Becoming a druid is more than an occupation; it’s a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself.
Hope Features
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.
Class Features
Beastform: Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.
Wildtouch: You can perform harmless, subtle effects that involve nature — such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire — at will.
Subclasses
Play the Warden of the Elements if you want to embody the natural elements of the wild.
Spellcast: Instinct
Foundation Features
Elemental Incarnation: Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest: • Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage. • Earth: Gain a bonus to your damage thresholds equal to your Proficiency. • Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress. • Air: You can hover, gaining advantage on Agility Rolls
Specialization Features
Elemental Aura: Once per rest while Channeling, you can assume an aura matching your element. The aura affects targets within Close range until your Channeling ends. • Fire: When an adversary marks 1 or more Hit Points, they must also mark a Stress. • Earth: Your allies gain a +1 bonus to Strength. • Water: When an adversary deals damage to you, you can mark a Stress to move them anywhere within Very Close range of where they are. • Air: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8.
Mastery Features
Elemental Dominion: You further embody your element. While Channeling, you gain the following benefit: • Fire: You gain a +1 bonus to your Proficiency for attacks and spells that deal damage. • Earth: When you would mark Hit Points, roll a d6 per Hit Point marked. For each result of 6, reduce the number of Hit Points you mark by 1. • Water: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable. • Air: You gain a +1 bonus to your Evasion and can fly.
Beastform List
Tier 1
Agile Scout
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.
Fragile: When you take Major or greater damage, you drop out of Beastform.
Household Friend
Companion: When you Help an Ally, you can roll a d8 as your advantage die.
Fragile: When you take Major or greater damage, you drop out of Beastform.
Nimble Grazer
Elusive Prey: When an attack roll against you would succeed, you can mark a Stress and roll a d4. Add the result to your Evasion against this attack.
Fragile: When you take Major or greater damage, you drop out of Beastform.
Pack Predator
Hobbling Strike: When you succeed on an attack against a target within Melee range, you can mark a Stress to make the target temporarily Vulnerable.
Pack Hunting: When you succeed on an attack against the same target as an ally who acts immediately before you, add a d8 to your damage roll.
Aquatic Scout
Aquatic: You can breathe and move naturally underwater.
Pack Hunting: When you succeed on an attack against the same target as an ally who acts immediately before you, add a d8 to your damage roll.
Stalking Arachnid
Venomous Bite: When you succeed on an attack against a target within Melee range, the target becomes temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act.
Pack Hunting: You can create a strong web material useful for both adventuring and battle. The web is resilient enough to support one creature. You can temporarily Restrain a target within Close range by succeeding on a Finesse Roll against them.
Tier 2
Armored Sentry
Armored Shell: Your hardened exterior gives you resistance to physical damage. Additionally, mark an Armor Slot to retract into your shell. While in your shell, physical damage is reduced by a number equal to your Armor Score (after applying resistance), but you can’t perform other actions without leaving this form
Cannonball: Mark a Stress to allow an ally to throw or launch you at an adversary. To do so, the ally makes an attack roll using Agility or Strength (their choice) against a target within Close range. On a success, the adversary takes d12+2 physical damage using the thrower’s Proficiency. You can spend a Hope to target an additional adversary within Very Close range of the first. The second target takes half the damage dealt to the first target.
Powerful Beast
Rampage: When you roll a 1 on a damage die, you can roll a d10 and add the result to the damage roll. Additionally, before you make an attack roll, you can mark a Stress to gain a +1 bonus to your Proficiency for that attack.
Thick Hide: You gain a +2 bonus to your damage thresholds.
Mighty Strider
Carrier: You can carry up to two willing allies with you when you move.
Trample: Mark a Stress to move up to Close range in a straight line and make an attack against all targets within Melee range of the line. Targets you succeed against take d8+1 physical damage using your Proficiency and are temporarily Vulnerable.
Striking Serpent
Venomous Strike: Make an attack against any number of targets within Very Close range. On a success, a target is temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act.
