The Druid PDF
The Druid PDF
The Druid PDF
13th Age
* A Druid usually needs at least one free hand to cast spells. It’s easy to get a hand free from a weapon
you’re good with like a staff or a spear for the time it takes to cast a spell, but if you take a penalty for
using a two-handed weapon, the penalty applies to your spells also.
Druid Level Progression
Damage
Level- bonus
Total 1st 3rd 5th 7th 9th up from
Druid Hit Total # of level level level level level Ability ability
Level Points feats spell spell spell spell spell Bonuses score
(6 +con
Ability
Level mod) 4 - - - - -
Modifier
1 x3 1 adventurer
(6 +con
Ability
Level mod) 5 - - - - -
Modifier
2 x4 2 adventurer
(6 +con
Ability
Level mod) 2 3 - - - -
Modifier
3 x5 3 adventurer
(6 +con
+1 to 3 Ability
Level mod) 1 5 - - -
abilities Modifier
4 x6 4 adventurer
(6 +con 2x
Level mod) 4 adventurer - 2 4 - - - Ability
5 x8 1 champion modifier
(6 +con 2x
Level mod) 4 adventurer - 1 6 - - - Ability
6 x10 2 champion modifier
(6 +con 2x
+1 to 3
Level mod) 4 adventurer - - 2 5 - Ability
abilities
7 x12 3 champion modifier
(6 +con 4 adventurer 3x
Level mod) 3 champion - - 1 7 - - Ability
8 x16 1 epic modifier
(6 +con 4 adventurer 3x
Level mod) 3 champion - - - 2 6 - Ability
9 x20 2 epic modifier
(6 +con 4 adventurer 3x
+1 to 3
Level mod) 3 champion - - - 1 8 Ability
abilities
10 x24 3 epic modifier
st
Druid 1 Level Stats
Level modifiers are already added in to the stats in this table.
Ability Bonus +2 Wisdom or Dexterity (different from racial bonus)
Initiative +1 + Dex mod
Armor Class (Light Armor) 12+ middle mod of Con/Dex/Wis
Physical Defense 11 + middle mod of Str/Con/Dex
Mental Defense 11 + middle mod of Int/Wis/Cha
Hit Points 3 x (6 + Con mod)
Recoveries (probably) 8
Recovery Dice d8
Backgrounds 8
Icon Relationships 3 points
Adventurer-tier Talents 3
Hold Monster
Spell Level 5 Nature’s Ally
Ranged spell
Attack +10 vs. AC
Daily
Damage 4d6
Terrain
AC 21
Target: One nearby enemy with 60 hp or fewer
PD (or MD) 19
Attack: Intelligence + Level vs. MD
MD (or PD) 15
Hit: The target cannot move or use move actions
HP 54 (27)
(hard save ends, 16+).
Miss: The target is dazed until the end of your
Spell Level 7 Nature’s Ally
next turn.
Attack +13 vs. AC (or PD/MD)
5th level spell: Target with 100 hp or fewer.
Damage 6d6
7th level spell: Target with 160 hp or fewer.
AC 23
9th level spell: Target with 250 hp or fewer.
PD (or MD) 21
Adventurer Feat: If the spell misses all targets,
MD (or PD) 17
you regain the spell during your next quick
HP 90 (45)
rest.
Champion Feat: The spell can target up to 2
Spell Level 9 Nature’s Ally
nearby enemies whose total hit points don’t
Attack +15 vs. AC (or PD/MD)
exceed the limit.
Damage 8d6
Epic Feat: Increase the limit by +50 hp.
AC 26
PD (or MD) 24
Mist
MD (or PD) 20
Ranged Spell
HP 144 (72)
Daily
Targets: 1d6 creatures in a group.
Adventurer Feat: You can choose to use your
Effect: For 1d4 rounds all creatures in the group
favored terrain powers to the creature and
take a -2 to attacks.
his attacks.
Level 5: Additionally, all creatures take a -2
Champion Feat: You this spell can be used twice
to AC.
daily, never in the same combat though.
Level 7: Additionally, all creatures take a -1
Epic Feat: You may choose to either to increase
to PD and MD.
the creature’s AC by +1, or damage by 1
Level 9: Additionally, all creatures become
larger die (for example from d6 to d8, or d8
vulnerable.
to d10) upon summoning the creature.
