Druid 2E conversion ¶
For 13th Age 2nd Edition V1.01
This conversion of the 13th Age Druid class from 13 True Ways to 2nd Edition focuses on preserving as much of the original design as possible while adapting to the 2E framework, streamlining and simplifying. It removes a few balance problems like low AC and feat taxes, and adds a few options where the original class was low on choices.
Animal Companion: Updated the companion to use the 2E rules in the Ranger class, and granted initiates a small amount of companion spells (which they didn’t get before)
Elemental Caster: Switched a spontaneous caster model. Expanded the spell list.
Shifter: You can now evolve your active beast aspect by expending other aspects, rather than stacking them. Otherwise, mostly simplification by removing rules baggage.
Terrain Caster: Mostly rules updates and streamlining, like making sure all terrains have at-will spells.
Warrior: The main change is switching to 1/battle maneuvers similar to the 2E Fighter.
Wild Healer: While the talent is still focused on healing spells, it is now a spontaneous caster with a more diverse spell list that adds a variety of other support effects.
Overview ¶
Ability Scores ¶
Druids focus on Strength or Dexterity, and Wisdom.
Backgrounds ¶
Possible backgrounds include: orc-tribe hunter/gatherer, avalanche prophet, cult zealot, river guide, tribe healer, failed shaman, wild temple priest, mystic waterfall guardian, and raised by wolverines.
Gear ¶
At 1st level, druids start with a melee weapon, light armor, possibly a staff, perhaps a bow or other ranged weapon, and other minor possessions suggested by their backgrounds.
Gold Pieces ¶
Druids may start with either 25 gp or 1d6 x 10 gp.
Armor ¶
| Armor Type | Base AC | Atk Penalty |
|---|---|---|
| None | 10 | — |
| Light | 12 | — |
| Heavy | 14 | -2 |
| Shield | +1 | -2* |
Melee Weapons ¶
| One-Handed | Two-Handed | |
|---|---|---|
| Small | 1d4 dagger | 1d6 club, staff |
| Light or Simple | 1d6 mace, axe, shell blade | 1d8 spear |
| Heavy or Martial | 1d8 (-2 atk)* warhammer, flail | 1d10 (–2 atk) dire flail, greataxe |
*Warrior druid talent choices can change shield and one-handed weapon stats.
Ranged Weapons ¶
| Thrown | Crossbow | Bow | |
|---|---|---|---|
| Small | 1d4 dagger | 1d4 (-2 atk) hand crossbow | — |
| Light or Simple | 1d6 javelin, axe | 1d6 (-2 atk) light crossbow | 1d6 shortbow |
| Heavy or Martial | — | 1d8 (–5 atk) heavy crossbow | 1d8 (–2 atk) longbow |
Druid Level Progression ¶
| Druid Level | Total Hit Points* | Recovery Dice | Total Feats | Level-up Ability Bonuses |
|---|---|---|---|---|
| Level 1 | (6 + CON mod) x 3 | 1d6* + CON Mod | 1 adventurer | |
| Level 2 | (6 + CON mod) x 4 | 2d6* + CON mod | 2 adventurer | |
| Level 3 | (6 + CON mod) x 5 | 3d6* + CON mod | 3 adventurer | |
| Level 4 | (6 + CON mod) x 6 | 4d6* + CON mod | 4 adventurer | +1 to 3 abilities |
| Level 5 | (6 + CON mod) x 8 | 5d6* + (CON mod x 2) | 4 adventurer1 champion | |
| Level 6 | (6 + CON mod) x 10 | 6d6* + (CON mod x 2) | 4 adventurer2 champion | |
| Level 7 | (6 + CON mod) x 12 | 7d6* + (CON mod x 2) | 4 adventurer3 champion | +1 to 4 abilities |
| Level 8 | (6 + CON mod) x 16 | 8d6* + (CON mod x 4) + 5 | 4 adventurer3 champion1 epic | |
| Level 9 | (6 + CON mod) x 20 | 9d6* + (CON mod x 4) + 10 | 4 adventurer3 champion2 epic | |
| Level 10 | (6 + CON mod) x 24 | 10d6* + (CON mod x 4) + 15 | 4 adventurer3 champion3 epic | +1 to 5 abilities |
Recovery dice increased to d10s if you choose Strength as your melee ability.
Stats ¶
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.
| Ability Bonus | Strength, Dexterity, or Wisdom |
|---|---|
| Initiative | Dex mod + Level |
| Armor Class (light armor) | 12 + middle mod of Con/Dex/Wis + Level |
| Physical Defense | 11 + middle mod of Str/Con/Dex + Level |
| Mental Defense | 11 + middle mod of Int/Wis/Cha + Level |
| Hit Points | (6 + Con mod) x Level modifier (see level progression chart) |
| Recoveries | (probably) 8 |
| Recovery Dice | (1d6 x Level) + Con mod OR (1d10 x Level) + Con mod |
| Backgrounds | 8 points, max 5 in any one background |
| Icon Relationships | 3 |
| Talents | 3 |
| Feats | 1 per Level |
Basic Attacks ¶
Melee Attack ¶
At-Will
Target: One enemy
Attack: Strength or Dexterity + Level vs. AC
Hit: WEAPON + Strength or Dexterity damage
5th–7th level: Weapon + (Str or Dex mod × 2)
8th level: Weapon + (Str or Dex mod × 4) + 5
9th level: Weapon + (Str or Dex mod × 4) + 10
10th level: Weapon + (Str or Dex mod × 4) +15
Miss: Damage equal to your level
Ranged Attack ¶
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
5th–7th level: Weapon + (Dex mod × 2)
8th level: Weapon + (Dex mod × 4) + 5
9th level: Weapon + (Dex mod × 4) + 10
10th level: Weapon + (Dex mod × 4) +15
Miss: —
Druid Class Features ¶
Druids use divine implements, such as symbols and staffs, to improve their spellcasting.
Adept vs. Initiate ¶
Druids can choose up to three talents to have many useful aptitudes, or they can specialize by taking one talent twice (in combination with one other talent). A druid who chooses three separate talents is an initiate in each one. Taking a talent twice allows the druid to become adept in that talent, thereby gaining more power at the expense of options, and an initiate in another talent.
Strength or Dexterity Melee ¶
As a druid, you choose whether you want to use Strength or Dexterity as the ability score you will use to determine attack and damage for your basic attacks. Choosing Strength as your melee attack ability score provides one significant benefit: your recovery dice become d10s instead of the d6s used by other druids. Choosing Dexterity as your melee attack ability score works well because Dexterity already boosts your initiative and ranged weapon attacks and might help your AC.
Environmental Adaption ¶
You never suffer from natural weather-related cold, heat, or exposure. You can go longer than most people without eating or drinking, but only a couple days longer.
Nature Talking ¶
You can talk to plants and animals. If there is useful information to gain, roll a skill check that’s appropriate for the tier. Talking to animals requires a hard DC, and plants usually require a ridiculously hard DC. A druid gains a +1 bonus when talking with animals for every talent spent on the Shifter or Animal Companion talents, and a +1 bonus when talking with plants for every talent spent on the Terrain Caster talent.
Adventurer Feat: You gain a +5 bonus to any skill checks involved with talking to plants and animals.
Druid Feats ¶
Zenith Feat: Hierophant—Gain an additional druid talent (for either 2x Adept; 2x Adept 1x Initiate; or 4x Initiate)
Druid Talents ¶
Each of your talents unlocks pools of spells and powers that are not available to characters who lack the talent. Druids who choose to be an adept with a talent gain additional benefits and powers in that talent.
Animal Companion: You have a capable beast to fight alongside you in battle, and spells to support it.
Elemental Caster: This talent grants access to a wide range of per-arc spells associated with air, earth, fire, and water. It also provides access to summoned elementals. You also gain at-will spell attacks.
Shifter: This talent enables you to shift your form in two ways: scout form transformations into quick-moving animals for out of combat reconnaissance, and beast form transformations into combat-ready predators.
Terrain Caster: Druids with this talent attune to the environment around them, which then determines the spells they have access to.
Warrior Druid: This talent lets a druid use attack maneuvers that enable them to fight as a serious melee combatant in humanoid form. Generally, this talent makes druids into weapon and shield users, but it can also integrate with the Shifter talent while a druid fights in beast form.
Wild Healer: This talent gives access to a variety of healing spells, to be a primary healer in any adventuring group.
Animal Companion ¶
You have a normal-sized animal companion that fights alongside you in battle. It follows the same rules as the Animal Companion talent in the Ranger class (HH 142). (However, it does not count as a Hunter or Warrior talent as those benefits are exclusive to the Ranger class.)
As an animal companion initiate, with only one talent spent, your animal companion is somewhat less reliable than the ranger’s or the adept druid’s.
- It does not join the fight on even initiative rolls. You always have to call it into battle with the Call Them In power (HH 142).
- Should it leave the battlefield (usually because it took more damage than the hit point threshold), you won’t be able to call it back into the same battle.
As an adept, your animal companion follows the same rules as the ranger’s companion for entering fights.
As an animal companion adept, your companion is infused with strong druidic magic, and you gain a companion one level higher than your own level!
Animal Companion Spells ¶
Another benefit of the druid over the ranger is that with the Animal Companion talent, you gain a number of spells to help your animal companion—or another’s—fight better. You don’t have to choose the spells you know ahead of time. You can cast any spell of your level or lower, limited only by the number of per-arc spells you get. Once you cast a particular per-arc spell, you can’t cast it again until you take your next full heal-up.
| Druid Level | Initiate per-arc spells | Adept per-arc Spells |
|---|---|---|
| 1 | 1 | 2 |
| 2 | 1 | 2 |
| 3 | 1 | 2 |
| 4 | 1 | 2 |
| 5 | 1 | 3 |
| 6 | 1 | 3 |
| 7 | 1 | 3 |
| 8 | 2 | 4 |
| 9 | 2 | 4 |
| 10 | 2 | 4 |
1st Level Spells ¶
Chaser ¶
Close-quarters spell spell; 1/arc; Quick action to cast
Target: One nearby animal companion
Effect: The target gains a +3 bonus to disengage checks until the end of the battle.
3rd level: It also immediately takes a move action.
5th level: It cannot be intercepted until the end of the battle.
Pack Link ¶
Ranged spell; 1/arc; Quick action to cast
Target: One nearby animal companion
Effect: Until the end of the battle, when the target attacks an enemy that is engaged with you, increase the target’s melee attack damage dice for that attack by one size, up to a maximum of d12.
5th level: The target’s basic melee attacks now deal half damage on a natural even miss.
7th level: The target’s basic melee attacks now deal half damage on any miss.
Vitality ¶
Ranged spell; 1/arc; Quick action to cast
Target: One nearby animal companion
Effect: The target heals using one of your recoveries.
3rd level: In addition, the target heals hit points equal to your Wisdom modifier if it is on the battlefield at the start of its turn, until the end of the battle or until it drops to 0 hit points.
5th level: The healing at the start of the target’s turn is now double your Wisdom modifier.
8th level: The healing at the start of the target’s turn is now 4x your Wisdom modifier.
9th level: The first time an attack deals damage over the target’s hit point threshold after casting the spell, you can roll a normal save. If you succeed, the target heals using one of your recoveries.
3rd Level Spells ¶
Magic Fang ¶
Ranged spell; 1/arc; Quick action to cast
Target: One nearby animal companion
Effect: The target gains a +2 attack bonus until the end of the battle.
5th level: The target’s crit range expands by 2.
9th level: The target’s crit range expands by a total of 4.
Thicker Leather ¶
Close-quarters spell; 1/arc; Quick action to cast
Target: One nearby animal companion
Effect: Until the end of the battle, the target gains a +2 bonus to AC.
5th level spell: It also gains the bonus to PD.
7th level spell: Convert critical hits against the target into normal hits.
5th Level Spells ¶
Armor of Shell & Spirits ¶
Ranged spell; 1/arc; Quick action to cast
Special: You must spend a recovery without healing to cast this spell.
Target: One nearby animal companion
Effect: The target gains temporary hit points equal to your recovery roll. Until the end of the battle, the target gains resist damage 12+ against attacks that target AC.
7th level: Resistance now includes attacks that target PD.
9th level: Resistance increases to resist damage 14+.
Elemental Beast ¶
Ranged spell; 1/arc; Quick action to cast
Special: This spell requires the Elemental Caster talent.
Target: One nearby animal companion
Effect: Choose one element you’re attuned to. Your animal companion gains the chosen element’s benefit until the end of the battle. You also increase the damage of the target’s attacks by one level.
Air: The target’s attacks deal lightning damage. During its turn, it can fly to a nearby location as a move action.
Earth: The target’s attacks deal acid damage. Attacks against the target with a natural 9 or lower are a miss.
Fire: The target’s attacks deal fire damage. If an engaged enemy attacks it with a natural odd roll, it deals fire damage to the attacker equal to twice your level.
Water: The target’s attacks deal cold damage. When it makes a melee attack with a natural even roll, it can pop free from the target after the attack as a quick action.
7th Level Spells ¶
Blood is Strong ¶
Ranged spell; 1/arc; Quick action to cast
Target: One nearby animal companion
Effect: Until the end of the battle, when the target hits with a melee attack, you heal hit points equal to 6 (1d10) + your Wisdom modifier.
8th level: Heal hit points equal to 6 (1d10) + double your Wisdom modifier.
9th level: Heal hit points equal to 11 (2d10) + double your Wisdom modifier.
