These materials represent the Incarna i20™ approach based on ©D20 system & d20 use.
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.
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.
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.
Advantages: [Within Dunstrand]
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.