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# 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.

#### Primal Instinct

Wild Shape recharges on a short rest instead of a long rest.

#### Thick Hide

Beast forms gain +1 Physical Defense. The first Consequence taken in Wild Shape is reduced one tier.
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.

#### Adaptive Shifting

Once per Wild Shape, shift to a different beast form without spending a use (1 AP). The beast's Physical Stress Pool does not reset.

#### Ferocious Turn

Once per turn in Wild Shape, spend 1 AP to make a second beast attack at minus 1 to the attack roll.
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.

#### Eternal Bond

Wild Shape has no time limit. Remain in beast form indefinitely. Take rests in beast form normally.

#### Nature's Wrath

While in beast form with elemental resistance active, all beast attacks deal +1d4 elemental damage of your chosen element.

## 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.

#### Wild Empathy

Communicate telepathically with beasts within 30m. Once per scene, Magic check (difficulty 2) to command a beast for 1 round per Magic skill level.

#### Nature's Eye

Gain +2 to Perception and Survival. In natural terrain, track any creature seen within the last hour without rolling.
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.

#### Pack Signal

While in Wild Shape or while your Nature Spirit is active, allies within 5m gain +1 to attack rolls.

#### Arcane Communion

Once per scene, spend 1 AP to commune with terrain within 100m. GM reveals creature count, active magic, and one physical feature.
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.

#### Pack Leader

Pack Signal aura expands to 10m and the bonus increases to +2. Once per scene, grant one ally an extra Basic Attack as a free action.

#### Ancient Memory

Gain +2 to Lore and Perception permanently in any form.

Solid required progression · Dashed optional node requires the one above it