Druid

You have a magical affinity for animals and the landscapes they inhabit. Sometimes you serve as a protector of forests, grasslands, seas, or some other region natural creatures need to survive and thrive; other times you rely on your connection to such places to protect and empower yourself. You might be part of an ancient, far-flung priesthood or a self-taught celebrant channeling the magic of the forest, moon, storm, and beast. Your expertise provides your group both offensive might and more discreet or tactful possibilities when you’re traveling through or exploring wild environments. Your beast companion aids you and your allies in combat, and it also performs other tasks such as surveillance, distraction, tracking, reaching a location large creatures can't, and so on.

Background Options

  • You were a solitary hermit tending a sacred grove until raiders burned it. You still hunt them and the seeds they stole.
  • News has it that a noble in the next town over is hunting a rare magical stag.
  • A wanderer raised by animals, your integration into intelligent society has been rocky.
  • For the last year, your recurring nightmare features an aggressive, reddish fungal blight.
  • Your people tended a desert oasis until a mage’s curse dried its waters. You hope to one day discover the curse-giver’s identity.
  • You found and returned the queen’s runaway dog; now you wonder if you should’ve kept it.
  • Rumors suggest that a long-vanished society of druids has become active again.

Druid Abilities

You gain all of the following benefits: Able to take two more minor wounds and one more moderate wound Add +1 to Might Pool Add +3 to Intellect Pool Add +1 Edge in Pool of your choice Freely use light and medium weapons Freely use light armor Gain one weapon of your choice At tier 3 and tier 6, choose an ability from the Fantasy Genre Abilities list

Beast Companion: You gain a follower that is a level 2 beast of your size or smaller that accompanies you and follows your instructions. You and your GM must work out the appearance and personality of your beast. Its movement is based on its creature type (avian, swimmer, and so on).

If your beast companion dies, you can use your resource points to revive them or (by hunting in the wild for a few days) locate and befriend a new one. Enabler.

When working out the details of your follower, you might decide you’d like an animated plant companion rather than an animal.

Followers, page (ref) Resource Points, page (ref)

Friend to Small Creatures (1+ Intellect): A type of small creature you name that exists in the surrounding environment (such as insects, rats, bats, or birds) comes under your influence if you succeed on a difficulty 2 Intellect task for outdoor survival. Affected creatures within short range will not harm you or those you designate as allies until you use a ten-minute or longer recovery. This ability doesn't work against hostile swarms of creatures of level 3 or higher. Your creatures—even common insects (level 0)—can swarm in large-enough numbers to hinder the attacks or defenses of a single target, or take some other action. You can use this ability to calm or command vines, grass blades, creepers, roots, or branches of nearby plants instead of animals. Effort: Your creatures collectively respond to your commands as an NPC ally. Action.

An NPC ally can provide an asset to one task each round, like perception or defense, unless your GM decides the ally isn’t capable of providing that kind of asset.

Seeds of Fury (1 Intellect): You throw a handful of seeds in the air that ignite and speed toward a target within long range, scratching the air with twisting smoke trails. A successful attack deals 3 damage and catches the target on fire, inflicting +1 damage per round until the target uses an action to

douse the flames or until you've taken your next recovery. Action.

[!example]

Druid Equipment Bundle

Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment. A quarterstaff, a bow and quiver of 12 arrows, appropriate clothing, leather armor, a backpack, a bedroll, 50 feet (16 m) of rope, a tent, a candle, three days of rations and water, a tinderbox, and enough extra currency to buy a moderately priced item.

Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref)


Part of Dungeon Fantasy