Leaf Speaker Druid

Talk to plants and get a pet plant creature.

Leaf Speaker Druid

Leaf speaker druids are uniquely in tune with the plant world. They can fluently speak the language of plants and are often revered by local plant life due to this ability and their innate connection to the natural world.

Playing a Leaf Speaker Druid

XP Cost: 4Prerequisites: Wisdom Score of 14 or higher.

Training

Druidic Training

Gain Training in Survival and 4 of the following Skills: Arcane, Medicine, Knowledge, Apocathy, Investigation, Perception and Insight.

You gain Training in the use of 1 Common Weapon Type.

Equipment

Druid Gear

Acquire a Common Suit of Light Armor of your choice.

Acquire a Common Weapon of your choice.

Acquire a Common Bundle of your Choice.

Ability

Druid Magic

You gain access to and the Ability to Cast Druid Magic Spells.

You may convert Willpower Points into Mana for the purpose of casting Druid Spells.

Trait

Plant Speaker Druidic Knowledge 

Acquire the Druid Spells: "Proliferate", "Plant Manipulation" and "Overgrowth".

You memorize every Druid Spell you Acquire and Never need a spell book or to consult notes while Casting Druid Spells.

You can Speak and Understand the Druidic Language.

Archetype Ability

Plant Speak

You gain the Ability to converse with plant life of all kinds. They recognize and revere you as a servant of nature and will cooperate with you to the best of their ability.

Trait

Favored Plant Type

Choose a favored plant type from the options below.

Favored Plant Type Effect
Trees Druids Bark: Shrubs, Saplings and Trees you manipulate or have as pets gain 4 Armor Points whenever you cast a spell within 10 Meters of their location. These armor points dissipate after 1 hour. 
Weeds Unkillable Spread: Weeds that you manipulate or have as pets have their ACs and Movement Speeds increased by 2.
Herbs Herbaceous Assembly: Herbs that you manipulate or have as pets have +1 to the amount of Herbs they can produce when requested to do so by a druid.
Flowers Abundant Harvest: Flowering Plants that you manipulate or have as pets have +1 to the amount of Fruit they can produce when requested to do so by a druid.
Vines and Brambles Thorns in the Sides: Vines and Brambles that you manipulate or have as pets have their ACs and Movement Speeds increased by 2.

Ally

Pet Plant

You may choose to acquire a pet plant from one of the options below.

Pet Plant Type AC HP Move Speed Size Attacks / Abilities
Weed 16 5 2 Tiny Nettle Sting: 1 Meter Range, 1d20+6 to Hit, 1d10 +2 Venom Damage on Hits. Can be wielded as a Blade or Knife type weapon.
Shrub 12 10 3 Medium Shadow Shrub: 1 Meter Range, 1d20+4 to Hit, 1d8 +2 Slash Damage on Hits. Critically Hits on all Hits while concealed.
Sapling 12 12 3 Medium Splinter Spear: 5 Meter Range, 1d20+5 to Hit, 1d12 +2 Puncture Damage on Hits. 
Vining 14 8 4 Small Whip Vine: 3 Meter Range, 1d20+8 to Hit, 1d6 +2 Blunt Damage on Hits. Can choose to forgo damage to instead knock prone or grapple large or smaller creatures. Can be wielded as a High Skill type weapon. 
Flowering 13 7 2 Small- Medium Bear Fruit: Once every 3 hours while in sunlight or full spectrum lighting, when asked to do so, the creature can bear 1d4 edible and nutritious fruits. The fruit is considered to provide flavorful sustenance and restores 1d4+1 HP per fruit consumed.  
Herbaceous 13 7 2 Small- Medium Produce Herb: Once every 3 hours while in sunlight or full spectrum lighting, when asked to do so, the creature can bear 1d4 potent herb buds. The herb is considered to be medicinal and restores 1 ARP(attribute resource point) per herb bud consumed.  
Brambles 12 10 3 Medium Thorn Torn: 5 Meter Range, 1d20+5 to Hit, 2d6 +2 Slash Damage on Hits. 

Druid Traits & Abilities

Purchase with XP.

Traits

Strong Willed

XP Cost: 2 Prerequisites: Druid

Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.

Mental Fortitude

XP Cost: 2 Prerequisites: Druid

Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.

Emotional Awareness

XP Cost: 2 Prerequisites: Druid

Gain Training in Charisma Saving Throws. You may now add your Training Bonus to Charisma Saving Throws.

Nimble

XP Cost: 2 Prerequisites: Druid

Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Druid

Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.

Resilient

XP Cost: 2 Prerequisites: Druid

Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.

Druidic Apprentice Studies

(This Trait can be Acquired Multiple times) 

XP Cost: 1 Prerequisites: Druid

Acquire two Tier I Druid Spells.

