TTHelvianTT

Druid

Nov 29th, 2017
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  1. In Veska, there is a primal magic that can be harnessed by skilled practitioners. Though this type of magic is typically limited to the Elafi, a small handful grow close enough to this race to be entrusted with learning how to practice it. Druidism is the control over nature itself, and allows the user to manipulate how nature works in a variety of ways.
  2.  
  3. In the end, they're a very flexible caster that are known for their ability to heal injuries and provide food for the group, no matter the location. Though their ways are often shunned as pagan beliefs by the church, they're always welcome in The Pit. They'r very flexible thanks to their ability to select specific totems to call upon, which determines the nature of their magic.
  4.  
  5.  
  6. Select two professions: Arcane, Alchemy, Crafting, Climbing, Handling Animals, Investigation, Medical, Occult, Persuasion, Sense Motive, Swimming, Survival, Religion.
  7.  
  8.  
  9. Level 1:
  10.  
  11. Druidcraft: By tapping into nature, the Druid is capable of causing a variety of different effects. Including, but not limited to:
  12.  
  13. --Creating a special sensory effect that predicts the weather within the next 24 hours. The effect represents whatever weather may be coming; a golden globe for clear skies, a cloud for rain, and so on and so forth.
  14.  
  15. --The druid may instantly cause nonmagical plants to grow and blossom.
  16.  
  17. --Create a harmless sensory effect such as falling leaves, the smell of a skunk, or a puff of wind.
  18.  
  19. --May instantly light, snuff, or flicker a flamee.
  20. --Potentially more, to the DM's discretion.
  21.  
  22. Cantrips: Select two cantrips.
  23.  
  24. Spell: Select two 1st level spells.
  25.  
  26. Level 2:
  27.  
  28. Totem Selection: The Druid consults the spirits, deciding on which totem to gather their spells from. From hereon, spells are dependent on their selected totem. See below for more details on each totem...
  29.  
  30.  
  31. Ability Score Enhancement: +1 to an ability score of your choice.
  32.  
  33.  
  34.  
  35.  
  36.  
  37.  
  38. --------
  39. Totem of the Moon: Focuses on transformations, tankiness, and some utility in defending the party.
  40.  
  41.  
  42. Level 2:
  43.  
  44. Animal Form: The druid can now transform into an animal of their choosing, to the DM's discretion. The animal should remain either within their size category, smaller, or one size category above them. (Such as a bear). The animal is also typically nonmagical in nature. Discuss with the DM On the druid's animal form. You cannot cast any spells while in animal form.
  45.  
  46. Spell selection: Select up to one level 2 spell, or two lower level spells.
  47.  
  48. Level 3:
  49.  
  50. Spell selection: Select up to one level 3 spell, or two lower level spells.
  51.  
  52.  
  53. Level 4:
  54.  
  55. Spell selection: Select up to one level 4 spell, or two lower level spells.
  56.  
  57. Animal Empathy: If the druid doesn't have the Animal Handling profession, they gain it. Additionally, they gain a bonus scaling with their wisdom modifier when dealing with animals, and may make diplomatic checks with the animal as if they were humans. The druid may also mentally compel an animal (after a successful check) to act as their animal companion. The druid may only have up to one animal companion at once, + His wisdom modifier.
  58.  
  59.  
  60. Level 5:
  61.  
  62. Bear's Might: The Druid causes the target to rapidly grow in strength, increasing their strength score by 2 for 3 rounds. During the first round, the target also receives a +4 bonus to fortitude checks during the first round.
  63.  
  64. Cat's Grace: The Druid causes the target to become naturally agile, lithe, and lean. They increase their agility score by 2 for 3 rounds. The target also has a tendency to land on their feet, and takes lessened fall damage from heights. They also gain a +2 bonus to escape checks.
  65.  
  66. Spell selection: Select up to one level 5 spell, or two lower level spells.
  67.  
  68.  
  69. Level 6:
  70.  
  71. Select up to one level 6 spell, or two lower level spells.
  72.  
  73. Level 7:
  74.  
  75. Spell selection: Select up to one level 7 spell, two level 6-4 spells, or three 3 or lower level spells.
  76.  
  77.  
  78.  
  79. Level 8:
  80.  
  81. Moonlight: The druid focuses lunar light upon the target. The lunar light continues to illuminate the area depending on whether or not the Druid is using it offensively.
  82.  
