Stats

  • Hit Dice: d8
  • Weapon Proficiencies: Polearm OR Mace (pick one), plus 1 of your choice
  • Armor Proficiencies: Light

Class Equipment

Pick two at character creation

  • Nature Speaking Staff: Communicate with plants in a 10-hex radius, 1/day.
  • Nature’s Wrath Seeds: Throw a seed to deal {Level÷2} Poison damage in a 2-hex radius, 3/day.
  • Grove Marker: Create a temporary sacred space 1/day.
  • Primal Mark Ink: Apply to a target 1/day; leaves invisible ink only you can see, tracking that target for 24 hours as long as you are within 1 mile.
  • Animal Calling Whistle: Summon one local animal per day.

Spellcasting

As a spellcasting class, Druids gain Mana based on their level and Spellcasting Modifier. See Learning Spells and the Spellcasting Advancement Table for more information.


Core Features

LevelFeatureDescription
1WildshapeTransform into your chosen animal form for the day
3Natural CommunionCommunicate with natural creatures and request favors
5Path SelectionChoose a path and gain your first path feature; Journeyman Class Tier — see Path Selection
8SpellbloomExtend a single-target spell to all creatures adjacent to the target
13Living ConduitFree damage type conversion on spells; regain HP on successful spellcasting
19The Living WorldIssue a decree to nature itself once per day

Wildshape

Cost: 2 AP + 2 Mana
Duration: Until voluntarily ended (free action), or you fall unconscious

Once per day in the morning, select a single animal and category that you can transform into for that day. This choice may not be changed until the following day. See the Druid - Wild Shape rules for full details on categories, forms, and available Flow Actions.

Restriction: You cannot cast spells while Wildshaped. This restriction may be modified by path features.


Natural Communion

You can communicate basic concepts with any natural creature — animals, magical beasts, and plant creatures. Make an Influence check to request simple favors or information from creatures that are not inherently hostile.


Spellbloom

Frequency: Once per day
Additional Cost: +3 Mana
Trigger: When you cast a spell that targets a single creature

That spell also affects any number of creatures adjacent to the original target. Each affected creature resolves the spell’s effects independently — for enemy targets, each makes their own Opposed Check against your Spellcasting where applicable.


Living Conduit

When you cast a damaging spell, you may freely change its damage type to Fire, Ice, Shock, Poison, or Acid at no cost. When you deal damage with a spell on a Hard Success or better, you regain HP equal to the spell’s Mana cost × 2.


The Living World

Frequency: Once per day

Issue a decree to nature itself. State your intent; nature finds a way to fulfill it. Make a Nature check against a difficulty set by the GM based on the scope and scale of the decree. Nature can reach anywhere, but is slower and less precise in wholly unnatural spaces.

ResultEffect
Critical FailureNature misinterprets the decree badly
FailureNature stirs but does not act
SuccessIntent fulfilled, but with a natural consequence proportional to the decree
Hard SuccessDecree fulfilled cleanly
Major SuccessDecree fulfilled with an additional effect of nature’s choosing
Critical SuccessAs Major Success; the daily usage is not consumed

GM Guidance: When setting difficulty for a decree, consider both the scope of the effect and how far it asks nature to act against its own patterns — redirecting a stream is easier than summoning a forest overnight. Natural consequences on a Normal Success should feel like nature fulfilling the letter of the decree rather than the spirit of it: vines seal the door as asked, but also consume the rope your party needed. The river redirects, but carves a new path through ground you hadn’t considered. Consequences are never arbitrary punishment — they emerge logically from what nature actually did. The bonus effect on a Major Success should feel like nature offering something unrequested but fitting: the collapsed wall also reveals a hidden passage, the summoned roots expose buried remains. Nature is a vast, ancient force that genuinely responds to the Druid’s will, but has its own logic and priorities that don’t always align perfectly with mortal intent.


Path Selection (Level 5)

At Level 5, Druids must choose their specialization path:

Spiritcaller Druids bond with a co-inhabiting spirit entity called an Eidolon. Their path features deepen that bond — channeling the Eidolon’s power, manifesting it into the world, and ultimately merging with it entirely. They remain primarily spellcasters, but their magic is colored by something ancient that lives just behind their eyes.