10th level: Heal hit points equal to 16 (3d10) + double your Wisdom modifier.
9th Level Spells ¶
Blink (9th Level) ¶
Ranged spell; 1/arc; Quick action
Target: A nearby animal companion
Effect: Until the end of the battle, your animal companion can teleport to a nearby location once per round as a free action. If it teleports when it is attacked, it rolls a save. On a success, the attack has no effect.
Giant Growth ¶
Close-quarters spell; 1/arc; Quick action to cast
Target: One nearby animal companion
Effect: Your animal companion grows to large size until the end of the battle, or until it leaves the battlefield. Double its hit point threshold. Its attacks deal double damage.
Elemental Caster ¶
As an elemental caster, you can summon elementals and draw on the raw magic of nature, providing many powerful per-arc spells.
To cast their spells, elemental casters must attune to one or more elements during a full heal-up. There are four elements, fire, water, air and earth, and two types of attunement: major and minor.
Major attunement ¶
As an initiate, you gain one major attunement to one element. As an adept, you gain major attunements to two different elements.
Major attunement to an element grants you:
- The element’s at-will spell.
- One per-arc spell slot. You can use this slot to cast any per-arc spell of that element. At the time of casting, you choose any spell of that element of your level or lower, and you cast it at your level.
Minor attunement ¶
Minor attunement to an element grants you a per-arc spell slot for any spell of that element (other than the at-will spell and Summon Elemental), chosen at the time of casting.
Initiates get one minor attunement at 8th level. Adepts get one at level 5 and a second at level 9. (see the table below).
You can choose any of the four elements for your minor attunements, and you can attune to the same elements multiple times.
Elemental Summoning ¶
- At third level, adepts can summon an elemental 1/arc, chosen from either of their two major attunements. At 7th level, they can summon an elemental twice per arc.
- Initiates can summon an elemental 1/arc, from their major attuned element, starting from 4th level.
Adventurer Feat: Reattune—You can change one of your major or minor attunements during each quick rest. Note that this does not regain expended spell slots, so any arc spells or elemental summoning you have already cast remain expended.
Adventurer Feat: You can target far away enemies with your elemental caster at-will spells.
Champion Feat: Increase your crit range with elemental caster at-will spells by 2.
Elemental Caster Initiate and Adept Level Progression ¶
| Druid Level | Initiate Major attunement | Initiate Elemental Summoning / arc | Initiate Minor attunement | Initiate Major attunement | Adept Elemental Summoning / arc | Adept Minor Attunement |
|---|---|---|---|---|---|---|
| Level 1 | 1 | - | - | 2 | - | - |
| Level 2 | 1 | - | - | 2 | - | - |
| Level 3 | 1 | - | - | 2 | 1 | - |
| Level 4 | 1 | 1 | - | 2 | 1 | - |
| Level 5 | 1 | 1 | - | 2 | 1 | 1 |
| Level 6 | 1 | 1 | - | 2 | 1 | 1 |
| Level 7 | 1 | 1 | - | 2 | 2 | 1 |
| Level 8 | 1 | 1 | 1 | 2 | 2 | 1 |
| Level 9 | 1 | 1 | 1 | 2 | 2 | 2 |
| Level 10 | 1 | 1 | 1 | 2 | 2 | 2 |
Elemental Caster Multi-Element Spells ¶
You can cast these spells as any element you are attuned to, and it uses a slot of that element. The chosen element determines the effect.
Elemental Weapon (1st Level) ¶
Close-quarters spell; 1/arc; Quick action to cast
Target: You or a nearby ally
Effect: Until the end of the battle, the target gains two melee weapons with d10 damage dice they can use without penalty. They gain the benefit of two-weapon fighting with them (natural 2 is a hit).
Flame Blade (Fire): On a critical hit, deal ongoing fire damage equal to twice your level.
Ice Claws (Water): On a critical hit, the target is weakened until the end of your next turn.
Lightning Punch (Air): On a critical hit, deal lightning damage equal to your level to all nearby enemies.
Rock Fists (Earth): On a critical hit, choose one—either the attacked enemy is forced to pop free, or it is stuck until the end of the attackers next turn.
3rd level: The weapons now have d12 damage dice.
Elemental Caster Air Spells ¶
Hail Hail (Elemental At-Will Spell) ¶
Ranged spell; At-Will
Target: One nearby non-mook enemy
Attack: Wisdom + Level vs. PD
Hit: 9 **(**2d8) cold damage.
Natural Even Hit: In addition, a different nearby enemy takes cold damage equal to your level.
Natural Odd Hit: Also deal the same damage as a hit to each nearby group of mooks.
Miss: Damage equal to your level.
2nd level: 11 (2d10) damage
3rd level: 14 (4d6) damage
4th level: 18 (4d8) damage
5th level: 22 (4d10) damage
6th level: 28 (8d6) damage
7th level: 36 (8d8) damage
8th level: 44 (8d10) damage
9th level: 56 damage
10th level: 72 damage
Gust (1st Level) ¶
Close-quarters spell; 1/arc
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 13 (2d12) damage, 3 ongoing cold damage, and you force the target to pop free from all creatures it is engaged with.
Miss: You don’t expend the spell.
2nd level: 16 (3d10) damage and 4 ongoing cold damage.
3rd level: 20 (3d12) damage and 5 ongoing cold damage, and you gain flight this turn.
4th level: 25 (4d12) damage and 6 ongoing cold damage
5th level: 32 (6d10) damage and 8 ongoing cold damage, and you gain flight until the end of your next turn.
6th level: 40 (7d10) damage and 10 ongoing cold damage.
7th level: 50 (9d10) damage and 12 ongoing cold damage, and you gain flight until the end of the battle.
8th level: 64 damage, and 15 ongoing cold damage.
9th level: 80 damage, and 20 ongoing cold damage.
10th level: 100 damage, and 25 ongoing cold damage.
Levitate (1st Level) ¶
Ranged spell; 1/arc
Effect: Until the end of your next turn, you can use a move action to rise straight up into the air or descend straight down. The spell won’t move you horizontally, though you could levitate up to a
ceiling and then scrabble sideways in an undignified manner.
The up-or-down movement is about half as fast as your normal movement. While levitating, you take a –2 penalty to your attacks and are vulnerable to attacks against you.
3rd level: The effect now lasts until the end of the battle.
5th level: You can now cast the spell on a nearby willing ally instead of yourself.
7th level: You can now cast the spell as a quick action, and the spell can now affect two targets.
9th level: The spell can now affect five targets.
Air Mantle (3rd Level) ¶
Close-quarters spell; 1/arc; Quick action to cast
Target: You or a nearby ally
Effect: Until the end of the battle, attacks against the target by enemies not engaged with it have a -2 penalty. Flying enemies who attempt to engage the target must succeed at an easy save (6+). If the save fails, the enemy moves but fails to engage the ally.
Thundering Shout (5th Level) ¶
Close-quarters spell; 1/arc
Target: 1d3 nearby enemies. You must target engaged enemies first. If the escalation die is 2+, target an additional enemy. If it is 4+, target two.
Attack: Wisdom + Level vs. PD
Hit: 18 (4d8) thunder damage, and the target is dazed until the end of your next turn.
Miss: Thunder damage equal to 3x your level.
6th level: 23 (5d8) damage
7th level: 29 (5d10) damage
8th level: 36 damage
9th level: 46 damage
10th level: 58 damage
Lightning Strikes (7th Level) ¶
Ranged spell; 1/arc
Target: One nearby or far away enemy
Attack: Wisdom + Level vs. PD
Hit: 45 (10d8) lightning damage.
Miss: 15 lightning damage.
Effect: Until the end of the battle, when the escalation die is odd at the start of your turn, repeat this attack once that turn against one random nearby enemy as a free action.
8th level: 55 (10d10) damage; 18 miss damage.
9th level: 72 damage; 24 miss damage.
10th level: 90 damage; 30 miss damage.
Suffocate (9th Level) ¶
Ranged spell; 1/arc
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 60 ongoing damage. If the target has fewer than 200 hp and the save against the ongoing damage is a natural 5 or lower, it falls unconscious.
Miss: Damage equal to 4x your level.
10th level: 80 ongoing damage; 250 hp or lower
Elemental Caster Earth Spells ¶
Ripping Vines (Elemental At-will Spell) ¶
Ranged spell; At-Will
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 7 (2d6) damage.
Natural Odd Hit: Add ongoing damage equal to your Strength or Dexterity modifier, whichever is higher (x2 at 5th level; x4 at 8th level)
Critical hit: The target is also stuck (save ends).
2nd level: 9 (2d8) damage
3rd level: 11 (2d10) damage
4th level: 14 (4d6) damage
5th level: 18 (4d8) damage
6th level: 23 (5d8) damage
7th level: 28 (8d6) damage
8th level: 35 damage
9th level: 50 damage
10th level: 66 damage
Adventurer Feat: On a hit (but not a crit), the target takes a -5 penalty to disengage checks until the end of your next turn.
Earth Strength (1st Level) ¶
Ranged spell; 1/arc; Quick action to cast
Targets: One nearby ally you choose and one other random nearby ally. Both targets must be touching the ground.
Effect: The effect depends on the target’s status.
Unstaggered target: The target gains a bonus to its attack rolls and damage equal to your Strength or Dexterity modifier until the target ends its turn staggered or until the end of the battle.
Staggered target: The target can heal using a recovery.
3rd level: You can now be the chosen target.
5th level: An unstaggered target also gains the bonus to saves.
7th level: Double the healing gained from the recovery.
9th level: The spell targets two random nearby allies instead of one.
Stalactites (1st Level) ¶
Close-quarters spell; 1/arc
Effect: Until the end of the battle, at the end of your turn, you can make the following attack once as a free action.
Target: One random nearby enemy. If the escalation die is 4+, target two random nearby enemies.
Attack: Wisdom + Level vs. PD
Hit: 5 (1d8) damage
2nd level: 6 (1d10) damage
3rd level: 7 (2d6) damage
4th level: 9 (2d8) damage
5th level: 11 (2d10) damage
6th level: 14 (4d6) damage
7th level: 18 (4d8) damage
8th level: 22 (4d10) damage
9th level: 28 (8d6) damage
10th level: 36 (8d8) damage
Earth Mantle (3rd Level) ¶
Close-quarters spell; 1/arc; Quick action to cast
Target: You or a nearby ally
Effect: Until the end of the battle, when an enemy’s attack against the target is a natural 10 or lower, the target heals hit points equal to twice your level before taking any damage from the attack.
Rockstep (5th Level) ¶
Close-quarters spell; 1/arc; Move action to cast
Target: Up to three nearby allies (including you)
Effect: The target can move to a nearby location. It can move through any barrier made from natural materials, such as rock or metal. Yes this lets you walk through walls.
7th level: You can now move to a far away location, and target far away allies.
Earth Tremors (7th Level) ¶
Ranged spell; 1/arc
Targets: 1d4 + 1 nearby enemies. This spell cannot target flying creatures.
Attack: Wisdom + Level vs. PD
Hit: 28 (5d10) damage, and the target must immediately make a save. If the save fails, it loses its next move action.
Miss: Damage equal to 3x your level.
8th level: 35 damage
9th level: 44 damage
10th level: 56 damage
Wall of Stone (9th Level) ¶
Ranged spell; 1/arc
Effect: You create a more or less impenetrable wall of stone that’s pretty big. You can’t drop it on top of enemies or bend it after creating it, but it can form natural flowing shapes like a river of stone that’s at most 40 feet high, 120 feet long, and 10 feet thick. If you’re straining to come up with nasty ways to use the wall, you’re breaking the spirit of the spell, since it’s just supposed to be a stone wall that blocks most other creatures’ movements.
You, the spellcasting druid, can move through the wall at will, but you can’t end your turn inside it.
The wall isn’t permanent: walls of stone generally disappear at sunrise or sunset.
Elemental Caster Fire Spells ¶
Flame Spear (Elemental At-will Spell) ¶
Ranged spell; At-Will
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 11 (2d10) fire damage.
Miss: Fire damage equal to your level.
Natural Odd Miss: One of your allies engaged with the target takes 1d4 fire damage.
2nd level: 14 (4d6) damage; 1d6 damage on odd miss.
3rd level: 18 (4d8) damage; 1d8 damage on odd miss.
4th level: 23 (5d8) damage; 2d4 damage on odd miss.
5th level: 28 (8d6) damage; 2d6 damage on odd miss.
6th level: 35 (10d6) damage; 2d8 damage on odd miss.
7th level: 45 (10d8) damage; 4d4 damage on odd miss.
8th level: 56 damage; 4d6 damage on odd miss.
9th level: 70 damage; 4d8 damage on odd miss.
10th level: 90 damage; 4d10 damage on odd miss.
Faerie Fire (1st Level) ¶
Ranged spell; 1/arc
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 18 (5d6) fire damage, and the target can’t turn invisible or hide from you or your allies (save ends).
Miss: Half damage, and the target can’t turn invisible or hide from you or your allies until the end of your next turn.
2nd level: 22 (6d6) damage
3rd level: 28 (8d6) damage, and attacks against the target get a +2 bonus to their critical range (save ends both).
4th level: 36 (10d6) damage.
5th level: 44 (12d6) damage, and the target can’t teleport (save ends all).
6th level: 56 (16d6) damage
7th level: 72 (20d6) damage.