Adventurer Feat: Additionally the creatures gain
rd
3 Level Spells an ongoing 5 damage.
Champion Feat: Creatures are affected for 1d6 7th level spell The spell now affects two targets.
rounds instead of 1d4. 9th level spell Recharge roll is now 11+.
Epic Feat: Additionally all creatures gain an Champion Feat: The target also gains resistance
ongoing 20 damage. to your favored type of terrain energy type.
Epic Feat: You can target an additional
Shield creature with the spell.
Close-quarters spell
Recharge 11+ after battle Gaia’s pulse
Free action to cast, when an attack hits your AC. Terrain
Effect: Gain a +2 to AC, the attacker must reroll Ranged spell
the attack. You must accept the new result. Daily
5th level spell You can also use the spell Targets: All nearby staggered enemies
against attacks that target your Physical Attack: Wisdom + Level vs. MD
Defense; replace references to AC with Hit: 8d10 + Wisdom damage.
PD. Miss: Damage equal to your level.
7th level spell The bonus to AC/PD on the 7th level spell 2d6 x 10 damage.
rerolled attack increases to +4. 9th level spell 2d10 x 10 damage.
9th level spell The bonus to AC/PD on the Champion Feat: The spell now deals half
rerolled attack increases to +6. damage on a miss.
Adventurer Feat: You can now choose either of Epic Feat: The spell is now recharge 16+ after
the attack rolls, in case the second one crits battle instead of daily.
or is otherwise bad for you.
Champion Feat: Recharge roll after battle is now Sleep
6+. Ranged spell
Epic Feat: Hit or miss, you take only half Daily
damage from any attack you use shield Target: Before making the attack, roll 5d20 +50
against. to determine the maximum number of hit points
of enemies you can target with the spell. The
th
5 Level Spells spell can affect multiple enemies. You must
Nature’s Blessing target nearby enemies with the current lowest
Close quarter’s spell hit points first, and you don’t get to choose the
Daily exact targets (except in the case of ties). If
Quick action to cast adding a creature would exceed the spell’s hit
Effect: You double the escalation die added to point maximum, that enemy can’t be a target.
the attacks until the end of your next turn. Attack: Wisdom + Level vs. MD
Level 7: Triple the escalation die. Hit: The target falls unconscious (hard save
Level 9: Quadruple the escalation die . ends, 16+; it also ends if the target takes 10+
Champion Feat: This spell becomes a recharge damage).
16+ Miss: The target is dazed until the end of your
Epic Feat: This spell becomes recharge 11+ next turn.
7th level spell Targets 7d20 + 100 max hp.
Resist Energy
9th level spell Targets 9d20 + 200 max hp.
Ranged spell
Recharge 16+ after battle th
7 Level Spells
Target: You or one nearby ally
Effect: Until the end of the battle, the target Flight
gains resist damage 16+ to the relevant terrain Ranged spell
energy type you are in . Daily
Target: You or one nearby ally Daily
Effect: The target can fly until the end of the Special: You summon a storm to the area for
battle (or for five minutes). Your speed doesn’t about an hour. The nature of the storm depends
increase appreciably but you can move in three- on the terrain upon which it had been
dimensions. summoned. Nothing more happens this round,
9th level spell When you cast the spell, you but roll 1d6 rounds to determine the length of
can choose one: the effect lasts for an time the storm will be active.
hour OR you can target 1d4 + 1 If a storm is already in effect, the effects
creatures for the normal duration. happen instantly, you do not need to wait a
Champion Feat: 1d3 allies can be targeted now. round. You may use this action as a swift action
Epic Feat: 1d6 allies can be targeted now if it is still active.
Targets: 2d6 targets in a group.
Meld into the World Attack: Wisdom + level vs PD
Terrain Hit: 4d4 x 10 damage of the terrain type
Ranged spell damage.
Daily Miss: The Spell is not spent, and the storm still
Target: One ally or yourself remains.
Effect: Until the end of the battle (or for five 9th Level: 4d6x10 damage.
minutes out of combat), the target becomes part Champion Feat: The Storm is active for 1d10
of the landscape around him until it attacks or rounds.
uses some ridiculously flashy action. Epic Feat: The Storm is now recharges on a 16+.