Primal Form Druids master the art of transformation. They shed the limits of the human body, gaining access to all animal forms and enhancing every aspect of their Wildshape — from the cost to shift, to the size they can become, to the predatory instincts they carry even outside their forms.


Spiritcaller Path

LevelFeatureDescription
5EidolonBond with a co-inhabiting spirit; choose from 5 Primal Archetypes
6Spiritual CommunionExtend Natural Communion to undead and elementals
10ManifestationYour Eidolon externalizes into its spirit form for 1 hour
11Eidolon MasteryGain your Eidolon’s Metamagic and Spiritual Weapon
14Astral ProjectionProject your spirit up to 1 mile; your Eidolon controls your body while you’re gone
16Spirit WalkStep into the spirit realm, becoming incorporeal
17ImprintA spammable 3 AP combat ability unique to your archetype
20Eidolon CommunionMerge with your Eidolon; all path features upgrade; become a physical manifestation of your archetype

Eidolon

At Level 5, you bond permanently with a named co-inhabiting spirit — an Eidolon. It lives within you, always present. Choose one of the five Primal Archetypes below. Your choice grants you a Personality (how the Eidolon communicates and colors your existence), a Power (a GM-controlled passive effect), a Passive (an always-on benefit), and a Channeling ability (your active ability, once per combat).

Additional Eidolon abilities unlock at later levels: Metamagic and Spiritual Weapon at Level 11 (Eidolon Mastery), a personal combat ability at Level 17 (Imprint), and full merger at Level 20 (Eidolon Communion).


Witness

Ancient, wizened, world-weary.

  • Power: The Witness surfaces interesting or helpful information about current circumstances, events, and locations unprompted — fragments of memory it has accumulated over ages.
  • Passive: When you succeed at a Knowledge skill roll, your success level increases by 1.
  • Channeling: Once per combat, after failing any roll, declare it was a vision of what not to do. Reroll — you must take the second result.

Warden

Ancient and protective.

  • Power: The Warden sometimes acts to shield nearby creatures it deems worth protecting — without your input or permission.
  • Passive: You always know the approximate location and status of your allies. You no longer require sleep.
  • Channeling: Once per combat, when an ally within 6 hexes would be hit by an attack, the Warden intercepts — that attack misses entirely.

Revenant

Unfinished, restless, with an intensity that bleeds into everything.

  • Power: The Revenant is attuned to unresolved harm and unfinished business everywhere — it surfaces grudges, unpaid debts, and unanswered wrongs involving NPCs the party encounters.
  • Passive: You are immune to Charmed, Compulsion, and Confused. Creatures that have harmed you cannot hide from you — you always know their general direction and distance.
  • Channeling: Once per combat, when an enemy damages you, that enemy immediately takes the same damage you just received.

Hollow

Cold, quiet, unhurried.

  • Power: The Hollow exerts a cold, psychopathic presence — NPCs may lose conviction mid-argument, enemies hesitate, and bystanders feel compelled to confess. This is not mind control; it is the weight of inevitable endings pressing against consciousness.
  • Passive: When you succeed at a Social skill roll, your success level increases by 1.
  • Channeling: Once per combat, choose one enemy you can see — they lose all AP on their next turn (they retain their RP).

Dreamer

Flighty, whimsical, and often illogical. Communicates with confusing flashes of ideas or slightly nonsensical phrases. Your dreams are always interesting and always remembered — for better or worse.

  • Power: The Dreamer shares the hopes and dreams of others with you, and may help make them come true — often with monkey’s-paw logic.
  • Passive: When you succeed at a Technical skill roll, your success level increases by 1. You learn and create new things for Technical skills at twice the normal rate (exact application at GM and player discretion).
  • Channeling: Once per combat, when an enemy spell is cast within 6 hexes of you — if it is a helpful spell targeting an enemy, you may redirect it to an ally within 6 hexes; if it is a harmful spell targeting an ally, you may redirect it to an enemy (including the caster) within 6 hexes.

