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Dru'ydd The Dru'ydd class for OSR gaming. 2025-05-18T20:25:45.000-04:00 classes feature cdy hidden

A guardian of nature empowered by the magic of the faewolde.

toc

Hit Dice 1d8
Armor Leather, wooden shields
Weapons Non-metal only - Club, sling, spear, staff, whip
Languages Alignment, Common, Dru'ydd'ik
Spellcasting Ability Wisdom (WIS)

Core Features

  • Charm Immunity: From 7th level, gains immunity to fae charms (from dryads, nixies, pixies, etc).
Level HD Atk Save Spellcasting
Bonus
1 1d8 0 11 -
2 2d8 0 11 1
3 3d8 0 11 1
4 4d8 0 11 1
5 5d8 +2 9 2
6 6d8 +2 9 2
7 7d8 +2 9 2
8 9d8 +2 9 3
9 9d8 +5 6 3
10 9d8+1 +5 6 3
11 9d8+2 +5 6 4
12 9d8+3 +5 6 4
13 9d8+4 +7 3 4
14 9d8+5 +7 3 5

[Dru'ydd Features]

Change Form

  • Starting at 2nd level, can make a skilled WIS check to change into the form of either a reptile, bird, or mammal.
    • The roll is reduced by the number of hit dice of the intended form.
    • The new form can't have more hit dice than current level.
  • Regains 1d4 hit points per level when used successfully.
  • All carried equipment is absorbed into animal form, only reappearing after changing back.
  • Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
  • When in combat, can change (or change back) as a free action.

Class Skills

  • 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.
  • Nature Lore: Make a skilled INT check to identify plants or animals, to discern pure water, or to recover from being lost.
  • 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.
  • Ritual Casting: Some rituals require a skilled check.
  • 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).
  • Advanced Skills: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).

Faewolde Magic

  • At level 2, gains spell casting and learns how to conduct magical research.
  • Can cast spells by channelling power from the faewolde.
  • Must have a symbol of either the fae or nature.
  • Must remain faithful to alignment and defense of nature.
  • Can successfully cast a spell or change form a number of times equal to dru'ydd level (combined).
  • Example Dru'ydd Spells

Casting Spells

To cast a spell, the dru'ydd must make a skilled WIS check.

  • The current spellcasting bonus is added to the roll, while twice the level of the spell being attempted is subtracted from it.
  • Check the result.
    • On a fumble, causes Doubt.
    • On a failure, nothing happens, and it doesn't count towards casts for the day.
    • On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
    • On a complete success, the spell casts as expected.
    • On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets).

Doubt

Occurs whenever a fumble occurs while casting a spell.

  • Next attempt to cast spell gets -2 on roll.
  • Cleared by a successful cast or form change.
  • Fumbling while already having Doubt severs connection to faewolde, preventing spell casting until next day.

Languages

  • Knows a secret language called "Dru'ydd'ik", known only to other dru'ydds.
  • With each level beyond 2nd, learns to speak the language of a creature in the forest.

Stronghold

After 12th level, can build a stronghold that integrates with a natural setting.