Druid
Druids are practitioners who bind their senses, bodies, and magic to the living presence of ELDRA. In the reconstruction age, many druids serve land-shrines, wilderness routes, damaged regions, or old sacred sites where the world still remembers what happened to it. Some are healers of corrupted places. Some are wanderers. Some speak for the land when institutions forget that the land is not merely background.
Root Node · 1 CLA
Druid
Gain Advantage on your Spell concentration checks.
Path of the Beast
T1 · 1 CLA
Wild Shape
Once per long rest, spend 1 AP to shapeshift into a land beast rated at or below your Magic skill. Gain its Physical Stress Pool and use the higher of your or its skills. Hold active concentrations. Excess damage on revert carries over.
T2 · 1 CLA
Call of the Wild
Gain one additional Wild Shape use. Transform into swimming beasts. Cast spells while in Wild Shape. Hold one extra concentration while transformed — drop one of your choosing on revert or when the beast's Physical Stress Pool reaches 0.
T3 · 1 CLA
Master of the Wilds
Gain one additional Wild Shape use. Transform into beasts one rating above your Magic skill. Gain elemental resistance of choice for the full transformation. Once per session, instantly recover stress points equal to your Magic skill multiplied by the beast's rating when you revert.
Path of the Grove
T1 · 1 CLA
Spirit Speaker
Communicate telepathically with any beast, plant, or nature spirit within 30m. Once per scene, ask the natural environment one question — the GM answers from the land's perspective. The land always answers truthfully.
T2 · 1 CLA
Spirit Weave
Once per long rest, summon a Nature Spirit (all skills equal your Magic skill) for up to 10 minutes. It acts after your turn, follows verbal orders, and persists until destroyed or dismissed. It can fight and cast spells that you are capable of casting. Hold one extra concentration on Conjuration spells while it is active.
T3 · 1 CLA
Voice of the Wilds
All Conjuration and Restoration spells cost 1 less Mana permanently (minimum 1). Once per session, cast any Conjuration spell at no Mana cost. Your Nature Spirit gains +2 to all skill rolls and its Physical Stress Pool doubles.
Solid required progression · Dashed optional node requires the one above it