6.5 Druid
| Rank | |||||
| 1 | Elemental infusion, elemental spell |
Nature spells |
Plant channeling |
Wild aspects |
Natural servant |
| 2 | Elemental balance |
| Metamagic | Shift body | Animal speech |
| 3 | Elemental power |
| Spell knowledge | Shifting claw | Nature’s ally |
| 4 | Elemental spell+, elemental tranquility |
| Spell-trained senses | Animal shape | Natural attunement |
| 5 | Elemental control |
| Metamagic+ | Shift body+ | Animal speech+ |
| 6 | Elemental power+ |
| Attunement point | Transformative toughness | Nature’s ally+ |
| 7 | Elemental balance+ |
| Experienced spellcaster | Hybrid aspect | Natural attunement+, natural servant+ |
Druids are nature spellcasters who draw power from their veneration of the natural world. They worship Nature herself, the over-deity who guides and nurtures all living things. Nature grants her followers influence over her domain in gratitude for their service.
All druids value the continuation of life - in the abstract, universal sense, not the specific sense. Predation is a critical part of the natural world, and most druids have no prohibitions against killing. Life as a whole, across all species and levels of sentience, must continue. The worst nightmare of all druids is a dead world, inhabited only by rocks and memories of the life that once existed.
Individual druids have a great variety of opinions and interpretations about which aspects of Nature’s domain are most important. Some druids treat all forms of life as equal. Others draw distinctions between different forms of life, such as prioritizing the needs of highly sentient or highly complex life over others. Of course, many druids don’t dwell on philosophical questions about the precise value of Nature’s various aspects. They focus more on practical maintenance of the natural world according to their own instincts. Nature’s domain is immense, and her guidance is virtually nonexistent.
Many druids avoid or actively reject overly developed civilization. The details and causes of this aversion can be source of great disagreement between different druids. Civilization tends to displace or kill natural life. It replaces the vibrant diversity of life in a forest with a comparatively bland and homogeneous subset of species. In general, druids who value all forms of life equally and consider diversity to be intrinsically valuable tend to reject civilization most strongly. On the other hand, druids who value life according to its sentience or complexity are typically more tolerant of civilization.
Most druids belong to a specific druidic circle. Druidic circles are groups of druids that share a similar philosophy. Like druids, druidic circles have highly varied structures. Some druidic circles function as communes where all members live together, either nomadically or in a specific area of land claimed by the circle. Others simply have annual meetings to discuss critical matters, with many of the circle’s members living in isolation at all other times.
Since druids tend to be more isolated than most, their attachment to druidic circles may seem odd to outsiders. There are many reasons for this tradition, but foremost among them is the importance of continuity of knowledge in the absence of advanced civilization. Druids are unlikely to simply go to a library in a city to gain important knowledge about the natural world. Instead, they must learn from someone who has the knowledge they lack. This means they need access to wise elders who are willing to pass on what they know. Their wisdom must be kept alive between generations through oral traditions. Druidic circles provide a place for this knowledge transfer to occur, and offer a path to welcoming new druids into the fold.
Alignment: Any.
Archetypes: Druids have the Elementalist, Nature Magic, Nature Spell Mastery, Shifter, and Wildspeaker archetypes.
6.5.1 Base Class Effects
If you choose druid as your base class, you gain the following benefits.
| Level | Rank | Durability | Bonus1 | Special |
| 1 | 1 | +0 | x1 | — |
| 2 | 1 | +1 | x1 | — |
| 3 | 1 | +2 | x1 | +1 to two attributes |
| 4 | 2 | +2 | x2 | HP: 2x durability |
| 5 | 2 | +3 | x2 | — |
| 6 | 2 | +4 | x2 | Legacy item: rank 3 |
| 7 | 3 | +4 | x3 | HP: 3x durability |
| 8 | 3 | +5 | x3 | — |
| 9 | 3 | +6 | x3 | +1 to two attributes |
| 10 | 4 | +6 | x4 | HP: 4x durability |
| 11 | 4 | +7 | x4 | — |
| 12 | 4 | +8 | x4 | Legacy item: rank 5 |
| 13 | 5 | +8 | x6 | HP: 6x durability |
| 14 | 5 | +9 | x6 | — |
| 15 | 5 | +10 | x6 | +1 to two attributes |
| 16 | 6 | +10 | x8 | HP: 8x durability |
| 17 | 6 | +11 | x8 | — |
| 18 | 6 | +12 | x8 | Legacy item: ranks 7 |
| 19 | 7 | +12 | x10 | HP: 10x durability |
| 20 | 7 | +13 | x10 | — |
| 21 | 7 | +14 | x10 | +1 to two attributes |
Defenses
You gain a +3 bonus to your Brawn, Fortitude, Mental, and Reflex defenses.