  83. If used offensively: The light deals moderate amounts of damage, and also dazes the target, causing them to take a -2 penalty at disadvantage to their first attack. The lunar light radiates around the target, causing them to take disadvantage to their stealth checks for three rounds.
  84.  
  85. If used defensively: The moonlight provides just enough brightness to keep away darkness, allowing the Druid and their allies to travel safely through darkness. It lasts indefinitely during this time, but the Druid must keep concentration.
  86.  
  87. Moonlight is twice as effective if done at night, while the moon is present. Targets take a -4 penalty to their attack, and the disadvantage to stealth lasts for six rounds instead.
  88.  
  89. If Moonlight is used where there is no moon, the druid is capable of replicating lunar rays all the same.
  90.  
  91. Level 9:
  92.  
  93. Spell selection: Select one level 8 spell, two level 7-5 spells, or three 4 or lower level spells.
  94.  
  95.  
  96. Level 10:
  97.  
  98. Force of Nature: For three rounds, the Druid causes the target to rapidly grow in size, increasing one size category higher than usual. They also gain the benefits of Cat's Grace and Bear's Might, except the fortitude bonus lasts for the entire duration of the spell.
  99.  
  100. Spell selection: Select an 8th level spell OR up to two level 7-5 spells, OR three level 4 or lower level spells.
  101.  
  102. -----------------
  103. Totem of Plagues: Focuses on diseases and insects.
  104.  
  105. Level 2:
  106.  
  107. Spell selection: Select up to one level 2 spell, or two lower level spells.
  108.  
  109. Swarm Form: The Druid may transform themselves into a swarm of incredibly small creatures (insects, typically) for three rounds. Their swarm form is up to the DM's discretion. While in swarm form, the druid is capable of slipping through small spaces or cracks, flying, and seeing around them in a full radius.
  110.  
  111.  
  112. Level 3:
  113.  
  114. Spell selection: Select up to one level 3 spell, or two lower level spells.
  115.  
  116. Level 4:
  117.  
  118. Spell selection: Select up to one level 4 spell, or two lower level spells.
  119.  
  120. Level 5:
  121.  
  122. Poisonous Blood: The Druid's very blood becomes toxic. This allows them to use their own blood to synthesize poisons, or in the case of them getting harmed, poison any attackers. The Druid also gains immunity to most diseases or poisons, to the discretion of the DM.
  123.  
  124. Spell selection: Select up to one level 5 spell, or two lower level spells.
  125.  
  126. Level 6:
  127.  
  128. Select up to one level 6 spell, or two lower level spells.
  129.  
  130.  
  131. Level 7:
  132.  
  133. Spell selection: Select up to one level 7 spell, two level 6-4 spells, or three 3 or lower level spells.
  134.  
  135. Level 8:
  136.  
  137. Swarm Master: The Druid may make diplomacy checks with insects as normal, using their wisdom modifier when dealing with them. Additionally, druids may persuade insects to form small swarms capable of doing their bidding. The druid may manipulate an amount of different swarms equal to 1+ their wisdom modifier.
  138.  
  139. Level 9:
  140.  
  141. Spell selection: Select one level 8 spell, two level 7-5 spells, or three 4 or lower level spells.
  142.  
  143.  
  144. Level 10:
  145.  
  146. Deadwalker: The Druid gains all the benefits of being dead, but none of the downsides. They no longer age, and retain whatever youth they had at the time of receiving this benefit. Additionally, they're treated as if they're undead, rendering them immune to diseases, and granting them a +2 bonus to fortitude checks.
  147.  
  148. They do not need to breath, eat, or sleep.
  149.  
  150. Spell selection: Select an 8th level spell OR up to two level 7-5 spells, OR three level 4 or lower level spells.
  151.  
  152.  
  153. Totem of the Elements: Relies on the elements. Primarily for spell casting and actual magic.
  154.  
  155. Level 2:
  156.  
  157. Spell selection: Select up to one level 2 spell, or two lower level spells.
  158.  
  159. Elemental Blessings: The druid's elemental spells have increased intensity. They deal +1 additional hit of Damage.
  160.  
  161. Level 3:
  162.  
  163. Spell selection: Select up to one level 3 spell, or two lower level spells.
  164.  
  165. Level 4:
  166.  
  167. Elemental Prodigy: The druid may increase the range of their elemental spells, by up to 30-60 feet. Heat and Cold based spells are increased further in intensity. Cold spells may potentially freeze targets entirely on critical strikes, whereas heat spells may ignite them; even if they aren't flammable.
  168.  
  169. Spell selection: Select up to one level 4 spell, or two lower level spells.
  170.  
