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Druid

Description

  Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature. They claim no mastery over nature; instead, they see themselves as an extension of nature’s indomitable will.     As a druid, you will find yourself utilizing elemental magic and wild shapes; shifting your form to that of a wild animal with you have gained an affinity.  
The shifting process is not painless and beautiful. It is violent, painful, and scary to witness.
   

Indrid's Information

[Disclaimer]

Canine, Rocknose, and Rabbit Shifts are currently BROKEN in indrids and wont be available. All shifts viable even at max lvl.
  Dodging in certain shifts that arent meant to dodge will result in animation lock for your character. Only fix currently is a re-log
    When Reaching Level 100 you can only pick 1 of the rewards mentioned.
  Traits
Bow Mastery
Beast Tamer
Spellcaster
Epic Toughness
Shapeshifter
Swiftness
  Starting Shifts
Feline Shift
Ursine Shift
Crow Shift
Hooved Shift
Cone of Cold
  Level 100 Quest Reward
Child of Jhil
Flying Shift
  Devolved Wolf
Combat Shift
  Serpentman
Combat Shift
  Sparks
Spell    

A Closer Look at Druids

  Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.
Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities.
    Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.
  Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
 

Power of Nature

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.
  Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
 

Preserve the Balance

For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes, and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
  Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations and undead. Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.
  Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
 

Culture

Known for their mysterious nature, druids called the wilderness their home, emulating the ways of wild beasts and other creatures of nature. Believing that nature's health depended on a precarious balance, druids believed that the four elements of the natural world - air, earth, fire, and water - must be prevented from ever gaining an advantage over one another, lest the world become dominated by the forces of the elemental planes. Likewise, druids believed nature exists outside of civilized conceptions of good, evil, order, or chaos, instead seeking only to maintain a natural state of being that most of the civilized world cannot or will not understand. But though druids may have accepted cruelty in nature, they abhorred that which was alien to it, violently opposing the existence of aberrations and undead, both of whom were affronts to the natural order.
  Powerful sentries of the natural world, druids were often seen by outsiders as primal controllers of the wilderness. However, although druids drew great power from nature, druids, nigh universally, did not see themselves as masters of the wild but rather as their servants, much as a cleric might serve a god or a knight as his liege. To a druid, claims of power over the wild were something that only those lacking a proper understanding of nature could profess. The primal power that druids drew upon came to them not through control, but through a spiritual unity with the forces of nature. This distinction was, however, lost on most. Druids were not the only caretakers of the wilderness, though they were perhaps the best known. Comparable to wizards, druids were nature's lore-keepers, possessing an enormous degree of knowledge about the inhabitants, locations, and phenomena of Toril's wildernesses. However, while wizards frequently sought this knowledge for knowledge's own sake, druids acted on behalf of that which they studied. Venerating the natural world in a belief system sometimes known as the Old Faith, druids valued the pristine wilderness, accepting its cruelty and ugliness along with its wonder and beauty. As such, while druids rarely acted selfishly, they were nonetheless as likely to be good or evil.
  Druids shared a brotherhood of sorts with all other druids, though it was often a loose association rather than a tightly bound network. Ignoring the artificial boundaries of kings and princes, druids respected and protected all the lands of the world, working with druids from far-away lands as readily as with those whom they know personally. Communication within this society was aided by the use of a secret language common to all druidic circles, known as Druidic. Induction into these societies often required knowledge of secret rites and passing dangerous tests, but, once accepted as members, druids were rarely cast out and were allowed to more or less carry on their work in their own way. Many of these societies were religious in nature and tied to a church of some sort, but not all were, and most druids preferred a degree of distance between civilized churches and the Old Faith. Of the gods worshiped throughout Thuria, druids found themselves most frequently drawn to Jhebbal Sag.
  Druids were most often elves, gnomes, or humans. A few druids also came from other racial backgrounds, such as gnolls, ghost halflings, lightfoot halflings, or wild dwarves, though, generally, druids were uncommon among other races and cultures. Druids as a whole rejected civilization, and as a result sometimes found it difficult to get along with those who embodied its values most distinctively, such as paladins, rogues, or arcane spellcasters. Druids instead preferred the company of individuals with like minds, such as barbarians, rangers, shamans, or wardens.
  Throughout Thuria, druids were most commonly found in regions where pristine wilderness remained undisturbed, such as the Pictish Wildlands, the Southern Black Kingdoms, the vast jungles of Vendhya, and in the wilds of Khitai, Kambuja, and the Hyrkianian steppe. While druids were more stereotypically associated with lush forests or jungles, druids could also be found in the care of mountains, deserts, lakes, and the swamps of the world.
 

Abilities

Druids were capable of a number of diverse skills related to the care of the natural world, such as the ability to perceive changes in the environment or interact peaceably with wild beasts. When it came to martial ability, all druids were proficient to some degree in the use of light or medium armor and shields as well as clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, and spears, with the notable exception that druids would not use armor or shields forged from metal. Druids were also able herbalists, adept in the creation of various potions and remedies.
  In addition to their more mundane abilities, druids were also adept in the casting of spells born of primal magic, sometimes known as "evocations." Druids were also capable of enhancing these spells through a number of magical aids, such as sacred plants like ash, mistletoe, or yucca, as well as through constructed implements like staffs or totems. Like clerics or wizards, druids also knew how to cast rituals. Additionally, with sufficient experience, the intimate connection between druids and the primal magic they wielded grew so strong as to slow their aging, down to a rate of approximately one-tenth that of regular members of their species.
  Among the more formidable abilities known to druids was a form of shapeshifting known as Wild Shape. This ability allowed druids to shapeshift into any beast, including some plants, as well as several fey, or an indistinct being of feathers, fur, or claws similar to the Primal Beast spoken of in many druidic legends. The ability to Wild Shape came with certain limitations, however. Neophyte druids, were, for example, incapable of assuming a beast capable of extensive swimming, and only with a great deal of training could druids master the form of flying creatures. With practice, however, the ability could become quite versatile, and experienced druids could learn to cast spells in their beast form. The most experienced druids, known as archdruids, were even capable of shapeshifting at will. Others learned how to extend their shapeshifting abilities into taking the form of any individual person.
  Other druids had less common abilities. Some druids had, in addition to their wild shape evocations, animal companions that filled some of the functions provided by wild shaping. A few druids were innate experts in the fields of botany and zoology, identifying various species with perfect accuracy by instinct. As a result, druids were naturally keen to deception by wildlife and fey. Likewise, druids held a natural sense for the safety of drinking water and many were immune to the effects of organic poisons. Several druids were also masters at moving through the wilderness at fast speeds, ignoring the hampering effects of natural hazards such as thorns or briars. With enough training, these druids did not even leave a hint of their movement through the wild.

Druid


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