Resources
- Attunement points: 4 (see Attunement Points).
- Fatigue tolerance: 2 + your Constitution (see Fatigue).
- Insight points: 1 + your Intelligence (see Insight Points).
- Trained skills: 4 from among your class skills, plus additional trained skills equal to your Intelligence if it is positive (see Skills).
Weapon Proficiencies
You are proficient with simple weapons and the shepherd’s axe, sickle, and scythe.
Armor Proficiencies
You are proficient with light armor and leather lamellar and standard shield.
Starting Items and Equipment
You can start with the following items and equipment:
- Buff leather
- Any two of the following: the shepherd’s axe, sickle, scythe, club, or dagger
- A buckler
- A standard adventuring kit (see Standard Adventuring Kit).
- A rank 0 wealth item (1 gp)
Class Skills
You have the following class skills:
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Strength: Climb, Jump, Swim.
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Dexterity: Balance, Ride, Stealth.
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Constitution: Endurance.
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Intelligence: Craft, Deduction, Disguise, Knowledge (dungeoneering, items, nature).
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Perception: Awareness, Creature Handling, Deception, Persuasion, Survival.
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Other: Intimidate.
6.5.2 Elementalist ✨
This archetype grants you influence over four elements that define the natural world: air, earth, fire, and water. All abilities from this archetype are magical ✨.
Rank 1 – Elemental Infusion ✨
If you do not have access to nature magic, you gain the ability to make a strike imbued with elemental force.
| Elemental Infusion ✨ | Standard action |
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Make a strike. When you use this ability, it has one of the following tags of your choice: Air, Earth, Fire, or Water.
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Rank 2: You add half your Strength to your magical power to determine your total power with this strike.
Rank 3: You deal extra damage equal to half your power.
Rank 4: The strike deals double weapon damage.
Rank 5: The extra damage increases to be equal to your power.
Rank 6: The strike deals quadruple weapon damage.
Rank 7: The extra damage increases to 1d6 per 2 power.
Rank 1 – Elemental Spell ✨
If you have access to nature magic, you learn a spell from any of the mystic spheres associated with the four elements: aeromancy, aquamancy, pyromancy , or terramancy. You do not have to have access to that mystic sphere. As normal, you can change which spell you learn with this ability as you gain access to new spell ranks.
Rank 2 – Elemental Balance ✨
You gain a benefit from each of the four elements.
- Air: You gain a slow glide speed (see Aerial Movement).
- Earth: You gain a +1 bonus to your Fortitude defense.
- Fire: You are impervious (+4 defenses) to Fire attacks.
- Water: You gain a slow swim speed.
Rank 3 – Elemental Power ✨
You gain a +1 bonus to your magical power and mundane power.
Rank 4 – Elemental Spell+ ✨
You learn an additional spell with this ability.
Rank 4 – Elemental Tranquility ✨
If you do not have access to nature magic, you become impervious (+4 defenses) to Air, Earth, and Water attacks.
Rank 5 – Elemental Control ✨
| Elemental Control ✨ | Standard action |
Tags: Sustain (attuneable, minor) You can control either air, earth, fire, or water within a Huge (90 ft.) zone from your location. Each element has different limitations on its ability to move, as described below. Once per round as a free action, you can change how you direct your chosen element, but you must still control the same element.
- Air: You can change the wind speed of air by up to 30 miles per hour, to a maximum total speed of 40 miles per hour. If you reduce the air’s speed to 0 and then increase it again, you can change the direction the air blows.
- Earth: You can reshape earth or unworked stone at a rate of up to one foot per round.
- Fire: You can make fire leap up to 60 feet between combustible materials, suppress fire so it smolders without being extinguished, or snuff out fire entirely.
- Water: You can change the speed of water by up to 30 feet per round, to a maximum total speed of 40 feet per round. If you reduce the water’s speed to 0 and then increase it again, you can change the direction the water flows.
Rank 6 – Elemental Power+ ✨
The power bonuses increase to +2.
Rank 7 – Elemental Balance+ ✨
Your benefits from each element improve.
- Air: You gain a slow fly speed with a maximum height of 15 feet (see Flight). As a free action, you can increase your fatigue level by one to ignore this height limit until the end of the round.