Warning Hiss: Mark a Stress to force any number of targets within Melee range to move back to Very Close range
Pouncing Predator
Fleet: Spend a Hope to move up to Far range without rolling.
Takedown: Mark a Stress to move into Melee range of a target and make an attack roll against them. On a success, you gain a +2 bonus to your Proficiency for this attack and the target must mark a Stress.
Winged Beast
Bird's Eye View: You can fly at will. Once per rest while you are airborne, you can ask the GM a question about the scene below you without needing to roll. The first time a character makes a roll to act on this information, they gain advantage on the roll.
Hollow Bones: You gain a −2 penalty to your damage thresholds.
Tier 3
Great redator
Carrier: You can carry up to two willing allies with you when you move.
Vicious Maul: When you succeed on an attack against a target, you can spend a Hope to make them temporarily Vulnerable and gain a +1 bonus to your Proficiency for this attack.
Mighty Lizard
Physical Defense: You gain a +3 bonus to your damage thresholds.
Snapping Strike: When you succeed on an attack against a target within Melee range, you can spend a Hope to clamp that opponent in your jaws, making them temporarily Restrained and Vulnerable.
Great Winged Beast
Bird's Eye View: You can fly at will. Once per rest while you are airborne, you can ask the GM a question about the scene below you without needing to roll. The first time a character makes a roll to act on this information, they gain advantage on the roll.
Carrier: You can carry up to two willing allies with you when you move.
Aquatic Predator
Aquatic: You can breathe and move naturally underwater.
Vicious Maul: When you succeed on an attack against a target, you can spend a Hope to make them Vulnerable and gain a +1 bonus to your Proficiency for this attack.
Legendary Beast
Evolved: Pick a Tier 1 Beastform option and become a larger, more powerful version of that creature. While you’re in this form, you retain all traits and features from the original form and gain the following bonuses: • A +6 bonus to damage rolls • A +1 bonus to the trait used by this form • A +2 bonus to Evasion
Legendary Hybrid
Hybrid Features: To transform into this creature, mark an additional Stress. Choose any two Beastform options from Tiers 1–2. Choose a total of four advantages and two features from those options.
Tier 4
Massive Behemoth
Carrier: You can carry up to four willing allies with you when you move.
Demolish: Spend a Hope to move up to Far range in a straight line and make an attack against all targets within Melee range of the line. Targets you succeed against take d8+10 physical damage using your Proficiency and are temporarily Vulnerable.
Undaunted: You gain a +2 bonus to all your damage thresholds.
Terrible Lizard
Devastating Strike: When you deal Severe damage to a target within Melee range, you can mark a Stress to force them to mark an additional Hit Point.
Massive Stride: You can move up to Far range without rolling. You ignore rough terrain (at the GM’s discretion) due to your size.
Mystical Aerial Hunter
Carrier: You can carry up to three willing allies with you when you move.
Deadly Raptor: You can fly at will and move up to Far range as part of your action. When you move in a straight line into Melee range of a target from at least Close range and make an attack against that target in the same action, you can reroll all damage dice that rolled a result lower than your Proficiency
Epic Aquatic Beast
Ocean Master: You can breathe and move naturally underwater. When you succeed on an attack against a target within Melee range, you can temporarily Restrain them.
Unyielding: When you would mark an Armor Slot, roll a d6. On a result of 5 or higher, reduce the severity by one threshold without marking an Armor Slot.
Mythic Beast
Evolved: Pick a Tier 1 or Tier 2 Beastform option and become a larger, more powerful version of that creature. While you’re in this form, you retain all traits and features from the original form and gain the following bonuses: • A +9 bonus to damage rolls • A +2 bonus to the trait used by this form • A +3 bonus to Evasion • Your damage die increases by one size (d6 becomes d8, d8 becomes d10, etc.)
Mythic Hybrid
Hybrid features: To transform into this creature, mark 2 additional Stress. Choose any three Beastform options from Tiers 1-3. Choose a total of five advantages and three features from those options.