  171. Level 5:
  172.  
  173. Strength of the Earth: The Druid imbues the target with earthen energies, causing it to become tough as stone. Allies (or the druid) can be enchanted to have a stone hide, gaining an additional +4 defensive bonus against slashing attacks. Weapons can also be enchanted to be weightier, allowing them to hit harder and ignore armour.
  174.  
  175. Spell selection: Select up to one level 5 spell, or two lower level spells.
  176.  
  177.  
  178. Level 6:
  179.  
  180. Select up to one level 6 spell, or two lower level spells.
  181.  
  182. Level 7
  183.  
  184. Wind Wall: The Druid causes a wall of powerful wind to push the front area in front of them. Those who are in front of the druid must make a DC Strength check (10+Wisdom) or be knocked prone. The wall deflects incoming projectiles (to the DM's Discretion) and persists there for two rounds, causing projectiles to bounce off it as if it were a solid surface.
  185.  
  186. Spell selection: Select up to one level 7 spell, two level 6-4 spells, or three 3 or lower level spells.
  187.  
  188.  
  189. Level 8:
  190.  
  191. Elemental form: Select: Stone, Earth, Fire, or Wind. The druid may transform into a raw, elemental form. The form they choose grants certain abilities additional effects based on the elemental form the druid chose. The elemental form they take grants them unique traits and abilities that are discussed with the DM.
  192.  
  193. The elemental form lasts for 3 rounds.
  194.  
  195.  
  196.  
  197. Level 9:
  198.  
  199. Spell selection: Select one level 8 spell, two level 7-5 spells, or three 4 or lower level spells.
  200.  
  201. Level 10:
  202.  
  203. Spell selection: Select an 8th level spell OR up to two level 7-5 spells, OR three level 4 or lower level spells.
  204.  
  205.  
  206. Elemental Perfection: The druid may have their elemental form last indefinitely, until they wish to dispel it.
  207.  
  208.  
  209.  
  210. Totem of the Tree: Focuses on plants. Primarily for support casters; healers, or snaring others with vines.
  211.  
  212. Level 2:
  213.  
  214. Revitalize: The Druid's heals are improved by stimulating the natural healing process in anyone they aid. When a druid heals someone with a spell, they regain 1 Hit of damage at the start of their turn over 3 Rounds. (3 Hits out of combat)
  215.  
  216.  
  217. Spell selection: Select up to one level 2 spell, or two lower level spells.
  218.  
  219. Level 3:
  220.  
  221. Spell selection: Select up to one level 3 spell, or two lower level spells.
  222.  
  223.  
  224. Level 4:
  225.  
  226. Nature's Bounty: The Druid's ability over plants has become unparalleled. Out of combat, they may prepare special plants of their choosing; so long as they know of the plant's existence, they may attempt to grow up to 5 uses worth of different special plants per long rest.
  227.  
  228. Spell selection: Select up to one level 4 spell, or two lower level spells.
  229.  
  230.  
  231. Level 5:
  232.  
  233. Spell selection: Select up to one level 5 spell, or two lower level spells.
  234.  
  235.  
  236. Level 6:
  237.  
  238. Select up to one level 6 spell, or two lower level spells.
  239.  
  240.  
  241. Level 7:
  242.  
  243. Spell selection: Select up to one level 7 spell, two level 6-4 spells, or three 3 or lower level spells.
  244.  
  245.  
  246. Level 8:
  247.  
  248. Tree Walk: The Druid may walk into a tree to teleport a short distance, appearing from another tree nearby. If the druid rests within the tree, they slowly regenerate wounds over time. The druid may bring up to one ally with them.
  249.  
  250. Level 9:
  251.  
  252. Spell selection: Select one level 8 spell, two level 7-5 spells, or three 4 or lower level spells.
  253.  
  254.  
  255. Level 10:
  256.  
  257.  
  258. Spell selection: Select an 8th level spell OR up to two level 7-5 spells, OR three level 4 or lower level spells.
  259.  
  260. Sacred Grove: Once per week, the Druid either blesses a tree or causes a tree to grow over the course of two hours. Whatever the case, the resulting tree spreads to grow a special grove. The grove develops three heart blossom pods anywhere that the Druid likes, and any healing done within the grove is increased substantially.
  261.  
  262. The Druid may tree walk to their grove whenever they please, so long as the tree isn't destroyed. The druid may only have up to one grove at once. Should the druid choose to create a new grove, they are no longer attuned to their previous one.
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