Druid

= Druid = Druids are more elaborately referred to as the Shamanic Coven of Druids, Chosen of the Revenant, or even "the goat's gardeners" by the more hateful members of the Empire. They are the protectors of nature, the guardians of the elements, and friends to all types of flora and fauna. Anyone may revere nature, but only the Druid ever gets anything out of doing so, for the Druids worship Ta Rak Ra, not for his aspect of war, but for his fierce respect and protection of the natural world. All druids live as recluses, eschewing the hustle and bustle of civilization to better commune with the plants and animals they have sworn to keep alive and well. However, some rare Druids elect to venture into the city for the purpose of rescuing elements of nature from the grasp of artifice, or perhaps to try to teach others that their way of life is better than the choking confines of a town.

Druids in Armeya are found almost exclusively amongst the Patak and Viwswasi, though other races do sometimes pledge fealty to the Revenant for the purposes of reaping the benefits of guarding the natural world.


 * Special Notes on Druids:** Druids must adhere to devout worship of Ta Rak Ra to gain access to spells. It is the decision of the gods to bless their disciples with magic, and so it should come at no surprise that sometimes the gods simply say "No." In this case, Ta Rak Ra is a being of immense dedication to maintaining control of his subjects. A Druid may only prepare and cast a spell if it advances the agenda of Ta Rak Ra in any of his interests. Typically, for the sake of protecting the natural world, no request is too grand, so long as the Druid maintains total obedience and fealty. The Revenant may even at times command the Druid to perform a task. Refusal or failure to do so results in the loss of all Druidic abilities, and the ex-Druid may never again take levels in the Druid class. Furthermore, the Druid may only Wild Shape into creatures that he or she has personally encountered. As such, many Druids take to a time of travel in their lives to expand their experience of nature and collect more forms to emulate. All Druids also begin play with a special grove or otherwise small area in nature that they must dedicate themselves to protecting even at the cost of their own lives. This area is selected and pointed out by the Revenant upon the character taking its first level in Druid. Failure to protect this area results in the same penalty as failing any other appointed task set by the god. All Druids automatically know "Priroda" as the language.


 * Special Notes on Magic:** Armeya RPG treats magic in this setting a fair bit differently. To read on how magic functions in this setting, go to this page. To check the allowed spell lists for your character's class, go here.

Alternative Class Features

 * Note**: Some alternative class features may be altered from as they appear in the source material. When there is a discrepancy, use what is listed here in place of what is listed in the source material. Changes in the list below will be noted in bold. Remember that you may only choose one alternative class feature.
 * Crowd-Walker ([|CS], web): Exchange woodland stride for the ability to move in crowds more easily.
 * Deadly Hunter (UA, p 58): Gain bonus to AC when unarmored and fast movement (as monk). Gain favored enemy, track, and swift tracker as a ranger. Lose armor and shield proficiency and wild shape.
 * Druidic Avenger (UA, p 51): no animal companion or spontaneous casting, penalty to wild empathy. Gain fast movement and rage.
 * Elemental Companion (CM, p 33): Gain an Elemental as a companion instead of an animal.
 * Go to Ground ([|CS], web): Lose trackless step, gain the ability to hide from Urban Tracking.
 * Heat Endurance (SSt, p 47): Gain Heat Endurance, lose resist nature's lure.
 * Iron Constitution ([|CS], web): Lose resist nature's lure. Gain the strong stomach feat, and +2 bonus to saves against disease.
 * Root Walker (DS, p 9): Lose woodland stride, resist nature's lure, and wild empathy. Gain wild empathy towards vermin, move over earth, stone, and rock debris and +4 bonus on saving throws against spell like abilities of aberrations.
 * Sandskimmer (SSt, p 47): Gain Sandskimmer, lose woodland stride.
 * Shapeshifter (PHB 2, p 39): Lose animal companion and wildshape. Gain the ability to change into several forms, with set bonuses, at will.
 * Spontaneous Affliction (EoE, p 21): lose ability to spontaneous SNA, gain ability to sicken humanoids.
 * Spontaneous Rejuvenation (PHB 2, p 39): Lose spontaneous SNA spells. Gain the ability to sacrifice spells to give allies fast healing.
 * Urban Companion ([|CS], web): Instead of a normal animal companion, instead gain something similar to a familiar.
 * Urban Sense ([|CS], web): Lose nature's sense, gain a +2 bonus to sense motive and knowledge: local checks.
 * Voice of the City ([|CS], web): Lose wild empathy to gain the ability to communicate with people who speak languages you do not know.
 * Waste Vermin Wildshape (SSt, p 47): Wildshape into a wasteland vermin, lose 1 wildshape/day.