Druid Path ( Agentus, Animist, etc.)

How to use this page: This is meant as a complete reference experience (other than i20 source materials). You should be able to return to this page which will link to all the relevant topics for playing this aspect of your character. When you are improving your character, it should provide clear information on their incentivized development. Using it as a reference during gaming should greatly assist with maintaining game flow.
Core Ideas of the Incarna Multiverse

The Incarna Multiverse ('iVerse™') is a structure of reality based on the Incarna Game Mechanics. This reality unfolds in the multitude of Setting as "The Pattern".

  • Your Game Group has chosen a specific Settings; It's Character page constrains what options you may have... it is from this point that you can realistically work with your Character Concept (though many Game Masters will allow just about anything with the right Character Story elements).
Druid Path

Associated Character Concepts / Aspirations: {}; These characters typically use unique Features, {} Weapons, {} Armor, {} Shields & Braces, and {} Mystic powers in Combat Activity.

> Typical Behavior(s) for @Role-Play Impact:

Druid Path Mechanics

i20™ Path Details

i20 assumes you are familiar with the 2014 DnD 5.0 SRD and the PHB it is based off of.

Starting i20 Characters have Zero Discretionary CP unless noted by the Game Master. These are all taken acquiring a Race/Species and a Pathway of Experience. A starting character is the moment of character creation (@Character Inception).

Multi-Classing: Required to meet the Accomplished Attribute Dispositions in all classes (replaces SRD req.). Does not gain the benefits marked as "@Character Inception".

This corresponds to the DRUID (Class)
The following aspects deviate from or add to the base class, though may also vary by setting, back story, and/or cultural experience; 'Baseline' values are just average/defaults to be used * without specific reference checks. *

Making a Druid Character @1st Level

Are you using Best Practice guidelines? (ask your Game Master)

Is your Game Master allowing a Committed Pathway?

Select your character's Race/Species and Background (and/or choose from a some other Character Experience) from those available in your Setting (ask your Game Master); Note that these may set or adjust all other aspects of Character Creation.


Pathway Character Creation Parameters

Default Aptitude Minimum Aptitude Optimal Aptitude
Kinetic 3, Occult 1 Kinetic 1, Occult 1
Baseline if Aptitude is not emphasized.
Kinetic 3, Occult 1
= Begin play with Chi Reservoir (If they are using the aptitude)
  1. Essence is by race/species @Character Inception (baseline = 7 for most).
  2. The standard 8 Character Attributes, generate them using the preferred method allowed by your Game Master.

    @Character Inception, Characters gain an Attribute Score Increase (ASI), limited in application by Attribute Group(s) or explicitly as defined either by their Background's Vocational ASI OR as a Pathway ASI:
    PATHWAY = In either Emotion or Body

    Accomplished Attribute Disposition = 13 in: Perception and Wisdom; Additionally, they gain:

  3. Health (Hit) Points: (HP) Average HP only at 1st; Health is Recovered at a standard rate ("Hit Dice" are not used).
    Wounds can temporarily reduce the character's normal maximum.
  4. Starting Skills @Character Inception: & +1 level in a Lore of choice if the character has an Accomplished Attribute Disposition.

    i20 Skills REPLACE d20 skill proficiency ( Proficiency Bonus) - Character Points are Rewarded by the GM to buy traits and Skills (adding to the Result Check).

Further Developing a Druid Character

Currently Supported Subclasses: (Others are at GM discretion/approval.)


LEVEL-UP: The GM rewards a character a level based on Merit. By default, i20™ assumes by campaign milestone and limited by Experiences using Improvement Limits. Multiclassing follows i20 multi-class parameters in addition to the base requirements. Sanity increases by 1 every 4 character levels.

iCore iCore™ Path Details


Additional Essence: 2 (one for each oath).

Those who cannot see organization, hierarchy, and a natural rhythm and flow to the world are fools. Law, chaos, good and evil are mostly ideas given by those who cannot see the natural flow of the world; nature cares not for those except where they motivate creatures to build or destroy outside of instinct or overwhelming intentions which could upset the natural order. Higher Order beings or greater power come closer to the raw power of nature itself and have a natural tendency to exert their own ‘natural order’ – this is a false and potentially greatly harmful perspective. High Order entities must be reminded they exist within the natural multiverse and must coexist with other primeval entities and powers or upset the balance that keeps all living beings healthy as appropriate to their nature and environment. Ebbs and flows, change and order are all part of this, but there is a quality of ‘naturalness’ which must be stewarded and imposed where such balance is broken.

The Green Temperament: A Bond to the World

Once the “Green Passage” is complete, the bond (a major Green Temperament for them) with the world is secure. From that moment forward, as long as they are standing upon a natural feature/surface, they very land around them will support them and enhance their survival. If they find themselves on land, in water, or in the clouds, the world around them is an extension of their sense as long as the bond is adhered to. Some world souls are greater than others, and may grant additional capabilities. A ‘passage’ only applies to the world on which it was taken. A character can have an active bond with no more worlds than their Divine aptitude.


The Druid in Your Game

Cultural/Literary/Historical Examples:

Primary Setting Types: Fantasy

An Archetype character can come from any experience, background, culture/social norms, gender, race, or regional issue unless prohibited by Settings or Game Master.

This Character Pathway is commonly found in associated Settings as a Class/Path option. A Setting may implement this with changes that align with the setting's flavor and properties - including the title by which it is known. GMs and Players may customize as needed. Knowledge of this Pathway as it appears in a Setting is covered under the Lore of the setting's World History and/or more specific Lores, if applicable.

Story Emphasis: It is strongly suggested that all Players have a full set of Stories for the important elements of their characters; These can explain any feature that deviates from normal rule/play limits. GMs often reward this.

Need ideas for role-playing this? See the Roleplaying your Character's Capabilities or ask the Game Master how it is best expressed in your Setting.No matter what restrictions exist in the setting you use, many GMs will allow anything with the right context or character backstory.