8th level: 88 damage
9th level: 112 damage
10th level: 144 damage
Adventurer feat: On a natural even hit, repeat the attack once against a different nearby enemy. On a hit, deal half damage, and no effect on a miss.
Firewalking (1st Level) ¶
Close-quarters spell; 1/arc; Quick action
Target: You or a nearby ally
Effect: Until the end of the battle, the target has resist fire 18+. When it engages an enemy, or an enemy engages it, the enemy takes fire damage equal to your level. The target also has a +2 bonus to checks to disengage.
4th level: You can target two nearby allies (which can include you)
Fire Mantle (3rd Level) ¶
Close-quarters spell; 1/arc; Quick action to cast
Target: You or a nearby ally
Effect: When an enemy makes a natural odd melee attack roll against the target, that attacker takes fire damage equal to twice your level.
Flame Seeds (5th Level) ¶
Ranged spell; 1/arc
Target: 1d3 + 1 nearby enemies
Attack: Wisdom + Level vs. PD
Hit: 20 (3d12) fire damage, and 5 ongoing fire damage.
Miss: Damage equal to twice your level.
Effect: Until the end of the battle, you can use a quick action once per turn to increase the flame seeds ongoing fire damage by 5 for each target that hasn’t saved yet. (Yes, you can use a quick action the same turn that you cast the spell.)
6th level: 26 (4d12) damage; 6 ongoing (initial and increase)
7th level: 32 (5d12) damage; 8 ongoing
8th level: 40 (6d12) damage; 10 ongoing
9th level: 52 damage; 12 ongoing
10th level: 65 damage; 15 ongoing
Firestorm (7th Level) ¶
Ranged spell; 1/arc
Target: 2d4 nearby enemies
Attack: Wisdom + Level vs. PD
Hit: 20 + 2x escalation die fire damage
Miss: Damage equal to twice your level to the target and each of your allies engaged with it (allies can only take this damage once).
8th level: 25 + 4x esc die damage
9th level: 32 + 4x esc die damage; 2d6 nearby enemies
10th level: 40 + 4x esc die damage
Volcanic Eruption (9th Level) ¶
Ranged Spell; 1/arc
Primary Target: One nearby enemy
Attack: Wisdom + Level vs PD
Hit: The target is engulfed in lava. It is stuck and takes 60 ongoing fire damage (save ends both).
Miss: Damage equal to your level x3.
Secondary Target: One random nearby enemy per point of escalation die (up to your Strength or Dexterity modifier, whichever is higher), other than the primary target.
Hit: 40 fire damage.
Miss: Damage equal to your level x2.
10th level: 75 ongoing damage / 50 damage
Elemental Caster Water Spells ¶
Deeper Waters (Elemental At-will Spell) ¶
Ranged spell; At-Will
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 9 (2d8) damage.
Natural Even Hit: As a hit, plus the target takes ongoing damage equal to your level or increases an already existing ongoing damage effect by your level (your choice).
2nd level: 11 (2d10) damage
3rd level: 14 (4d6) damage
4th level: 18 (4d8) damage
5th level: 23 (5d8) damage
6th level: 28 (8d6) damage
7th level: 35 (10d6) damage
8th level: 48 damage
9th level: 60 damage
10th level: 75 damage
Adventurer Feat: The ongoing damage effect is now twice your level.
Icy Downpour (1st Level) ¶
Ranged spell; 1/arc
Target: 1d3 nearby enemies
Attack: Wisdom + Level vs. PD
Hit: 9 (2d8) cold damage, and the target takes a -3 penalty to attack rolls and disengage checks until the end of your next turn from being dowsed in icy water and standing on slippery ground.
Miss: Cold damage equal to twice your level to the target and all of your allies engaged with it. (Allies can only take this damage once.)
2nd level: 11 (2d10) damage
3rd level: 14 (4d6) damage
4th level: 18 (4d8) damage
5th level: 23 (5d8) damage
6th level: 28 (8d6) damage
7th level: 35 (10d6) damage
8th level: 48 damage
9th level: 60 damage
10th level: 75 damage
Water Breathing (1st Level) ¶
Ranged spell; 1/arc; Quick action to cast
Effect: You can breathe underwater until the end of the battle, or for five minutes.
3rd level: The spell now targets up to five nearby allies as well as you.
5th level: The effect lasts for about five hours.
7th level: The effect lasts for about ten hours.
9th level: The effect lasts until your next full heal-up.
Water Mantle (3rd Level) ¶
Close-quarters spell; 1/arc; Quick action to cast
Target: You or a nearby ally
Effect: The target gains resist physical damage 16+ until the end of the battle. (In general, physical damage is any damage that doesn’t have a type listed, such as fire.)
Fog Bank (5th Level) ¶
Ranged spell; 1/arc
Target: Each creature in the battle, including you
Effect: Until the start of your next turn, when a target attempts to attack, ready an action, or delay, it must roll a hard save (16+). If the target fails, it expends that action to no effect.
9th level: You can now choose which creatures in the battle the spell targets.
Freeze (7th Level) ¶
Ranged spell; 1/arc
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 40 cold damage, and 20 ongoing cold damage. If the target has 100 hp or less, it is also weakened and stuck (save ends all).
Miss: Damage equal to 4x your level.
8th level: 50 damage; 25 ongoing; 125 hp or less
9th level: 65 damage; 33 ongoing; 160 hp or less
10th level: 80 damage; 40 ongoing; 200 hp or less
Flash Flood (9th Level) ¶
Ranged Spell; 1/arc
Primary Target: 1d3+1 nearby enemies
Attack: Wisdom + Level vs PD
Hit: 50 damage, and the target immediately rolls a save. If the save fails, it is pushed to a far away location (all targets are pushed in the same direction).
Miss: Damage equal to 3x your level.
10th level: 65 damage
Elemental Summoning ¶
Elemental casters can summon elementals with the four elemental summoning spells: summon air elemental, summon earth elemental, summon fire elemental, and summon water elemental.
To cast an elemental summoning spell, you must have a major attunement to its element.
Adepts gain one per arc use of elemental summoning at 3rd level, and a second at 7th level. Initiates gain one use at 4th level.
See the spell entries below for the elemental’s combat stats. (They are the same stats as listed in 13 True Ways, with the hit point adjusted to 50% as summoned creatures have half hp of the “free” version).
(Note: Also fixing errata in 13 True Ways with the Epic Water Elemental’s damage and healing)
Each elemental that’s at least 5th level has a transformation ability that greatly improves its effectiveness in battle. At the start of each of the elemental’s turns, roll a d10. If the roll is equal to the escalation die or lower, the elemental transforms. At 7th level, roll a 8. At 9th level, roll a d6.
Summoning Rules ¶
Location ¶
The creature(s) you summon appear(s) next to you.
Duration ¶
A summoned creature fights for you until the end of the battle or until it drops to 0 hit points. At 0 hp, summoned creatures are removed from the battle.
One summoning spell at a time ¶
Each spellcaster can have only a single summoning spell active at a time. If you cast another summoning spell while you have a creature summoned, that effect ends and the creature is dismissed.
You can also dismiss a summoned creature as a quick action.
Initiative Order and Actions ¶
The summoned creature takes its turn immediately after your turn in initiative order. During its turn, the summoned creature can act like any other creature, taking a standard, move, and quick action.
(Summoned creatures don’t roll initiative and don’t need an initiative bonus.)
Escalation die ¶
Summoned creatures benefit from the escalation die.
Allies ¶
Summoned creatures generally count as your allies (for roleplaying as well as for resolving effects).
No recoveries, bad healing ¶
Summoned creatures don’t have recoveries. If you cast a healing spell on a summoned creature that requires the use of a recovery, the summoned creature heals hit points equal to your level. If you use an effect that would heal a summoned creature without using a recovery, the summoned creature only heals half the normal hit points of the effect. Temporary hit points still work normally.
Spell or creature ¶
When a summoning spell is cast, it’s a spell and can be affected by things such as counter-magic. After casting the spell, a summoned creature is a creature.
Summon Air Elemental (3rd level) ¶
Ranged spell; 1/arc (Special)
Effect: You summon a 3rd level small air elemental (17 hp).
4th level: You now summon a 4th level small air elemental (21 hp).
5th level: You now summon a 5th level air elemental (26 hp).
6th level: You now summon a 6th level air elemental (33 hp).
7th level: You now summon a 7th level big air elemental (44 hp).
8th level: You now summon a 8th level big air elemental (55 hp).
9th level: You now summon a 9th level epic air elemental (70 hp).
10th level: You now summon a 10th level epic air elemental (88 hp).
Air elemental abilities ¶
Flight (see each elemental for its flight ability)
Resist non-spell damage 16+: When a non-spell attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.
Starting at 5th level:
Whirlwind transformation: Roll a d10 (7th level: d8; 9th level: d6) at the start of each of the air elemental’s turns. If you roll less than or equal to the escalation die, it shifts into whirlwind form until the end of the battle. While in this form it gains its elemental whirlwind attack (and you stop rolling whirlwind transformation checks).
Small Air Elemental ¶
3rd level wrecker [elemental]
Slam +8 vs. AC—5 damage
C: Swirling winds +8 vs. PD (1d3 random nearby enemies)—5 damage
Natural even hit: The target pops free from the elemental.
Flight: It’s quick and lively.
Resist non-spell damage 16+ (see above)
AC 18 PD 17 MD 13 HP 17
4th level: Attack +9; 6 damage; AC 19 PD 18 MD 14 HP 21
Air Elemental ¶
5th level wrecker [elemental]
Slam +10 vs. AC—12 damage
C: Swirling winds +10 vs. PD (1d3 random nearby enemies)—14 damage
Natural even hit: The target pops free from the elemental.
Flight: It’s quick and lively.
Resist non-spell damage 16+ (see above)
Whirlwind transformation d10
Elemental whirlwind +10 vs. PD (each enemy engaged with it and one nearby enemy)—14 damage
Miss: Half damage.
AC 20 PD 19 MD 15 HP 26
6th level: Attack +11; 18 damage; Attack +11; 18 damage; AC 21 PD 20 MD 16 HP 33
Big Air Elemental ¶
7th level wrecker [elemental]
Slam +13 vs. AC—20 damage
C: Swirling winds +13 vs. PD (1d3 random nearby enemies)—22 damage
Natural even hit: The target pops free from the elemental.
Flight: It’s quick and direct.
Resist non-spell damage 16+ (see above)
Whirlwind transformation d8
Elemental whirlwind +13 vs. PD (each enemy engaged with it and one nearby enemy)—22 damage
Miss: Half damage.
AC 22 PD 21 MD 17 HP 44
8th level: Attack +14; 28 damage; Attack +14; 28 damage; AC 23 PD 22 MD 18 HP 55
Epic Air Elemental ¶
9th level wrecker [elemental]
Slam +15 vs. AC—40 damage
C: Swirling winds +15 vs. PD (1d3 random conscious nearby enemies)—40 damage
Natural even hit: The target pops free from the elemental.
Flight: It’s quick and forceful.
Resist non-spell damage 16+
Whirlwind transformation (see above)
Elemental whirlwind +15 vs. PD (each enemy engaged with it and one nearby enemy)—40 damage
Miss: Half damage.
R: Gale force jets +15 vs. PD (one nearby or far away enemy)—40 damage
Natural even hit: The target is dazed until the end of its next turn.
Natural even miss: Half damage.
AC 24 PD 23 MD 19 HP 70
10th level: Attack +16; 50 damage; Attack +16; 50 damage; Attack +16; 50 damage; AC 25 PD 24 MD 20 HP 88
Summon Earth Elemental (3rd level) ¶
Ranged spell; 1/arc (Special)
Effect: You summon a 3rd level small earth elemental (20 hp).
4th level: You now summon a 4th level small earth elemental (25 hp).
5th level: You now summon a 5th level earth elemental (33 hp).
6th level: You now summon a 6th level earth elemental (40 hp).
7th level: You now summon a 7th level big earth elemental (47 hp).
8th level: You now summon a 8th level big earth elemental (60 hp).
9th level: You now summon a 9th level epic earth elemental (85 hp).
10th level: You now summon a 10th level epic earth elemental (107 hp).
Earth Elemental Abilities ¶
Repair damage 10 and below: When the earth elemental is targeted by a natural attack roll of 10 or less, the elemental heals the specified amount before taking any damage from the attack.
Burrow: Earth elementals can burrow as per HH 59.
Starting at 5th level:
Boulder up: Roll a d10 (7th level: d8; 9th level: d6) at the start of each of the earth elemental’s turns. If you roll less than or equal to the escalation die, it shifts into boulder guardian form until the end of the battle. While in this form, it gains a +2 bonus to AC and the relentless pursuit ability (and you stop rolling boulder up checks).
Relentless pursuit: The elemental must be in boulder guardian form to use this ability. Staggered enemies can’t disengage from the earth elemental. (They can pop free, but they can’t roll disengage checks.)
Small Earth Elemental ¶
3rd level troop [elemental]
Initiative: +5
Rocky fists +7 vs. AC (2 attacks)—7 damage
Miss: 2 damage.
Repair damage 10 and below: Heal 4 (1d6) (see above)
Burrow
AC 19 PD 18 MD 13 HP 20
4th level: Attack +8; 9 damage; Miss: 3 damage; Heal 5 (1d8); AC 20 PD 19 MD 14 HP 25
Earth Elemental ¶
5th level blocker [elemental]
Initiative: +7
Rocky fists +9 vs. AC (2 attacks)—11 damage
Miss: 4 damage.
