Druid
Starting Evasion
10
Starting HP
6
Domains
Arcana & Sage
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.
Subclasses
Warden of the Elements
Embody the natural elements of the wild, channeling fire, earth, water, or air.
Spellcast Trait Instinct
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.
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.
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
Use powerful magic to heal and protect your party, a guardian of life itself.
Spellcast Trait Instinct
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.
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.
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.
Beastform List
Core Rulebook, p. 33
Tier 1
Tier 2
Tier 3
Tier 4
Domain Cards
As a Druid you draw cards from the Arcana and Sage domains. All 21 cards from each domain are listed below for reference.
Level 1
Rune Ward
You have a deeply personal trinket that can be infused with protective magic and held as a ward by you or an ally. Describe what it is and why it's important to you. The ward's holder can spend a Hope to reduce incoming damage by 1d8.
If the Ward Die result is 8, the ward's power ends after it reduces damage this turn. It can be recharged for free on your next rest.
Unleash Chaos
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them. On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target. Mark a Stress to replenish this card with tokens (up to your Spellcast trait).
At the end of each session, clear all unspent tokens.
Wall Walk
Spend a Hope to allow a creature you can touch to climb on walls and ceilings as easily as walking on the ground. This lasts until the end of the scene or you cast Wall Walk again
Gifted Tracker
When you're tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list.
• What direction did they go?
• How long ago did they pass through?
• What were they doing in this location?
• How many of them were here?
When you encounter creatures you've tracked in this way, gain a +1 bonus to your Evasion against them.
Nature's Tongue
You can speak the language of the natural world. When you want to speak to the plants and animals around you, make an Instinct Roll (12). On a success, they'll give you the information they know. On a roll with Fear, their knowledge might be limited or come at a cost.
Additionally, before you make a Spellcast Roll while within a natural environment, you can spend a Hope to gain a +2 bonus to the roll.
Vicious Entangle
Make a Spellcast Roll against a target within Far range. On a success, roots and vines reach out from the ground, dealing 1d8+1 physical damage and temporarily Restraining the target.
Additionally on a success, you can spend a Hope to temporarily Restrain another adversary within Very Close range of your target.
Level 2
Cinder Grasp
Make a Spellcast Roll against a target within Melee range. On a success, the target instantly bursts into flames, takes 1d20+3 magic damage, and is temporarily lit On Fire.
When a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.
Floating Eye
Spend a Hope to create a single, small floating orb that you can move anywhere within Very Far range. While this spell is active, you can see through the orb as though you're looking out from its position. You can transition between using your own senses and seeing through the orb freely. If the orb takes damage or moves out of range, the spell ends.
Conjure Swarm
Tekaira Armored Beetles: Mark a Stress to conjure armored beetles that encircle you. When you next take damage, reduce the severity by one threshold. You can spend a Hope to keep the beetles conjured after taking damage.
Fire Flies: Make a Spellcast Roll against all adversaries within Close range. Spend a Hope to deal 2d8+3 magic damage to targets you succeeded against.
Natural Familiar
Spend a Hope to summon a small nature spirit or forest critter to your side until your next rest, you cast Natural Familiar again, or the familiar is targeted by an attack. If you spend an additional Hope, you can summon a familiar that flies. You can communicate with them, make a Spellcast Roll to command them to perform simple tasks, and mark a Stress to see through their eyes.
When you deal damage to an adversary within Melee range of your familiar, you add a d6 to your damage roll.
Level 3
Counterspell
You can interrupt a magical effect taking place by making a reaction roll using your Spellcast trait. On a success, the effect stops and any consequences are avoided, and this card is placed in your vault.
Flight
Make a Spellcast Roll (15). On a success, place a number of tokens equal to your Agility on this card (minimum 1). When you make an action roll while flying, spend a token from this card. After the action that spends the last token is resolved, you descend to the ground directly below you.
Corrosive Projectile
Make a Spellcast Roll against a target within Far range. On a success, deal d6+4 magic damage using your Proficiency. Additionally, mark 2 or more Stress to make them permanently Corroded. While a target is Corroded, they gain a -1 penalty to their Difficulty for every 2 Stress you spent. This condition can stack.
Towering Stalk
Once per rest, you can conjure a thick, twisting stalk within Close range that can be easily climbed. Its height can grow up to Far range.
Mark a Stress to use this spell as an attack. Make a Spellcast Roll against an adversary or group of adversaries within Close range. The erupting stalk lifts targets you succeed against into the air and drops them, dealing d8 physical damage using your Proficiency.