Druidic Intermediate Studies

(This Trait can be Acquired Multiple times)

XP Cost: 2 Prerequisites: Druid, Druidic Apprentice Studies

Acquire a single Tier II Druid Spell.

Druidic Expert Studies

(This Trait can be Acquired Multiple times)

XP Cost: 3 Prerequisites: Druid, Druidic Intermediate Studies

Acquire a single Tier III Druid Spell.

Favored Plant Type

(This Trait can be Acquired Multiple times)

XP Cost: 2 Prerequisites: Leaf Speaker Druid

Choose an additional Favored Plant Type from your Druid Trait list. You retain any previously acquired Favored Plant Types.

*The Effects of a Favored Plant Type may only be acquired once.

Natural Immunities

XP Cost: 2 Prerequisites: Leaf Speaker Druid

You cannot be poisoned by raw plant matter and are not dealt poison damage when consuming poisonous plants or berries.

Gain Training in Constitution Saving Throws.

Iron Will

XP Cost: 2 Prerequisites: Druid

Gain Training in Wisdom Saving Throws.

Sound of Mind

XP Cost: 2 Prerequisites: Druid

Gain Training in Intellect Saving Throws.

Nimble Bodied

XP Cost: 2 Prerequisites: Druid

Gain Training in Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Druid

Gain Training in Strength Saving Throws.

Increased Mana Pool

XP Cost: 2 Prerequisites: Druid

Increase Mana Pool by +1.

Great Mana Pool

XP Cost: 4 Prerequisites: Druid, Increased Mana Pool

Increase Mana Pool by +2.

Endless Mana Pool

XP Cost: 6 Prerequisites: Druid, Increased Mana Pool

Increase Mana Pool by +3.

Emergency Mana Reserves

XP Cost: 2 Prerequisites: Druid

Whenever you start a turn with zero Mana you may use a Motion to roll 1d6 on a result of 5 or 6 you regain 1 Mana.

Natural Magic

XP Cost: 4 Prerequisites: Druid

You automatically regenerate 1 Mana at the start of each Turn/Round while in vegetation rich environments such as forests and gardens.

Healer

XP Cost: 2 Prerequisites: Druid

Add +2 HP to any Healing you grant via Spells or Medicine Skill Rolls. 

Spell Persistence 

XP Cost: 2 Prerequisites: Druid

Your Mana Cost for Sustaining Spells is reduced by ½ .

Druidic Battle Casting

XP Cost: 2 Prerequisites: Druid

You can now choose to exclude any tiles in the area of your druid spell effects. Items and Creatures in those excluded tiles are not targeted and do not receive damage or effects from the spell.

Subtle Casting

XP Cost: 2 Prerequisites: Druid

Spells that would usually require a full free arm or hand to execute now only require a single free finger. You can cast spells even while moderately bound or restricted. 

Silent Casting

XP Cost: 2 Prerequisites: Druid

You may ignore the Voice Requirement for spells.

Spellslinger

XP Cost: 3 Prerequisites: Druid

Gain 1 Additional Spell Attack Action. 

Abilities

Chained Spell

XP Cost: 2 Prerequisites: Druid, Spell Precision

You can pay the Mana Cost for two targeted spells prior to making the attack rolls, then roll just one of the spell’s Attack Rolls. If it hits both spells are considered to have hit the target and it receives full damage from both spells. 

Spell Adjustment 

XP Cost: 2 Prerequisites: Druid

You can make small alterations to your spells at the Cost of 1 Mana. These alterations can do things such as: change the damage type of a spell or spell attack to another type of spell damage you are capable of dealing, add an additional target to a spell attack and split the damage(roll two attack rolls and 1 damage roll) or substitute Dazed, Slowed or Enraged, until end of next turn for the damage of a targeted spell attack.

Spell Empowering 

XP Cost: 2 Prerequisites: Druid

You have gained the ability to empower your spells to increase their lethality. When you pay a spell’s Overpower Mana Cost you now deal an additional set of damage dice equal to the initial spell Effect. Any non-damage dice related effects are not doubled.

Companion Keeper

XP Cost: 2 Prerequisites: Druid

You gain the Ability to revive a dead Pet. To do so you must use your action and spend 1 XP and 6 Mana. Pets revived this way retain their memories and personality and cannot die of natural causes for another 30 days.

Floral Friend

XP Cost: 2 Prerequisites: Plant Speaker Druid

Your Plant Pet(s) cannot be slain, only temporarily destroyed, so long as you have at last 1 of their seeds collected. You can use your Action and spend 1 Mana to Regrow a Plant Pet from their seeds. They retain their personality but lose all memories made after that seed was collected.