Repair damage 10 and below: Heal 7 (1d12) (see above)
Burrow
Boulder up d10 (see above)
Relentless pursuit
AC 21 PD 20 MD 15 HP 33
6th level: Attack +10; 14 damage; Miss: 5 damage; Heal 9 (2d8); AC 22 PD 21 MD 16 HP 40
Big Earth Elemental ¶
7th level blocker [elemental]
Initiative: +9
Rocky fists +11 vs. AC (2 attacks)—16 damage
Miss: 7 damage.
Repair damage 10 and below: Heal 11 (3d6) (see above)
Burrow
Boulder up d8 (see above)
Relentless pursuit
AC 23 PD 22 MD 17 HP 47
8th level: Attack +12; 20 damage; Miss: 9 damage; Heal 14 (4d6); AC 24 PD 22 MD 18 HP 60
Epic Earth Elemental ¶
9th level blocker [elemental]
Initiative: +12
Rocky fists +13 vs. AC (2 attacks)—28 damage
Miss: 14 damage.
Repair damage 10 and below: Heal 18 (4d8) (see above)
Burrow
Boulder up d6
Relentless pursuit
AC 25 PD 24 MD 19 HP 85
10th level: Attack +13; 35 damage; Miss: 18 damage; Heal 23 (4d10); AC 26 PD 25 MD 20 HP 107
Summon Fire Elemental (3rd level+) ¶
Ranged spell; 1/arc (Special)
Effect: You summon a 3rd level small fire elemental (19 hp).
4th level: You can now summon a 4th level small fire elemental (24 hp).
5th level: You can now summon a 5th level fire elemental (32 hp).
6th level: You can now summon a 6th level fire elemental (40 hp).
7th level: You can now summon a 7th level big fire elemental (46 hp).
8th level: You can now summon a 8th level big fire elemental (58 hp).
9th level: You can now summon a 9th level epic fire elemental (83 hp).
10th level: You can now summon a 10th level epic fire elemental (105 hp).
Fire Elemental Abilities ¶
Melee burn: When an enemy makes a natural odd
melee attack roll against the fire elemental, that attacker takes fire damage as per the ability entry.
Resist fire 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage.
Starting at 5th level:
Wildfire transformation: Roll a d10 (7th level: d8; 9th level: d6) at the start of each of the fire elemental’s turns. If you roll less than or equal to the escalation die, it shifts into wildfire form until the end of the battle. While in this form, it gains its elemental wildfire attack (and you stop rolling wildfire transformation checks).
Small Fire Elemental ¶
3rd level troop [elemental]
Initiative: +8
Whipping flames +8 vs. PD—8 fire damage, and 4 ongoing fire damage to a random nearby enemy
Melee burn: 5 (1d8) fire damage (see above).
Resist fire 18+
AC 19 PD 18 MD 15 HP 19
4th level: Attack +9; 10 damage; 5 ongoing damage; Melee burn 6 (1d10); AC 20 PD 19 MD 16 HP 24
Fire Elemental ¶
5th level wrecker [elemental]
Initiative: +10
Whipping flames +10 vs. PD—14 fire damage, and 7 ongoing fire damage to a random nearby enemy
Melee burn: 7 (1d12) fire damage (see above)
Resist fire 18+
Wildfire transformation 1d10
C: Elemental wildfire +10 vs. PD (one nearby enemy OR each nearby enemy taking ongoing fire damage)—20 fire damage, and 7 ongoing fire damage
Miss: 7 ongoing fire damage.
AC 21 PD 20 MD 17 HP 32
6th level: Attack +11; 18 damage; 9 ongoing damage; Melee burn 9 (2d8); Attack +11; 25 damage; 9 ongoing damage; AC 22 PD 21 MD 18 HP 40
Big Fire Elemental ¶
7th level wrecker [elemental]
Initiative: +13
Whipping flames +12 vs. PD—22 fire damage, and 11 ongoing fire damage to a random nearby enemy (including an unconscious one)
Melee burn: 13 (2d12) fire damage (see above)
Resist fire 18+
Wildfire transformation: 1d8
C: Elemental wildfire +12 vs. PD (one nearby enemy OR each nearby enemy taking ongoing fire damage)—30 fire damage, and 11 ongoing fire damage
Miss: 11 ongoing fire damage.
AC 23 PD 22 MD 19 HP 46
8th level: Attack +13; 28 damage; 14 ongoing damage; Melee burn 16 (3d10); Attack +13; 38 damage; 14 ongoing damage; AC 24 PD 23 MD 20 HP 58
Epic Fire Elemental ¶
9th level wrecker [elemental]
Initiative: +15
Whipping flames +14 vs. PD—40 fire damage, and 20 ongoing fire damage to a random nearby enemy (including an unconscious one)
Melee burn: 20 (3d12) fire damage (see above)
Resist fire 18+
Flight: It only touches the ground to set something ablaze.
Wildfire transformation: 1d6
C: Elemental wildfire +14 vs. PD (one nearby enemy OR each nearby enemy taking ongoing fire damage)—55 fire damage, and 20 ongoing fire damage
Miss: 20 ongoing fire damage.
AC 24 PD 24 MD 21 HP 83
8th level: Attack +15; 50 damage; 25 ongoing damage; Melee burn 25 (4d12); Attack +15; 69 damage; 25 ongoing damage; AC 25 PD 25 MD 22 HP 105
Summon Water Elemental (3rd level) ¶
Ranged spell; 1/arc (Special)
Effect: You summon a 3rd level small water elemental (20 hp).
4th level: You summon a 4th level small water elemental (25 hp).
5th level: You summon a 5th level water elemental (33 hp).
6th level: You summon a 6th level water elemental (40 hp).
7th level: You summon a 7th level big water elemental (50 hp).
7th level: You summon a 7th level big water elemental (63 hp).
9th level: You summon a 9th level epic water elemental (80 hp).
10th level: You summon a 10th level epic water elemental (100 hp).
Water elemental abilities ¶
Liquid empowerment: The water elemental gains a +2 bonus to attacks and all defenses while it’s in contact with a body of water, or while it’s nearby a sizable body of water. A bucket or a bathtub of liquid doesn’t count; it must be at least a pond, creek, or maybe a large fountain. If the water elemental moves far away from the body of water the empowerment ends.
Resist weapon damage 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.
Starting from 5th level:
Great wave transformation: Roll a d10 (7th level: d8; 9th level: d6) at the start of each of the water elemental’s turns. If you roll less than or equal to the escalation die, it shifts into great wave form until the end of the battle. While in this form, each enemy engaged with the elemental with hp equal to the listed value or less is hindered (and you stop rolling great wave transformation checks).
Summoned Small Water Elemental ¶
3rd level blocker [elemental]
Initiative: +7
Surge +7 vs. AC (up to 2 enemies)—8 damage
Miss: The elemental heals 3 hp.
Liquid empowerment (see above)
Resist weapon damage 16+
AC 18 PD 16 MD 12 HP 20
4th level: Init +8; Attack +8; 10 damage; Miss heal 4 hp; AC 19 PD 17 MD 13 HP 25
Summoned Water Elemental ¶
5th level blocker [elemental]
Initiative: +9
Surge +9 vs. AC (up to 2 enemies)—14 damage
Miss: The elemental heals 6 hp.
Great wave transformation d10; hindered up to 65 hp (see above)
Liquid empowerment
Resist weapon damage 16+
AC 20 PD 18 MD 14 HP 33
6th level: Init +10 Attack +10; 18 damage; Miss heal 7 hp; hindered up to 80 hp; AC 21 PD 19 MD 15 HP 40
Big Water Elemental ¶
7th level blocker [elemental]
Initiative: +11
Surge +11 vs. AC (up to 2 enemies)—22 damage
Miss: The elemental heals 9 hp.
Great wave transformation d8; hindered up to 100 hp (see above)
Liquid empowerment
Resist weapon damage 16+
AC 22 PD 20 MD 16 HP 50
8th level: Init +12 Attack +12; 28 damage; Miss heal 11 hp; hindered up to 125 hp; AC 23 PD 21 MD 17 HP 63
Epic Water Elemental ¶
9th level blocker [elemental]
Initiative: +14
Surge +13 vs. AC (up to 2 enemies)—35 damage
Miss: The elemental heals 14 hp.
Great wave transformation d6; hindered up to 160 hp (see above)
Liquid empowerment
Resist weapon damage 16+
AC 24 PD 22 MD 18 HP HP 80
10th level: Init +15 Attack +14; 44 damage; Miss heal 18 hp; hindered up to 200 hp; AC 25 PD 23 MD 19 HP 100
Elemental Summoning Feats ¶
These feats apply to the following summoning spells.
Adventurer Feat: Boon of Air—All elementals you summon gain a bonus to disengage checks equal to your Strength or Dexterity modifier.
Adventurer Feat: Boon of Earth—Enemies roll two d20 when they attempt to disengage from elementals you summon, and must take the lower result.
Adventurer Feat: Boon of Fire—When an elemental you have summoned drops to 0 hp, one enemy engaged with it takes damage equal to your level + double your Wisdom modifier.
Adventurer Feat: Boon of Water—Each elemental you summon gains temporary hit points equal to your level the first time each turn it rolls a natural even attack roll.
Adventurer Feat: Flexible Location—Your summoned creatures can arrive anywhere you can see nearby, instead of needing to appear beside you.
Adventurer Feat: Reinforced Summon—When you summon a non-mook creature, your summoned creature increases its base hit points by 6 (1d10) plus your Strength modifier or Dexterity modifier, whichever is higher.
Champion Feat: Greater Reinforced Summon (replaces adventurer feat)—When you summon a non-mook creature, your summoned creature increases its base hit points by 11 (2d10) plus double your Strength modifier or Dexterity modifier, whichever is higher. (At 8th level, 16 (3d10) plus 4x the modifier.)
Epic Feat: Once per arc when you heal using a recovery, a creature you summoned can heal the same amount, ignoring the usual restrictions on limited healing for summoned creatures.
Epic Feat: Gain an additional per-arc use of elemental summoning (but you are still limited by the once per battle limit of arc powers).
Shifter ¶
You glory in shifting into the forms of animals that nature blessed with keen eyes, swift wings, and terrible fangs. You also gain a number of aspects that you can assume while battling in beast form to improve your capabilities.
Shifter Initiate and Adept Level Progression ¶
| Druid Level | Initiate Combat recon per arc | Adept Combat recon per arc | Initiate Beast form per arc* | Initiate Beast Aspects per arc | Adept Beast Aspects per arc |
|---|---|---|---|---|---|
| Level 1 | 1 | 1 | 1 | 1 | 2 |
| Level 2 | 1 | 1 | 1 | 1 | 3 |
| Level 3 | 1 | 1 | 1 | 1 | 3 |
| Level 4 | 1 | 1 | 1 | 1 | 4 |
| Level 5 | 1 | 2 | 2 | 1 | 4 |
| Level 6 | 1 | 2 | 2 | 1 | 5 |
| Level 7 | 1 | 2 | 2 | 1 | 5 |
| Level 8 | 2 | 3 | 3 | 2 | 5 |
| Level 9 | 2 | 3 | 3 | 2 | 6 |
| Level 10 | 2 | 3 | 3 | 2 | 6 |
*Adepts can turn into Beast Form at-will.
Scout Form ¶
Scout forms are magical versions of normal, smaller animals that are useful for scouting, such as bobcats, coyotes, owls, lizards, dire rats, giant spiders, and so on. However, you don’t look like a natural animal; there’s something extremely magical about you.
In scout form, you can talk, but you can’t cast spells. Your magical items and possessions change shape with you, but you don’t get to use them in scout form.
As an initiate, you gain two points towards a background that represents your animal capabilities and instincts in scout form. As an adept, you gain three points.
Shifting Into Scout Form and Back ¶
Transforming between humanoid, beast and scout requires a quick action. You can shift into and out of scout form at-will.
Fighting in Scout Form ¶
Fighting in scout form should be avoided. You cannot use weapons or basic attacks. You have your normal defenses, but taking damage transforms you back into humanoid form.
Combat Recon ¶
In scout form, you scout for enemies to gain an advantage in an upcoming battle. You can use this a number of times per arc as per the level advancement table. (You can scout as often as you like, but only the per-arc use provides the benefit below.)
Using Combat Recon requires a skill check.
Before rolling initiative, you expend one per arc Combat Recon and roll a skill check to see how successful you were with your combat recon. Typically this roll will be Wisdom-based.
You’ll normally roll against the standard difficulty of the current environment. In an adventurer-tier area, the normal check starts at DC 15, a hard check is DC 20, and a ridiculously hard check is DC 25. Champion tier increases the DC by 5, and epic tier by 5 more. A successful check that qualifies for a higher DC gains you the information/advantage for that result, plus any lower results.
Failure: Nothing came of your scouting.
Normal success: You gain a +4 bonus to initiative this battle. It also negates any chance of an ambush or surprise by the enemy you’ve scouted.
Hard success: Choose one:
-
You grant your allies a +2 bonus to initiative this battle.
-
As a free action at some point during the battle, you can grant one of your allies a reroll on an attack roll or save. That ally must take the new result.
-
As a free action at some point during the battle, you can reroll on an attack roll or save.
-
You gain an icon relationship benefit with an appropriate icon chosen by the GM (also roll for complication).
Ridiculously hard success: The GM chooses a second benefit from the list above.
