Shape Changer Druid

Quickly and easily transform into unnaturally strong animals.

Shape Changer Druid

Shape changer druids are particularly adapt at animal transformations. Their transformations are more powerful than other druids and they can transform more easily.

Playing a Shape Changer Druid

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

When you Choose this Archetype you gain the Following:

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.

Trait

Shape Changer Druidic Knowledge 

Acquire the Druid Spells: "Land Animal Transformation", "Aquatic Animal Transformation" and "Sky Animal Transformation".

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

Shape Changer

You may cast the Druid Spell "Land Animal Transformation" at no initial Mana Cost. Overpowering and sustaining the spell still costs Mana as normal.

Trait

Enhanced Transformations

While using a transformation form, your natural weapons are considered to be Magically Enhanced, granting +1 to Attack and Damage Rolls.

In addition, you are granted 2 Armor Points whenever you transform into an animal or beast. These armor points dissipate after 1 minute.

Trait

Favored Form

Choose a favored animal from from the options below.

Favored Beast Form Effect
Reptilian Scaly Hide: Your Reptilian Transformations have +10 Armor.
Mammalian Fight or Flight: Your Mammalian Transformations have their Attack Rolls and Movement Speed increased by 2.
Aquatic  Aquatic Speed: Your Aquatic Transformations swimming movement speed is increased by 5 meters per movement.
Insectoid Skitter: Your Insectoid Transformations gain an additional 8 meters of movement when you use your Action to Sprint.
Amphibian Leapfrog: Your Amphibian Transformations have their Leaping Movement Distance increased by 3 Meters.
Avian Sky Terror: Your Avian Transformations gain Flyby Attack. And do not provoke Opportunity Attacks for the rest of their turn when they Hit with a Melee Attack Roll. If they already had flyby attack, they gain an additional Melee Attack Action instead.

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 Animal Form

(This Trait can be Acquired Multiple times)

XP Cost: 2 Prerequisites: Shape Changer Druid

Choose an additional Favored Animal Form from your Druid Trait list. You retain any previously acquired Favored Animal Forms.

*The Effects of a Favored Animal Form may only be acquired once.

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 Dexterity Saving Throws.

Controlled Transformations

XP Cost: 3 Prerequisites: Shape Changer Druid

While using a transformation form you may still retain use of your standard appendages and can cast spells manipulate objects normally.

Powerful Transformations

XP Cost: 2 Prerequisites: Druid

While using a transformation form, your natural weapons are considered to be further Magically Enhanced, granting an additional +1 to Attack and Damage Rolls.

Devastating Transformations

XP Cost: 3 Prerequisites: Druid, Powerful Transformations

While using a transformation form, your natural weapons are considered to be even further Magically Enhanced, granting an additional +1 to Attack and Damage Rolls.

Deadly Transformations

XP Cost: 4 Prerequisites: Druid, Devastating Transformations

While using a transformation form, your natural weapons are considered to be even further Magically Enhanced, granting an additional +1 to Attack and Damage Rolls.

Reusable Totems

XP Cost: 3 Prerequisites: Shape Changer Druid

Each Transformation Totem you create has 3 charges and is destroyed upon using the 3rd charge, rather than being destroyed after 1st use.

Totem Free Transformations

XP Cost: 6 Prerequisites: Shape Changer Druid

You no longer require animal totems in order to transform into an animal you have encountered or studied.

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 half.

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.