Spiritual Communion

Your Natural Communion ability now extends to undead and elemental creatures, as you can speak with the spirits that inhabit or animate them. This allows communication with ghosts, animated dead, fire elementals, and similar spiritual entities.


Manifestation

Frequency: Once per day
Duration: 1 hour

Your Eidolon externalizes, taking on a distinct spirit form visible to others. While manifested, you perceive through the Eidolon’s senses in addition to your own. Your Channeling ability is unavailable while the Eidolon is manifested, but its Passive remains active. Each archetype manifests differently and exerts a unique combat and non-combat effect.

ArchetypeFormCombat EffectNon-Combat Effect
WitnessTranslucent, faceless elderAdjacent enemies have Disadvantage on their first attack roll each roundAutomatically detects intentional direct lies spoken near it (not lies by omission, not things the speaker believes to be true)
WardenPlate-armored spirit defenderAdjacent allies gain DR equal to your Druid class tier against all attacksNo creature can approach within 6 hexes of you without you knowing, even while sleeping or resting
RevenantA wightThe first time per round an adjacent ally is struck, the attacker takes half that damage reflected backCreatures near it who carry unresolved guilt feel its weight acutely — particularly useful during interrogation, negotiation, or reading intent
HollowA vaguely distended humanoid — human-sized, but feels impossibly vastAdjacent enemies cannot regain HP from any sourceAccelerates natural decay in non-living objects — locks rust, ropes fray, wood rots, flames die. Can be directed.
DreamerA non-Euclidean fractal obeliskAdjacent enemies’ attack rolls have their success level reduced by 1 (Critical→Major→Hard→Normal only; Failure→Critical Failure only)Willing creatures within range may communicate with perfect clarity and intent instantly via telepathy for the duration

Eidolon Mastery

Your bond with your Eidolon deepens. You gain two new abilities unique to your archetype: a Metamagic option and a Spiritual Weapon.

Spiritual Weapon: When you use your Channeling ability, a Spiritual Weapon is summoned alongside you for 3 rounds. It attacks once per round on your command (1 AP to command). Deals d8 damage, scaling with your Druid class tier. Your weapon is determined by your archetype:

ArchetypeWeaponAttack Skill
WitnessLongbowRanged or Willpower
WardenSpearMelee or Willpower
RevenantSpiked FlailMelee or Willpower
HollowScytheMelee or Willpower
DreamerImprovised Weapon (player determines specifics)Melee or Willpower

Metamagic: Each archetype provides a unique Metamagic option. Pay the additional Mana cost at the time of casting to apply it.

  • Witness — Predictive (+2 Mana): The next spell you cast with an attack roll component auto-succeeds at Major Success. If the spell instead has an Agility resist component, the required success level to resist increases by 1. If both components exist, the attack roll takes priority. Cannot be used on spells with neither component.
  • Warden — Sentinel (+2 Mana): When you cast a damaging spell at an enemy, one ally of your choice within range gains DR equal to the spell’s Mana cost until the start of your next turn.
  • Revenant — Haunting (+2 Mana): The damaging spell also leaves a lingering curse — the target’s next roll of any kind has its success level reduced by 1.
  • Hollow — Waning (+3 Mana): The target has Disadvantage on all Physical skill rolls until the start of your next turn.
  • Dreamer — Somnolence (+2 Mana): A creature struck by this spell must make a Willpower check or be put to Sleep for 3 rounds in addition to the spell’s normal effect. While asleep, the target exists in stasis — allies cannot wake them, but they are also immune to all damage for the duration.

Astral Projection

Frequency: Once per day
Duration: Up to 1 hour

Your spirit leaves your body and projects up to 1 mile away, traveling at twice your movement speed. While projected, you have no physical effect on the world and cannot be harmed. You may cast a single spell at twice its Mana cost from your projected location — doing so immediately returns you to your body before you can observe the result. You return at-will instantaneously, or automatically after 1 hour; you will sense when your time is nearly up.

While you are away, your Eidolon controls your body. It will not harm your allies or place you in danger, but its personality will show.


