Druid
ArcanaSage
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.
Starting Equipment — Choose One
Hope Feature
Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.
Class Features
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 transform stay active 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 armor becomes part of your body and you mark Armor Slots as usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.
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.
Choose one subclass during character creation to define your specialisation within the Druid.
Warden of Renewal
Play the Warden of Renewal if you want to use powerful magic to heal your party.
Foundation
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.
Specialization
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
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.
Warden of the Elements
Play the Warden of the Elements if you want to embody the natural elements of the wild.
Foundation
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.
Specialization
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 deals 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
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 temporarilyVulnerable.
- Air: You gain a +1 bonus to your Evasion and can fly.