Druid

Becoming a druid is more than an occupation; it's a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself.

Domains

Sage and Arcana

Starting Evasion

10

Starting Hit Points

5

Class Items

A small bag of rocks and bones or a strange pendant found in the dirt

Druid's Hope Feature

Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to add by 1 until that Beastform ends.

Class Features

Beastform

Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can't use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transformed stay in effect and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform's features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you're in a Beastform, your armour becomes part of your body and you mark Armour Slots as usual; when you drop out of a Beastform, those marked Armour Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.

Wildtouch

You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.


Druid Subclasses

Choose either the Warden of the Elements or Warden of Renewal subclass.


Warden of the Elements

Play the Warden of the Elements if you want to embody the natural elements of the wild.

Spellcast Trait

Instinct

Foundation Feature

Elemental Incarnation: Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:

  • Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.
  • Earth: Gain a bonus to your damage thresholds equal to your Proficiency.
  • Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
  • Air: You can hover, gaining advantage on Agility Rolls.

Specialisation Feature

Elemental Aura: Once per rest while Channeling, you can assume an aura matching your element. The aura affects targets within Close range until your Channeling ends.

  • Fire: When an adversary marks 1 or more Hit Points, they must also mark a Stress.
  • Earth: Your allies gain a +1 bonus to Strength.
  • Water: When an adversary takes damage to you, you can mark a Stress to move them anywhere within Very Close range of where they are.
  • Air: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8.

Mastery Feature

Elemental Dominion: You further embody your element. While Channeling, you gain the following benefit:

  • Fire: You gain a +1 bonus to your Proficiency for attacks and spells that deal damage.
  • Earth: When you would mark Hit Points, roll a d6 per Hit Point marked. For each result of 6, reduce the number of Hit Points you mark by 1.
  • Water: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.
  • Air: You gain a +1 bonus to your Evasion and can fly.

Warden of Renewal

Play the Warden of Renewal if you want to use powerful magic to heal your party.

Spellcast Trait

Instinct

Foundation Features

Clarity of Nature: Once per long rest, you can create a space of natural serenity within Close range. When you spend a few minutes resting within the space, clear Stress equal to your Instinct, distributed as you choose between you and your allies.

Regeneration: Touch a creature and spend 3 Hope. That creature clears 1d4 Hit Points.

Specialisation Features

Regenerative Reach: You can target creatures within Very Close range with your "Regeneration" feature.

Warden's Protection: Once per long rest, spend 2 Hope to clear 2 Hit Points on 1d4 allies within Close range.

Mastery Feature

Defender: Your animal transformation embodies a healing guardian spirit. When you're in Beastform and an ally within Close range marks 2 or more Hit Points, you can mark a Stress to reduce the number of Hit Points they mark by 1.


Background Questions

Answer any of the following background questions. You can also create your own questions.

  • Why was the community you grew up in so reliant on nature and its creatures?
  • Who was the first wild animal you bonded with? Why did your bond end?
  • Who has been trying to hunt you down? What do they want from you?

Connections

Ask your fellow players one of the following questions for their character to answer, or create your own questions.

  • What did you confide in me that makes me leap into danger for you every time?
  • What animal do I say you remind me of?
  • What affectionate nickname have you given me?

Beastform Options

When you use your "Beastform" feature, choose a creature category of your tier or lower. At the GM's discretion, you can describe yourself transforming into any animal that reasonably fits into that category.

Beastform categories are divided by tier. Each entry includes the following details:

  • Creature Category: Each category's name describes the common role or behaviour of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).
  • Character Traits: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.
  • Attack Rolls: When you make an attack while transformed, you use the creature's listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.
  • Evasion: While transformed, you add the creature's Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says "Evasion +2," your Evasion becomes 10 while you're in that form.
  • Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for creatures, and related activities.
  • Features: Each form includes unique features. For example, an Agile Scout excels at silent, dexterous movement—but they're also fragile, making you more likely to drop out of Beastform.

Tier 1

Agile Scout

(Fox, Mouse, Weasel, etc.)

Agility +1 | Evasion +2 Melee Agility d4 phy

Gain advantage on: deceive, locate, sneak

Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.

Fragile: When you take Major or greater damage, you drop out of Beastform.

Nimble Grazer

(Deer, Gazelle, Goat, etc.)

Agility +1 | Evasion +3 Melee Agility d6 phy

Gain advantage on: leap, sneak, sprint

Elusive Prey: When an attack roll against you would succeed, you can mark a Stress and roll a d4. Add the result to your Evasion against this attack.

Fragile: When you take Major or greater damage, you drop out of Beastform.

Aquatic Scout

(Eel, Fish, Octopus, etc.)

Agility +1 | Evasion +2 Melee Agility d4 phy

Gain advantage on: navigate, sneak, swim

Aquatic: You can breathe and move naturally underwater.

