

Discord Penalty (Multi-Aspect Casting):

  • 1 Aspect: -0 | 2 Aspects: -2 | 3 Aspects: -4
  • 4 Aspects: -6 | 5 Aspects: -8 | 6 Aspects: -10 | 7 Aspects: -12

While Claimed:

  • Pursue the rolled goal single-mindedly
  • Use all abilities toward completing the goal
  • Cannot be reasoned with or redirected
  • Duration: Until goal is complete
  • After: That Aspect resets to 0, others unchanged
  • Cannot voluntarily cast spells from that Aspect until you rest

Affinity System:

  • Start with 3 affinities (chosen Aspects)
  • Druids use the PRIMAL SPELL LIST (their own unique spell list)
  • Can cast ANY primal spell that matches your chosen Aspects
  • Prepare Sense modifier spells per aspect when you rest (not RECOVER like the Wizard!) from the entire list.
  • Gain 4th/5th/6th affinity at Ultimates
  • Each primal spell is tagged with an Aspect - you can only cast spells from Aspects you have affinity for

DRUID MYSTIC TREE (22 Abilities)

Choose abilities in any order. Requirements listed where applicable.

Mystic Level: Your druid level = number of Druid abilities purchased (1-22)

Tier Access:

  • Levels 1-2: Tier 1 spells
  • Levels 3-4: Tier 2 spells
  • Levels 5-7: Tier 3 spells
  • Level 8: Tier 4 spells

Note: Tier 5 spells unlock at druid level 12 (requires all 8 core abilities + 4 more from other trees)

Aspect System: Each aspect has 3 abilities (21 total) + 1 foundation = 22 total abilities


Nature's Voice (Druid Deeds)

Druids speak with nature's authority. These deeds represent commanding the primal forces, not casting spells, but shaping how magic and nature interweave. Using a deed requires a check: roll stat dice + Tier dice, needing [Tier] successes.

Starting Deeds: ATTUNE, CYCLE (gained with Primal Awakening)

DeedEffect
ATTUNEGain +1 Attunement in relevant Aspect for bonus effect. Embrace transformation to empower magic.
CYCLEConvert damage to healing or healing to damage. Death feeds life; life feeds death. The wheel turns.
WILDRemove precision for raw primal power. Larger, messier, uncontrolled. Nature doesn't do "careful."
ROOTGround the spell in location. It persists, becomes part of the environment, grows into the land.
CLAIMNature marks the target. Plants react to them, animals watch them, elements remember their passage.
RESONATEIf environment is natural, amplify effect. The land joins your magic. Cities dampen; wilderness sings.
GROWEffect expands organically over time. What starts small spreads, multiplies, takes root.
ADAPTSpell shifts to match circumstances. You set intention; nature finds the path.

Foundation

1

Primal Awakening

Initial - 1m + 1s

Required: Must be your first Druid ability.

The wild speaks, and you have learned to listen. Where others hear wind, you hear voices. Where others see forest, you see a living mind.

Gain: Cast primal spells (Ability Test: d20 + Sense die + Tier - discord vs DC). When you fail a casting, gain +1 Attunement in that spell's Aspect. Prepare Sense modifier + druid level spells per day.

Passive: Choose 3 starting Affinities (you can cast any primal spell from Aspects you have affinity for). Gain 1 additional affinity at druid levels 4 and 8.

Starting Deeds: You know ATTUNE and CYCLE.

Other druids recognize you by the way nature responds to your presence: the way leaves turn toward you, the way stones feel warmer under your feet.

Stone Aspect

2

Stone Touched

1m + 1s

The mountain recognizes you. Your footsteps fall heavier, your bones feel denser, and the earth knows when you walk upon it.

Passive: You cannot be knocked prone while standing on earth or stone.

Active while 2+ Stone Attunement: +1 AC while standing on earth or stone. Tremorsense 30 feet. Burrow through soft earth at half speed.

Triggered: When you take 10+ damage from a single attack, gain +1 Stone Attunement.

3

Stone Flesh

1m + 1s

Your skin remembers what it once was: mineral, not flesh.

Active while 4+ Stone Attunement: Stone spells deal +d4 damage.

Maneuver: Harden - Gain +2 AC and Negate 1 Vitality from the attack, but cannot move faster than near. Lasts until you end it or lose Stone Attunement. Cost: +1 Stone Attunement per round.

Triggered: When you cast a Stone spell, gain +1 Stone Attunement.

Learn: Choose 1 Nature's Voice from the list.

4

Mountain's Heart

1m + 1s

You are becoming what you worship. Mountains do not move. Mountains do not break. Mountains endure.

Passive: While you have 4+ Stone Attunement, once per round the first Vigor you would lose is not lost.

