Druid: Difference between revisions

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<sub>[[Classes|<< Back to Classes]]</sub>
<sub>[[Classes|<< Back to Classes]]</sub>
===Overview===
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.
With the release of Aether into the world of Werlyth and the rise of the druids of Nyrae, all druids across the world have begun to feel the pull of Epherniss (The Spirit Tree), the capital of Nyrae, a giant almost ethereal tree.
===Class Stats and Adjustments===
New class abilities
'''5th Level''': Spirit Walk to Epherniss - At 5th level, once per long rest, a druid can find a suitably sized tree and create a single use portal to Epherniss, this portal remains until they use it again to return to the prior location or perform a long rest which resets the portal. This portal can only be used by the druid
'''9th Level''': Ephernal Network - At 9th level a druid can find a suitably sized tree and create a connection to Epherniss that lasts 1 day per level. Anyone the druid touches is imparted with the requisite aura to use the portal to travel to and from Epherniss so long as it is open. A druid can only open one of these portals at a time.
'''15th Level''': Expanding Epherniss - At 15th level a druid can plant a piece of Epherniss in a place that contains a large amount of trees of sufficient age (old growth forest) and turn one of the trees into a conduit of Epherniss, creating a permanent portal to the druidic home (open only to druids and those they have selected). While within the forested range of the tree, druids can cast speak with animals, plants, trees and locate landmark/object at will.
===Race Specific Interpretations===
'''<u>Humans</u>''' - Prior to the Cataclysm, druidism was a very niche practice, somewhat under the thumb of Ordian edicts. Since then, the druids of Nyrae have taken over. The take over was bloody and most of the farmers and all of city-dwellers of Nyrae were expelled or killed. Since then, with the greater flow of Aether, the druids of Nyrae have caused a massive amount of tree and plant growth that has spread across the entire country creating a near impenetrable wall of nature that requires a druid to navigate. Since then, multiple druidic circles have sprung up and they have claimed different areas of Nyrae to call home. Since then, druids are regarded with a little suspicion, the rumours of all manner of beasts and monsters living in the untamed wilds of Nyrae and what happened at the Druidic Uprising has made the general populace of Lathlenn wary. Nyrae contains every Druid Circle within it and as such humans have taken to all forms.
'''<u>Elves</u>''' - Druidism is almost exclusively the domain of Wood Elves, their tie to nature itself has lent to them a boon when attempting to commune via druidism, the most common circles are of the Moon and Stars though with their discovery of Nyrae and Epherniss, more Wood Elves are giving in to the Circle of Blood over time, a cause for concern among some. High Elves have preferred to embrace Mechanomancy as an alternative. some Drow have embraced the Circle of Spores druidic circle as mushrooms became more integral to the life and sustenance of the Drow
'''<u>Tabaxi</u>''' - Among the Tabaxi, a particular form of druidism has formed. The shipwrights and foresters have taken to druidism and it's ability to assist in plant and tree growth, allowing them to more sustainably build their ships and ensure that the quality of their work is increased through careful use of druidic magic to enhance the wood and ropes. Some ship carpenters have also taken up the art in order to better serve their ships in repairs and enhancements. The closest akin circle for these Tabaxi is that of the Land
'''<u>Eladrin</u>''' - The Eladrin take to the druidic arts as easy as they take to breathing. Among any group of Eladrin you may find that the majority of them are druids. They have found a special kinship with the Wood Elves of Selanar in their love of the natural world, though Eladrin druids would prefer they be more zealous. The few Eladrin that have travelled to Epherniss have returned with their leaves taking on a subtle blue glow when they are channelling their druidic skills.
'''<u>Firbolg</u>''' - Firbolgs are deeply tied to the Faewild and as such druidism comes naturally to many of them, it's not uncommon for entire families to be druids. This attunement to the Faewild has let Firbolg more easily attain the Circle of Dreams.
===Sub-Classes===
Circle of Dreams (Xanathar’s Guide to Everything)
Circle of Spores (Tasha’s Cauldron of Everything)
Circle of Stars (Tasha’s Cauldron of Everything)
Circle of Wildfire (Tasha’s Cauldron of Everything)
Circle of the Land (Players Handbook)
Circle of the Moon (Players Handbook)
Circle of the Shepherd (Xanathar’s Guide to Everything)
[[Circle of Blood]] (Godsfall)

Latest revision as of 11:22, 7 March 2024

<< Back to Classes

Overview

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.