Champion Feat: If you choose to gain a reroll from your combat recon, you gain two instead of one, and the reroll has a +2 bonus.
Epic Feat: You now get one additional benefit on a normal success, two on a hard success, and three on a ridiculously hard success.
Beast Form ¶
Transforming between humanoid, beast and scout requires a quick action. As initiate, usage of your beast form is limited per arc. As adept, you can shift into and out of beast form at-will.
Beast Form Shift ¶
Close-quarters power; Initiate: 1/arc, Adept: at-will; Quick action
Effect: You leave your humanoid form behind and assume the form of a deadly predator such as a wolf, panther, tiger, bear, wolverine, lion, or another animal that you are naturally connected to. Stick to four-legged natural predators, not creatures with supernatural abilities or the ability to fly. You don’t always have to change into the same thing—your choices can suit the story.In beast form, you can speak and cast spells.
Adept only: When shifting into beast form, you can activate one of your beast aspects as a free action.
5th level: Initiates can now use this power 2/arc
8th level: Initiates can now use this power 3/arc.
Magic items: Your magic items stick with you and you get the benefit of their default bonuses. You can also use magic item powers.
Beast aspects: While in beast form, you can take on aspects of different beasts to help you in battle (see below).
While in beast form, you attack in melee using a beast form attack.
Beast Form Attack ¶
Melee attack; At-Will
Attack: Strength or Dexterity + Level vs. AC
Natural Even Hit: 1d10 damage per level + Strength or Dexterity damage.
Natural Odd Hit: 1d6 damage per level + Strength or Dexterity damage.
Natural Even Miss: Half damage of an even hit.
Natural Odd Miss: Half damage of an odd hit.
8th / 9th / 10th level: Like a basic attack, this attack deals +5 / +10 / +15 damage in epic tier.
Adventurer Feat: Once per battle, reroll a miss with Beast Form Attack and use the second roll.
Epic Feat: You gain a new power: shake it off.
Shake It Off ¶
Special: You gain access to this power by taking the epic feat for beast form attack. To use it, you must be using at least one beast aspect.
Recharge 16+ after battle; Free action
Trigger: You take damage while fighting in beast form
Effect: You end a beast aspect power that you are using and then take only 6d6 damage from the triggering attack and ignore the rest of the damage. You still suffer any other effects of the attack (including ongoing damage).
Beast Aspects ¶
Beast aspects are powers you can use while in beast form to help you in battle. You choose the aspects you know at each full heal-up. You can select any of the following aspects beginning at 1st level.
You can use only one beast aspect at a time and using another aspect ends the previous one.
Beast aspect bonuses: Many beast aspects provide bonuses to defenses or attacks.
Effects: Beast aspects can only be activated and only affect you while you are in beast form, which means that every aspect should be understood to read “while in beast form” for all its effects and powers.
Aspects last until the end of the battle or until you shift out of beast form.
Evolve: Each Beast Aspect has an evolved form. You activate a beast aspect’s evolved form by expending a different, unused aspect (you don’t gain the benefits of the expended aspect). Evolving an aspect is a quick action.
Bear Aspect ¶
Beast aspect; 1/arc; Quick action
Until the end of the battle, while in beast form you gain a +2 bonus to attacks and add twice your level damage against normal-strength enemies and mooks.
When you first shift into this aspect, you can spend a recovery. Instead of healing, gain temporary hit points equal to the recovery roll.
Evolve: You gain a +2 bonus to AC, and the attack bonus is now +3 instead of +2.
Adventurer feat: Double the temporary hit points gained when spending a recovery with this aspect.
Behemoth Aspect ¶
Beast aspect; 1/arc; Quick action
You gain a +2 bonus to AC and PD.
The first time you become staggered this battle, choose one of the two following benefits.
Endurance: You can heal using a recovery.
Wrath: Begin rolling 2d20 for each of your melee attacks and choose the result you prefer until the end of the battle or until you make both rolls for a melee attack and each roll is a natural 10 or less.
Evolve: Increase the AC and PD bonus to +3. You now gain both effects when staggered (if you are already staggered, gain the one you didn’t choose.)
Adventurer Feat: The recovery from the endurance effect now grants double the healing.
Mantis Aspect ¶
Beast aspect; 1/arc; Quick action
You gain a +1d3 bonus to AC and a +1d3 bonus to PD.
Until the end of the battle, when an enemy engaged with you fails a disengage check, you can make an opportunity attack against it.
Evolve: Increase the AC and PD bonus by 1.When an enemy attempts to disengage from you while you are using this aspect, it takes a penalty to the check equal to your Strength or Dexterity modifier.
Adventurer feat: On natural odd miss with beast form attack, you deal half damage (instead of equal to level).
Leopard Aspect ¶
Beast aspect; 1/arc; Quick action
You gain a +2 bonus to AC. You also gain a +2 bonus to disengage checks and to saves against being stuck, dazed, or stunned.
Until the end of the battle, when an enemy misses you with a melee attack and rolls a natural 1–4, you gain an additional standard action during your next turn. You can only gain one additional standard action a turn this way. (This includes extra standard actions gained in other ways, such as elven grace).
Evolve: Increase the AC, disengage and save bonuses to +3. You now get an extra standard action on any enemy miss, not just melee attacks.
Owlbear Aspect ¶
Beast aspect; 1/arc; Quick action
You gain a +1 bonus to melee attacks and a +2 bonus to AC and PD, and your crit range with melee attacks expands by 2.
Evolve: When you score a critical hit, you heal hit points equal to your level + your Wisdom modifier (double your Wisdom modifier at 5th level; triple it at 8th level). While you are in this aspect, your critical hits with melee attacks deal triple damage instead of double damage.
Tiger Aspect ¶
Beast aspect; 1/arc; Quick action
Increase the size of your beast form melee attack damage dice by one size (for example, d6s become d8s, and d10s become d12s). You also gain the benefits of two-weapon fighting: if your attack roll is a natural 2, the attack is a hit.
Evolve: When you move and then attack an enemy you were not engaged with at the start of your turn, you can reroll your first natural odd attack roll each turn, but must use the reroll.
Wolverine Aspect ¶
Beast aspect; 1/arc; Quick action
You gain a +1 bonus to all defenses. When your melee attacks hit a double-strength or stronger enemy, the target takes +3 (1d4) extra damage.
You can also rally once this battle as a quick action instead of a standard action.
Evolve: You now get the bonus damage against normal-strength enemies too. Increase the defense bonus to +2.
Your extra melee damage while using this aspect increases according to your level:
2nd level: +4 (1d6) damage
3rd level: +5 (1d8) damage
4th level: +6 (1d10) damage
5th level: +8 (2d6) damage
6th level: +10 (3d6) damage
7th level: +13 (2d12) damage
8th level: +16 (3d10) damage
9th level: +20 (3d12) damage
10th level: +25 damage
Terrain Caster ¶
There are eight different ranges of terrain that are relevant to druidic magic:
- cave, dungeon, underworld
- forest, woods
- ice, snowfields, tundra
- migration route (large herd animal)
- mountains
- plains, overworld
- ruins
- swamp, lake, river
Choose the terrains you are attuned to during each full healup based on what best matches the nearby area. Any ambiguity should be decided by the GM.
As an initiate, you attune to one terrain at a time. As an adept, you attune to two terrains at a time.
You can change your terrain attunement during a quick rest if you wish.
As initiate, you gain access to one at-will spell of the terrain you are attuned to. As adept, you gain one for each of your two terrains.
You can cast any per-arc spell of your attuned terrain(s), of your level or lower. You cast them at your level. You choose the spell at the time of casting. You don’t need to prepare them in advance. Once you have cast a per-arc spell, you cannot cast the same spell again that arc.
Some terrain caster spells are per-battle. You can cast these spells using your per-arc spells slots. You gain the spell slot back at the end of the battle, however you can only cast per-battle spells in that slot for the rest of the arc.
Adventurer Feat: Gain the adventurer feat listed under individual terrain caster at-will spells.
Adventurer Feat: Enduring Magic—Once per battle, when you deal ongoing damage to a target with a terrain caster spell, the target must succeed at two saves to end the effect.
Champion Feat: Attunement Boon—Gain the benefit of the attunement champion feat listed under each terrain below.
Champion Feat: Survivor—Gain resistance based on the terrains you are attuned to.
- Cave, dungeon, underworld: resist necro 16+
- forest, woods: resist poison 16+
- ice, snowfields, tundra: resist cold 16+
- migration route (large herd animal): resist attacks from normal-sized and smaller creatures 16+
- mountains: resist fire 16+
- plains, overworld: resist lightning 16+
- ruins: resist psychic 16+
- swamp, lake, river: resist poison 16+
Champion Feat: Wide Terrain—Once per battle, target an additional enemy or ally with a terrain spell that has two or more targets.
Terrain Caster Initiate and Adept Level Progression ¶
| Druid Level | Initiate per-arc Spells | Adept per-arc Spells |
|---|---|---|
| Level 1 | 1 | 2 |
| Level 2 | 1 | 2 |
| Level 3 | 2 | 3 |
| Level 4 | 2 | 3 |
| Level 5 | 2 | 4 |
| Level 6 | 3 | 4 |
| Level 7 | 3 | 5 |
| Level 8 | 3 | 5 |
| Level 9 | 3 | 6 |
| Level 10 | 3 | 6 |
Cave, Dungeon, Underworld ¶
Champion Feat: Once per battle, while attuned to cave terrain, when an attack targeting MD hits you, you can force the attacker to reroll that attack, but you must accept the reroll.
Ways of the Dark (Terrain At-Will Spell) ¶
Ranged spell; At-Will
Target: One nearby enemy you are not engaged with.
Attack: Wisdom + Level vs. MD
Hit: 6 (1d10) psychic damage.
Natural Even Hit: The target can’t attack you until the end of your next turn, unless you move to engage the target.
Miss: Damage equal to your level.
2nd level: 8 (2d6) damage.
3rd level: 10 (2d8) damage.
4th level: 12 (3d6) damage.
5th level: 16 (3d8) damage.
6th level: 20 (4d8) damage.
7th level: 25 (5d8) damage.
8th level: 32 (7d8) damage.
9th level: 40 damage.
10th level: 50 damage.
Adventurer Feat: When the escalation die is 2+, the target is dazed on a natural odd hit.
Spider Climb (1st level) ¶
Ranged spell; 1/arc; Quick action to cast
Target: You
Effect: Until the end of the battle or for five minutes, you can climb up sheer surfaces and stick to ceilings as if you were a spider. You can fight and cast spells normally while climbing.
3rd level: If you’re fighting while standing upside down on a ceiling or sideways on a wall, you can reroll the first natural odd attack roll you get if you tell a fun story about how the spider climb effect is letting you fight better than you ordinarily would!
5th level: While the spell is in effect, you can fall up to 100 feet without taking damage.
7th level: The effect lasts up to an hour and you can also target a nearby ally.
9th level: The spell now targets you and 1d4 + 1 nearby allies.
Fungal Ambuscade (3rd level) ¶
Ranged spell; 1/arc
Primary Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 15 ongoing poison damage (two saves ends).
Miss: Poison damage equal to your level x3
Secondary Target: A different nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 5 ongoing poison damage (two saves ends).
Miss: Poison damage equal to your level.
4th level: 18/6 ongoing damage
5th level: 24/8 ongoing damage
6th level: 30/10 ongoing damage
7th level: 36/12 ongoing damage
8th level: 48/16 ongoing damage
9th level: 60/20 ongoing damage
10th level: 72/24 ongoing damage
Spikestones (5th level) ¶
Ranged spell; 1/arc
Effect: Until the end of the battle, the area the battle is occurring in is dangerous to move in. The first time an enemy moves through the area on the ground (enemies using teleport or similar powers aren’t affected) during a turn, it must roll a normal save. On a failure, it takes 25 (7d6) damage.
You can move normally in the area. Your allies must roll an easy save (6+); if they fail they take 12 (2d12) damage when they move.
6th level: 33 (7d8) / 16 (3d10) damage
7th level: 40 (7d10) / 20 (3d12) damage
8th level: 50 / 25 damage
9th level: 65 / 32 damage
10th level: 80 / 40 damage
Champion Feat: Allies no longer take damage from this spell.
Forest, Woods ¶
Champion Feat: While attuned to this terrain, when casting a limited terrain spell, gain temporary hit points equal to your level.
Rain of Acorns (Terrain At-Will Spell) ¶
Ranged spell; At-Will
Targets: 1d3 nearby enemies in a group
Attack: Wisdom + Level vs. PD
Hit: 5 (2d4) damage damage.
Miss: Damage equal to your level.
2nd level: 7 (2d6) damage.
3rd level: 9 (2d8) damage.
4th level: 11 (3d6) damage.
5th level: 14 (4d6) damage.
6th level: 17 (5d6) damage.
7th level: 21 (6d6) damage.
8th level: 27 damage.
9th level: 34 damage.
10th level: 40 damage.
Adventurer Feat: When the escalation die is 1+, target 1d4 enemies in a group.
Soothing Forest (Terrain per-battle Spell) ¶
Ranged spell; Once per battle; Quick action
Target: You or a nearby ally
Effect: The target can spend a recovery. Instead of healing, it gains temporary hit points equal to the recovery roll plus your Wisdom modifier (x2 at 5th level; x4 at 8th).
