Druid - Class Tree
Druid (Not Playable in Starter Set)
Ancient nature-bound spellcasters who draw power from the living world itself, Druids channel celestial forces, primal animal transformation, and dream-state consciousness to protect and reshape the natural order, equally capable of becoming the predator they summon, calling down starlight as a weapon, or walking through enemy minds while their body sits motionless in the wild.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Alignment: Alignments range from Lawful, Moral, Ambivalent, Amoral and Evil, and are Path and Branch Dependent.
To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).
Higher Power: Path Dependent (see Path below)
Druid's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.
To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.
To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).
Favored Races:
Firbolg +5, Elf (Common)† +5, Dwarf (Common)† +5, Human† +5, Halfling† +5, Sylvan +5, Yawnie +5, Drevane +5, Leshy +5
†Elf (Common), Dwarf, Human, and Halfling Playable with Starter Set.
Averse Races: Omnè -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Verdant Attunement, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Wild Shape Ascendant, Once Per Day the Druid fully transforms into a beast form matching their terrain, gaining a Life pool equal to their Constitution SCR and the beast's natural attacks for the rest of the encounter.
Extra 1d6 + LVL nature damage on Critical Hits.
Once per encounter, Druids can Flourish their stave to entangle a target, reducing their movement speed by half.
Druids get +5 feet their base movement speed, once per encounter, while in natural terrain.
Druids get +4 plus their KNOWLEDGE SCR on nature-related Knowledge checks.
Druid Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Celestial - A sky-focused Druid who channels the sun, moon, and stars into their magic.
Alignment: Moral
Observance: Service and care. Devotion is spent on other people rather than performed.
Will not share a Character with: Evil and Amoral.
The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
a. Lunar - A Celestial Druid whose power swells and fades with the moon's own phases.
b. Solar - A Celestial Druid who channels the sun's raw, burning light directly into battle.
c. Starduster - A Celestial Druid who scatters starlight to blind, guide, or heal as needed.
ii. Dreamcryer - A Druid who walks the dream-realm, drawing power and secrets from sleep and nightmare alike.
Alignment: Amoral
Observance: Bargain and price. Devotion is a contract kept, whatever it was for.
Will not share a Character with: Moral.
The Higher Power bonus requires holding Amoral exactly, and that same base carries through all three of its Branches below.
a. Dreamcaster - A Dreamcryer who reaches into allies' sleeping minds to mend and steady them.
b. Lorekeeper - A Dreamcryer who gathers secrets from the dream-realm most will never wake to remember.
c. Nightmare - A Dreamcryer who drags enemies into waking nightmares of their own fear.
iii. Hyborian - A primal Druid who draws on beast-spirits and shapeshifting to fight alongside nature's fiercest forms.
Alignment: Ambivalent
Observance: None. Ambivalent Paths answer to no god and no patron at all.
No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
a. Ravager - A Hyborian Druid who abandons restraint entirely for a beast's full, savage fury.
b. Shifter - A Hyborian Druid who freely reshapes their own body to match the fight at hand.
c. Ursidae - A Hyborian Druid who transforms into a bear at will, tanking with raw strength and endurance instead of armor.
Favorite Talent and Profession Trees
Talent Trees: Scout
Professions: Apothecary, Bioengineer, Carpenter
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Druid Tier Armaments
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Armor Threshold (Tier): Light Grade. Armor heavier than Light will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).Weapon Proficiency (Tier): Variant: Telluric. Type: Magic. Hand: 2h, 1h (Main), or 1h (Off) with Focus Pouch or Buckler. Distance: Melee. Style: Blunt or Chop. Forbidden: All Variants outside Telluric. Tactical Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Druid Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Ability Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Tier Abilities (Druid)
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LVL 1 Druid Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Druid Tier Ability
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Druid Tier Ability
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† For Branches, refer to LVL 20 of each Path
Alignment: Moral
Higher Power: TBA (Moral)
A sky-focused Druid who channels the sun, moon, and stars into their magic. (LVL 4-20)
(see Celestial Path and Branch Abilities Below)
Celestial Path
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Weapon Proficiency (Culture, Celestial) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Blunt or Chop (stave, club, or sickle). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Celestial):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Starlight Weave).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Celestial Druid whose power swells and fades with the moon's own phases.
Lunar Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Lunar Branch chosen at LVL 21 - see Lunar above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Lunar Branch chosen at LVL 21 - see Lunar above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Celestial Druid who channels the sun's raw, burning light directly into battle.
Solar Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Solar Branch chosen at LVL 21 - see Solar above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Solar Branch chosen at LVL 21 - see Solar above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Celestial Druid who scatters starlight to blind, guide, or heal as needed.