With the release of Aether into the world of Werlyth and the rise of the druids of Nyrae, all druids across the world have begun to feel the pull of Epherniss (The Spirit Tree), the capital of Nyrae, a giant almost ethereal tree.

Class Stats and Adjustments

New class abilities

5th Level: Spirit Walk to Epherniss - At 5th level, once per long rest, a druid can find a suitably sized tree and create a single use portal to Epherniss, this portal remains until they use it again to return to the prior location or perform a long rest which resets the portal. This portal can only be used by the druid

9th Level: Ephernal Network - At 9th level a druid can find a suitably sized tree and create a connection to Epherniss that lasts 1 day per level. Anyone the druid touches is imparted with the requisite aura to use the portal to travel to and from Epherniss so long as it is open. A druid can only open one of these portals at a time.

15th Level: Expanding Epherniss - At 15th level a druid can plant a piece of Epherniss in a place that contains a large amount of trees of sufficient age (old growth forest) and turn one of the trees into a conduit of Epherniss, creating a permanent portal to the druidic home (open only to druids and those they have selected). While within the forested range of the tree, druids can cast speak with animals, plants, trees and locate landmark/object at will.

Race Specific Interpretations

Humans - Prior to the Cataclysm, druidism was a very niche practice, somewhat under the thumb of Ordian edicts. Since then, the druids of Nyrae have taken over. The take over was bloody and most of the farmers and all of city-dwellers of Nyrae were expelled or killed. Since then, with the greater flow of Aether, the druids of Nyrae have caused a massive amount of tree and plant growth that has spread across the entire country creating a near impenetrable wall of nature that requires a druid to navigate. Since then, multiple druidic circles have sprung up and they have claimed different areas of Nyrae to call home. Since then, druids are regarded with a little suspicion, the rumours of all manner of beasts and monsters living in the untamed wilds of Nyrae and what happened at the Druidic Uprising has made the general populace of Lathlenn wary. Nyrae contains every Druid Circle within it and as such humans have taken to all forms.

Elves - Druidism is almost exclusively the domain of Wood Elves, their tie to nature itself has lent to them a boon when attempting to commune via druidism, the most common circles are of the Moon and Stars though with their discovery of Nyrae and Epherniss, more Wood Elves are giving in to the Circle of Blood over time, a cause for concern among some. High Elves have preferred to embrace Mechanomancy as an alternative. some Drow have embraced the Circle of Spores druidic circle as mushrooms became more integral to the life and sustenance of the Drow

Tabaxi - Among the Tabaxi, a particular form of druidism has formed. The shipwrights and foresters have taken to druidism and it's ability to assist in plant and tree growth, allowing them to more sustainably build their ships and ensure that the quality of their work is increased through careful use of druidic magic to enhance the wood and ropes. Some ship carpenters have also taken up the art in order to better serve their ships in repairs and enhancements. The closest akin circle for these Tabaxi is that of the Land

Eladrin - The Eladrin take to the druidic arts as easy as they take to breathing. Among any group of Eladrin you may find that the majority of them are druids. They have found a special kinship with the Wood Elves of Selanar in their love of the natural world, though Eladrin druids would prefer they be more zealous. The few Eladrin that have travelled to Epherniss have returned with their leaves taking on a subtle blue glow when they are channelling their druidic skills.

Firbolg - Firbolgs are deeply tied to the Faewild and as such druidism comes naturally to many of them, it's not uncommon for entire families to be druids. This attunement to the Faewild has let Firbolg more easily attain the Circle of Dreams.

Sub-Classes

Circle of Dreams (Xanathar’s Guide to Everything)

Circle of Spores (Tasha’s Cauldron of Everything)

Circle of Stars (Tasha’s Cauldron of Everything)

Circle of Wildfire (Tasha’s Cauldron of Everything)

Circle of the Land (Players Handbook)

Circle of the Moon (Players Handbook)

Circle of the Shepherd (Xanathar’s Guide to Everything)

Circle of Blood (Godsfall)