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.

Place Holder awaiting Image.

‡ 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.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


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
Select to Expand Armaments
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.

▾ Collapse Armament


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)
Expand Ability Tree
LVL 1 Druid Tier Ability †
Select to Expand Abilities
† For Paths see LVL 3 Tier Abilities Below
Martial AbilitiesSpell Abilities
  • (Slot A) Bramblewood Guard
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A warding stance drawn from tangled root and bark, a Druid's earliest lesson in letting the wild answer for them... refer to Ability Card.
  • (Slot B) Root Snare
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft
    Cost: 2 Stamina
    Uses: Unlimited
    Roots surge up beneath a foe's feet on command, catching them before they can react... refer to Ability Card.
  • (Slot C) Bark Skin
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft
    Cost: 2 Stamina
    Uses: Unlimited
    Skin toughened like young bark, hardening against the next blow... refer to Ability Card.
  • (Slot A) Verdant Ward
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    Living green wraps around self or an ally, turning aside harm before it lands... refer to Ability Card.
  • (Slot B) Thorned Lash
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A whip-crack of thorned vine lashed out at a foe... refer to Ability Card.
  • (Slot C) Sapling's Mend
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    New growth knits quietly over a wound, self or ally... refer to Ability Card.

†See Ability Cards for LVL 1.5 midpoint Abilities.

LVL 2 Druid Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Stonebark Guard
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft
    Cost: 2 Stamina
    Uses: Unlimited
    The bark thickens the longer a Druid holds still, patience itself becoming a shield... refer to Ability Card.
  • (Slot B) Stone Fist
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A blow struck with the weight of standing stone behind it... refer to Ability Card.
  • (Slot C) Deep Roots
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft
    Cost: 2 Stamina
    Uses: Unlimited
    Footing anchored like an old-growth root, refusing to be moved... refer to Ability Card.
  • (Slot A) Stone Ward
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A skin of living stone settles over self or an ally... refer to Ability Card.
  • (Slot B) Quake Snap
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A sharp tremor snapped up through the ground toward a foe... refer to Ability Card.
  • (Slot C) Mending Bloom
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A flower blooms early over a wound, self or ally... refer to Ability Card.

†See Ability Cards for LVL 2.5 midpoint Abilities.

LVL 3 Druid Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Starlit Guard
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft
    Cost: 2 Stamina
    Uses: Unlimited
    The first ward drawn down from starlight overhead, a Druid's earliest reach beyond the earth itself... refer to Ability Card.
  • (Slot B) Falling Star
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A blow brought down like a star falling to earth... refer to Ability Card.
  • (Slot C) Starlight Calm
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft
    Cost: 2 Stamina
    Uses: Unlimited
    Cold starlight settles a racing heart before it can spiral... refer to Ability Card.
  • (Slot A) Celestial Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    Starlight gathers into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Star-Fire Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A mote of star-fire struck home from range... refer to Ability Card.
  • (Slot C) Starlit Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    Starlight poured into a wound like water, self or ally... refer to Ability Card.
Druid Paths †
† For Branches, refer to LVL 20 of each Path
i. Celestial (Penalties and Bonuses TBA)
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
Select to Expand Armaments
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.
Celestial Branches
◆ Lunar (LVL 21-30)
A Celestial Druid whose power swells and fades with the moon's own phases.
Lunar Branch
Select to Expand Armaments
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.
◆ Solar (LVL 21-30)
A Celestial Druid who channels the sun's raw, burning light directly into battle.
Solar Branch
Select to Expand Armaments
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.
◆ Starduster (LVL 21-30)
A Celestial Druid who scatters starlight to blind, guide, or heal as needed.
Starduster Branch
Select to Expand Armaments
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)

