Steel Realms d20 Druid Class

Steel Realms

These materials represent the Incarna i20™ approach based on ©D20 system & d20 use.

ONLY Applicable to the i20 Variant

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which these types of characters play a significant part.

Role: The Defender of Nature; Primary foe of The Lich Lords, Unholy Trio, and those seeking unbalanced dominion over nature

Druids are stewards and caretakers of the land and its natural inhabitants – even humanoids. Druids often serve as intermediary to “civilized” settlements to assess resource consumption. The simple druid class is virtually unchanged from the Incarna d20 Base Druid Class. Simple druids are often known as Wyld Druids, or just Druids. Unless they are a member of the Order of Davros, the druid’s class abilities are standard and gain a Home in the Wylds when they claim their circle. Wyld Druids are divided into two “camps”. They function either as a protector or an aggressor, depending on the need they are fulfilling.

This class uses the standard starting currency shown in the Steel Realms information for Characters. It follows the Incarna d20 Base Druid Class except as follows:

Faith(s): All druids are members of the Wyld Faith – the natural and animistic counterpart to the priests of the Green Church. Moonlit Weapons are created and used by druids. Their nature makes them far less impressive than normal ones, and so they are typically used by their more specialized followers.

The Numinous Mundi of Helca offer succor and health to those of who have taken the “Green Passage” (such as Druids and Rangers), and the World Watcher presence in the Steel Realms.

Spell Changes

d20 Raise Dead and equivalent/d20 Revivify and equivalent: Creatures with a Long Life Thread (ex: Elves) cannot be targeted by either of these spells (they simply fail) – it takes stronger spells to impact the character enough to bring them back from the dead.

REINCARNATION: Druids casting this spell uses a table of PC centric races ONLY if the target shares a faith with the druid. Otherwise, use a table that substitutes NPC and monster races.

Class Changes

Wyld Druids are divided into two “camps”. They function either as a protector or an aggressor, depending on the need they are fulfilling. It takes a Long Rest of fasting and sacrifice to switch between the two.

Aggressor: The Druid loses their Primeval Awareness and can use their normal Wild Shape ability.

Protector: The Druid loses their shape-shifting ability and gains Primeval Awareness as a Ranger. All outsiders are detected though.

Druid – Land Circle: All druids are one of the Circles of the Land by default.
Druid – Moon Circle: Grollen; Other than this, only the Order of Davros has access to the Moon Circle.
Witch of Dwindor’s Adherent: The Witch of Dwindor Swamp’s Adherents impose her reign powerfully in the Duchy of Dunstrand. As an adherent, the character is known to be the eyes and ears for her, and to be acting on her orders directly or in her behalf.

Sacred Wood: Cypress, Ash / Sacred Plant: Swap Moss

Witch of Dwindor’s Adherent Druid

Advantages: [Within Dunstrand]

  • Circles: Swamp, and Grassland at 3rd
  • Lore: Dunstrand (+2; Dwindor +4)
  • Spell Save DC and Spell Attack Modifier: +1
  • The Lands Stride ability is available in Dwindor Swamp at 4th level
  • At 6th level the Druid becomes immune to disease and poison from creatures in Dwindor Swamp
  • Prepared Spells bonus # equal to their Proficiency Bonus.
  • You regain 1 spell slot level (i.e. 2 saved could be used to cast a 2nd level spell or 2 1st) per Short Rest.
  • Can ignore the first level of Exhaustion.
  • Augury is added to the available spells when within 20 miles of the swamp.
  • 1/Short Rest may summon either a pair of giant bats (flying 30′), a giant constrictor snake (walk 20′, swimming 30′), a six legged slurry lizard (walking 40′ in even difficult terrain), or a large moor cat (walk 40′, climb 30′) to transport them for 4 hours + a number of hours equal to their proficiency bonus. It will not fight, nor will it frighten other natural animals.

Disadvantages: [Outside of Dunstrand] The Druid loses 2 levels of Druid for spell casting purposes and only has access to the Circle: Swamp. If the level loss drops them to below 1st level, then they are at 1st level, and they lose all spell casting abilities except cantrips.

Realm's Aptitude Powers: Divine, Occult, and Psychic