Spirit Walk

Frequency: 3/day
Duration: 1 minute

You step into the spirit realm, becoming incorporeal. You may pass through solid objects and are immune to all physical damage. You cannot cast spells. Any attempt to affect the physical world requires a Hard Willpower check for each attempt. While in Spirit Walk, your Eidolon’s Power activates more readily, subject to GM discretion.


Imprint

Cost: 3 AP
Frequency: Unlimited — can be maintained or reapplied each round

A combat ability unique to your archetype.

  • Witness — Foreseen: Apply to a target. Before your next turn, you choose which roll they make to trigger it — that roll’s success level is reduced by 1, potentially turning a success into a failure.
  • Warden — Extend Ward: One ally within range cannot be Flanked and enemies do not benefit from Ganging Up on them until the start of your next turn.
  • Revenant — Deny Life: Target cannot benefit from healing for 1 round. Requires a Hard Endurance save to resist. Reapply each round for 3 AP to maintain.
  • Hollow — Unravel: Remove one active beneficial effect (buff, sustained spell, regeneration) from a target. Requires a Hard Willpower save to resist.
  • Dreamer — Dream Logic: Roll a d10 and apply the result to the target for 1 round. Results 9 and 10 are intentionally beneficial to the enemy — dream logic is unpredictable.
d10Effect
1Paralyzed
2Asleep
3Stunned
4Blind
5Confused
6Charmed
7Prone
8Slowed
9Invisible (enemy becomes harder to hit)
10Regeneration 5 (enemy heals 5 HP per round)

Eidolon Communion

Frequency: Once per day
Duration: 1 minute

All of the following occur simultaneously upon reaching Level 20.

Upgrades to Existing Abilities

  • Imprint: Now costs 2 AP. Per-ability upgrades: Foreseen — lasts until the end of the target’s next turn (extended from before your next turn); Extend Ward — lasts until the start of your next turn; Deny Life — Hard Endurance save difficulty increases by 1; Unravel — Hard Willpower save difficulty increases by 1; Dream Logic — roll twice and choose which result to apply.
  • Channeling: Unlimited uses per combat. The first use each combat remains free; subsequent uses cost 4 AP each.
  • Spirit Walk: Affecting the physical world now requires only a Normal Willpower check. You may cast one spell using the same rules as Astral Projection (2× Mana cost, returns you to your body before observing the result).
  • Astral Projection: Duration extends to 4 hours, range extends to 5 miles. You may cast 2 spells before returning. The Eidolon is more respectful while controlling your body and will often do something beneficial for you and your allies.
  • Spiritual Weapon: Now lasts 5 rounds and attacks automatically once per round without requiring AP. Damage die increases to d10.

Eidolon Communion

You and your Eidolon merge consciousness. You become a physical manifestation of your archetype.

Witness: You become a 7-foot-tall faceless creature. You see through all forms of darkness, are immune to all illusions, and see invisible creatures with ease. Creatures have difficulty looking directly at you, granting you Advantage on Reactions against Ranged Attacks. While in Communion, your Channeling’s forced reroll is made with Advantage.

Warden: You designate up to 5 creatures in sight as Wards. For the duration, each Ward gains DR 10 against physical damage and Resist 10 against magical damage (both stack with existing values), plus +1 RP per round. Whenever you take damage, each Ward immediately rolls and heals their own hit die.

Revenant: You become a terrifying Lich. Upon communing, all creatures that enter within 2 hexes must make a Willpower check or become Frightened for 3 rounds; after their first instance, they gain Advantage on future checks against this effect. During Communion you cannot die — you remain conscious at 0 HP until the duration ends, at which point you fall unconscious. All death saves made afterward have Advantage.

Hollow: You grow to Huge size (~25 feet), taking the same vague humanoid shape as your Eidolon’s manifested form. You are immune to all magical damage and effects — including beneficial ones — and any active magical effects on you are immediately dispelled. Physical attackers must make a Willpower check or lose 2 AP on their next turn.

Dreamer: You become an unmoving obelisk that defies understanding. Enemies that look at you must succeed a Hard Willpower check or become Confused for 3 rounds. All your spells cost 2 Mana less — there is no minimum cost, so spells may become free (they still cost AP). You move by teleporting up to 6 hexes — this movement never provokes Reaction Attacks, and you remain at whatever position you teleport to including height.


