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src/pages/classes/dru-ydd.md
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---
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title: Dru'ydd
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description: The Dru'ydd class for OSR gaming.
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date_pub: 2025-05-18T20:25:45.000-04:00
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section: classes
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content_type: feature
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short_code: cdy
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status: hidden
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---
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A guardian of nature empowered by the magic of the faewolde.
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[[toc]]
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<div class='headlessTableWrapper'>
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| | |
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| ------------------------ | ------------------------------------------------ |
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| **Hit Dice** | 1d8 |
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| **Armor** | Leather, wooden shields |
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| **Weapons** | Non-metal only - Club, sling, spear, staff, whip |
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| **Languages** | Alignment, Common, Dru'ydd'ik |
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| **Spellcasting Ability** | Wisdom (WIS) |
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</div>
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### Core Features
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- **Charm Immunity**: From 7th level, gains immunity to fae charms (from dryads, nixies, pixies, etc).
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<div class="dividedTableWrapper levelTable">
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| Level | HD | Atk | Save | Spellcasting<br />Bonus |
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| :---: | :---: | :-: | :--: | :---------------------: |
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| 1 | 1d8 | 0 | 11 | - |
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| 2 | 2d8 | 0 | 11 | 1 |
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| 3 | 3d8 | 0 | 11 | 1 |
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| 4 | 4d8 | 0 | 11 | 1 |
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| 5 | 5d8 | +2 | 9 | 2 |
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| 6 | 6d8 | +2 | 9 | 2 |
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| 7 | 7d8 | +2 | 9 | 2 |
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| 8 | 9d8 | +2 | 9 | 3 |
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| 9 | 9d8 | +5 | 6 | 3 |
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| 10 | 9d8+1 | +5 | 6 | 3 |
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| 11 | 9d8+2 | +5 | 6 | 4 |
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| 12 | 9d8+3 | +5 | 6 | 4 |
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| 13 | 9d8+4 | +7 | 3 | 4 |
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| 14 | 9d8+5 | +7 | 3 | 5 |
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[Dru'ydd Features]
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</div>
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### Change Form
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- Starting at 2nd level, can make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) to change into the form of either a reptile, bird, or mammal.
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- The roll is reduced by the number of hit dice of the intended form.
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- The new form can't have more hit dice than current level.
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- Regains 1d4 hit points per level when used successfully.
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- All carried equipment is absorbed into animal form, only reappearing after changing back.
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- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
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- When in combat, can change (or change back) as a free action.
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### Class Skills
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- **Dru'ydd Craft**: Can use a combat action and make a skilled WIS check to create a small, instant, illusory effect, or to make a single seed pod open, flower blossom, or bud bloom.
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- **Nature Lore**: Make a skilled INT check to identify plants or animals, to discern pure water, or to recover from being lost.
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- **Pass Without Trace**: From 3rd level, can make a skilled DEX check to lead up to 5 people through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed.
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
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### Faewolde Magic
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- At level 2, gains spell casting and learns how to conduct magical research.
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- Can cast spells by channelling power from the faewolde.
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- Must have a symbol of either the fae or nature.
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- Must remain faithful to alignment and defense of nature.
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- Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
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- [Example Dru'ydd Spells](./druid/spell-list.html)
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#### Casting Spells
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To cast a spell, the dru'ydd must make a skilled WIS check.
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- The current spellcasting bonus is added to the roll, while twice the level of the spell being attempted is subtracted from it.
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- Check the result.
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- On a fumble, causes [Doubt](#doubt).
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- On a failure, nothing happens, and it doesn't count towards casts for the day.
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- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
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- On a complete success, the spell casts as expected.
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- On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets).
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#### Doubt
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Occurs whenever a fumble occurs while casting a spell.
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- Next attempt to cast spell gets -2 on roll.
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- Cleared by a successful cast or form change.
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- Fumbling while already having Doubt severs connection to faewolde, preventing spell casting until next day.
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### Languages
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- Knows a secret language called "Dru'ydd'ik", known only to other dru'ydds.
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- With each level beyond 2nd, learns to speak the language of a creature in the forest.
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### Stronghold
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After 12th level, can build a stronghold that integrates with a natural setting.
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