Dragonspine Druid

The mountain druid dwells in areas of rugged hills, alpine forests, and peaks and rocks above the tree line – particularly the Dragonspine mountain and the mountains of Canem. Mountain Druids wield over their environments a power gained from the element of earth and especially from stone. They also draw power from the weather, especially storms and clouds. Mountain druids often ally themselves with storm and stone giants, which further angers dwarves.

 

The grove of a druid usually lies in the higher elevations, often a glade near a beautiful waterfall on a slope or an ancient circle of standing stones on a peak.

   
Tenets of Faith
Protect the wild places of the world from destruction and overuse. Oppose the rampant spread of cities and empires.
Hunt aberrant monsters and other abominations of nature.
Do not fear or condemn the savagery of nature. Live in harmony with the wild.
Follow your goals and seek your own destiny.
Keep to the shadows, avoiding the blazing light of zealous good and the utter darkness of evil.
Seek new horizons and new experiences, and let nothing tie you down.
 
Duties and Rites of the Priest
TBD
Also Known As
 
Worshiped God
Gruenvater
 
Known Titan(s)
None
 
Archetype
Mountain Druid
 
Typical Alignments
Neutral
 
Holy Symbol
The mountain druid totem is a griffon and a griffin feather is often used as their holy symbol.
 
Affiliate Order(s)
None
 
Opposition Order(s)
Brotherhood of the Eye, Long Fangs
 
Leader
Grand Druid Lethrak
 
Typical Racial Followers
TBD
 
Dedicated Servants
All the true-born creatures of the world.
 
Initial Funds
3d6 x 10 gp (once the priest has bought their equipment, they must return all the remaining funds to their organization except for d3 gp)
 
Minimum Ability Scores
Wisdom 12, Strength 9, Charisma 15, Prime Req. Wisdom
 
Race(s) Allowed
Human, Stained
 
Followers and Strongholds
None
 
Limitations
None
 
Non-Weapon Proficiencies Required
Mountaineering, Survival
 
Non-Weapon Proficiencies Recommended
Animal Training, Healing, Herbalism, Animal Lore
 
Weapon Proficiencies Required
Noine
 
Weapons Permitted
club, sickle, dart, spear, dagger, scimitar, sling, staff
 
Armor Permitted
Leather armor, wooden shield
   
Minor Sphere Access
Divination, Elemental Fire, Elemental Water
 
Granted Powers
Immunity, +4 bonus to all saving throws vs. electrical attacks and to mountaineering proficiency checks.

Shapechange, into a normal, real-world reptile, bird, or mammal up to three times per day at 7th level. Each animal form (reptile, bird, or mammal, excluding giant forms) can be used only once per day.

Gains a modifier of +3 to experience level when determining the effects of a spell from the Elemental (earth or air) or Weather spheres cast while in the mountains. For instance, say Dansil, a 5th-level mountain druid, cast the Weather spellobscurement while in his mountain environs. That spell, which has effects normally lasting 20 rounds (four rounds per level), has an adjusted duration of 32 rounds, as though Dansil were 8th level. Modify its normal area of effect of 50 feet - 50 feet (10 feet - 10 feet per level) to 80 feet - 80 feet.

Senses avalanches, volcanic eruptions, and rockfalls one turn before they happen when the player rolls 1 to 5 on d6. This ability also enables the druid to detect deadfall traps and falling blocks on a roll of 1 to 3 on d6.

Learns the languages of mountain-dwelling sentient creatures (such as dwarves, red dragons, stone or storm giants, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.).

Identifies plants, animals, and pure water with perfect accuracy at 3rd level.
Type
Druidic Circle

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