Druidism

Entities blessed with the knowledge passed down by the Elder Guardians of Wonderland. Druids work off their ability to imply different status to enemies, the battleground, and even themselves in the hope to defend amongst an enemy.

Class Arts

Primary Ability:

Ent Skin

Within your blood lingers the essence of the Treeborn, a race of sentient trees from Wonderland focused upon preservation. Upon sacrificing your movement for the turn, you may root yourself into the ground in order to adjust the terrain of the area around you and turn 5 blocks into either Rough, Tangled, or Walled Terrain. You are immune to your own terrain’s effects, your allies are not.

  • Whenever someone walks into tangled terrain, they must end their movement. You cannot miss anyone whilst they're on tangled terrain.

  • Whenever someone walks onto rough terrain, they are unable to use interrupts.

  • Walled terrain goes up about 2 meters in the air, and cannot be contorted under any enemies. Each walled terrain has 20 health points.

Earth’s Pillar

Common+

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Elemental

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Spell

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100

Upon focusing along the earth underneath one’s feet, a druid is able to manipulate the earth and jut it upwards suddenly to fling enemies away suddenly.


Common Form: Call forth a 2x2 pillar of earth to fling targets into the sky. This deals 30 damage to all within the area. Has a range of 30 blocks and can only be cast once per combat. After being, the area gets turned to walled terrain.


Uncommon Form: Call forth a 3x3 pillar of earth to fling targets into the sky. This deals 40 damage to all within the area. Has a range of 30 blocks and can only be cast once per combat. After being, the area gets turned to walled terrain.


Rare Form: Call forth a 4x4 pillar of earth to fling targets into the sky. This deals 50 damage to all within the area. Has a range of 30 blocks and can only be cast once per combat. After being, the area gets turned to walled terrain.


Epic Form: Call forth a 5x5 pillar of earth to fling targets into the sky. This deals 75 damage to all within the area. Has a range of 30 blocks and can only be cast once per combat. After being, the area gets turned to walled terrain.

Lucky Strike

Common+

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Elemental

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Spell

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100

Grip your hand and contort at the pre-existing area amongst your feet, and pull a boulder from the ground in order to fling it towards an enemy.


Common Form: For 15 blocks within a line the boulder flies towards any enemies. Enemies within get hit for 20 damage and get shoved to the side. After being used, this has a 3 round cooldown.


Uncommon Form: For 20 blocks within a line the boulder flies towards any enemies. Enemies within get hit for 30 damage and get shoved to the side. After being used, this has a 3 round cooldown.


Rare Form: For 25 blocks within a line the boulder flies towards any enemies. Enemies within get hit for 40 damage and get shoved to the side. After being used, this has a 3 round cooldown.


Epic Form: For 30 blocks within a 2x2 line the boulder flies towards any enemies. Enemies within get hit for 50 damage and get shoved to the side. After being used, this has a 3 round cooldown.

Forest Blessing

Uncommon+

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Elemental

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Spell

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200

Druids operate through their connection to nature and the grounds about them. Via their word they may bless others to work magic whilst in the harshest of nature’s terrain.


Uncommon Form: Upon expending an action, you and one ally may ascertain the ability to attack with advantage while on either Rough, Tangled, or Walled Terrain. You and your ally are immune to the effects of the Terrain during such times. This lasts 2 rounds.


Rare Form: Upon expending an action, you and one ally may ascertain the ability to attack with advantage while on either Rough, Tangled, or Walled Terrain. You and your ally are immune to the effects of the Terrain during such times. This lasts 3 rounds.


Epic Form: Upon expending an action, you and your party may ascertain the ability to attack with advantage while on either Rough, Tangled, or Walled Terrain. You and your ally are immune to the effects of the Terrain during such times. This lasts 3 rounds.

Shapeshift

Uncommon+

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Elemental

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Spell

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200

A grand spell of the Archdruids, passed down to all who have heard their knowledge until it ultimately became a general piece of wisdom to all within the Elemental sphere.


Uncommon Form: Change yourself to a random Beastial Companion for a minimum of 1 round, maximum of 3. You still have access to all your items and spells as this Companion. Can only be cast once per combat.