Starduster Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Starduster Branch chosen at LVL 21 - see Starduster above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Starduster Branch chosen at LVL 21 - see Starduster above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Celestial Abilities (Druid Tier)
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LVL 4 Druid - Celestial Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Druid - Celestial Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Druid - Celestial Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Druid - Celestial Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Druid - Celestial Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Druid - Celestial Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Celestial Druid whose power swells and fades with the moon's own phases.
Branch: Lunar Abilities (Celestial Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Lunar Branch continues this Path's progression exclusively through LVL 30. | |
A Celestial Druid who channels the sun's raw, burning light directly into battle.
Branch: Solar Abilities (Celestial Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Solar Branch continues this Path's progression exclusively through LVL 30. | |
A Celestial Druid who scatters starlight to blind, guide, or heal as needed.
Branch: Starduster Abilities (Celestial Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Starduster Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A Druid who walks the dream-realm, drawing power and secrets from sleep and nightmare alike. (LVL 4-20)
(see Dreamcryer Path and Branch Abilities Below)
Dreamcryer Path
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Weapon Proficiency (Culture, Dreamcryer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Blunt or Chop (stave, club, or sickle). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Dreamcryer):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Dreamsilk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Dreamcryer who reaches into allies' sleeping minds to mend and steady them.
Dreamcaster Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Dreamcaster Branch chosen at LVL 21 - see Dreamcaster above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Dreamcaster Branch chosen at LVL 21 - see Dreamcaster above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Dreamcryer who gathers secrets from the dream-realm most will never wake to remember.
Lorekeeper Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Lorekeeper Branch chosen at LVL 21 - see Lorekeeper above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Lorekeeper Branch chosen at LVL 21 - see Lorekeeper above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Dreamcryer who drags enemies into waking nightmares of their own fear.
Nightmare Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Nightmare Branch chosen at LVL 21 - see Nightmare above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Nightmare Branch chosen at LVL 21 - see Nightmare above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Dreamcryer Abilities (Druid Tier)
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LVL 4 Druid - Dreamcryer Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Druid - Dreamcryer Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Druid - Dreamcryer Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Druid - Dreamcryer Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Druid - Dreamcryer Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Druid - Dreamcryer Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Dreamcryer who reaches into allies' sleeping minds to mend and steady them.
Branch: Dreamcaster Abilities (Dreamcryer Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Dreamcaster Branch continues this Path's progression exclusively through LVL 30. | |
A Dreamcryer who gathers secrets from the dream-realm most will never wake to remember.
Branch: Lorekeeper Abilities (Dreamcryer Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Lorekeeper Branch continues this Path's progression exclusively through LVL 30. | |
A Dreamcryer who drags enemies into waking nightmares of their own fear.
Branch: Nightmare Abilities (Dreamcryer Path)
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| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Nightmare Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A primal Druid who draws on beast-spirits and shapeshifting to fight alongside nature's fiercest forms. (LVL 4-20)
(see Hyborian Path and Branch Abilities Below)
Hyborian Path
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Weapon Proficiency (Culture, Hyborian) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Blunt or Chop (stave, club, or sickle). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Hyborian):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Bearskin Hide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Hyborian Druid who abandons restraint entirely for a beast's full, savage fury.
Ravager Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Ravager Branch chosen at LVL 21 - see Ravager above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Ravager Branch chosen at LVL 21 - see Ravager above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Hyborian Druid who freely reshapes their own body to match the fight at hand.
Shifter Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Shifter Branch chosen at LVL 21 - see Shifter above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Shifter Branch chosen at LVL 21 - see Shifter above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Hyborian Druid who transforms into a bear at will, tanking with raw strength and endurance instead of armor.
Ursidae Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Ursidae Branch chosen at LVL 21 - see Ursidae above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Ursidae Branch chosen at LVL 21 - see Ursidae above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Hyborian Abilities (Druid Tier)
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LVL 4 Druid - Hyborian Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Druid - Hyborian Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Druid - Hyborian Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Druid - Hyborian Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Druid - Hyborian Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Druid - Hyborian Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Hyborian Druid who abandons restraint entirely for a beast's full, savage fury.
Branch: Ravager Abilities (Hyborian Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Ravager Branch continues this Path's progression exclusively through LVL 30. | |
A Hyborian Druid who freely reshapes their own body to match the fight at hand.
Branch: Shifter Abilities (Hyborian Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Shifter Branch continues this Path's progression exclusively through LVL 30. | |
A Hyborian Druid who transforms into a bear at will, tanking with raw strength and endurance instead of armor.
Branch: Ursidae Abilities (Hyborian Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA past LVL 21. The Ursidae Branch continues this Path's progression exclusively through LVL 30, built around Bear Form - see the GM's full class reference for LVL 21's real content. | |