Expand Ability Tree Paths
LVL 4 Druid - Celestial Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Starbound Guard
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Starcall
    Cost: 2 Stamina
    Uses: Unlimited
    The starlight ward reaching full brightness, a Celestial's earliest claim on the sky itself... refer to Ability Card.
  • (Slot B) Star Streak
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Starcall
    Cost: 2 Stamina
    Uses: Unlimited
    A streak of falling light struck home... refer to Ability Card.
  • (Slot C) Skybound Step
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Starcall
    Cost: 2 Stamina
    Uses: Unlimited
    A step taken half a beat ahead of where the body was... refer to Ability Card.
  • (Slot A) Halo Ward
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    A ring of starlight settles over self or an ally... refer to Ability Card.
  • (Slot B) Comet Call
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    A splinter of falling star called down on a foe... refer to Ability Card.
  • (Slot C) Starlit Breath
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    Starlight drawn into a slow, mending breath, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Druid - Celestial Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Eclipse Guard
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Starcall
    Cost: 3 Stamina
    Uses: 3/Round
    A ward struck the instant sun and moon align, a Celestial's earliest lesson in timing a ward to the heavens... refer to Ability Card.
  • (Slot B) Eclipse Strike
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Starcall
    Cost: 3 Stamina
    Uses: 3/Round
    A blow timed to the instant sun and moon align... refer to Ability Card.
  • (Slot C) Waning Step
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Starcall
    Cost: 3 Stamina
    Uses: 3/Round
    A step taken as the light itself thins away... refer to Ability Card.
  • (Slot A) Eclipse Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    A shield drawn from the alignment of sun and moon, self or ally... refer to Ability Card.
  • (Slot B) Umbral Ray
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    A ray of eclipsed light loosed on a foe... refer to Ability Card.
  • (Slot C) Lunar Breath
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    Moonlight drawn into a slow, mending breath, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Druid - Celestial Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Skyfall Strike
    A strike drawn from whatever light hangs overhead, drawing on a sky that never stops watching... refer to Ability Card.
  • (Slot B) Meteor Graze
    A glancing blow struck like a meteor skimming the horizon... refer to Ability Card.
  • (Slot C) Skyward Guard
    A ward raised with an eye still turned to the sky... refer to Ability Card.
  • (Slot A) Starfall Ray
    A ray called down from whatever light hangs overhead... refer to Ability Card.
  • (Slot B) Skyward Aegis
    A shield drawn from the same sky that never stops watching, self or ally... refer to Ability Card.
  • (Slot C) Comet's Breath
    A breath drawn slow beneath a falling star, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Druid - Celestial Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Turning Stars
    The turning stars read mid-cast, warding an ally the instant the moon turns... refer to Ability Card.
  • (Slot B) Star's Reach
    A blow that reaches as far as starlight itself carries... refer to Ability Card.
  • (Slot C) Waxing Step
    A step taken as the light itself grows again... refer to Ability Card.
  • (Slot A) Turning Aegis
    A shield read mid-cast the instant the moon turns, self or ally... refer to Ability Card.
  • (Slot B) Star's Reach Bolt
    A bolt that reaches as far as starlight itself carries... refer to Ability Card.
  • (Slot C) Waxing Breath
    A breath drawn as the light itself grows again, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Druid - Celestial Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Moonfall Strike
    Celestials read the turning sky itself, striking and warding by the phase of the moon and the fall of a star... refer to Ability Card.
  • (Slot B) Starfall Strike
    Celestials strike by the fall of a star read just before it lands... refer to Ability Card.
  • (Slot C) Skybound Guard
    Celestials ward by the phase of the moon overhead... refer to Ability Card.
  • (Slot A) Moonfall Aegis
    Celestials shield by the phase of the moon itself, self or ally... refer to Ability Card.
  • (Slot B) Starfall Ray
    Celestials call down light by the fall of a star read just before it lands... refer to Ability Card.
  • (Slot C) Skybound Breath
    Celestials mend by the phase of the moon overhead, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Druid - Celestial Path Abilities
Select to Expand Abilities
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.
◆ Lunar (LVL 21-30)
A Celestial Druid whose power swells and fades with the moon's own phases.
Branch: Lunar Abilities (Celestial Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
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.
◆ Solar (LVL 21-30)
A Celestial Druid who channels the sun's raw, burning light directly into battle.
Branch: Solar Abilities (Celestial Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
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.
◆ Starduster (LVL 21-30)
A Celestial Druid who scatters starlight to blind, guide, or heal as needed.
Branch: Starduster Abilities (Celestial Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
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.
ii. Dreamcryer (Penalties and Bonuses TBA)
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
Select to Expand Armaments
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.
Dreamcryer Branches
◆ Dreamcaster (LVL 21-30)
A Dreamcryer who reaches into allies' sleeping minds to mend and steady them.
Dreamcaster Branch
Select to Expand Armaments
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.
◆ Lorekeeper (LVL 21-30)
A Dreamcryer who gathers secrets from the dream-realm most will never wake to remember.
Lorekeeper Branch
Select to Expand Armaments
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.
◆ Nightmare (LVL 21-30)
A Dreamcryer who drags enemies into waking nightmares of their own fear.
Nightmare Branch
Select to Expand Armaments
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)