Barkskin (1st level) ¶
Ranged spell; 1/arc; Quick action to cast
Target: You or one nearby ally wearing light armor or no armor
Effect: Until the end of the battle, the target gains a +3 bonus to AC except against attacks that deal fire damage.
5th level: The +3 bonus also applies to PD except against attacks that deal fire damage.
9th level: You can now choose two targets.
Entangle (3rd level) ¶
Ranged spell; 1/arc
Target: 1d3+1 nearby creatures
Attack: Wisdom + Level vs. PD
Hit: 14 (4d6) poison damage, and if the target has 80 hp or fewer after the damage, it’s stuck (save ends).
Miss: Damage equal to twice your level, if the target has 80 hp or fewer after the damage, it takes a -5 penalty to disengage checks until the end of your next turn.
4th level: 18 (4d8) damage; hit/miss effect affects targets with 100 hp or fewer.
5th level: 22 (5d8) damage; hit/miss effect affects targets with 125 hp or fewer.
6th level: 28 (5d10) damage; hit/miss effect affects targets with 160 hp or fewer.
7th level: 35 (6d10) damage; hit/miss effect affects targets with 200 hp or fewer.
8th level: 44 (8d10) damage; hit/miss effect affects targets with 250 hp or fewer.
9th level: 55 (10d10) damage; hit/miss effect affects targets with 320 hp or fewer.
10th level: 70 damage; hit/miss effect affects targets with 400 hp or fewer.
Plantwalk (5th level) ¶
Ranged spell; 1/arc; Quick action to cast
Target: You and up to 5 allies
Effect: Until the end of your next turn, the target can teleport once as a move action by moving into a tree or other large plant and emerging from another plant or tree of the same species it can see or out of line of sight. If you go beyond your line of sight, the GM chooses how far you can go, up to a mile.
9th level: You can now use the spell to teleport virtually unlimited distances as long as you travel to a grove or forest and emerge from a tree or plant well-known to you.
Ice, Tundra, Deep Snow ¶
Champion Feat: While attuned to this terrain, if you cast a limited terrain spell during your turn, at the end of your turn deal cold damage equal to your level to all enemies engaged with you.
Frost Touch (Terrain At-will Spell) ¶
Close-quarters spell; At-will
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 7 (2d6) cold damage, or 11 (3d6) cold damage to an enemy you are engaged with.
Miss: Cold damage equal to your level.
2nd level: 9 (2d8) damage, or 14 (3d8) to an enemy you are engaged with.
3rd level: 11 (3d6) damage, or 18 (4d8) to an enemy you are engaged with.
4th level: 14 (3d8) damage, or 22 (5d8) to an enemy you are engaged with.
5th level: 18 (4d8) damage, or 28 (5d10) to an enemy you are engaged with.
6th level: 22 (5d8) damage, or 36 (8d8) to an enemy you are engaged with.
7th level: 28 (5d10) damage, or 44 (8d10) to an enemy you are engaged with.
8th level: 36 damage, or 56 to an enemy you are engaged with.
9th level: 44 damage, or 72 to an enemy you are engaged with.
10th level: 56 damage, or 88 to an enemy you are engaged with.
Adventurer feat: Once per battle, deal half damage on natural even miss.
Ice Shield (1st level) ¶
Close-quarters spell; 1/arc; Quick action to cast
Target: You
Effect: Until the end of the battle, when an enemy engaged with you attacks you and rolls a natural 1–10, it takes 6 cold damage after the attack.
2rd level: 8 damage.
3rd level: 10 damage; trigger on 1-12
4th level: 12 damage.
5th level: 16 damage; trigger on 1-15
6th level: 20 damage.
7th level: 25 damage.
8th level: 32 damage.
9th level: 40 damage.
10th level: 50 damage.
Adventurer Feat: Deal half damage if a nearby enemy attacks you with a natural within the range.
Icicle (3rd level) ¶
Ranged spell; 1/arc
Target: One nearby or far away creature
Attack: Wisdom + Level vs. PD
Natural Even Hit: 28 (5d10) cold damage, and the target is hindered (easy save ends, 6+).
Natural Odd Hit: 28 (5d10) cold damage, and the target is stuck (easy save ends, 6+).
Miss: Damage equal to your level x4.
4th level: 35 (1d6 x 10) damage.
5th level: 45 (1d8 x 10) damage.
6th level: 56 (1d10 x 10) damage.
7th level: 70 (2d6 x 10) damage.
8th level: 90 damage.
9th level: 115 damage.
10th level: 140 damage.
Winter Fur (3rd Level) ¶
Close-quarters spell; 1/arc
Target: Up to two nearby allies (may include you)
Effect: Until the end of the battle, the targets gain a +1 bonus to AC and PD and resist cold 14+.
5th level: Up to three nearby allies
6th level: resist cold 16+
7th level: Up to four nearby allies
8th level: resist cold 18+
9th level: Up to five nearby allies
Cone of Cold (5th level) ¶
Ranged spell; 1/arc
Targets: 1d4 nearby enemies in a group
Attack: Wisdom + Level vs. PD
Hit: 32 (7d8) cold damage.
Natural Even Hit: Target is stuck (save ends).
Miss: Damage equal to your level x3.
6th level: 40 (6d12) damage.
7th level: 50 (2d4 x 10) damage.
8th level: 65 damage.
9th level: 80 damage.
10th level: 100 damage.
Migration Route (Large Herd Animal) ¶
Champion Feat: Once per battle, while attuned to this terrain, if an effect would force you to move, disengage or pop free, you can ignore that effect.
Whoomph (Terrain At-Will Spell) ¶
Close-quarters spell; At-Will
Target: One nearby enemy
Special: Against non-mook targets, you have a -3 penalty to the attack roll.
Attack: Wisdom + Level vs. PD
Hit: 14 (3d8) damage
Miss: Damage equal to your level
2nd level: 18 (4d8) damage
3rd level: 22 (4d10) damage
4th level: 28 (5d10) damage
5th level: 36 (8d8) damage
6th level: 44 (8d10) damage
7th level: 56 (10d10) damage
8th level: 72 damage
9th level: 88 damage
10th level: 112 damage
Adventurer Feat: Once per battle, reroll a miss against a mook.
The Beast Shrugs (3rd level) ¶
Ranged spell; 1/arc; Quick action to cast
Target: You or one nearby ally
Effect: Until the end of the battle, while the escalation die is even, the target can use a recovery to heal as a quick action. If the target uses the ability while staggered, it must roll a save (11+). If the save fails, the spell ends.
Stomp! (5th level) ¶
Ranged spell; 1/arc
Special: Against normal-sized and smaller enemies, you have a -3 penalty to the attack roll. (This penalty relates to size, not strength.)
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 2d4 x 10 damage.
Miss: You don’t expend the spell, but must cast it again with your next standard action this battle. If you don’t, you take damage from the spell as if you had been hit and the spell is expended.
6th level: 2d6 x 10 damage.
7th level: 3d4 x 10 damage.
8th level: 3d6 x 10 damage.
9th level: 3d8 x 10 damage.
10th level: 3d10 x 10 damage.
Memory of the Koru (5th Level) ¶
Close-quarters spell; 1/arc
Special: You must cast this spell as a ritual, which takes at least a few minutes.
Effect: You dig into the memory of the Koru to receive visions of places along its path. Note that a Koru will only pass any place once per year, so the image you receive will always be the same season. It will not show specific events, unless they happened right before the Koru’s eyes and were impressive enough to be noticed by a walking landmass. The longer you concentrate on this spell, the further back in history you can go. In an hour, you can span a century, and in a full day of concentration, you will be able to cover an entire age. If you are planning to scry into past ages, make sure you give yourself enough time for uninterrupted meditation. You can take breaks to eat or sleep, but strenuous activity like combat will throw your mind off and you need to start again.
Migratory Teleport (7th level) ¶
Ranged spell; 1/arc
Effect: You and up to 5 allies next to you can teleport to the site of any migratory beast herd in the world.
When you teleport, roll a d20. If you roll a 1, something unusual intervenes and you arrive at a different herd site than you had intended (GM’s choice). Otherwise, you and your allies arrive somewhere near the desired herd. Unlike the wizard’s 9th level teleport spell, this spell doesn’t allow you to choose your precise destination.
Any effects of spells or items cast/created before teleporting are canceled and no longer function on arrival, so it’s best to wait and use such spells after you arrive.
9th level: You can now try to teleport to any location along the migration route. Stabbing your finger on the world map suffices, but your aim won’t be perfect. Attempts to teleport to places off the map to the north or west usually don’t work.
Mountains ¶
Champion Feat: Once per arc, while attuned to this terrain, you can heal using a second, free recovery when some other effect has enabled you to heal using a recovery.
Spark (Terrain At-Will Spell) ¶
Close-quarters spell; At-Will
Target: One nearby or far away enemy
Attack: Wisdom + Level vs. PD
Hit: 9 (2d8) lightning damage. Against flying creatures, increase the damage by one level.
Miss: Damage equal to your level.
2nd level: 11 (3d6) damage
3rd level: 14 (4d6) damage
4th level: 18 (4d8) damage
5th level: 22 (5d8) damage
6th level: 28 (6d8) damage
7th level: 36 (8d8) damage
8th level: 45 (8d10) damage
9th level: 57 damage
10th level: 72 damage
11th level: 90 damage
12th level: 115 damage
Adventurer Feat: Against flying creatures, increase the damage by two levels.
Rumble (1st level) ¶
Close-quarters spell; 1/arc; Quick action to cast
Effect: Until the end of the battle, when you end your turn engaged with one or more enemies, each of those creatures takes thunder damage equal to your Wisdom modifier (x2 at 5th level; x4 at 8th) plus level.
Stoneskin (3rd level) ¶
Ranged spell; 1/arc; Quick action to cast
Target: You or one nearby ally
Effect: The target gains resist damage 16+ against attacks targeting AC until the end of the battle or until two natural 16+ attack rolls against AC hit the target.
5th level: Resist damage now also applies to attacks targeting PD.
9th level: Resist damage increases to 18+.
Call Lightning (7th level) ¶
Ranged spell; 1/arc
Targets: This spell generates a number of attacks equal to the escalation die. Each attack targets a different random enemy.
Attack: Wisdom + Level vs. PD
Hit: 33 (5d12) lightning damage.
Miss: Damage equal to your level.
8th level: 41 (6d12) damage.
9th level: 53 (8d12) damage.
10th level: 66 (10d12) damage.
Plains, Overworld ¶
Champion Feat: Once per battle as a free action, you can choose a spell that targets nearby creatures or enemies. That spell can target far away creatures or enemies for this battle.
Sunbeams (Terrain At-Will Spell) ¶
Ranged spell; At-Will
Targets: Up to two nearby or far away enemies
Attack: Wisdom + Level vs. PD
Hit: 5 (2d4) fire damage.
2nd level: 6 (1d10) damage.
3rd level: 8 (3d4) damage.
4th level: 10 (2d8) damage.
5th level: 12 (2d10) damage.
6th level: 16 (3d8) damage.
7th level: 20 (4d8) damage.
8th level: 25 (4d10) damage.
9th level: 32 (4d12) damage.
10th level: 40 (5d12) damage.
Adventurer Feat: On a critical hit, the target is dazed until the end of your next turn.
Dust Cloud (Terrain per-battle spell) ¶
Ranged spell; Once per battle
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 9 (2d8) damage. The next time the target is attacked in this battle, the attacker can roll twice and choose the result.
First Miss: Repeat the attack against a different nearby enemy.
Second Miss: —
2nd level: 11 (3d6) damage
3rd level: 14 (4d6) damage
4th level: 18 (4d8) damage
5th level: 22 (5d8) damage
6th level: 28 (6d8) damage
7th level: 36 (8d8) damage
8th level: 45 (8d10) damage
9th level: 57 damage
10th level: 72 damage
Heat Metal (1st level) ¶
Ranged spell; 1/arc
Special: If the target is in heavy armor, wearing metal armor, or using metal weapons, gain a +2 bonus to the attack roll and critical range with the spell.
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 8 (3d4) fire damage, and the target takes 8 ongoing fire damage and is dazed (save ends both).
Miss: Fire damage equal to 4x your level.
2nd level: 10 (3d6) damage, and 10 ongoing damage.
3rd level: 12 (2d10) damage, and 12 ongoing damage.
4th level: 15 (3d8) damage, and 15 ongoing damage.
5th level: 20 (3d12) damage, and 20 ongoing damage.
6th level: 25 (4d12) damage, and 25 ongoing damage.
7th level: 32 (5d12) damage, and 32 ongoing damage.
8th level: 40 (7d10) damage, and 40 ongoing damage.
9th level: 50 (9d10) damage, and 50 ongoing damage.
10th level: 65 (10d12) damage, and 65 ongoing damage.
Plain Sight (3rd Level) ¶
Ranged spell; 1/arc
Effect: Remove all effects that hinder vision from the battlefield, such as fog or invisibility. Until the end of the battle, you and all nearby allies can also target far away enemies with ranged attacks that otherwise only target nearby enemies.
Harmony (5th level) ¶
Ranged spell; 1/arc; Quick action to cast
Targets: Two willing nearby allies (possibly including you).
Effect: Until the end of the battle, when one of the targets takes damage, the target with the most hit points (your choice on ties) takes that amount of damage, reduced by your level, instead.
The effect doesn’t work while a target is at 0 hit points or below. Temporary hit points also don’t count.
7th level: The spell can now target up to three willing allies.