Active while 6+ Stone Attunement: Stone spells deal +d6 damage and enemies have disadvantage on saves. Immune to petrification.

Triggered: At the start of combat with 6+ Stone Attunement, gain +1 Stone Attunement.

Flame Aspect

5

Flame Touched

1m + 1s

Fire knows its own. Flames lean toward you like flowers toward sun. You carry warmth wherever you go.

Passive: Nonmagical fire and heat cannot harm you.

Active while 2+ Flame Attunement: Immune to mundane fire. See through smoke. Fire resistance becomes immunity.

Triggered: When you take damage from heat or magical fire, gain +1 Flame Attunement.

6

Living Inferno

1m + 1s

The fire isn't around you: it's in you. Your blood runs hot. Your breath steams in cold air.

Active while 4+ Flame Attunement: Flame spells deal +d4 damage.

Maneuver: Ignite - Your attacks deal +d6 fire damage. Creatures that hit you in melee take d4 fire damage. Lasts until you end it or lose Flame Attunement. Cost: +1 Flame Attunement per round.

Triggered: When you cast a Flame spell, gain +1 Flame Attunement.

Learn: Choose 1 Nature's Voice from the list.

7

Wildfire Soul

1m + 1s

You don't contain fire anymore: you barely restrain it. The blaze wants out.

Passive: While you have 4+ Flame Attunement, you shed bright light 30 feet and creatures that start their turn adjacent to you lose 1 Vigor.

Active while 6+ Flame Attunement: Flame spells deal +d6 damage and targets catch fire (d6/round).

Reaction: Explode - When you take damage, deal fire damage equal to your Sense die to all creatures within 30 feet. Gain 1 Flame attunement.

Tide Aspect

8

Tide Touched

1m + 1s

The water welcomes you home. It parts when you enter, holds you when you sink, speaks when you listen.

Passive: You breathe water and swim at full speed.

Active while 2+ Tide Attunement: Hold breath 10 minutes. Swim speed equals movement. Breathe underwater. Sense through water.

Triggered: When you enter a body of water, gain +1 Tide Attunement.

9

Tidewalker

1m + 1s

Water obeys you now. It moves when you gesture, parts when you command.

Active while 4+ Tide Attunement: Tide spells deal +d4 healing or damage. Squeeze through any gap water could pass. Advantage to escape grapples.

Maneuver: Shape Water - Create waves, part streams, walk on water, or assume partial liquid form. Effects last until you end them or lose Tide Attunement. Cost: +1 Tide Attunement.

Triggered: When you cast a Tide spell, gain +1 Tide Attunement.

Learn: Choose 1 Nature's Voice from the list.

10

Ocean's Embrace

1m + 1s

You are becoming the sea: patient, powerful, and impossible to hold.

Passive: While you have 4+ Tide Attunement, move through enemy spaces and difficult terrain freely.

Active while 6+ Tide Attunement: Tide spells deal +d6 healing or damage and push/pull targets 10 feet.

Maneuver: Water Form - Transform into water for up to 1 minute. Immune to physical damage, flow through cracks, cannot be grappled. Can still cast spells. Cost: +2 Tide Attunement per turn.

Wind Aspect

11

Wind Touched

1m + 1s

Gravity has loosened its grip on you. You fall like a leaf, land like a whisper.

Passive: You take no falling damage while conscious.

Active while 2+ Wind Attunement: No falling damage. Advantage on acrobatics. Jump double distance. Leave no tracks.

Triggered: When you fall a significant distance, gain +1 Wind Attunement.

12

Windborne

1m + 1s

You're becoming less solid. Light passes through you strangely. Your edges blur when you move quickly.

Active while 4+ Wind Attunement: Wind spells deal +d4 damage.

Maneuver: Translucent - Become nearly invisible in motion, hard to focus on when still. Pass through any space air could. Lasts until you end it or lose Wind Attunement. Cost: +1 Wind Attunement per round.

Triggered: When you cast a Wind spell, gain +1 Wind Attunement.

Learn: Choose 1 Nature's Voice from the list.

13

Storm's Freedom

1m + 1s

The sky calls you. The ground is just a memory.

Passive: While you have 4+ Wind Attunement, ranged attacks against you have disadvantage.

Active while 6+ Wind Attunement: Wind spells deal +d6 damage and knock targets prone.

Maneuver: Fly - Gain 30 feet fly speed. You move like a bird. Bank, glide, ride currents. Lasts until you end it or lose Wind Attunement. Cost: +2 Wind Attunement per round.

Root Aspect

14

Root Touched

1m + 1s

The green world has noticed you. Plants turn toward you as you pass. Trees creak in greeting.

Passive: Advantage on saves against being moved, grappled, or knocked prone.

