The Druid
You can feel the pulse of the world as it beats through the ground, and hear its sibilant whispers carried by the winds. You can channel this energy to heal those deserving few, or unleash it upon any who would defy the forces of nature.
Blurring the line between man and beast, you can also shed your own flesh, assuming the shape of one of nature’s myriad children. Your form is boundless: prowl through dark forests, soar through the open sky, and swim in the vast seas.
Armed with knowledge of the wild and its primeval power, do you simply try to survive, coexist with the kingdoms men strive to carve out for themselves, or will you drag civilization back into the untamed darkness?
Survival of the fittest, and all that that entails.
Building a Druid
Pick your Race
Dwarf
When you use Skin-Walker, you can assume the form of a monstrous or unnatural creature. You gain +5 HP in addition to any other choices you makeElf
When you use Primal Magic, you can choose to teleport from a tree you touch that is at least your size to another that you can seeHalfling
When you use Primal Magic, you can change the general weather over the course of the next few minutes or hoursHuman
When you use Skin-Walker, the form can be a combination of two or more beasts that you know how to transform intoChoose how you learned your Magic
Spirit
You were granted nature’s magic by a benevolent spirit. What type of spirit is it? What is its name? When you use Primal Magic to heal or deal damage, roll twice and take the better resultMentor
You were taught by another druid. Who was it? When you come across an animal or plant, if you spend a few minutes observing it the GM will tell you something useful or interesting about itRaised by Wolves
You were raised by animals. What kind? You start with Animal Companion and an animal hirelingStarting Moves
Your Druid starts with 25-COIN. Your Damage Die is d6. You start with all these moves:Skin-Walker
When you change into the form of an animal you have touched before, choose STR, DEX, or INT: you take ongoing Disadvantage to that stat. Choose 1 option:- Your natural weapons are exceptionally deadly—deal +1d4 damage
- You gain the Small and Stealthy tags, or the Large and Reach tags
- Your skin is thick—gain +1-Armor
- You gain a useful adaptation or ability, or have complete mastery over one (you can choose this more than once)
Wild Speech
You can understand the speech of animals and communicate with them.Primal Magic
When you gather the primal energies that permeate the world, choose an effect:- Restore 1d8 hit points to yourself or a creature you touch
- Unleash the forces of nature upon a nearby target—describe it and deal 1d6 damage
- Summon an animal to help you for a brief period of time
- You attract unwanted attention or put yourself in a spot—the GM will tell you how
- Your magic exhausts you—take Disadvantage to your next move
- The magic drains you—take 1d6 damage, ignoring armor.
Nature Lore
When you Spout Lore about the wilderness, roll +WIS instead of +INT.Advanced Moves
Levels 2-5
When you gain a level from 2-5, and you choose to take an Advanced Move, you may choose from these moves:Animal Companion
When you use primal magic to summon an animal, it has 1d6+1 build points. When you spend time communing with nature, you attract an animal hireling that remains with you. Treat it as a hireling with 3 build points, a starting Loyalty of +1, and a COST determined by the GM.Beastskin
When you use Skin-Walker, if you choose to gain +1-Armor, you instead gain +2-Armor.Forager
When you travel through the wilderness, choose one:- You gain up to 1d6+2 rations
- You gain up to two Poultices and Herbs
- You gain up to three Healing Salves
Greenskin
You can use Skin-Walker to transform into a plant or plant-like creature. When you are exposed to sunlight, you do not need to mark off a ration the next time you Make Camp.Keen Senses
You can see in the dark. When you Discern Realities you can ask an additional question, and ✴on a 6- you can still ask one.Like a Second Skin
When you use Skin-Walker, you can choose a second option. Add this to the list of choices:- You gain the Amorphous tag and +5 HP
Nature's Wrath
When you use Primal Magic to deal damage to a nearby creature, you deal +1d4 damage and the attack gains one of the following tags: Entangling, Forceful, or Piercing-1.Nurturing Nature
When you use Primal Magic to heal, you heal an additional 1d6 HP.Razor-Sharp Claws
When you use Skin-Walker to change into an animal with obvious natural weapons, if you choose to deal +1d4 damage, you instead deal +1d6 damage.Wild Stride
When you travel through the wilderness, it always takes less time than expected. In addition, plants part to allow you to pass by unhindered and unharmed, you do not slip on ice, and you do not leave tracks unless you wish to.Levels 6 Onwards
When you gain a level from 6 onwards, and you choose to take an Advanced Move, you may choose from these moves, or the Levels 2-5 Moves.Blinding Radiance
Requires: Like a Second SkinWhen you use Skin-Walker, you can choose three options. You can also choose from these:
- You gain the huge, reach, and forceful tags
- You don’t take ongoing Disadvantage
Earth's Bounty
Requires: ForagerWhen you use Forager, choose three and you can also choose from these:
- Healing potion
- Up to two vials of antitoxin
Green Thumb
Requires: GreenskinYou can communicate with plants and plant-like creatures. When you use Primal Magic, you can summon plant-like creatures to help you. If you have Animal Companion or Woodland Friends, they can also be plant-like creatures.
Natural Disaster
Replaces: Nature's WrathWhen you use primal magic to deal damage to a nearby creature, you deal +1d6 damage and the attack gains two of the following tags: Area, Blazing, Entangling, Forceful, Messy, or Piercing-1. [
Pack Alpha
When you order animal hirelings, you can roll +WIS.Renewal
Requires: Nurturing NatureWhen you use Primal Magic to heal someone, choose one:
- The target regains an additional 1d6 hit points (for a total of 3d6)
- The target gains Advantage to their next move
Tearing Claws
Replaces: Razor-Sharp ClawsWhen you use Skin-Walker to change into an animal with obvious natural weapons, your attacks gain the Messy and Piercing-1 tags. If you choose to deal +1d6 damage, you instead deal +1d8.
Thick-Skinned
Requires: BeastskinYou gain +1-Armor, whether or not you’re in animal form.
Warg
When you possess a beast you can see, roll +WIS. ✴On a 10+, hold 2-Control. ✴On a 7-9, hold 1-Control. Spend Control, 1 for 1, to force it to move to a nearby location, or make a move. You cannot have the target attack or harm themselves.Wood-Wise
When you Spout Lore about the natural world and beasts, ✴on a 12+ the GM will also reveal to you a glaring weakness, strength, or a long forgotten secret.Woodland Friends
Replaces: Animal CompanionWhen you spend time communing with nature, you attract one or more animals whose total build points equal 9. They each start with a Loyalty of +1, and have the Cost: to eat.
Death Move: Where the Wild Things Grow
Your connection to the wilds runs deeper than even you realized. When you die, the area around you is suddenly filled with the natural energies which had been pent up inside you. Your body is encased and preserved inside of a massive and sudden growth of nature related to your favored terrain - perhaps a tree, a stone spire, or a glacier. In addition, everywhere within a mile or 10 suffers a massive biome shift, permanently gaining the features of your favored terrain. And finally, the area is suddenly populated with every type of creature or elemental whose form you have ever taken, the strongest of which will spawn right where you fell. You may be gone, but your mark on the world has been made.Credits
Druid playbook by Awful Good Games. The text of The Druid is released under a [https://creativecommons.org/licenses/by/4.0/]Creative Commons Attribution 4.0 International license. The Death Move is from Boldly Games' Grim World.Remove these ads. Join the Worldbuilders Guild
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