- Earth: You gain a +1 bonus to your Brawn defense.
- Fire: You are immune to Fire attacks.
- Water: Your swim speed increases to average.
6.5.3 Nature Magic ✨
This archetype grants you the ability to cast nature spells. All abilities from this archetype are magical ✨.
Rank 1 – Nature Spells ✨
Your connection to nature grants you the ability to use nature magic. You gain access to one nature mystic sphere, plus the universal mystic sphere (see Nature Mystic Spheres). You may spend insight points to gain access to one additional nature mystic sphere per two insight points. You can only learn nature spells from nature mystic spheres that you have access to.
You automatically learn all cantrips from each of your mystic spheres. In addition, you learn two rank 1 nature spells. You can also spend insight points to learn one additional rank 1 spell per insight point.
Nature spells require verbal components to cast (see Ability Usage Components). For details about mystic spheres and casting spells, see Spell and Ritual Mechanics.
When you gain access to a new mystic sphere or spell rank, you can forget any number of spells you know to learn that many new spells in exchange, including spells of the higher rank.
Advancement: The maximum rank of nature spells that you can learn is equal to your rank in this archetype. Nature spells also increase in power in unique ways based on your rank in this archetype, as indicated in their descriptions.
6.5.4 Nature Spell Mastery ✨
This archetype improves the nature spells you cast. You must have the Nature Magic archetype from the druid class to gain the abilities from this archetype. All abilities from this archetype are magical ✨.
Rank 1 – Plant Channeling ✨
Whenever you cast a spell, you may use a Small or larger living plant within Short (30 ft.) range of you as a targeting proxy. This means the spell determines its targets as if you were in the plant’s location, which can allow you to affect targets outside your normal range.
Rank 2 – Metamagic ✨
You learn how to further refine your spellcasting abilities. Choose two metamagic abilities from the list below.
Some metamagic abilities affect specific spells. Each individual spell can only have one metamagic applied. Whenever you learn a new spell, you may change which specific spells your metamagic abilities affect.
Airborne Spell: Choose a nature spell you know with a standard range: Short (30 ft.), Medium (60 ft.), Long (90 ft.), Distant (120 ft.), or Extreme (180 ft.). It gains the Air tag. In addition, you increase that spell’s range to the next standard range category, to a maximum of Extreme range. You can choose this ability multiple times, choosing a different spell each time.
Flooding Spell: Choose a nature spell you know with a standard area: Tiny (5 ft.), Small (15 ft.), Medium (30 ft.), Large (60 ft.), Huge (90 ft.), or Gargantuan (120 ft.). It gains the Water tag. In addition, you increase that spell’s area to the next standard area category, to a maximum of a Gargantuan area. You can choose this ability multiple times, choosing a different spell each time.
Grounded Spell: Choose a nature spell you know. It gains the Earth tag. In addition, you gain a +2 accuracy bonus with that spell if you are grounded while casting it. You can choose this ability multiple times, choosing a different spell each time.
Incendiary Spell: Choose a damaging nature spell you know. It gains the Fire tag. When you cast the spell, it briefly creates a zone of flames in its area. If the spell does not normally affect an area, the flames appear in the space of each target. During the next round, the spell’s effect repeats in that area. The repeat deals half damage. You can choose this ability multiple times, choosing a different spell each time.
Rituals: You gain the ability to perform nature rituals to create unique magical effects (see Spell and Ritual Mechanics). The maximum rank of nature ritual you can learn or perform is equal to the maximum rank of nature spell that you can cast. When you gain this ability, you can memorize a rank 1 nature ritual from any nature mystic sphere you have access to. Whenever you gain access to a new spellcasting rank, you can memorize an additional ritual of that rank or lower. You cannot choose this ability multiple times.
Rank 3 – Spell Knowledge ✨
You learn an additional nature spell.
Rank 4 – Spell-Trained Senses ✨
You gain a +1 bonus to your Perception.
Rank 5 – Metamagic+ ✨
You gain an additional metamagic ability.
Rank 6 – Attunement Point ✨
You gain an additional attunement point.
Rank 7 – Experienced Spellcaster ✨
You gain a +1 bonus to your accuracy and Mental defense.
6.5.5 Shifter
This archetype grants you the ability to embody aspects of the natural world in your own form.
Rank 1 – Wild Aspects ✨
You gain the ability to embody an aspect of an animal or of nature itself. Choose two wild aspects from the list below. You can also spend insight points to learn one additional wild aspect per insight point.
