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druid [2022/06/26 23:27] titania |
druid [2025/01/14 23:36] (current) nath |
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==== Druid ==== | ==== Druid ==== | ||
- | |**Stat requirements: | + | |**Stat requirements: |
- | |**Alignments | + | |**Resonances |
|**Hitdice: | |**Hitdice: | ||
|**Saving throws:**| fort/will strong, reflex weak| | |**Saving throws:**| fort/will strong, reflex weak| | ||
|**Class Skills:**| endurance, healing, perception, survival| | |**Class Skills:**| endurance, healing, perception, survival| | ||
- | |**Class Feats:**| **L1:** light armor proficiency, | + | |**Class Feats:**| **L1:** light armor proficiency, |
- | Druids are champions of nature, though they claim no power over it. Instead, a | + | Druids are champions of nature, though they claim no power over it. Instead, a druid' |
- | druid' | + | |
- | awesome destructive power of a storm and finding strength in the gentle | + | |
- | rejuvenating potential of a calm pool. Many druids prefer to be solitary. Druids | + | |
- | are a mixed lot, following the paths of various deities and even holding to | + | |
- | diverse truths about the natural world. As such, any two druids may not see | + | |
- | eye-to-eye on many matters, including the very essence of nature itself. The one | + | |
- | view all druids have in common is that nature itself abhors the creation and | + | |
- | existence of undead in any form. Undead are a direct threat to the natural | + | |
- | world, and to the essence from which the druid draws their power, and must be | + | |
- | destroyed. | + | |
- | Druids are versatile and they can take many paths in their lives: Powerful | + | Druids are versatile and they can take many paths in their lives: Powerful spellcasters, |
- | spellcasters, | + | |
- | **Druidic oaths:** Druids train with natural weapons and armor, and they further take traditional oaths that restrict them from using metal armor. Druids avoid carrying much worked metal at all, believing that it interferes with the pure nature of the wilds. The reasoning behind these oaths depend | + | Druidic oaths: Druids train with natural weapons and armor, and they further take traditional oaths that restrict them from using metal armor. Druids avoid carrying much worked metal at all, believing that it interferes with the pure nature of the wilds. The reasoning behind these oaths depends |
- | Druids prepare individual spells with the <prepare> command from the druid spell list, which you can view with the <spells druid (by level)> command. They can cast prepared spells with the <cast> command. To see which spells you have prepared, use <recall druid spells>. To remove a spell from the list, use the < | + | Druids prepare individual spells with the '' |
- | + | ||
- | They may choose one domain from the following list: ir, animal, cold, earth, fire, plant, renewal. The spells from that domain are added to their list of available spells and can be prepared normally. | + | |
Druids also get the following cantrips (type ' | Druids also get the following cantrips (type ' | ||
- | Create Water, Detect Magic, Detect Poison, Guidance, Resistance, Light, | + | Create Water, Detect Magic, Detect Poison, Guidance, Resistance, Light |
+ | |||
+ | Druids live and operate in various conclaves, called [[druid circles]], each dedicated to a certain set of ideals. Druids may choose from the following druid circles: Circle of the Claw, Circle of Pestilence, Circle of Wildfire, Circle of Wild Growth and Circle of Winter | ||
+ | |||
+ | They can cast in any armor they can wear, but not while wielding anything. They will need the perfect caster feat to avoid harming their animal companion, allies and summoned creatures with area-affecting spells. | ||
- | They can cast in any armor they can wear, but not while wielding anything. |