Druid

Magicians of the World

Druids are not just "tree magicians" or "wild magicians", a powerful druid has control over each of the five elements that composes the material world: earth, metal, fire, water and, of course, nature. This connection to the environment isn’t passive either: druids must constantly journey across the world, uncovering the countless ways these elements manifest. Earth can be fertile or barren; metal is hard but malleable to many shapes; fire burns things to ashes but some worship it; water sustains life but has the power to flood entire cities; and nature is both nurturing and merciless.

Element-enveloped

A druid is always in harmony with the elements in their environments. Each location corresponds to exactly one element, and upon entering a different environment you become enveloped with the primary element in that area. Your harmony with an element lasts until the environment changes significantly.

Earth

  • Encompasses environments such as mountains, caves or underground.
  • Benevolent status effect: surefooted (rounds)
  • Malignant status effect: disoriented (rounds)

Metal

  • Encompasses environments such as settlements or large battlefields.
  • Benevolent status effect: 5 temporary physical armor (rounds)
  • Malignant status effect: electrified (hits)

Fire

  • Encompasses environments such as deserts or volcanoes.
  • Benevolent status effect: 5 temporary magical armor (rounds)
  • Malignant status effect: burning (hits)

Water

  • Encompasses environments such as seas, rivers, beaches, rainy or snowy places.
  • Benevolent status effect: predictive foresight (rounds)
  • Malignant status effect: soaked (rounds)

Nature

  • Encompasses environments such as woods, plains or forests.
  • Benevolent status effect: regeneration (hits)
  • Malignant status effect: diseased (hits)

Cycle of Suppression

By spending 1 energy when using an ability that uses the element you are enveloped in, you may invert your harmony, treating yourself as enveloped in the element it suppresses instead.

  • Earth -> Water
  • Metal -> Nature
  • Fire -> Metal
  • Water -> Fire
  • Nature -> Earth

Techniques

Cycle of Cultivation

Category: Modification
Execution Time: Special
Cost: 1 energy
Effect
You can choose to activate this technique as a part of your cycle of suppression ability.
Instead of inverting your harmony with the primary element in the environment, you can promote it with another element, treating yourself as enveloped in that element instead:
Earth -> Metal
Metal -> Water
Fire -> Earth
Water -> Nature
Nature -> Fire

Elemental Armor

Category: Defense
Against: Parry
Execution Time: Rapid action
Cost: 2 energy
Duration: (1 + C/2) rounds or hits
Effect
Exterior of a creature you can touch becomes enhanced with the element you are enveloped in, granting it the matching benevolent status effect for the duration and applying immobilized for 1 round.

Elemental Ground

Category: Utility
Against: Evasion
Execution Time: Action
Cost: 3 energy
Range: 5 meters
Radius: (2 + C/4) meters
Duration: (2 + C/2) rounds
Effect
Infuse an area with the element you are enveloped in, creating an effect depending on the element:
Earth: The ground starts shifting, waving and spiralling. Make a precision roll against creatures walking into or ending their turn within this area. On success, the creature falls prone.
Metal: The ground grows spikes. Make a precision roll against creatures walking into this area. On success, the creature takes a combined 5 physical damage per meter they moved within this area at the end of its turn.
Fire: The ground turns into blazing embers. Make a precision roll against creatures walking into or ending their turn within this area. On success, the creature starts burning for 2 hits.
Water: The ground turns into mud. This area is heavy rough terrain.
Nature: The ground grows vines, branches, and tall blades of grass. Make a precision roll against creatures walking into or ending their turn within this area. On success, the creature is immobilized for 1 round.