As a standard action, you can gain the effects of one wild aspect that you know. You cannot change your wild aspect more than once per round. That effect lasts until you activate a different wild aspect you know or until you dismiss it.
The abilities in the list below describe the effects of the aspect. Your appearance also changes to match the aspect’s effects, but the nature of this change is not described. Different druids change in different ways. For example, one druid might grow brown fur when using the Form of the Bear, while another might instead change their face to become broader and more bear-shaped when embodying the same aspect. You choose how your appearance changes when you gain a wild aspect. This change cannot be used to gain an additional substantive benefit beyond the effects given in the description of the aspect.
Many wild aspects grant natural weapons. See Natural Weapons, for details about natural weapons.
| Form of the Bear ✨ | Standard action |
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You gain a +1 bonus to your Fortitude defense and vital rolls. In addition, your mouth and hands transform, granting you a bite and two claw natural weapons (see Table 9.6: Natural Weapons).
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Rank 4: The Fortitude defense bonus increases to +2.
Rank 7: The vital roll bonus increases to +2.
| Form of the Bull ✨ | Standard action |
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You can move your full movement speed when you push a creature with the shove ability even if you do not get a critical hit (see Shove). In addition, your head transforms, granting you a gore natural weapon (see Table 9.6: Natural Weapons).
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Rank 4: You gain a +2 accuracy bonus with the shove ability.
Rank 7: The accuracy bonus increases to +4.
| Form of the Constrictor ✨ | Standard action |
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You gain a +1 accuracy bonus with the grapple ability and all grapple actions (see Grapple). In addition, you can contort your body, allowing it to act as a free hand for the purpose of using the grapple ability and grapple actions even if you do not have a free hand. Finally, you gain a bite natural weapon (see Table 9.6: Natural Weapons).
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Rank 4: The accuracy bonus increases to +2.
Rank 7: When you grapple a creature with the grapple ability, you automatically take control of the grapple (see Controlling a Grapple).
| Form of the Fish ✨ | Standard action |
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You gain an average swim speed. In addition, you gain a bite natural weapon (see Table 9.6: Natural Weapons).
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Rank 4: You can breathe water as easily as a human breathes air, preventing you from drowning or suffocating underwater.
Rank 7: You are immune to magical ✨ effects that restrict your mobility.
| Form of the Hawk ✨ | Standard action |
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You gain low-light vision, allowing you to see in dim illumination (see Low-light Vision). In addition, you gain a +3 enhancement bonus to the Awareness skill.
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Rank 4: You grow wings, granting you an average glide speed (see Gliding).
Rank 7: You gain an average fly speed with a maximum height of 30 feet (see Flight). As a free action, you can increase your fatigue level by one to ignore this height limit until the end of the round.
| Form of the Hound ✨ | Standard action |
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You gain a bite natural weapon (see Table 9.6: Natural Weapons). In addition, you have the ability to move on all four limbs. When doing so, you become quadrupedal and have no free hands (see Multipedal). This gives you a +10 foot bonus to your speed. Your bite also gains the Heavy weapon tag while you are quadrupedal in this way.
When not using your hands to move, your ability to use your hands is unchanged. You can descend to four legs and rise up to stand on two legs again as part of movement.
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Rank 4: You gain the scent ability.
Rank 7: You gain an additional +10 bonus to scent-based Awareness checks.
| Form of the Monkey ✨ | Standard action |
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You gain an average climb speed. In addition, you gain a bite natural weapon (see Table 9.6: Natural Weapons).
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Rank 4: You grow a tail that you can use as a free hand for the purpose of climbing.
Rank 7: You can use the creature climb ability against creatures only one size category larger than you instead of two size categories larger than you.
| Form of the Rat ✨ | Standard action |
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You gain a +2 enhancement bonus to the Flexibility and Stealth skills. In addition, you gain a bite natural weapon (see Table 9.6: Natural Weapons).
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Rank 4: When you use this wild aspect, you can choose to shrink by one size category, to a minimum of Small.
Rank 7: The enhancement bonuses increase to +4.
| Form of the Viper ✨ | Standard action |
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You do not need to use free hands to climb (see Climb). In addition, you gain a bite natural weapon (see Table 9.6: Natural Weapons). When a creature takes damage from your bite natural weapon, it is poisoned (see Poison). Its stage 1 effect makes the target briefly stunned (-2 defenses). Its stage 3 effect makes the target stunned while the poison lasts.
