Druid
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- Nature's Voice (Druid Deeds)
- Foundation
- Stone Aspect
- Flame Aspect
- Tide Aspect
- Wind Aspect
- Root Aspect
- Beast Aspect
- Star Aspect
- Druid Ultimates
- 1st Ultimate (Free at 4 abilities + gain 4th affinity)
- 2nd Ultimate (Free at 8 abilities + gain 5th affinity)
- 3rd Ultimate (Free at 12 abilities + gain 6th affinity)
- Claiming Goal Tables
- Stone - "I Must Make It Permanent"
- Flame - "I Must Burn It"
- Tide - "I Must Dissolve Boundaries"
- Wind - "I Must Set It Free"
- Root - "I Must Make It Grow"
- Beast - "I Must Follow Instinct"
- Star - "I Must Fulfill the Pattern"
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)
| Deed | Effect |
|---|---|
| ATTUNE | Gain +1 Attunement in relevant Aspect for bonus effect. Embrace transformation to empower magic. |
| CYCLE | Convert damage to healing or healing to damage. Death feeds life; life feeds death. The wheel turns. |
| WILD | Remove precision for raw primal power. Larger, messier, uncontrolled. Nature doesn't do "careful." |
| ROOT | Ground the spell in location. It persists, becomes part of the environment, grows into the land. |
| CLAIM | Nature marks the target. Plants react to them, animals watch them, elements remember their passage. |
| RESONATE | If environment is natural, amplify effect. The land joins your magic. Cities dampen; wilderness sings. |
| GROW | Effect expands organically over time. What starts small spreads, multiplies, takes root. |
| ADAPT | Spell shifts to match circumstances. You set intention; nature finds the path. |
Foundation
Primal Awakening
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
Stone Touched
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.
Stone Flesh
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.
Mountain's Heart
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
Flame Touched
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.
Living Inferno
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.
Wildfire Soul
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
Tide Touched
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.
Tidewalker
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.
Ocean's Embrace
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
Wind Touched
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.
Windborne
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.
Storm's Freedom
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
Root Touched
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.
Root Guardian
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.
Ancient Oak
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
Beast Touched
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.
Feral Surge
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.
Apex Predator
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
Star Touched
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.
Cosmic Sight
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.
Void Walker
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"
| d6 | Goal |
|---|---|
| 1 | Root in place and defend this exact spot to the death |
| 2 | Build a cairn or monument from nearby stones |
| 3 | Petrify the strongest living thing you can see |
| 4 | Block the nearest doorway/passage with stone |
| 5 | Bury yourself up to your neck in earth |
| 6 | Turn all water nearby into stone/ice |
Flame - "I Must Burn It"
| d6 | Goal |
|---|---|
| 1 | Set fire to the largest flammable object in sight |
| 2 | Immolate yourself and embrace anything nearby |
| 3 | Burn all organic material within 30 feet |
| 4 | Chase and ignite the fastest-moving creature |
| 5 | Create a ring of fire around your current position |
| 6 | Burn the oldest thing you can see (building, tree, creature) |
Tide - "I Must Dissolve Boundaries"
| d6 | Goal |
|---|---|
| 1 | Walk to the nearest water source and submerge completely |
| 2 | Melt/erode all solid structures within 30 feet |
| 3 | Make everything flow - spill containers, break dams, open veins |
| 4 | Merge with the nearest body of water (become indistinguishable from it) |
| 5 | Drown the nearest air-breathing creature |
| 6 | Turn solid ground into mud/quicksand in widening circle |
Wind - "I Must Set It Free"
| d6 | Goal |
|---|---|
| 1 | Scatter everything loose within 30 feet to the winds |
| 2 | Open all doors, containers, and cages you can reach |
| 3 | Disperse into mist and blow away (direction random) |
| 4 | Steal the breath from the nearest creature (suffocate them) |
| 5 | Create a whirlwind that flings everything upward |
| 6 | Break all bonds - cut ropes, shatter chains, destroy barriers |
Root - "I Must Make It Grow"
| d6 | Goal |
|---|---|
| 1 | Entangle everything in 30 feet with vines (friend and foe) |
| 2 | Root yourself in place and sprout into a tree |
| 3 | Force-feed the nearest creature until they burst |
| 4 | Grow thorny vines through the largest structure nearby |
| 5 | Plant seeds in every corpse and grave you can reach |
| 6 | Bind the two nearest creatures together with strangling roots |
Beast - "I Must Follow Instinct"
| d6 | Goal |
|---|---|
| 1 | Hunt and kill whatever last damaged you |
| 2 | Mark territory with claw marks in expanding radius |
| 3 | Devour the nearest fresh corpse completely |
| 4 | Challenge the strongest creature in sight to single combat |
| 5 | Flee to the furthest point you can reach from danger |
| 6 | Protect the weakest/smallest creature as if it's your offspring |
Star - "I Must Fulfill the Pattern"
| d6 | Goal |
|---|---|
| 1 | Walk in a perfectly straight line until you hit an obstacle, then stop |
| 2 | Arrange all nearby objects into a star/constellation pattern |
| 3 | Climb to the highest point and stare at the sky motionless |
| 4 | Speak prophecies about everyone present's death |
| 5 | Walk to a specific distant location (GM chooses based on stars/fate) |
| 6 | Sacrifice something precious to align the cosmic pattern (GM determines what) |