You are tied to the earth, it's power is at your fingertips and it's strength flows through you. The rocks, the trees, the dirt beneath your feet, the air above you, the creeping bugs, the running beasts, and the creatures of the sky all have power of the Primal that you are able to tap into. You feel pulses of power as if the very world you live upon is a living creature, and to those who call upon that power it is. You can share that heart beat with others, strengthening them and yourself against any that might defile it.
The world that you inhabit is not some dead rock or mindless lump of earth beneath your feet. It is alive and has a power that is greater than even the gods. You are able to tap into that power in a way that others cannot. There are other practitioners of primal magic, but as a druid you access that power more fully than others. You can transform yourself and the world around you in way that other magic users cannot.
To you, the raw unfiltered magic of the arcane is messy, and almost toxic to how your magic works while the stream of divine magic comes from a large reservoir of power, it comes in like a trickle compared to the vast power that you are able to tap into. As a druid, you learn to tap into the land around you to gather your power, or the abundant spirits that live in the world. Each method lets you access unique magics that are always available to you.
As a druid, you are the protector of the natural world and all that live in it. This means that you have chosen to fight against the threat of the world. What event might of force you into this and how have you become a druid? Was it years of living in the wild, or were you chosen somehow? What makes you different from the shaman and witch doctors that use general primal magic as well?
Quick Build
You can make a druid quickly by following these suggestions. Choose Endurance as your highest ability, followed by Cunning and or Agility. Then, choose the outlander background. If you want to focus on more animal magics, you can choose the warden job, otherwise choose the geomancer job.
As a Druid, you gain the following class features:
Health
Health Pool: 1
You add your Health Pool to your Health at level 1.
Vitality
Vitality Dice: 1d4 per Druid level
Vitality at 1st Level: 4 + your Agility and Endurance
Vitality at Higher Levels: 1d4 (or 3) + your Endurance per Druid level after 1st
Combat Skills
Weapons: Druids start with simple weapon aptitude
Armor: Trained in Light and Medium armor skills
Defense: Trained in Body and Spirit skills
Skill Ranks at 1st Level: 2 combat skill ranks
Skill Ranks at Higher Levels: 1 combat skill rank per 2 Druid levels after 1st
Skill Boosts at Higher Levels: 1 combat skill boost per 2 Druid levels after 1st
Action Points: A Druid uses Cunning when rolling Action Points
Equipment
You start with the following equipment, in addition to any other starting equipment:
(a) wooden shield or (b) any simple melee weapon
(a) primal focus or (b) any simple ranged weapon
(a) leather armor or (b) hide armor
Drawing on the primal essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips
At 1st level, you know two cantrips of your choice from the primal spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Casting Spells
The Druid table shows up to what circle of spells that you have access to. To cast a primal spell, you must spend the associated vitality cost of the spell and the necessary action point cost.
You have access to a list of spells from the Primal spells list, based on the natural area around you, or the spirits that reside there. You can cast any spell from that list based on your region or your spirits. When you cast a spell, it must be of a circle that you have access to.
For example, if you are a 3rd-level druid, you can cast up to 2nd-circle spells. If you have access to the 1st-circle spell “goodberry”, you can cast it as a 1st-circle or 2nd-circle spell, spending the appropriate vitality and action points. Casting the spell doesn’t remove it from your list of spells.
Spells of the 6th circle and higher are more taxing. You may cast one 6th, one 7th, one 8th, and one 9th circle spell per long rest.
Spellcasting Attribute
Endurance is your spellcasting attribute for your druid spells since your magic draws upon your devotion and attunement to nature channeled through your body. You use your Endurance whenever a spell refers to your spellcasting attribute. In addition, you use your Endurance when setting the Spell Defense target for any druid spell you cast.
Spell Defense = 8 + your spell rank + your Endurance
Your connection to your primal source grants you a well of power that you can use to protect yourself and those in your care. For 4 Action Points, you can cause energy to surround a creature that you can see within 30 feet of you. This field of energy has Vigor equal to your druid level + your Endurance.
You can use this ability a number of times equal to your Endurance, and you can affect only one creature at a time. If you use this ability again, the previous protection fades away. You regain any expended uses when you finish a short or a long rest.
When a creature protected by your Nature's Grace takes damage, they can, for 1 Action Point as a reaction, cause the Nature's Grace to absorb that damage. If this damage reduces the Vigor to 0, the protected creature takes any remaining damage.
At 2nd level, you choose to identify with a Druid Grove from the list of available Druid Groves. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level.
At 3rd level, you can spend 3 Action Points as a reaction to taking Bludgeoning, Piercing, or Slashing damage to increase your armor equal to your Endurance. At level 9 you can spend 5 Action Points to gain resistance to Bludgeoning, Piercing, or Slashing damage. At level 17 you can spend 5 Action Points gain immunity.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Talent.
At 18th level, you are connected to the land in a way that it can sense your thoughts and feeling. You do not need to use verbal components or gestures to cast spells. In addition, while you are transformed by Primal magic or features, you do not need to provide materials for spellcasting that don't have a gold cost.
At 20th level, you can use your Nature's Grace ability an unlimited number of times. The number of Vitality that ability has is twice your druid level + your Endurance, and when you use this ability you can target 1 additional creature (including yourself) when you use it.