Fragile: When you take Major or greater damage, you drop out of Beastform.

Household Friend

(Cat, Dog, Rabbit, etc.)

Instinct +1 | Evasion +2 Melee Instinct d6 phy

Gain advantage on: climb, locate, protect

Companion: When you Help an Ally, you can roll a d8 as your advantage die.

Fragile: When you take Major or greater damage, you drop out of Beastform.

Pack Predator

(Coyote, Hyena, Wolf, etc.)

Strength +2 | Evasion +2 Melee Strength d8+2 phy

Gain advantage on: attack, sprint, track

Hobbling Strike: When you succeed on an attack against a target within Melee range, you can mark a Stress to make the target temporarily Vulnerable.

Pack Hunting: When you succeed on an attack against the same target as an ally who acts immediately before you, add a d8 to your damage roll.

Stalking Arachnid

(Tarantula, Wolf Spider, etc.)

Finesse +1 | Evasion +2 Melee Finesse d4+1 phy

Gain advantage on: attack, climb, sneak

Venomous Bite: When you succeed on an attack against a target within Melee range, the target becomes temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act.

Webbings: You can create a strong web material useful for both adventuring and battle. The web is resilient enough to support one creature. You can temporarily Restrain a target within Close range by succeeding on a Finesse Roll against them.


Tier 2

Armored Sentry

(Armadillo, Pangolin, Turtle, etc.)

Strength +1 | Evasion +1 Melee Strength d5+2 phy

Gain advantage on: dig, locate, protect

Armored Shell: Your hardened exterior gives you resistance to physical damage. Additionally, mark an Armour Slot to retreat into your shell. While in your shell, physical damage is reduced by a number equal to your Armour Score (after applying resistance), but you can't perform other actions without leaving this form.

Cannonball: Mark a Stress to allow an ally to throw or launch you at an adversary. To do so, the ally makes an attack roll using Agility or Strength (their choice) against a target within Close range. On a success, the adversary takes d8+2 physical damage using the thrower's Proficiency. You can spend a Hope to target an additional adversary within Very Close range of the first. The second target takes half the damage dealt to the first target.

Powerful Beast

(Bear, Bull, Moose, etc.)

Strength +3 | Evasion +1 Melee Strength d10+4 phy

Gain advantage on: navigate, protect, scare

Rampage: When you roll a 1 on a damage die, you can roll a d20 and add the result to the damage roll. Additionally, before you make an attack roll, you can mark a Stress to gain a +1 bonus to your Proficiency for that attack.

Thick Hide: You gain a +2 bonus to your damage thresholds.

Mighty Strider

(Camel, Horse, Zebra, etc.)

Agility +1 | Evasion +2 Melee Agility d8+1 phy

Gain advantage on: leap, navigate, sprint

Carrier: You can carry up to two willing allies with you when you move.

Trample: Mark a Stress to move up to Close range in a straight line and make an attack against all targets within Melee range of the line. Targets you succeed against take d8+1 physical damage using your Proficiency and are temporarily Vulnerable.

Striking Serpent

(Cobra, Rattlesnake, Viper, etc.)

Finesse +1 | Evasion +2 Very Close Finesse d4+4 phy

Gain advantage on: climb, deceive, sneak

Venomous Strike: Make an attack against any number of targets within Very Close range. On a success, a target is temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act.

Warning Hiss: Mark a Stress to force any number of targets within Melee range to move back to Very Close range.

Pouncing Predator

(Cheetah, Lion, Panther, etc.)

Instinct +1 | Evasion +3 Melee Instinct d8+6 phy

Gain advantage on: attack, climb, sneak

Fleet: Spend a Hope to move up to Far range without rolling.

Takedown: Mark a Stress to move into Melee range of a target and make an attack roll against them. On a success, you gain a +2 bonus to your Proficiency for this attack and the target must mark a Stress.

Winged Beast

(Hawk, Owl, Raven, etc.)

Finesse +1 | Evasion +3 Melee Finesse d4+2 phy

Gain advantage on: deceive, locate, scare

Bird's Eye View: You can fly at will. Once per rest while you are airborne, you can ask the GM a question about the scene below you without needing to roll. The first time a character makes a roll to act on this information, they gain advantage on the roll.

Hollow Bones: You gain a −2 penalty to your damage thresholds.


Tier 3

Great Predator

(Dire Wolf, Velociraptor, Sabertooth Tiger, etc.)

Strength +2 | Evasion +2 Melee Strength d12+8 phy

Gain advantage on: attack, sneak, sprint

Carrier: You can carry up to two willing allies with you when you move.

Vicious Maul: When you succeed on an attack against a target, you can spend a Hope to make them temporarily Vulnerable and gain a +1 bonus to your Proficiency for this attack.

