Are Neutral avatars of the Wilderness, and human emissaries to Faerie. They read the omens of weather.
Druids cast Clerical Spells using Wizardly Dicepools.
Druids may use clubs, staves, flails and slings. They may use spears, axes, mattocks, and daggers as long as they are constructed of exotic materials such as bone or obsidian.
Druids begin with Animal Summoning from the Wizard spell list, and three spells from the Cleric List.
Druids may choose to Lay on Hands (treat all as Neutral) or Smite, but may never Turn Unholy.
Hit Dice 1d8
Level Attack Crit Action
1 +1 1d8/III 1d20
2 +1 1d8/III 1d20
3 +2 1d10/III 1d20
4 +2 1d10/IV 1d20
5 +3 1d12/IV 1d20 +1d14
Character Level d12 d14 d16 d20
1 Wildman 4 0 0 0
2 Whisperer 5 0 0 0
3 Greenman 5 1 0 0
4 Sage 5 2 0 0
5 Initiate 5 2 1 0
Spellcheck: 1dx +PERS+INT+CL
Spellcheck roll <20 = Discard One Dice
Failed Spellcheck roll = Lose Spell + Discard One Dice
A Critical Roll on any Spell Dice “explodes”: roll again; add total.
1 = Violation of the Natural Order: Roll for CORRUPTION.
Druids may not Spellburn, but may burn Luck as normal
Spellcasting is not affected by Armor Penalties, but Druids are affected by Iron as elves
Add LUCK mod to Animal Summoning (if mod is higher than INT or PERS)
DRUID SPELL LIST
Protection from evil
Word of command
This is going along with the stuff I've been fiddling with for Wizard spellpools, but anyway, maybe people will dig it. This hasn't been played yet, I'm just messing about with it.