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weird-wizard:paths:expert_paths:druid [2026/01/21 04:31] – removed - external edit (Unknown date) 127.0.0.1weird-wizard:paths:expert_paths:druid [2026/01/21 04:31] (current) – ↷ Page moved from weird-wizard:druid to weird-wizard:paths:expert_paths:druid lwelyk
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 +====== Druid ======
  
 +
 +Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines. 
 +
 +Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines. 
 +
 +===== Level 3 Druid =====
 +
 +**Attributes:** Increase two attributes by 1 each.
 +
 +**Health:** +4 Languages: Druidic plus any one
 +
 +**Traditions:** One
 +
 +**Spells:** Two expert
 +
 +//**Meddler (Magical):**// You can use a reaction when a creature you can see within 10 yards makes an attribute roll to either help or hinder that creature.
 +
 +
 +//**Sleep of Ages (Magical):**// At the end of a quest, you can choose to enter a sleep of ages, which persists until the next quest begins. During this time, you do nothing but sleep, but you are immune to hunger and thirst, grow no older, and suffer no ill effects from exposure or infection. You experience vivid dreams of things to come, and from these visions you receive insights into your near future. At the start of the next quest, roll a d20 + your Intellect modifier. The number rolled becomes your supply of insight. Whenever you make an attribute or luck roll, you can expend points from your insight supply to add the number spent to your result. Once you exhaust your supply, you must finish another sleep of ages before you can replenish it.
 +
 +===== Level 4 Druid =====
 +
 +**Health:** +4
 +
 +**Spells:** One expert
 +
 +//**Emerald Flames (Magical):**// You can use an action to cause green flames to erupt from your hands. Target one creature or object within 10 yards. Make an Intellect roll against the target’s Agility. On a success, the target takes 4d6 damage. The damage increases to 6d6 at level 6 and to 9d6 at level 9. On a critical success, the target takes an extra 1d6 damage.
 +
 +===== Level 6 Druid =====
 +
 +**Health:** +4
 +
 +**Spells:** One expert
 +
 +//**Walker of Ways (Magical):**// When you use a reaction to dodge, you can also teleport to an empty space on a surface that can hold your weight within 20 yards. If the teleport makes you an ineligible target for an attack or an effect, the attack or effect does not affect you. When you arrive at your destination, you become invisible until the end of your next turn. Once you use this talent, you lose access to it for 1 minute.
 +
 +===== Level 9 Druid =====
 +
 +**Health:** +4
 +
 +**Spells:** One master
 +
 +//**Signs and Portents (Magical):**// You see signs and clues around you, and if you can read them properly you can anticipate the future. Increase the number of reactions you can use each round by one. You can use this reaction only to help or hinder. Whenever you help or hinder, you increase the number of boons granted or banes imposed by 2.