Expand Ability Tree Paths
LVL 4 Druid - Dreamcryer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Waking Guard
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Dreamwalk
    Cost: 2 Stamina
    Uses: Unlimited
    A ward drawn from rousing half out of a dream, a Dreamcryer's earliest instinct to react just before the threat lands... refer to Ability Card.
  • (Slot B) Half-Waking Strike
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Dreamwalk
    Cost: 2 Stamina
    Uses: Unlimited
    A blow struck half-roused, before the mind fully catches up... refer to Ability Card.
  • (Slot C) Drowsy Step
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Dreamwalk
    Cost: 2 Stamina
    Uses: Unlimited
    A step taken between one blink and the next... refer to Ability Card.
  • (Slot A) Waking Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A ward drawn from rousing half out of a dream, self or ally... refer to Ability Card.
  • (Slot B) Dream Splinter
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A splinter of half-formed dream loosed at a foe... refer to Ability Card.
  • (Slot C) Restful Breath
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 2 Mana
    Uses: Unlimited
    A slow, mending breath drawn from restful sleep, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Druid - Dreamcryer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Nightmare Guard
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Dreamwalk
    Cost: 3 Stamina
    Uses: 3/Round
    A ward that turns a missed strike back into fear itself, a Dreamcryer's earliest grasp on the fear a missed strike leaves behind... refer to Ability Card.
  • (Slot B) Nightmare Strike
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Dreamwalk
    Cost: 3 Stamina
    Uses: 3/Round
    A blow struck with the same fear a missed strike leaves behind... refer to Ability Card.
  • (Slot C) Dreadwake Step
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Dreamwalk
    Cost: 3 Stamina
    Uses: 3/Round
    A step taken on the edge between dream and dread... refer to Ability Card.
  • (Slot A) Nightmare Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 3 Mana
    Uses: 3/Round
    A ward that turns a missed strike back into fear itself, self or ally... refer to Ability Card.
  • (Slot B) Dread Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 3 Mana
    Uses: 3/Round
    A bolt carrying the fear a missed strike leaves behind, loosed at a foe... refer to Ability Card.
  • (Slot C) Dreadwake Breath
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic
    Cost: 3 Mana
    Uses: 3/Round
    A slow, mending breath drawn on the edge between dream and dread, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Druid - Dreamcryer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Sleep's Edge
    A ward held at the edge of sleep, guarding allies from whatever stirs before it's fully awake... refer to Ability Card.
  • (Slot B) Waking Blow
    A blow struck the instant something stirs before it's fully awake... refer to Ability Card.
  • (Slot C) Edge of Sleep
    A guard held right at the edge of sleep itself... refer to Ability Card.
  • (Slot A) Sleep's Aegis
    A shield held at the edge of sleep, guarding self or an ally from whatever stirs... refer to Ability Card.
  • (Slot B) Waking Call
    A call loosed the instant something stirs before it's fully awake... refer to Ability Card.