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Rank 4: You gain a +1 accuracy bonus with all poisons.
Rank 7: The accuracy bonus increases to +2.
| Form of the Wolf ✨ | Standard action |
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You gain a +1 enhancement bonus to accuracy against creatures that are adjacent to both you and one of your allies. In addition, you gain a bite natural weapon (see Table 9.6: Natural Weapons).
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Rank 4: You gain the scent ability.
Rank 7: The accuracy bonus increases to +2.
| Myriad Form ✨ | Standard action |
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If you have Disguise as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.
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Rank 4: When you use this wild aspect, you can choose to grow or shrink by one size category (see Size Categories). If you increase your size, you are slightly clumsy in your new size, and you take a -10 foot penalty to your speed with all of your movement modes.
Rank 7: When you use this wild aspect, you can choose to grow or shrink by up to two size categories instead of only one.
| Photosynthesis ✨ | Standard action |
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You do not gain hunger or thirst while in natural sunlight. When you leave natural sunlight, you continue gaining hunger or thirst at your normal rate, ignoring any time you spent in natural sunlight. In addition, as long as you are in natural sunlight, you regain hit points equal to half your power at the end of each round.
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Rank 4: The healing increases to be equal to your power.
Rank 7: When you finish a short rest while you are in natural sunlight, you can remove a vital wound. When you do, you increase your fatigue level by four.
| Plantspeaker ✨ | Standard action |
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Your speed is not reduced when moving in heavy undergrowth. In addition, you can ignore cover and concealment from plants whenever doing so would be beneficial to you, as the plants move out of the way to help you. This prevents you from suffering penalties on your attacks, and also prevents creatures from using cover or concealment from plants to hide from you.
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Rank 4: You gain a +2 bonus to your Armor and Reflex defenses while standing in undergrowth.
Rank 7: All light undergrowth within a Medium (30 ft.) radius from you is treated as difficult terrain for your enemies.
Rank 2 – Shift Body ✨
| Shift Body ✨ | Triggered |
Tags: Attune
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You can use this ability when you finish a long rest. Choose a physical attribute: Strength, Dexterity, or Constitution (see Attributes). You gain a +1 enhancement bonus to that attribute.
Rank 3 – Shifting Claw
| Shifting Claw ✨ | Standard action |
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Choose Armor, Reflex, or Fortitude defense, or all three defenses. Make a strike against your chosen defenses with a natural weapon. If you chose all three defenses, the strike deals double damage.
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Rank 4: You gain a +1 accuracy bonus with the strike.
Rank 5: The strike deals 1d6 extra damage.
Rank 6: The extra damage increases to 2d6.
Rank 7: You deal double damage by default, or triple damage if you attack three defenses.
Rank 4 – Animal Shape ✨
Whenever you activate a wild aspect that represents a specific animal, you can fully shapeshift to match that animal’s shape. This cannot increase your size category, but you can shrink by one size category if it is appropriate for that animal. You may choose to reshape any body armor you wear as barding to fit the animal instead of melding it into your form. This means it continues to function, but its bonus to Armor defense is reduced by 2. The armor regains its normal shape if you take it off. For details about shapeshifting, see Shapeshifting.
Rank 5 – Shift Body+ ✨
This ability loses the Attune tag. Instead, it lasts until you use it again.
Rank 6 – Transformative Toughness ✨
You gain a +2 bonus to your Fortitude defense and a +1 bonus to your vital rolls.
Rank 7 – Hybrid Aspect ✨
When you use your wild aspect ability, you can take on two aspects at once, gaining the full benefits of both. When you do, you increase your fatigue level by two. This hybrid aspect only lasts for ten minutes, at which point you choose which single aspect remains active.
6.5.6 Wildspeaker ✨
This archetypes deepens your connection to animals and plants, and allows you to call animals to aid you in combat. All abilities from this archetype are magical ✨.
Rank 1 – Natural Servant ✨
You can use the natural servant ability. This ability requires spending one hour performing rituals in a natural area.
| Natural Servant ✨ | One hour |
Tags: Attune
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An animal native to the local environment appears to help you. It follows your directions to the best of its ability as long as you remain in its natural environment. If you leave the animal’s natural habitat, it remains behind and this effect ends.
Your magical connection to the animal improves its resilience and strength in combat. The animal’s statistics use the values below, except that each animal also gains a special ability based on the environment you are in. Animals are unable to understand complex concepts, so their ability to obey convoluted instructions is limited.
- Its size category is Medium, and its base speed is 30 feet.