Primal Form Path

LevelFeatureDescription
5Primal ShapeAccess to all animal forms; cast Self spells while shifted; physical damage resistance
6Fearless & AwareImmune to Frightened; Advantage on searches for hidden or non-magically disguised creatures
10Fluid Form & Shed WoundsWildshape costs reduced; gain FP on shift; heal on every transformation
11Primal InstinctsWhile Wildshaped: Advantage on Perception and Stealth; cannot be Surprised or Sneak Attacked
14Unshackled FormChoose any size between Small and Large for your Wildshape form regardless of natural size
16Pack CallOnce per combat, summon animals matching your current form
17Preternatural StrikeOnce per combat, any action ≤3 AP for free at any time; passive +1 RP while unused
20Ultimate PredatorOnce per day: chimeric predator form with full movement suite, predator awareness, and killing-blow healing

Primal Shape

You gain the following enhancements to your Wildshape ability:

  • Expanded Forms: Transform into any animal you have encountered before, across all categories. If uncertain whether you’ve encountered a creature in your backstory, a Hard Success Nature check is required.
  • Primal Casting: You may cast spells with a target of “Self” while Wildshaped. All other spells remain restricted.
  • Seamless Shifting: You may shift directly from one animal form into another without returning to your natural form first.
  • Physical Resilience: Gain resistance to Bludgeoning, Piercing, and Slashing damage, scaling with your Druid class tier.
Class TierResistance
Journeyman3
Expert4
Master5
Legendary6

Fearless & Aware

You are immune to the Frightened condition. You also have Advantage when searching for hidden or non-magically disguised creatures and objects.


Fluid Form & Shed Wounds

Your mastery of transformation reduces the cost and consequences of shifting.

  • Efficient Shifting: Wildshape now costs 1 AP and 1 Mana (down from 2 AP and 2 Mana).
  • Battle Adaptation: Gain 2 FP whenever you activate Wildshape.
  • Shed Wounds: Whenever you activate Wildshape — including shifting from one form into another — you heal HP based on your Druid class tier.
Class TierHealing
Expert1d4
Master1d6
Legendary1d8

Primal Instincts

While Wildshaped, your animal instincts sharpen beyond ordinary perception. You have Advantage on all Perception and Stealth checks. You cannot be Surprised and cannot be the target of a Sneak Attack.


Unshackled Form

When selecting your Wildshape form for the day, choose any size between Small and Large regardless of the animal’s natural size. Medium is the default with no modifiers.

Large: +5 Endurance and Athletics, −5 Agility and Thievery, +1 damage dice step, additional reach as normal for Large creatures.

Small: +5 Agility and Thievery, −5 Endurance and Athletics, −1 damage dice step.


Pack Call

Frequency: Once per combat

Summon a number of small animals equal to your Druid class tier, matching your current Wildshape form. They remain for 2 rounds, attacking once per round as a free action. Attack rolls use your Nature skill. Each animal deals d6 damage per Druid class tier.

Class TierAnimals SummonedDamage Per Animal
Master44d6
Legendary55d6

Preternatural Strike

Passive: While this ability remains unused in the current combat, you gain +1 RP per round.

Active — Frequency: Once per combat, at any point from the moment combat begins until it ends — including during other creatures’ turns and before initiative is rolled.

Perform any action costing 3 AP or less for free. That action’s roll — whether an attack, a spell, or a class feature — gains Advantage from the sheer surprise of it.


Ultimate Predator

Frequency: Once per day
Duration: 1 minute

You transform into a large feral chimeric predator. You gain:

  • Double movement speed, with matching flight and swim speeds
  • The ability to breathe underwater and move on walls and ceilings
  • Infrared vision
  • Knowledge of the exact status and stats of all creatures around you
  • Killing blows heal you for the full damage dealt, including overkill damage
  • +2 RP per round

All Pack Call animals — whether already active or summoned by this ability — remain permanently for the duration and gain all movement bonuses granted by this form: double movement speed, flight, swim, wall-walking, and underwater breathing. If Pack Call is not currently active, it automatically triggers.