9th level: The spell can now target up to four willing allies.
Tornado (7th Level) ¶
Ranged spell; 1/arc
Target: 1d4 nearby enemies
Attack: Wisdom + Level vs. PD; gain a +2 bonus to the attack roll against flying enemies
Hit: The target pops free and must immediately roll a hard save (16+). On a failure, it is lifted up and carried to a far away location. It takes 50 (2d4 x 10) damage as it crashes to the ground. On a success, it remains where it is and takes half damage.
Miss: Damage equal to three times your level.
Natural even miss: The target pops free from all enemies.
8th level spell: 65 (1d12 x 10) damage
9th level spell: 80 damage
10th level spell: 100 damage
Ruins ¶
Champion Feat: Once per arc when you drop to 0 hit points or below, you can roll a normal save. If you succeed, heal using a recovery. If you fail, gain a skull.
The Wheel of Time (Terrain At-Will Spell) ¶
Ranged spell; At-Will
Special: Increase your critical range with the spell by 1 for each skull you have.
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 7 (2d6) damage.
Natural Even Hit: If the target is staggered adter taking damage, it is also dazed until the end of your next turn.
2nd level: 9 (2d8) damage
3rd level: 11 (2d10) damage
4th level: 14 (4d6) damage
5th level: 18 (4d8) damage
6th level: 23 (5d8) damage
7th level: 28 (8d6) damage
8th level: 35 damage
9th level: 50 damage
10th level: 66 damage
Adventurer Feat: Once per battle, you can reroll a natural odd miss with the spell.
Ruination (Terrain Per-Battle Spell) ¶
Ranged spell; Once per battle
Target: The nearby enemy with the highest MD
Attack: Wisdom + Level vs. MD
Hit: Each nearby enemy takes 6 (1d10) damage. For mooks, deal the damage once to the mob, not to each member of it. Each nearby ally takes damage equal to your level.
Miss: Damage equal to your level to all nearby creatures (enemies, allies, and you).
2nd level: 7 (2d6) damage.
3rd level: 9 (2d8) damage.
4th level: 11 (3d6) damage.
5th level: 14 (4d6) damage.
6th level: 17 (5d6) damage.
7th level: 21 (6d6) damage.
8th level: 27 damage.
9th level: 34 damage.
10th level: 40 damage.
Inevitable Collapse (1st level) ¶
Ranged spell; 1/arc
Target: One nearby enemy
Attack: Wisdom + Level vs. PD
Hit: 8 damage, and 8 special ongoing damage.
Special ongoing damage: The target can’t start rolling saves against this damage until you or your allies attack it, or until it starts its turn staggered.
Miss: Damage equal to 4x your level.
2nd level: 10 damage, and 10 ongoing damage
3rd level: 12 damage, and 12 ongoing damage
4th level: 16 damage, and 16 ongoing damage
5th level: 20 damage, and 20 ongoing damage
6th level: 25 damage, and 25 ongoing damage
7th level: 32 damage, and 32 ongoing damage
8th level: 40 damage, and 40 ongoing damage
9th level: 50 damage, and 50 ongoing damage
10th level: 65 damage, and 65 ongoing damage
Stones Tell Stories (1st Level) ¶
Close-quarter spell; 1/arc
Special: You must touch a piece of architecture to cast this spell.
Effect: You learn bits and pieces about the history of the building or structure, up until the age when it was built. Until your next full heal-up, you have a temporary 5-point lore background for the location.
How Things End (5th level) ¶
Ranged spell; 1/arc
Targets: Up to 3 nearby staggered enemies
Attack: Wisdom + Level vs. MD
Hit: 28 (5d10) psychic damage.
Natural Even Hit: The target can’t attack you during its next turn.
Miss: Damage equal to three times your level.
6th level: 35 (1d6 x 10) damage.
7th level: 45 (1d8 x 10) damage.
8th level: 55 (1d10 x 10) damage.
9th level: 70 (2d6 x 10) damage.
10th level: 90 (2d8 x 10) damage.
Devastation (9th level) ¶
Ranged spell; 1/arc
Special: You must cast this spell as a ritual, which takes several minutes.
Target: One structure constructed by mortals that isn’t in the overworld, in the underworld, or under an icon’s personal magical protection.
Skill Check: To gain the effect, you must succeed on a skill check corresponding to the tier of the structure and the GM’s assessment of the difficulty: normal, hard, or ridiculously hard.
Effect: The structure begins to come down as if it aged centuries in minutes. It may take up to an hour to collapse entirely. Supremely magical structures may have their own ways of regenerating.
Swamp, Lake, River ¶
Champion Feat: Once per battle, while attuned to this terrain, you can reroll a failed save against a condition.
Poison Thorns (Terrain At-Will Spell) ¶
Ranged spell; At-Will
Target: Choose one—One random nearby non-mook enemy OR one random nearby group of mooks
Attack: Wisdom + Level vs. PD
Hit: 7 (2d6) damage
Natural 18+: Ongoing poison damage equal to the damage dealt.
2nd level: 9 (2d8) damage
3rd level: 11 (2d10) damage
4th level: 14 (4d6) damage
5th level: 18 (4d8) damage
6th level: 22 (4d10) damage
7th level: 28 (8d6) damage
8th level: 36 damage
9th level: 44 damage
10th level: 56 damage
Adventurer Feat: You can choose the target (it is no longer random).
The Big Muddy (1st level) ¶
Ranged spell; 1/arc
Targets: Each nearby enemy with 50 hit points or fewer that is touching the ground or the water and doesn’t have the flight ability
Attack: Wisdom + Level vs. PD
Hit: The target is stuck (save ends).
2nd level: Targets with 62 hit points or fewer.
3rd level: Targets with 80 hit points or fewer.
4th level: Targets with 100 hit points or fewer.
5th level: Targets with 125 hit points or fewer.
6th level: Targets with 160 hit points or fewer.
7th level: Targets with 200 hit points or fewer.
8th level: Targets with 250 hit points or fewer.
9th level: Targets with 320 hit points or fewer.
10th level: Targets with 400 hit points or fewer.
Reclamation (3rd level) ¶
Ranged spell; 1/arc
Targets: Up to two nearby non-mook enemies with the fewest hit points (you don’t have to be able to see those enemies)
Attack: Wisdom + Level vs. MD
Hit: 22 (5d8) damage, and the target can’t heal (hard save ends, 16+).
Miss: Half damage.
4th level: 28 (5d10) damage.
5th level: 35 (1d6 x 10) damage.
6th level: 45 (1d8 x 10) damage.
7th level: 55 (1d10 x 10) damage.
8th level: 70 (2d6 x 10) damage.
9th level: 90 (2d8 x 10) damage.
10th level: 110 (2d10 x 10) damage.
Purification Chant (7th level) ¶
Ranged spell; 1/arc
Special: Ignore any attack penalties from conditions such as dazed when casting the spell.
Target: One nearby enemy
Attack: Wisdom + Level vs. MD
Hit: 2d6 x 10 psychic damage, and you and each nearby ally can roll a save with a +5 bonus against a temporary effect created by the target.
Miss: Damage equal to 4x your level, and you and 1d3 nearby allies can each roll a save against a temporary effect created by the target.
8th level: 2d8 x 10 damage.
9th level: 2d10 x 10 damage.
10th level: 2d12 x 10 damage.
Warrior Druid ¶
Choose this talent if you want to fight well in melee with your normal weapons and armor.
As a Warrior druid, you can use one-handed 1d8 martial weapons without taking the –2 attack penalty that other druids suffer.
In addition, choose one of the following benefits if you are an Initiate, or three if you are an Adept.
- Increase your base AC in light armor to 13.
- You don’t take opportunity attacks from enemies engaged with you when you cast ranged druid spells.
- Your base hit points are 7 + CON mod instead of 6 + CON mod.
- You can use a shield (in humanoid form) without taking an attack penalty.
- You can use two-handed d10 martial weapons without penalty.
- When fighting with two weapons, a natural 2 is a hit.
Adventurer Feat: Choose another Warrior Druid benefit you don’t have yet. You can take this feat multiple times.
Warrior Druid Initiate and Adept Level Progression ¶
| Druid Level | Initiate Maneuvers | Adept Maneuvers |
|---|---|---|
| Level 1 | 1 | 2 |
| Level 2 | 2 | 3 |
| Level 3 | 2 | 4 |
| Level 4 | 2 | 4 |
| Level 5 | 3 | 4 |
| Level 6 | 3 | 5 |
| Level 7 | 3 | 5 |
| Level 8 | 4 | 6 |
| Level 9 | 4 | 6 |
| Level 10 | 4 | 6 |
Maneuvers ¶
You gain access to maneuvers that are upgraded versions of either your druid basic melee attack or the Beast Form Attack (if you have the Shifter talent).
1st Level Maneuvers ¶
Ancestral Guidance ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Hit: Same damage, plus your Wisdom modifier (x2 at 5th level; x4 at 8th). You regain all other once per battle maneuvers you have expended this battle.
Miss: Damage equal to your level plus Wisdom modifier (x2 at 5th level; x4 at 8th).
Adventurer Feat: You can make the attack against the target’s MD as the spirits guide your strike.
Champion Feat: On a hit, you can save against a temporary condition.
Greenmantle ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Hit: Same damage. You gain a +4 bonus to AC until an attack against AC misses you.
Champion Feat: The bonus now also applies to PD (and attacks against PD that miss).
Epic Feat: The bonus lasts until two attacks miss you.
Invoke the Storm ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Hit: Same damage. In addition, deal lightning damage equal to three times your level to one nearby enemy other than the target.
Miss: Same damage. Deal lightning damage equal to your level to one nearby enemy other than the target.
Champion Feat: Hit or miss, deal the damage to 1d3 other enemies instead.
Epic Feat: As champion feat, but roll a d6 and deal the damage to a number of other enemies equal to the escalation die or the roll (whichever is higher).
Nature’s Fury ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Hit: Same damage. Your next attack roll against the target gains a +2 bonus.
Miss: Deal half damage.
Adventurer Feat: Any allies engaged with the target can pop free from it if they wish.
Red Claw ¶
Special: This maneuver requires an animal companion.
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Any natural odd attack roll: Until the end of the battle, your animal companion gains a +1 attack bonus.
Adventurer Feat: Your animal companion’s crit range also expands by 2.
Champion Feat: The attack bonus is now +2 instead of +1.
Epic Feat: Your animal companion also heals hit points equal to 4x your Strength or Dexterity modifier.
Resilience ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Hit: Same damage. You gain temporary hit points equal to twice your level and resist damage 12+ against attacks that target AC until two attacks against you have had their damage halved from that resistance.
Adventurer Feat: The damage resistance also applies to attacks that target PD.
Champion Feat: The damage resistance increases to 14+ (8th level: 16+).
Shillelagh ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Special: Gain a +2 bonus to your critical range for this attack. If the target is NOT staggered, increase the bonus to +4.
Hit: Same damage. If the target is staggered after the attack, you can heal using a recovery and the target is stuck until the end of its next turn.
Champion Feat: The stuck effect is now “save ends”.
Strength of Earth ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Hit: Same damage. Each enemy engaged with you can’t attempt to disengage (save ends). They can still move away and take opportunity attacks, if they wish.
Warrior’s Blessing ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Hit: Same damage. You heal hit points equal to your Strength or Dexterity modifier (double that modifier at 5th level; quadruple it at 8th level).
Adventurer Feat: Add 1d6 to the healing provided. (5th level: 2d6; 8th level: 4d6).
Champion Feat: One nearby ally also gains the same amount of healing.
Epic Feat: You can use warrior’s blessing twice per battle.
Wild Harmony ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Hit: Same damage. The next time you cast a spell that allows a target to heal using a recovery before the end of your next turn, it adds your Wisdom modifier to the amount healed (x2 at 5th level; x4 at 8th). (In case of a Regeneration spell, the bonus applies to each recovery roll from that spell.)
3rd Level Maneuvers ¶
Beast Spirits ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Hit: Same damage. As a free action, you can cast one of the four spells listed below this attack: behemoth’s endurance, bull’s strength, cat’s grace, or owl’s wisdom. You choose which spell to cast. Using beast spirits is normally the only way to access these spells.
Champion Feat: You can use the improved version of each spell as amended by the champion-tier feats listed underneath it.
Behemoth’s Endurance ¶
Close-quarters spell; Free action to cast
Target: You or one nearby ally
Effect: The target gains temporary hit points equal to your level + your Wisdom modifier (x2 at 5th level, x4 at 8th) and a +2 bonus to PD until the end of the battle.
Champion Feat: The target instead gains a +4 bonus to PD.
Bull’s Strength ¶
Close-quarters spell; Free action to cast
Target: You or one nearby ally
Effect: Until the end of the battle, the target gains a +1 bonus to melee attacks.
Champion Feat: The target gains a +2 bonus to melee attacks instead of +1.
Cat’s Grace ¶
Close-quarters spell; Free action to cast
Target: You or one nearby ally
Effect: Until the end of the battle, the target gains a +1 bonus to AC.
Champion Feat: The target also gains a +2 bonus to disengage checks and Dexterity skill checks.
Owl’s Wisdom ¶
Close-quarters spell; Free action to cast
Target: You or one nearby ally
Effect: Until the end of the battle, the target gains a +2 bonus to MD and a +1 bonus to saves.
Champion Feat: The target instead gains a +4 bonus to MD and a +2 bonus to saves.