Rare Form: Change yourself to a random Beastial Companion from a selection of 2 for a minimum of 1 round, maximum of 3. You still have access to all your items and spells as this Companion. Can only be cast once per combat.


Epic Form: Change yourself to a random Beastial Companion from a selection of 3 for a minimum of 1 round, maximum of 3. You still have access to all your items and spells as this Companion. The companion’s healthpool is added to your character for the rest of combat. Can only be cast once per combat.

Entangle

Common+

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Elemental

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Spell

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100

Call forth at the roots and vines within the nearby area to ensnare a foe and crunch down upon their bones.


Common Form: This spell deals 10 damage to 1 target, and then roots them to the ground causing them to be unable to move or interrupt attacks. Every turn they may roll a d20 and try and get a 6 or higher to free themselves from such. This has a range of 50 blocks.


Uncommon Form: This spell deals 10 damage on up to 2 targets, and then roots them to the ground causing them to be unable to move or interrupt attacks. Every turn they may roll a d20 and try and get a 8 or higher to free themselves from such. This has a range of 50 blocks.


Rare Form: This spell deals 15 damage on up to 2 targets, and then roots them to the ground causing them to be unable to move or interrupt attacks. Every turn they may roll a d20 and try and get a 10 or higher to free themselves from such. This has a range of 50 blocks.


Epic Form: This spell deals 20 damage on up to 2 targets, and then roots them to the ground causing them to be unable to move or interrupt attacks. Every turn they may roll a d20 and try and get a 14 or higher to free themselves from such. This has a range of 50 blocks.

Nature’s Tongue

Uncommon+

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Elemental

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Trinket

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200

Druids have an innate connection to the wildlife which surrounds them, often channeled through some type of trinket. Called upon by the dreams of Wonderland, all beastial entities have their dreams able to be read into.


Uncommon Form: The Druid in question is able to use their connection with animals to idly talk to that of beastial creatures. They do not have any control over these beasts, however they are able to inspire and communicate as if they were any other human.


Rare Form: The Druid in question is able to use their connection with animals to idly talk to that of beastial creatures. They do not have any control over these beasts, however they are able to inspire and communicate as if they were any other human. A druid may attempt to get an animal to do any non-combative task, with a roll up to DMs discretion.


Epic Form: The Druid in question is able to use their connection with animals to idly talk to that of beastial creatures. They do not have any control over these beasts, however they are able to inspire and communicate as if they were any other human. A druid may attempt to get an animal to do any non-combative or combative task, with a roll up to DMs discretion. Non-Combative tasks have a +5 to working.

Lotus Flower

Rare+

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Elemental

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Spell

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500

A magical flower which plumes from the palm of the druid's hand. Within its figure is a beautiful nectar, which once drunk fills the person in question with an intensive vigor.


Rare Form: Upon expanding an action, the caster may call forth a flower to come up from the ground. This lasts for two rounds including the round it is cast on. Upon being adjacent to the flower and expending an action to drink, the user may regain half of their health. May only be cast once per combat.


Epic Form: Upon expanding an action, the caster may call forth a flower to come up from the ground. This lasts for two rounds including the round it is cast on. Upon being adjacent to the flower and expending an action to drink, the user may regain half of their health alongside half  of their interrupts (rounded up). May only be cast once per combat.

Bramblewood Arm

Uncommon+

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Elemental

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Weapon

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200

You have given up one of your arms to be molded into druidic wood. This limb can sharpen and stretch out its thorns to pierce into those close to yourself if necessary.


Uncommon Form: This arm deals 15 damage as a basic attack, and can stretch up to 4 blocks. Whenever you use an interrupt to dodge an attack the arm moves on its own, smashing into the enemy to deal 20 damage.


Rare Form: This arm deals 20 damage as a basic attack, and can stretch up to 5 blocks. Whenever you use an interrupt to dodge an attack the arm moves on its own, smashing into the enemy to deal 30 damage.


Epic Form: This arm deals 25 damage as a basic attack, and can stretch up to 8 blocks. Whenever you use an interrupt to dodge an attack the arm moves on its own, smashing into the enemy to deal 50 damage.

Druidism

By: TxThixo

Druidism

By: Max Dunbar

Druidism

Druidism

Druidism