Druids are mystics who live in harmony with nature. This harmonious existence grants druids a magical kind of power over plants, which they martial in the defence of forests, plains, and other pristine landscapes.
Example Backgrounds: Mistletoe Conservator, Circle of the Thousand Flowers Acolyte, Hedgemage Hermit, Emissary of Spring, Poultice Shop Proprietor.
Level 1 Talent
Druidcraft: You’ve spent a great deal of time around plants, and developed a deep appreciation for and understanding of them. You can perform great deeds of plant magic, related to causing plants to grow rapidly or to otherwise respond to your will in magical ways. Additionally, you may apply your druidic magic to achieve certain minor magical effects at will. You can predict the weather for the next day in your immediate area, cause a flower bud to instantly blossom or one picked fruit to instantly ripen in your hand, cause leaves or other plant matter to swirl around you as though blown by the air, clear away nearby natural fog or mist, and douse or start a small fire on an object designed to be flammable and within 10m of you, such as a torch, candle, or campfire. When the use of this power requires you to make a skill check the relevant attribute will ordinarily be awareness, and you may add your proficiency bonus as though you had a relevant background.
Level 2 Talents
Natural Cures: You know all sorts of magical tricks with herbs and poultices to cure the diseased and heal the wounded. You can spend 1 adventure point to clear an injury or stabilize a person with no skill check required. The process needed to do so takes one minute. You may spend an additional point adventure to allow them continue on immediately, without the ordinarily required one hour of rest.
Halo of Spores: You are constantly surrounded by a cloud of mushroom spores which can become dangerous when you are threatened. At any time you may spend 1 adventure point to paralyze a creature standing in front of you for one minute or until they are physically attacked by another creature (whichever comes first). During this time they are fully aware of their surroundings. For exceptionally powerful and massive beings such as dragons, a skill check may be required for this ability to work at the GM’s discretion - for this skill check you the relevant attribute will ordinarily be awareness, and you may add your proficiency bonus as though you had a relevant background. If you fail, your adventure point is refunded and you may not attempt to affect the same creature again with this ability until you refresh.
Level 6 Talents
Awaken Plants: You may spend 1 adventure point while near a plant no more than 5m tall or wide to awaken it. This plant pulls its roots out from the ground and begins moving, as though it were an animal. It follows you and obeys your commands until the next time you refresh, at which point you may spend another adventure point immediately to maintain it or it returns to being a normal plant. If you like, the plant you awaken can speak and tell you about things that have happened in its vicinity in the past. If your awakened plant would make a skill check, it has a fitness of 2 (and 0 in all other attributes) and can add your proficiency bonus to checks where fitness is the relevant attribute.
Nature’s Bounty: You may spend 1-5 adventure points to conjure a delicious feast composed entirely of plants that could have grown and harvested in your current environment and prepared expertly into gourmet dishes. This feast is capable of feeding 30 people for a day. Those player characters who share in the feast regain 1-5 adventure points (the same number of creatures as you spent adventure points to use this ability) split between them as you like (so for example, if you spent 5 adventure points, you could have one companion regain five adventure points, or five companions regain 1 adventure point)
Level 10 Talent
Druid Grove: You may spend 3 adventure points to designate an area 3km across as your druid grove. You may only have one druid grove at a time. While you are in your druid grove, great deeds you perform with your druidcraft talent cost 3 adventure points fewer than they would otherwise to perform. Additionally, while you remain in your druid grove you are sustained by the energy of the plants therein, and as a result do not age, nor do you require food, water, or sleep to survive.