Level 4
Blink Out
Make a Spellcast Roll (12). On a success, spend a Hope to teleport to another point you can see within Far range. If any willing creatures are within Very Close range, spend an additional Hope for each creature to bring them with you.
Preservation Blast
Make a Spellcast Roll against all targets within Melee range. Targets you succeed against are forced back to Far range and take d8+3 magic damage using your Spellcast trait.
Death Grip
Make a Spellcast Roll against a target within Close range and choose one of the following options:
• You pull the target into Melee range or pull yourself into Melee range of them.
• You constrict the target and force them to mark 2 Stress.
• All adversaries between you and the target must succeed on a Reaction Roll (13) or be hit by vines, taking 3d6+2 physical damage.
On a success, vines reach out from your hands, causing the chosen effect and temporarily Restraining the target.
Healing Field
Once per long rest, you can conjure a field of healing plants around you. Everywhere within Close range of you bursts to life with vibrant nature, allowing you and all allies in the area to clear a Hit Point.
Spend 2 Hope to allow you and all allies to clear 2 Hit Points instead.
Level 5
Chain Lightning
Mark 2 Stress to make a Spellcast Roll, unleashing lightning on all targets within Close range. Targets you succeed against must make a reaction roll with a Difficulty equal to the result of your Spellcast Roll. Targets who fail take 2d8+4 magic damage. Additional adversaries not already targeted by Chain Lightning and within Close range of previous targets who took damage must also make the reaction roll. Targets who fail take 2d8+4 magic damage. This chain continues until there are no more adversaries within range.
Premonition
You can channel arcane energy to have visions of the future. Once per long rest, immediately after the GM conveys the consequences of a roll you made, you can rescind the move and consequences like they never happened and make another move instead.
Thorn Skin
Once per rest, spend a Hope to sprout thorns all over your body. When you do, place a number of tokens equal to your Spellcast trait on this card. When you take damage, you can spend any number of tokens to roll that number of d6s. Add the results together and reduce the incoming damage by that amount. If you're within Melee range of the attacker, deal that amount of damage back to them.
When you take a rest, clear all unspent tokens.
Wild Fortress
Make a Spellcast Roll (13). On a success, spend 2 Hope to grow a natural barricade in the shape of a dome that you and one ally can take cover within. While inside the dome, a creature can't be targeted by attacks and can't make attacks. Attacks made against the dome automatically succeed. The dome has the following damage thresholds and lasts until it marks 3 Hit Points. Place tokens on this card to represent marking Hit Points.
Thresholds: 15/30
Level 6
Rift Walker
Make a Spellcast Roll (15). On a success, you place an arcane marking on the ground where you currently stand. The next time you successfully cast Rift Walker, a rift in space opens up, providing safe passage back to the exact spot where the marking was placed. This rift stays open until you choose to close it or you cast another spell.
You can drop the spell at any time to cast Rift Walker again and place the marking somewhere new.
Telekinesis
Make a Spellcast Roll against a target within Far range. On a success, you can use your mind to move them anywhere within Far range of their original position. You can throw the lifted target as an attack by making an additional Spellcast Roll against the second target you're trying to attack. On a success, deal d12+4 physical damage to the second target using your Proficiency. This spell then ends.
Conjured Steeds
Spend any number of Hope to conjure that many magical steeds (such as horses, camels, or elephants) that you and your allies can ride until your next long rest or the steeds take any damage. The steeds double your land speed while traveling and, when in danger, allow you to move within Far range without having to roll. Creatures riding a steed gain a -2 penalty to attack rolls and a +2 bonus to damage rolls.
Forager
As an additional downtime move you can choose, roll a d6 to see what you forage. Work with the GM to describe it and add it to your inventory as a consumable. Your party can carry up to five foraged consumables at a time.
1. A unique food (Clear 2 Stress) 2. A beautiful relic (Gain 2 Hope) 3. An arcane rune (+2 to a Spellcast Roll) 4. A healing vial (Clear 2 Hit Points) 5. A luck charm (Reroll any die) 6. Choose one of the options above.
Level 7
Arcana-Touched
When 4 or more of the domain cards in your loadout are from the Arcana domain, gain the following benefits:
• +1 bonus to your Spellcast Rolls
• Once per rest, you can switch the results of your Hope and Fear Dice.
Cloaking Blast
When you make a successful Spellcast Roll to cast a different spell, you can spend a Hope to become Cloaked. While Cloaked, you remain unseen if you are stationary when an adversary moves to where they would normally see you. When you move into or within an adversary's line of sight or make an attack, you are no longer Cloaked.