Elemental Storm

Category: Utility
Execution Time: Full-turn action
Cost: 4 energy
Radius: 5 meters
Duration: (2 + C/2) rounds
Effect
You create a large and stationary weather event around you. Any creature who starts or ends their turn within this area are affected by the event without requiring precision rolls unless they have cover from weather. This technique can only be used outside or interiors with sufficient space.
Earth: Sandstorm. Creatures within this area are considered to have quarter cover.
Metal: Thunderstorm. Affected creatures are electrified for 1 hit.
Fire: Meteor storm. Affected creatures are burning for 1 hit.
Water: Rain. Affected creatures are soaked for 1 round.
Nature: Pollen storm. Affected creatures are diseased for 1 hit.
Alternatively, you can choose to perform a wider and longer version of this technique. This costs double energy and requires 1 hour of uninterrupted casting. In this case, this weather event lasts for (2 + C/2) hours and affects a 50 meter radius area.

Elemental Weapon

Category: Offense
Against: Parry
Execution Time: Rapid action
Cost: 2 energy
Duration: (1 + C/2) rounds
Effect
Enchant a weapon you can touch with the element you are enveloped in.
As part of a single-target damaging weapon attack, this weapon's wielder can consume this enchantment to apply the matching malignant status effect for 1 round or 1 hit.

Flaming Trail

Category: Offense
Against: Constitution
Execution Time: Full-turn action
Cost: 2 energy
Duration: (1 + C/3) rounds
Effect
You can move up to your movement speed. As you move, you leave a trail of fire behind the squares you pass through. This trail stays alight for the duration, and it deals 10 magical damage whenever a creature steps into a burning square. Potency bonus to this technique's damage is halved.
If you are enveloped in fire element, this technique additionally affects squares adjacent to you when you finish your movement.

Ice Shards

Category: Offense
Against: Warding
Execution Time: Action
Cost: 2 energy
Range: 5 meters
Duration: (1 + C/3) hits
Effect
(Projectile)
Shoot two shards of ice at the target creature. Each shard deals 5 magical damage. Potency bonus to this technique's damage is halved.
if both shards hit, target is frostbitten for the duration.
If you are enveloped in water element, you shoot three shards instead of two. Apply frostbitten if at least two shards hit.

Landshape

Category: Utility
Execution Time: Full-turn action
Cost: 4 energy
Radius: (3 + P/2) meters
Duration: (2 + C/2) hours
Effect
You can vaguely guide the natural features of the geography around you to change shape. After half of this technique's duration has passed, the geography starts slowly returning to its original shape. While performing this technique, you can choose to spend double the energy cost instead. In this case, the technique requires 8 hours of uninterrupted casting but its effects stay permanent.
If you are enveloped in earth element, this technique's radius increases by 1 meters and it costs only 2 hours of uninterrupted casting for permanency.

Metalskin

Category: Offense
Execution Time: Action
Cost: 2 energy
Duration: (2 + C/2) rounds
Effect
Your skin becomes spiky and thorny for the duration. Whenever you are hit with a melee attack while these thorns are active, deal 5 physical damage to the attacker without requiring precision rolls.
If you are enveloped in metal element, this ability deals armor-ignoring damage instead.

Sprout

Category: Offense
Execution Time: Action
Cost: 2 energy
Range: 1 meter
Radius: (2 + C/2) meters
Duration: 5 minutes
Effect
Grow a stationary and autonomous plant, which shoots needles to your foes within radius.
A sprout summoned by this technique shares your level, and attack the creature closest to them.
Sprouts you create do not count towards your summon limit, and you can have up to (1 + P/3) sprouts at any time.
If you are enveloped in nature element, your sprout is summoned two levels higher and has 20 health instead of 10.


Summons

Sprout Level x - Minion
To do: add lore
Health: 10 Movement: immobile (0 meters)
Potency: equal to level Control: 0 Precision Roll: d10 + level/2
Parry: 5 + level/2 Warding: 6 + level/2 Constitution: 6 + level/2 Evasion: 4 + level/2
Physical Armor: 0 Magical Armor: 0 Weapon: Needles
Plant Affinity - Passive Immune to debilitating status effects.
Shoot - Action, basic weapon attack, projectile This attack's precision roll is made against Constitution. Applies 2 hits of bleeding.