Mighty Lizard

(Alligator, Crocodile, Gila Monster, etc.)

Instinct +2 | Evasion +1 Melee Instinct d10+7 phy

Gain advantage on: attack, sneak, track

Physical Defence: You gain a +3 bonus to your damage thresholds.

Snapping Strike: When you succeed on an attack against a target within Melee range, you can spend a Hope to clamp that opponent in your jaws, making them temporarily Restrained and Vulnerable.

Great Winged Beast

(Giant Eagle, Falcon, etc.)

Finesse +2 | Evasion +3 Melee Finesse d8+6 phy

Gain advantage on: deceive, distract, locate

Bird's Eye View: You can fly at will. Once per rest while you are airborne, you can ask the GM a question about the scene below you without needing to roll. The first time a character makes a roll to act on this information, they gain advantage on the roll.

Carrier: You can carry up to two willing allies with you when you move.

Aquatic Predator

(Dolphin, Orca, Shark, etc.)

Strength +2 | Evasion +4 Melee Agility d10+6 phy

Gain advantage on: attack, swim, track

Aquatic: You can breathe and move naturally underwater.

Vicious Maul: When you succeed on an attack against a target, you can spend a Hope to make them Vulnerable and gain a +1 bonus to your Proficiency for this attack.

Legendary Beast

(Upgraded Tier 1 Options)

Evolved: Pick a Tier 1 Beastform option and become a larger, more powerful version of that creature. While you're in this form, you retain all traits and features from the original form and gain the following bonuses:

  • A +6 bonus to damage rolls
  • A +1 bonus to the trait used by this form
  • A +2 bonus to Evasion

Legendary Hybrid

(Griffon, Sphinx, etc.)

Strength +2 | Evasion +3 Melee Strength d10+8 phy

Hybrid Features: To transform into this creature, mark an additional Stress. Choose any two Beastform options from Tiers 1–2. Choose a total of four advantages and two features from those options.


Tier 4

Massive Behemoth

(Elephant, Mammoth, Rhinoceros, etc.)

Strength +3 | Evasion +2 Melee Strength d12+12 phy

Gain advantage on: locate, protect, scare, sprint

Carrier: You can carry up to four willing allies with you when you move.

Demolish: Spend a Hope to move up to Far range in a straight line and make an attack against all targets within Melee range of the line. Targets you succeed against take d8+10 physical damage using your Proficiency and are temporarily Vulnerable.

Undaunted: You gain a +2 bonus to all your damage thresholds.

Terrible Lizard

(Brachiosaurus, Tyrannosaurus, etc.)

Strength +3 | Evasion +2 Melee Strength d12+12 phy

Gain advantage on: attack, deceive, scare, track

Devastating Strikes: When you deal Severe damage to a target within Melee range, you can mark a Stress to force them to mark an additional Hit Point.

Massive Stride: You can move up to Far range without rolling. You ignore rough terrain (at the GM's discretion) due to your size.

Mythic Aerial Hunter

(Dragon, Pterodactyl, Roc, Wyvern, etc.)

Finesse +3 | Evasion +4 Melee Finesse d10+11 phy

Gain advantage on: attack, deceive, locate, navigate

Carrier: You can carry up to three willing allies with you when you move.

Deadly Raptor: You can fly at will and move up to Far range as part of your action. When you move in a straight line into Melee range of a target from at least Close range and make an attack against that target in the same action, you can reroll all damage dice that rolled a result lower than your Proficiency.

Epic Aquatic Beast

(Giant Squid, Whale, etc.)

Agility +3 | Evasion +4 Melee Agility d10+10 phy

Gain advantage on: locate, protect, scare, track

Ocean Master: You can breathe and move naturally underwater. When you succeed on an attack against a target within Melee range, you can temporarily Restrain them.

Leviathan: When you would mark an Armour Slot, roll a d8. On a result of 5 or higher, reduce the severity by one threshold without marking an Armour Slot.

Mythic Beast

(Upgraded Tier 1 or Tier 2 Options)

Evolved: Pick a Tier 1 or Tier 2 Beastform option and become a larger, more powerful version of that creature. While you're in this form, you retain all traits and features from the original form and gain the following bonuses:

  • A +8 bonus to damage rolls
  • A +2 bonus to the trait used by this form
  • A +3 bonus to Evasion
  • Your damage die increases by one size (d6 becomes d8, d8 becomes d10, etc.)

Mythic Hybrid

(Chimera, Cockatrice, Manticore, etc.)

Strength +2 | Evasion +2 Strength Melee d12+10 phy

Hybrid Features: To transform into this creature, mark 2 additional Stress. Choose any three Beastform options from Tiers 1–3. Choose a total of five advantages and three features from those options.