Sage-Touched
When 4 or more of the domain cards in your loadout are from the Sage domain, gain the following benefits:
• While you're in a natural environment, you gain a +2 bonus to your Spellcast Rolls.
• Once per rest, you can double your Agility or Instinct when making a roll that uses that trait. You must choose to do this before you roll.
Wild Surge
Once per long rest, mark a Stress to channel the natural world around you and enhance yourself. Describe how your appearance changes, then place a d6 on this card with the 1 value facing up.
While the Wild Surge Die is active, you add its value to every action roll you make. After you add its value to a roll, increase the Wild Surge Die's value by one. When the die's value would exceed 6 or you take a rest, this form drops and you must mark an additional Stress.
Level 8
Arcane Reflection
When you would take magic damage, you can spend any number of Hope to roll that many d6s. If any roll a 6, the attack is reflected back to the caster, dealing the damage to them instead.
Confusing Aura
Make a Spellcast Roll (14). Once per long rest on a success, you create a layer of illusion over your body that makes it hard to tell exactly where you are. Mark any number of Stress to make that many additional layers. When an adversary makes an attack against you, roll a number of d6s equal to the number of layers currently active. If any roll a 5 or higher, one layer of the aura is destroyed and the attack fails. If all the results are 4 or lower, you take the damage and this spell ends
Forest Sprites
Make a Spellcast Roll (13). On a success, spend any number of Hope to create an equal number of small forest sprites who appear at points you choose within Far range, providing the following benefits:
• Your allies gain a +3 bonus to attack rolls against adversaries within Melee range of a sprite.
• An ally who marks an Armor Slot while within Melee range of a sprite can mark an additional Armor Slot.
A sprite vanishes after granting a benefit or taking any damage.
Rejuvenation Barrier
Make a Spellcast Roll (15). Once per rest on a success, create a temporary barrier of protective energy around you at Very Close range. You and all allies within the barrier when this spell is cast clear 1d4 Hit Points. While the barrier is up, you and all allies within have resistance to physical damage from outside the barrier.
When you move, the barrier follows you.
Level 9
Earthquake
Make a Spellcast Roll (16). Once per rest on a success, all targets within Very Far range who aren't flying must make a Reaction Roll (18). Targets who fail take 3d10+8 physical damage and are temporarily Vulnerable. Targets who succeed take half damage.
Additionally, when you succeed on the Spellcast Roll, all terrain within Very Far range becomes difficult to move through and structures within this range might sustain damage or crumble.
Sensory Projection
Once per rest, make a Spellcast Roll (15). On a success, drop into a vision that lets you clearly see and hear any place you have been before as though you are standing there in this moment. You can move freely in this vision and are not constrained by the physics or impediments of a physical body. This spell cannot be detected by mundane or magical means. You drop out of this vision upon taking damage or casting another spell.
Fane of the Wilds
After a long rest, place a number of tokens equal to the number of Sage domain cards in your loadout and vault on this card.
When you would make a Spellcast Roll, you can spend any number of tokens after the roll to gain a +1 bonus for each token spent.
When you critically succeed on a Spellcast Roll for a Sage domain spell, gain a token.
When you take a long rest, clear all unspent tokens.
Plant Dominion
Make a Spellcast Roll (18). Once per long rest on a success, you reshape the natural world, changing the surrounding plant life anywhere within Far range of you. For example, you can grow trees instantly, clear a path through dense vines, or create a wall of roots.
Level 10
Adjust Reality
After you or a willing ally make any roll, you can spend 5 Hope to change the numerical result of that roll to a result of your choice instead. The result must be plausible within the range of the dice.
Falling Sky
Make a Spellcast Roll against all adversaries within Far range. Mark any number of Stress to make shards of arcana rain down from above. Targets you succeed against take 1d20+2 magic damage for each Stress marked.
Force of Nature
Mark a Stress to transform into a hulking nature spirit, gaining the following benefits:
• When you succeed on an attack or Spellcast Roll, gain a +10 bonus to the damage roll.
• When you deal enough damage to defeat a creature within Close range, you absorb them and clear an Armor Slot.
• You can't be Restrained.
Before you make an action roll, you must spend a Hope. If you can't, you revert to your normal form.
Tempest
Choose one of the following tempests and make a Spellcast Roll against all targets within Far range. Targets you succeed against experience its effects until the GM spends a Fear on their turn to end this spell.
• Blizzard: Deal 2d20+8 magic damage and targets are temporararily Vulnerable.
• Hurricane: Deal 3d10+10 magic damage and choose a direction the wind is blowing. Targets can't move against the wind.
• Sandstorm: Deal 5d6+9 magic damage. Attacks made from beyond Melee range have disadvantage.