  • (Slot C) Sleep's Breath
    A slow, mending breath drawn right at the edge of sleep, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Druid - Dreamcryer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Forming Nightmare
    A nightmare read before it fully forms, warding a target from a threat that isn't fully real yet... refer to Ability Card.
  • (Slot B) Unformed Strike
    A strike thrown at a threat that isn't fully real yet... refer to Ability Card.
  • (Slot C) Half-Formed Guard
    A guard raised against a threat that isn't fully real yet... refer to Ability Card.
  • (Slot A) Unformed Aegis
    A shield raised against a threat that isn't fully real yet, self or ally... refer to Ability Card.
  • (Slot B) Nightmare's Reach
    A reaching bolt read before the nightmare fully forms, loosed at a foe... refer to Ability Card.
  • (Slot C) Half-Formed Breath
    A slow, mending breath drawn before the threat fully forms, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Druid - Dreamcryer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Unfinished Threat
    Dreamcryers walk the thin edge between waking and dream, warding their allies from threats that aren't fully formed yet... refer to Ability Card.
  • (Slot B) Unfinished Strike
    Dreamcryers strike from the thin edge between waking and dream... refer to Ability Card.
  • (Slot C) Unfinished Guard
    Dreamcryers ward from the thin edge between waking and dream... refer to Ability Card.
  • (Slot A) Unfinished Aegis
    Dreamcryers shield from the thin edge between waking and dream, self or ally... refer to Ability Card.
  • (Slot B) Unfinished Call
    Dreamcryers call from the thin edge between waking and dream, loosed at a foe... refer to Ability Card.
  • (Slot C) Unfinished Renewal
    Dreamcryers mend from the thin edge between waking and dream, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Druid - Dreamcryer Path Abilities
Select to Expand Abilities
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.
◆ Dreamcaster (LVL 21-30)
A Dreamcryer who reaches into allies' sleeping minds to mend and steady them.
Branch: Dreamcaster Abilities (Dreamcryer Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
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.
◆ Lorekeeper (LVL 21-30)
A Dreamcryer who gathers secrets from the dream-realm most will never wake to remember.
Branch: Lorekeeper Abilities (Dreamcryer Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
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.
◆ Nightmare (LVL 21-30)
A Dreamcryer who drags enemies into waking nightmares of their own fear.
Branch: Nightmare Abilities (Dreamcryer Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell 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.
iii. Hyborian (Penalties and Bonuses TBA)
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
Select to Expand Armaments
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.
Hyborian Branches
◆ Ravager (LVL 21-30)
A Hyborian Druid who abandons restraint entirely for a beast's full, savage fury.
Ravager Branch
Select to Expand Armaments
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.
◆ Shifter (LVL 21-30)
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.
◆ Ursidae (unlocks Bear Form, a sustained tank transformation the Druid can enter and exit at will, independent of worn armor) (LVL 21-30)
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)