You are restricted to movement that shares
your terrain type. For instance if you meld into <<Begin GM sidebar>>
stone, you may only move on the surface of Due to the nature of the storm spell, we highly
stone areas. suggest you use an average damage instead of
9th level spell Creatures made invisible by rolling the dice. It is also important to note that
the spell have a 25% chance of storm is still present even if it is not “Active” so
remaining invisible the first time they be creative and describe the weather type
attack or get flashy. Twice? You’re regardless if it is damaging or not.
visible. <<End GM sidebar>>
Epic Feat: 1d3 allies can be targeted now
th
9 Level Spells
Sanctuary
Close-quarters spell Overworld Traveller
Daily Close-quarters spell
Effect: Choose yourself or a nearby ally. Daily
Enemies with 160 hp or fewer cannot attack the Special: You must cast this spell outdoors. It
chosen target until that creature attacks or the enables you and a group of nearby allies to
escalation die reaches +4. travel up to and through the overworld to most
9th level spell 250 hp or fewer. any location in the world that you can name.
Champion Feat: creatures cannot attack until the The method of travel may depend upon your
escalation die reaches 5+ god, your icon, or your will. Some overworld
Epic Feat: creatures cannot attack until the travel spells summon a flying land, while others
escalation die reaches 6+ harness an elder sky being or simply turn all the
travelers into swiftly moving wind.
Summon Storm The trip through the overworld is magically
Ranged Spell warded by the spell. Travel takes between an
Terrain hour and a day, depending on distance and the
amount of effort the spell must exert to maintain recover well enough to qualify as an adventurer
the warding. Party members who go off-plot or combatant.
and skip off into the overworld for a side The fourth time you cast the spell it nearly
adventure are on their own. kills you. Or maybe it does. The resurrection
The destination can be in the overworld or in succeeds but the person you’ve resurrected is
the land. It can’t be in the underworld—this is going to be a mess for a month or more,
the wrong spell for destinations there. regardless of any other magic tricks ya’ll got
In a pinch, the versions of this spell cast by going.
icons have been known to move invading The fifth onward time you resurrect someone,
armies and refugees from doomed cities. It’s the affront to nature cannot be unnoticed.
possible that the player characters could manage There’s only a 50/50 chance that the resurrection
something similar but not guaranteed. spell works on the target. If the spell works the
target rises, but life isn’t the exact word for it.
Revive The target becomes undead and all nature of
Ranged spell healing magic harms the target
Special: You’ll have to keep track of how many Surprise, that was the good news. The bad
times you cast the spell in your life. You must news is that if the target of your resurrection
have most of the corpse available to cast the spell has been resurrected more times than you
spell. There’s no time limit on resurrecting a have cast the spell, there is a nasty 50/50 chance
dead PC, so long as you have the corpse (unless that the experience will play out using their
that becomes a silly exercise in resurrecting higher number of resurrections instead of the
adventurer-tier characters into an epic-tier number of times you have cast the spell.
game!). NPCs should probably be a lot easier to <<begin sidebar>>
resurrect if they haven’t been dead long.
Effect: You can bring a creature back to life in Resurrection in the World
more or less normal condition. By more or less The icons don’t live forever because there is
normal, we mean that you could cast your first always a limit to magic that can bring you back
resurrection in the middle of combat or during from the dead. What’s true for icons is equally
an adventure and we would advise something true for heroes. Even if you’ve become
like the following drawbacks: expending half invaluable to an icon, it’s unlikely that the icon
the resurrected character’s recoveries, start them will be able to resurrect you personally if things
dazed (save ends), and flip a coin for each of go horribly awry. It’s safe to assume that most of
their daily abilities—tails it’s expended. the icons are well on their way to using up their
Limited Casting: The first time in your life resurrection quotas, particularly long-lived icons
that you use the spell you can cast it quickly, like the Archmage. The current Emperor? The
with a single standard action. Using the spell Priestess? They might have a resurrection to
removes one of your spell slots until you gain a give, but will your PC be able to prove that they
level (you get one less spell per full heal-up). are the being most deserving of a second chance
The second time in your life you cast the spell, in the 13th age?
it takes longer, at least three or four rounds, and There may be a few NPCs capable of
costs you something like half your hit points performing resurrections. They would be wise
and daily powers/spells. The person you are not to advertise their power. Beings capable of
resurrecting comes back at something like one- performing resurrections are sometimes the
quarter strength. victims of hostile takeover attempts, as powerful
The third time you cast the spell it has to be as beings seek to assure themselves of a resurrection
a ritual. The spell chews you up and leaves you in reserve.
with only a few hit points, then gnaws at the <<End sidebar>>
person you have resurrected, who takes days to