- Its level is equal to your level.
- All of its attributes are 0 except for Intelligence, which it does not have.
- It has no resources, and it cannot use abilities that increase its fatigue level.
- Its maximum hit points are equal to your level x your rank in this archetype, plus 10 additional hit points.
- Its injury point is equal to half its maximum hit points.
- Each of its defenses is equal to 4 + half your level.
- Its accuracy is equal to your accuracy, but it makes its own attack rolls.
- Its power is equal to half your power.
- It does not make vital rolls, but it automatically drops unconscious if it gains a vital wound. If it gains three vital wounds, it dies.
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Rank 2: The animal gains a +1 bonus to all defenses.
Rank 3: The animal’s power becomes equal to your power.
Rank 4: The animal gains a +1 accuracy bonus with strikes.
Rank 5: The animal’s strikes deal double weapon damage.
Rank 6: The accuracy bonus increases to +2.
Rank 7: The animal’s strikes deal triple weapon damage.
The special ability of the animal that appears depends on your environment, as described below. You may choose a different animal native to that environment that is similar in size and type, but that does not change the animal’s statistics. For example, your natural servant in an aquatic environment may be a dolphin or seal instead of a shark. Unusual environments may have different animals than the standard animals listed below.
- Aquatic: A shark appears that has an average swim speed and no walk speed. It has a bite natural weapon, and it is trained with the Awareness and Swim skills.
- Arctic: An arctic fox appears that has no penalties for being in cold environments. It has a bite natural weapon, and it is trained with the Awareness and Stealth skills.
- Desert: A hyena appears that has no penalties for being in hot environments. It has a bite natural weapon.
- Mountain: A goat appears that can move up or down steep slopes without slowing its movement. It has a ram natural weapon.
- Forest: A wolverine appears that calculates its hit points as a barbarian of your level, rather than as a druid of your level. It has a bite natural weapon.
- Plains: A wolf appears that has the scent ability. It has a bite natural weapon, and it is trained with the Awareness and Stealth skills.
- Swamp: A crocodile appears that has a slow walk speed and an average swim speed. It has a bite natural weapon, and it is trained with the Swim and Stealth skills.
- Underground: A dire rat appears that has low-light vision. It has a bite natural weapon, and it is trained with the Awareness and Stealth skill.
Rank 2 – Animal Speech ✨
| Animal Speech ✨ | Standard action |
Tags: Sustain (minor)
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Choose an animal within Long (90 ft.) range. You can speak to and understand the speech of the target animal, and any other animals of the same species.
This ability does not make the target any more friendly or cooperative than normal. Wary and cunning animals are likely to be terse and evasive, while stupid ones tend to make inane comments and are unlikely to say or understand anything of use.
Rank 3 – Nature’s Ally ✨
You and your allies within a Huge (90 ft.) radius emanation from you are under nature’s protection. Animals will not willingly attack protected creatures, and will automatically attempt to help if the protected creatures are in mortal danger. For example, if you are attacked while in a forest, nearby birds might start harassing your foes, at the GM’s discretion. If any protected target attacks a creature that this ability protects you from, this ability is suppressed until you finish a long rest.
Rank 4 – Natural Attunement ✨
Your natural servant gains an attunement point. This attunement point is shared among any creatures you summon with your natural servant ability. In addition, you can cast Attune spells on your natural servant if it is within Short (30 ft.) range of you. When you do, the natural servant attunes to the spell intead of you, as if the spell was an Attune (target) spell.
Rank 5 – Animal Speech+ ✨
When you use this ability, you may target any living creature that knows at least one language. If you target a non-animal in this way, you do not gain the ability to speak with and understand the speech of other creatures of the target’s species.
Rank 6 – Nature’s Ally+ ✨
This ability also protects you and your allies from plant animates, elemental planeforged, and all summoned creatures.
Rank 7 – Natural Attunement+ ✨
Your natural servant gains an additional attunement point.
Rank 7 – Natural Servant+ ✨
You may choose to have a Large natural servant appear instead of a Medium natural servant. Increasing its size gives it a +1 Brawn defense bonus, a +1 bonus to Strength for the purpose of determining its weight limits, a -1 Reflex defense penalty, and a -4 penalty to the Stealth skill. It also increases its base speed (see Size Categories).
6.5.7 Ex-Druids
A druid who ceases to revere nature or who changes to a prohibited alignment loses all magical ✨ druid class abilities. They cannot thereafter gain levels as a druid until they atone for their transgressions.