Active while 2+ Root Attunement: Speak with plants. Sense through roots. Command plants (minor effects at will).

Triggered: When you touch a significant plant, gain +1 Root Attunement.

15

Root Guardian

1m + 1s

The green things protect you now. Thorns grow around your camps. Vines trip your enemies.

Active while 4+ Root Attunement: Root spells deal +d4 healing or damage.

Maneuver: Command Plants - Entangle enemies (Tier 1 Body save or restrained), grow thorn walls (10 ft, d4 damage to pass), or reshape terrain. Effects last 1 minute. Cost: +1 Root Attunement.

Maneuver: Bark Armor - Your skin becomes bark. AC equals 13 + Sense modifier, and you cannot be forcibly moved. Lasts until you end it or lose Root Attunement. Cost: +1 Root Attunement per round.

Triggered: When you cast a Root spell, gain +1 Root Attunement.

Learn: Choose 1 Nature's Voice from the list.

16

Ancient Oak

1m + 1s

You've begun to think like a tree: rooted, patient, measuring time in rings rather than heartbeats.

Passive: While you have 4+ Root Attunement, roll your Heart die twice for Vigor regen and keep the best.

Active while 6+ Root Attunement: Root spells deal +d6 healing or damage and create difficult terrain.

Maneuver: Take Root - You cannot move, but regenerate Vitality equal to your Tier die per round and cannot be moved by any force. Lasts until you end it or lose Root Attunement. Cost: +2 Root Attunement per round.

Beast Aspect

17

Beast Touched

1m + 1s

Animals recognize you as one of their own. Not prey, not predator, but kin.

Passive: Advantage on Sense checks of smell or hearing; you can convey simple concepts to beasts.

Active while 2+ Beast Attunement: Speak with animals. Advantage on animal handling. Enhanced senses (advantage on Perception, track by scent).

Triggered: When you meaningfully communicate with an animal, gain +1 Beast Attunement.

18

Feral Surge

1m + 1s

The beast is rising. Your nails thicken. Your teeth sharpen. When you're angry, you growl.

Active while 4+ Beast Attunement: Beast spells deal +d4 damage. Enhanced senses pinpoint hidden creatures.

Maneuver: Partial Shift - Grow claws (d6 damage), gain +10 feet speed, and advantage on Body checks. Lasts until you end it or lose Beast Attunement. Cost: +1 Beast Attunement per round.

Triggered: When you cast a Beast spell, gain +1 Beast Attunement.

Learn: Choose 1 Nature's Voice from the list.

19

Apex Predator

1m + 1s

You are the thing that hunts. The beast isn't riding you anymore: you're wearing it like a second skin.

Passive: While you have 4+ Beast Attunement, your movement does not provoke opportunity attacks.

Active while 6+ Beast Attunement: Beast spells deal +d6 damage. Advantage on attacks against wounded creatures.

Maneuver: Wildshape - Transform into a beast of your Tier or lower. Retain mind and can cast spells. Lasts until you end it or lose Beast Attunement. Cost: +2 Beast Attunement per round.

Star Aspect

20

Star Touched

1m + 1s

The night sky speaks to you. The stars are not distant. They are watching, and they have opinions.

Passive: You see in darkness without penalty and always know the hour.

Active while 2+ Star Attunement: Never lost (always know north, time, date). Advantage on initiative. Prophetic visions in sleep. See invisible creatures.

Triggered: When you see the night sky (clear and unobstructed), gain +1 Star Attunement.

21

Cosmic Sight

1m + 1s

You've learned to read the patterns. Everything is connected: fate, time, causality.

Active while 4+ Star Attunement: Star spells deal +d4 damage.

Maneuver: Cosmic Perception - See through illusions, read fate, and perceive alternate timelines. Lasts until you end it or lose Star Attunement. Cost: +1 Star Attunement per round.

Triggered: Foresight (3 Stamina) - After seeing result of any check, reroll it.

Triggered: When you cast a Star spell, gain +1 Star Attunement.

22

Void Walker

1m + 1s

You've looked too deep into the space between stars. Something looked back.

Passive: While you have 4+ Star Attunement, advantage on saves against magic.

Active while 6+ Star Attunement: Star spells deal +d6 damage and stun targets (save ends).

Maneuver: Double Time - Take an additional action this turn. You exist in overlapping moments. Cost: +3 Star Attunement.

Druid Ultimates

Choose one ultimate at 4, 8, and 12 abilities purchased. Each ultimate also grants a new affinity.