Expand Ability Tree Paths
LVL 4 Druid - Hyborian Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Claw Rake
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Beastform
    Cost: 2 Stamina
    Uses: Unlimited
    The first shapeshifted rake of claw through hide, a Hyborian's earliest taste of the hunt within... refer to Ability Card.
  • (Slot B) Snapping Jaw
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Beastform
    Cost: 2 Stamina
    Uses: Unlimited
    A jaw snapped shut on a fleeing foe... refer to Ability Card.
  • (Slot C) Hide Ward
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Beastform
    Cost: 2 Stamina
    Uses: Unlimited
    Hide thickened half a beat before the blow lands... refer to Ability Card.
  • (Slot A) Feral Ward
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A hide-toughening ward drawn from the hunt within, self or ally... refer to Ability Card.
  • (Slot B) Rending Howl
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A howl carrying claw and bite loosed at a foe... refer to Ability Card.
  • (Slot C) Den Breath
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A slow, mending breath drawn from the den, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Druid - Hyborian Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Rending Bite
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Beastform
    Cost: 3 Stamina
    Uses: 3/Round
    A bite that finds the deepest wound already opened, a Hyborian's earliest instinct for the kill... refer to Ability Card.
  • (Slot B) Deepest Wound
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Beastform
    Cost: 3 Stamina
    Uses: 3/Round
    A strike aimed at a wound already opened... refer to Ability Card.
  • (Slot C) Predator's Guard
    ATTKRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Beastform
    Cost: 3 Stamina
    Uses: 3/Round
    A guarded stance held with a predator's own patience... refer to Ability Card.
  • (Slot A) Predator's Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A shield drawn from a predator's own patience, self or ally... refer to Ability Card.
  • (Slot B) Wound Caller
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A call that finds the deepest wound already opened, loosed at a foe... refer to Ability Card.
  • (Slot C) Kindred Breath
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A slow, mending breath drawn from a kindred instinct, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Druid - Hyborian Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Claw Answer
    A strike where claw and hide answer before words ever could, closing a fight like a predator closes a hunt... refer to Ability Card.
  • (Slot B) Hunt's Answer
    A strike thrown the instant the hunt calls for it... refer to Ability Card.
  • (Slot C) Kindred Guard
    A guard raised on kindred instinct alone... refer to Ability Card.
  • (Slot A) Hunt's Aegis
    A shield raised the instant the hunt calls for it, self or ally... refer to Ability Card.
  • (Slot B) Claw Call
    A call carrying claw and hide loosed at a foe before words ever could... refer to Ability Card.
  • (Slot C) Instinct's Breath
    A slow, mending breath drawn on kindred instinct alone, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Druid - Hyborian Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) First Mover
    A hunt run on instinct alone, marking whoever moves first as prey that won't get a second chance... refer to Ability Card.
  • (Slot B) Second Strike
    A blow thrown the instant a first strike lands... refer to Ability Card.
  • (Slot C) Prey's Guard
    A guard held with the same instinct that marks prey... refer to Ability Card.
  • (Slot A) Prey's Aegis
    A shield raised with the same instinct that marks prey, self or ally... refer to Ability Card.
  • (Slot B) First Mover's Call
    A call thrown at whoever moves first, marking them as prey that won't get a second chance... refer to Ability Card.
  • (Slot C) Instinct's Renewal
    A slow, mending breath drawn on instinct alone, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Druid - Hyborian Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Bound Predator
    Hyborians shed their own shape for claw and hide, hunting as the predator they've bound themselves to... refer to Ability Card.
  • (Slot B) Bound Fang
    Hyborians strike with the fang of the predator they've bound themselves to... refer to Ability Card.
  • (Slot C) Bound Hide
    Hyborians ward with the hide of the predator they've bound themselves to... refer to Ability Card.
  • (Slot A) Bound Aegis
    Hyborians shield with the hide of the predator they've bound themselves to, self or ally... refer to Ability Card.
  • (Slot B) Bound Howl
    Hyborians call with the voice of the predator they've bound themselves to, loosed at a foe... refer to Ability Card.
  • (Slot C) Bound Renewal
    Hyborians mend with the instinct of the predator they've bound themselves to, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Druid - Hyborian Path Abilities
Select to Expand Abilities
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.
◆ Ravager (LVL 21-30)
A Hyborian Druid who abandons restraint entirely for a beast's full, savage fury.
Branch: Ravager Abilities (Hyborian Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
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.
◆ Shifter (LVL 21-30)
A Hyborian Druid who freely reshapes their own body to match the fight at hand.
Branch: Shifter Abilities (Hyborian Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
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.
◆ Ursidae (unlocks Bear Form, a sustained tank transformation the Druid can enter and exit at will, independent of worn armor) (LVL 21-30)
A Hyborian Druid who transforms into a bear at will, tanking with raw strength and endurance instead of armor.
Branch: Ursidae Abilities (Hyborian Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
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.

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