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Druid (1.2) Adventurer Class

Druids are found in most cultures, except for the Remans, who fear their power and the Dark Elf, who believe nature should be controlled or destroyed and not worked with. Orcs can be Druids, but they may have a different view on the workings of nature than Druids of other cultures.

 

Playing the Druid

Druids do not wear armor but they do have special abilities that help make them dangerous on the battlefield. They are well suited to questing and to foil dangerous opponents. This is the only class that gains the powerful entangle spell. 

Abilities

Armor Allowed:  none

Weapons Allowed:  knife, dagger, stick, club, staff, sickle, glaive, knife, single  handed ax

Abilities

  • Lightning Bolt: Deals 2 points of damage, but can NOT be blocked by shields and ignores armor. The damage and spell must be called out. Can be cast 6 spells per day (6/day). This spell uses a blue spell pack.

  • Entangle: Struck targets cannot move until the end of the encounter, battle, or duel.  If the target is struck once, then one leg is stuck. Twice and two legs are stuck, three times and both legs and one arm are stuck. The target gets to choose which body part is entangled.  Four times and both legs and both arms are stuck.  Ignores armor, but can be blocked by weapons and shields - 6 per day (6/day). This spell uses a green spell pack.  Negation of Entangle: If hit by either a Fireball or Lightning Bolt, the Entangled spell is negated. This is regardless if the target player actually takes damage from those spells or not. If the player takes damage equal to the number of limbs entangled then the spell is negated. A player may damage themselves to remove the entangle if desired but this must be called out and deals 2 damage to the player regardless of armor. 

  • Detect Monsters: Once per day the Druid may ask the local Guard or Loremaster if there are any monsters in the area. Will then be told the type and number. Can be renewed by the Entertainer.

  • Skin of Trees: Once per day the Druid can cover themselves in tree bark, thereby granting themselves 4 HP (in addition to their normal HP, can be combined with a HP boost from a Blessing or other sources). Cannot be renewed by Entertainer.

  • Can Use Nature Scrolls

  • Level 2: Animal Form (Small) - may take the shape of a small animal and gain a +3 to APR, HP is -3 (minimum of 1) and you cannot use your weapons, but you can still cast spells and can now fly (or climb or swing or whatever) across river obstacles.

  • Level 3: Cultural Ability

  • Level 4: Improved Lighting Bolt - Lightning Bolt damage now deals 3 pts. 

  • Level 5:  Improved Skin of Trees - you can now cast “Skin of Trees” 2 times a day.

  • Level 6: Cultural Ability

  • Level 7:  Forest Lord - gain the rank and title of Forest Lord.  Gain 5 GP at the beginning of each event, from local kingdom subsidies or tolls through your forest from travelers.   

  • Advanced Lightning Bolt - Lightning Bolt damage now increases to 4 points of damage

  • Level 8: Animal Form (Large) - You can now take the shape of a large animal.  +2 to APR (due to dodging skill or thick skin). +4 HP and can cross oceans and rivers.  Can cast spells in this form, but cannot use weapons. 

  • Level 9: Cultural Ability

  • Level 10: Forest Master - Gain the rank and title of Forest Master. Gain 15 GP at the beginning of each event, from local kingdom subsidies or tolls through your forest from travelers.  

  • Expert Lightning Bolt - Lightning Bolt damage now deals 5 pts.

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