1st Ultimate (Free at 4 abilities + gain 4th affinity)

A. Aspect Harmony

  • Reduce discord penalty by 1
  • When you rest, choose one Aspect to drop by 2 instead of 1

B. Deep Specialization

  • Choose one Aspect you have affinity for
  • Spells from that Aspect: +1 to cast, +d4 damage/healing
  • When Claimed by that Aspect, duration reduced by half

C. Primal Resilience

  • Prepare one additional spell per day
  • Gain advantage on all Claiming checks
  • When Claimed, retain some awareness (can communicate basic needs)

2nd Ultimate (Free at 8 abilities + gain 5th affinity)

A. Protective Claiming

  • When Claimed, allies within 30 feet immune to your Claiming effects
  • Your Claimed form recognizes friends (won't attack them intentionally)

B. Aspect Fusion

  • Choose two Aspects you have affinities for
  • When you have 6+ in both, you can combine their abilities
  • Example: Stone + Flame = lava form, Tide + Wind = storm form
  • GM adjudicates fusion effects

C. Primal Threshold

  • Your Claiming threshold increases from 10 to 11
  • Make Claiming checks at 12+ instead of 10+
  • Gain +1 to all Claiming checks

3rd Ultimate (Free at 12 abilities + gain 6th affinity)

A. Ancient Power

  • You can have 7th affinity (choose additional one now)
  • When you successfully resist Claiming check, gain +1d6 Vigor per druid level
  • Ageless - you don't age, immune to aging effects

B. Primal Conduit

  • When you have 8+ in any Aspect, that Aspect's passive benefits double
  • When you would be Claimed, spend action to immediately cast any spell from that Aspect as last resort (no check needed, then Claiming occurs)
  • After being Claimed, recover consciousness 1 round early and can act (though still transformed)

C. Living Nexus

  • You can have 7th affinity (choose additional one now)
  • When you have 8+ in any three Aspects simultaneously:
    • +3 dice to checks
    • Prepare 3 additional spells
    • Discord penalty reduced by 2 (stacks with other reductions)

Total at 12 abilities: Affinity-based casting (all spells from chosen Aspects), fluctuating Attunement resource, 3 Ultimates
Power Fantasy: Ride the wave of primal forces, push Attunement for power then rest to reduce it gradually, transformation as dramatic consequence


Claiming Goal Tables

When you fail a Claiming check at 10+ Attunement, roll d6 on the appropriate Aspect table to determine your compulsive goal.


Stone - "I Must Make It Permanent"

d6Goal
1Root in place and defend this exact spot to the death
2Build a cairn or monument from nearby stones
3Petrify the strongest living thing you can see
4Block the nearest doorway/passage with stone
5Bury yourself up to your neck in earth
6Turn all water nearby into stone/ice

Flame - "I Must Burn It"

d6Goal
1Set fire to the largest flammable object in sight
2Immolate yourself and embrace anything nearby
3Burn all organic material within 30 feet
4Chase and ignite the fastest-moving creature
5Create a ring of fire around your current position
6Burn the oldest thing you can see (building, tree, creature)

Tide - "I Must Dissolve Boundaries"

d6Goal
1Walk to the nearest water source and submerge completely
2Melt/erode all solid structures within 30 feet
3Make everything flow - spill containers, break dams, open veins
4Merge with the nearest body of water (become indistinguishable from it)
5Drown the nearest air-breathing creature
6Turn solid ground into mud/quicksand in widening circle

Wind - "I Must Set It Free"

d6Goal
1Scatter everything loose within 30 feet to the winds
2Open all doors, containers, and cages you can reach
3Disperse into mist and blow away (direction random)
4Steal the breath from the nearest creature (suffocate them)
5Create a whirlwind that flings everything upward
6Break all bonds - cut ropes, shatter chains, destroy barriers

Root - "I Must Make It Grow"

d6Goal
1Entangle everything in 30 feet with vines (friend and foe)
2Root yourself in place and sprout into a tree
3Force-feed the nearest creature until they burst
4Grow thorny vines through the largest structure nearby
5Plant seeds in every corpse and grave you can reach
6Bind the two nearest creatures together with strangling roots

Beast - "I Must Follow Instinct"

d6Goal
1Hunt and kill whatever last damaged you
2Mark territory with claw marks in expanding radius
3Devour the nearest fresh corpse completely
4Challenge the strongest creature in sight to single combat
5Flee to the furthest point you can reach from danger
6Protect the weakest/smallest creature as if it's your offspring

Star - "I Must Fulfill the Pattern"

d6Goal
1Walk in a perfectly straight line until you hit an obstacle, then stop
2Arrange all nearby objects into a star/constellation pattern
3Climb to the highest point and stare at the sky motionless
4Speak prophecies about everyone present's death
5Walk to a specific distant location (GM chooses based on stars/fate)
6Sacrifice something precious to align the cosmic pattern (GM determines what)