Playing a Druid

Playing a Druid

Druids have a sacred tie to the earth and understand that all who inhabit this realm are bound together through nature. Through the course of society evolving away from living on the land, technological progress, and human nature and greed, Druids have stood stalwart as the earth's defenders and healers. Although their fundamental purpose is the same, how they approach the responsibilty may differ.

  • How would others view your character? A tree-hugging pacifist or an eco-warrior? Do they even realize you're a Druid?
  • What does your character do to protect the earth? Do you support 'green initiatives' like recyling programs? Do you plant trees? Do you travel to ecological disasters and aid in the clean up? Do you address problems by yourself or do you try to include/educate others to the cause?
  • What made you want to be a Druid? How does the landscape and culture you grew up in influence your views?
  • What was your Druid mentor like? What of their own beliefs did they impart on you? How did you endure the training?
  • How does your character view each of the supernatural types? Is it a blanket feeling for all in that group or decided on individual merits?

Innate Powers & Abilities

  • Language Proficiencies - In the course of their training, Druids are required to learn multiple languages in order to expand their headspaces which help with their ability to planeshift, the number of companions the Druid can juggle, and the way they interact with Elementals. Most Druids learn a minimum of three additional languages over their life time.
  • Earthen Conduit - Bound to Gaia by way of a full-side body tattoo, the Druid has a conduit to draw raw power from the earth that can be used in spell casting so long as the Druid's body is in physical contact with the ground.
  • Herbology - Attuned to nature, the Druid is able to discern the properties of any plant and understand how to use them, including how it would combine with another plant they are aware of and what the effects would be. Most Druids will learn some knowledge from books, but when encountering a new plant and touching it, this information becomes clearer.
  • Nature's Alliance - Animals do not view the Druid as an immediate threat and are less likely to run away in her company. If attacked or given reason, the animals will respond accordingly, either fleeing or fighting as is their nature.
  • See Undead - Undead and similar abberations are thought to be unnatural to the natural order and can be identified on sight by the Druid despite any magics the undead creature may employ.
  • Binding & Unbinding Magics - The magics of a Druid fit into "Binding" or "Unbinding" of natural materials and living cells. Aside from the rules of Druidic magic (see Druid Magic), a Druid is limited only by their creativity.
  • Accelerated Healing Magic - As long as the Druid is in contact with the earth, their healing magics are extra effective and accelerate the healing process to near supernatural speeds.
  • Elemental Telepathy - Druids are able to telepathically communicate with the various Elementals of the earth. The more headspaces and mental flexibility a Druid has, the easier it is to interpret the picture-feelings shared and convey their responses more clearly.
  • Planeshift - Part of the tattooing process tethers the Druid to Tír na nÓg, the main plane of the Irish Otherworld, from which they can access other planes. Druids can shift to the physical realm (aka Earth), Tír na nÓg, and the Astral realm, often using Tír na nÓg as a short cut to other places on earth.

Unique Abilities

Druids may choose two of the following unique powers:

  • Iron Druid - The Druid is immune to magic that targets them directly. They can still be affected by magic, but spells cast on them will fail. For example, they cannot be set on fire directly, but can be harmed by a magical fireball that is thrown towards them.
  • Hydro Power - Ability to use water as a power source in the same way they can pull from the earth. It does require the water to contact the Druid's tattoo, being hindered by things such as full-body wet suits.
  • Gaia's Heirloom - A rare magical item taken from Tír na nÓg that is imbued with a specific power or ability, such as flawless aim, indestructability, etc.
  • Fèin-Iobairt - The Druid gains one powerful spell of choice. The cost of using this spell is "fèin-ìobairt", or "self-sacrifice", which does not kill the Druid but leaves them so drained that they pass out and are left vulnerable. For example, Cold Fire that can destroy all demons in the Druid's presence that are touching the earth.
  • Spirit Tether - The Druid is able to tether a dying being's soul to its body to keep it from being reaped by death. The tether lasts for a period of 6 hours, allowing an opportunity for magics or medical miracles to save the target's life.
  • Coalesce Element - Choose an element. The Druid can draw enough of this element together to create a major storm, useful if an elemental is unavailable in the biome or being obstinant (sandstorm, tornado, tsunami, wild fire).
    • Druids may only perform this feat with their chosen element.

Weaknesses

  • Only Human - Druids are only human, subject to all the same fralities therein. Their bodies can only take a normal amount of punishment and abuse, organs can fail, accidents can kill, and they are susceptible to diseases.
  • Iron - Iron is the antithesis of Fae magic and the Druid's can be affected by it.
  • Being Separated from the Earth - As a Druid, one can draw on a nearly infinite amount of magical power from the Earth itself through their tattoo, but only as long as they're in physical contact with it. That said, artificial materials such a cement or steel do not count as the Earth. Also, were their tattoos removed (through severe damage or by amputation), the Druid would lose their ability to call some or all their magic from the Earth until the tattoo was repaired by another Druid.
  • Time-Consuming Spell Casting - Normally, druidic spells would take time to cast, however, the use of Druidic charms can accelerate the process.

Servants Beyond Gaia

Druids can be taken as servants, thralls, or devotees to other supernatural beings. They count as a human and receive all benefits and restrictions of this servitude. The one exception is that a Druid so bound cannot be compelled to cast a spell that would violate Gaia's laws.

Should a Druid be infected with lycanthropy or vampirism, they lose their Druidic abilities entirely and gain appropriate skills and abilities from their new group/role/rank.