Elemental Pivot ¶
Same as druid basic melee attack OR Beast Form Attack except …
Special: The escalation die must be 2+.
1/battle
Hit: Same damage. This turn, you can cast an elemental caster’s at-will spell of your choice as a quick action, even if you don’t normally have access to that spell. If you also have the Elemental Caster talent, you gain a +2 attack bonus with that spell.
Champion Feat: Any other Elemental Caster spell you cast before the end of your next turn also gains a +2 attack bonus.
Spirits of the Land ¶
Same as druid basic melee attack OR Beast Form Attack except …
Special: The escalation die must be 2+.
1/battle
Hit: Same damage. This turn, you can cast a Terrain Caster at-will spell of your choice once as a quick action, even if you don’t normally know that spell. The spell must match a type of terrain you are in. If you also have the Terrain Caster talent, you gain a +2 attack bonus with that spell.
Champion Feat: Any other Terrain Caster spell you cast before the end of your next turn also gains a +2 attack bonus.
5th Level Maneuvers ¶
Icy Grasp ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Hit: Same damage, plus cold damage equal to twice your level.
Natural 18+: If the target has fewer hit points than 10x your level after taking damage, it is frozen (can’t take actions) until the end of your next turn.
Pack Attack ¶
Special: This maneuver requires an animal companion. The companion must be engaged with the target
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Effect: After your attack, your animal companion can make a melee attack against the target.
7th Level Maneuvers ¶
Cornered Beast ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Target: Two enemies you are engaged with.
Striding Strike ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Effect: Before making the attack, teleport to engage a nearby enemy. If you have the terrain caster talent, you can engage a far away enemy instead. You can heal using a recovery. If you have the wild healer talent, a nearby ally can also heal using a recovery.
9th Level Maneuvers ¶
Calamity ¶
Same as druid basic melee attack OR Beast Form Attack except …
1/battle
Special: Gain a +2 bonus to your critical range with the attack.
Hit: Same damage. Randomy choose a number of nearby enemies equal to the escalation die, then apply the following effects in order, until each target is affected once. (A critical hit doubles this damage normally.)
- 10 thunder damage.
- 10 lightning damage.
- 10 cold damage.
- 10 fire damage.
- 10 acid damage.
- 10 poison damage.
Miss: Same damage. Deal 10 damage of a random type to a random nearby enemy.
10th level: 15 damage.
Wild Healer ¶
Wild Healers focus on healing.
They have some basic fighting capability with their at-will spells, their other spells either allow the use of a recovery to heal, with some additional effect, or boost healing.
All Wild Healers gain Regeneration as a 1/battle spell. In a pinch, you can also expend a per-arc spell to cast additional Regeneration in a battle.
In addition, they can cast a number of per-arc spells as indicated in the level advancement table. Similar to other druid talents, Wild Healers are spontaneous casters. You choose the spell at the time of casting. Once you cast a spell from the Wild Healer list, you cannot cast that spell again for the arc.
Wild Healer Level Progression ¶
| Druid Level | Initiate at-will spells | Adept at-will spells | Adept / Initiate Regeneration per battle | Initiate per-arc spells | Adept per-arc spells |
|---|---|---|---|---|---|
| Level 1 | 1 | 2 | 1 | 1 | 2 |
| Level 2 | 1 | 2 | 1 | 1 | 2 |
| Level 3 | 1 | 2 | 1 | 1 | 3 |
| Level 4 | 1 | 2 | 1 | 1 | 3 |
| Level 5 | 1 | 2 | 1 | 2 | 4 |
| Level 6 | 1 | 2 | 1 | 2 | 4 |
| Level 7 | 1 | 2 | 1 | 2 | 5 |
| Level 8 | 1 | 2 | 1 | 3 | 5 |
| Level 9 | 1 | 2 | 1 | 3 | 6 |
| Level 10 | 1 | 2 | 1 | 3 | 6 |
Wild Healer At-Will Spells ¶
As an initiate, choose one of the at-will spells below.
As an adept, choose two.
Bad Medicine ¶
Melee spell; At-Will
Target: One enemy you are engaged with
Attack: Strength, Dexterity OR Wisdom + Level vs. PD
Hit: 9 **(**2d8) poison damage.
Miss: Damage equal to your level.
2nd level: 11 (2d10) damage
3rd level: 14 (4d6) damage
4th level: 18 (4d8) damage
5th level: 22 (4d10) damage
6th level: 28 (8d6) damage
7th level: 36 (8d8) damage
8th level: 44 (8d10) damage
9th level: 56 damage
10th level: 72 damage
Adventurer feat: On a critical hit, the target is weakened until the end of its next turn.
Wild Concoction ¶
Ranged spell; At-Will
Target: 1d3 nearby enemies
Attack: Dexterity OR Wisdom + Level vs. PD
Hit: 6 **(**1d10) poison damage, and allies engaged with the target heal hit points equal your level.
Miss: Damage equal to your level, and allies engaged with the target heal hit points equal your level.
2nd level: 7 (2d6) damage
3rd level: 9 (2d8) damage
4nd level: 11 (2d10) damage
5rd level: 14 (4d6) damage
6th level: 18 (4d8) damage
7th level: 22 (4d10) damage
8th level: 28 (8d6) damage
9th level: 36 (8d8) damage
10th level: 44 (8d10) damage
Adventurer feat: On a hit, engaged allies heal twice your level instead..
Wild Healer Per-Battle Spells (Regeneration) ¶
Regeneration (1st level) ¶
Close-quarters spell; 1/battle; Quick action
Special: You can expend one of your druid per-arc spells (including from other druid talents) to cast Regeneration (in addition to your per-battle use).
Target: You or one nearby ally
Effect: The target can spend a recovery to heal, but heals only half the amount of the recovery roll.
If the target spent a recovery, at the start of each of the target’s following turns, the target heals using a free recovery, but heals only half the amount rolled. After the target heals using this free recovery, it rolls a normal save (11+). If the save fails, the regeneration spell ends.
A target can only have one regeneration or greater regeneration spell on it at a time. A second spell cast cancels the first.
Adventurer Feat: You can cast Regeneration and Greater Regeneration as an interrupt action at the start of an ally’s turn.
Champion feat: While Regeneration is active, the target also gains a +1 bonus to saves.
Epic Feat: Once per arc as a free action when a target of one of your regeneration spells (or greater regeneration) fails the save to continue its regeneration, the target succeeds instead.
Wild Healer Per-arc Spells ¶
Totem of Life (1st level) ¶
Ranged spell; 1/arc; Quick action
Effect: Place a life totem in a nearby location. The totem remains until the end of the battle. All allies nearby the totem (including you) increase their recovery dice by one step (d6 to d8 and so on).
3rd level: You and nearby allies also gain a +5 bonus to saves against ongoing damage and death saves.
5th level: Increase the save bonus to +5.
7th level: You and each ally can rally as a quick action once this battle while nearby the totem.
9th level: When an ally uses a recovery while at zero hit points or below while nearby the totem, maximize the healing gained.
Wellspring (1st level) ¶
Ranged spell; 1/arc; Quick action
Target: You or one nearby ally
Effect: The target can heal using a recovery, adding your Wisdom modifier to the amount healed (x2 at 5th level, x4 at 8th), and it can save against a temporary effect, adding your Wisdom modifier to the roll.
5th level: The target can save against two effects.
8th level: The target can save against each temporary effect currently affecting it.
Wild Surge (1st level) ¶
Close-quarters spell; 1/arc; Quick action
Target: You or one nearby ally, and one randomly chosen nearby ally that has taken damage.
Effect: Each target can heal using a recovery.
3rd level: Add your Wisdom modifier (x2 at 5th level; x4 at 8th) to the amount healed.
Adventurer feat: You can choose one nearby ally with the lowest hit point total as the second target instead.
Greater Regeneration (3rd level) ¶
Close-quarters spell; 1/arc; Quick action
Target: You or one nearby ally
Effect: The target can heal using two recoveries but only rolls recovery dice as if it had used a single recovery.
If it spent two recoveries, at the start of each of the target’s following turns, the target can heal using a free recovery. After the target heals using the free recovery, it rolls a normal save (11+) to see if the greater regeneration spell will continue.
A target can only have one regeneration or greater regeneration spell on it at a time. A second spell cancels the first.
Revitalize (3rd level) ¶
Ranged spell; 1/arc; Quick action
Target: You or one nearby ally
Effect: The target can heal using a recovery, and it can immediately take a move action.
5th level: The target adds your Wisdom modifier to disengage checks this turn.
8th level: The target can take a standard action instead.
Cleanse Death (5th level) ¶
Ranged spell; 1/arc
First Target: You or one nearby ally
Special: The target must have at least one skull.
Effect: Remove a skull from the target. The target can heal using a recovery.
Second Target: One nearby enemy (must target an enemy engaged with the first target if there are any)
Attack: Wisdom + Level vs. PD
Hit: Holy damage equal to the first target’s recovery roll (if any).
Miss: Half damage.
Warrior’s Blood (5th level) ¶
Ranged spell; 1/arc; Interrupt action when an ally starts their turn.
Target: The ally who started their turn.
Effect: The target can heal using a recovery, and during this turn, it rolls twice for attack rolls and chooses one of the rolls.
Greater Wild Surge (7th level) ¶
Close-quarters spell; 1/arc; Quick action
Target: 1d4+1 randomly chosen nearby allies (including you)
Effect: Each target chooses one:
- Heal using a recovery.
- Add your Wisdom modifier to attack rolls and defenses until the end of your next turn.
Wild Rejuvenation (7th level) ¶
Ranged spell; 1/arc; Quick action
Target: You or one nearby ally
Effect: The target can heal using a number of recoveries up to the escalation die. Until the end of your next turn, it adds the escalation die to all defenses.
Circle Of Life (9th level) ¶
Close-quarters spell; 1/arc
Target: You and all nearby allies
Effect: Each target can spend a recovery to heal. Staggered targets heal the maximum amount with their recovery. In addition, each target gains a +5 bonus to death saves until the end of the battle.
Healing Purge (9th level) ¶
Close-quarters spell; 1/arc
Target: You
Effect: You spend a recovery. You and each nearby ally heals equal to half the recovery roll.
Secondary Targets: All nearby enemies.
Attack: Wisdom + Level vs. the highest PD of all targets (one attack roll)
Hit: Each target takes necro damage equal to half the recovery roll.
| Section 15: Copyright Notice |
|---|
| 13th Age Second Edition Heroes’ Handbook. Copyright 2025, Fire Opal Media, Inc.; Authors: Rob Heinsoo, Jonathan Tweet. 13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors: Rob Heinsoo, Jonathan Tweet, Robin D. Laws, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Dark Alleys & Twisted Paths. Copyright 2019, Martin Killmann; Author: Martin Killmann. |
Design Notes
Major changes from 1E Druid
- Default 2E changes: No more fixed ability score bonus. Day -> arc, increased basic attack damage and recoveries at epic level, bonus to recoveries, x4 damage multiplier, improved ability score increase, no extra icon relationships at higher tier
- Increased base AC in light armor to 12 for all druids (no longer requires warrior)
- Spells are always cast at class level
- Spells no longer add ability scores to damage
- Changed a number of targeting restrictions (spell only works against certain enemies) into a bonus to attack against those enemies instead.
- Reduced instances of conditions and save ends effects on miss
- Removed most instances of free recoveries (or at least pushed them to higher levels) to avoid messing with the resource economy.
- Animal companion now refers to 2E ranger talent
- Animal companion initiate gets a small number of companion spells
- Added Animal Companion spells from DATP
- At-will spells for elemental caster no longer require feats, you get one per talent spent
- Changed elemental caster to a pseudo-spontaneous caster. They choose an element for each slot, then cast any spell of that element.
- Separated out the slots for elemental summoning.
- Fixed the hp entries in the elemental summoning spells to match the creature entries in 13TW (should be ½)
- Added even levels for elementals.
- Removed extra rule that summoned elementals need to succeed twice to unlock their more powerful form.
- Shifter scout form simplified.
- Shifter scout bonus background is no longer random, it’s permanent skill points.
- Removed a bunch of special limitations in Shifter that don’t match the 13A approach of keeping things simple. For example, can now speak and cast spells in beast form by default.
- Adept Shifters no longer get a 16+ Recharge on aspects per default. Gave +1 aspect at different levels to compensate. Can still gain this via feat.
- Shifter initiates now get the same benefits from aspects as adepts.
- Shifter Initiate no longer gets the beast form attack reroll on miss. Adept only gets it on even miss.
- Added evolving aspects as new mechanic. (Expend an unused aspect to get a stronger version of your current aspect).
- Clearer terrain access rules - one for initiate, two for adept
- Adept now starts with two 1/arc spells for terrain caster
- At-will spells for terrain caster no longer require feats, you get one per talent spent
- Made sure each terrain has an at-will spell
- Slightly reduced number of Terrain Caster Adept per-arc spells to match 2E casters (66% of slots compared to full caster)
- Per-battle terrain spells are now cast with per-arc slots
- Changed warrior druid flexible attacks to maneuvers similar to 2E fighter
- Bumped some warrior maneuvers to 3rd level
- Added a small number of higher level maneuvers
- Gave Wild Healer general spell slots and some more spell variety
- Gave Wild Healer at-will attack spells
This conversion attempts to keep as much of the original 13 True Ways druid class intact and add as little new material as possible while bringing it in line with both the design framework and the class balance of 13th Age 2E.
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