Druid

File:Druid.jpg
Druids are the spiritual leaders of Tribes but also their protectors, keeping The Wild at bay to prevent villagers from succumbing to it. Druids are also nature mages, commanding the powers of Wild Magic. With such an important role within a Tribe, it is rare for a Druid to leave his village to go war, and they typically will only do so if there have an apprentice who has already almost come of age to support the village. Aside from the obvious benefits of having Magic on their side, Druids also can play a crucial role as healers, especially for reversing the transformation of The Wild which may have overcome any of the warriors.

## Stat Card

**Core Stats**

* **Points** - 28
* **Movement** - Normal
* **Wounds** - 2
* **Base Size** - Normal
* **Acts** - 1
* **Morale** - 4

**Roles**

* Assault

**Special Rules**

* **Mage** (U)
* **Heroic** (U)
* **Spell: Forest Protector** (Wild, Summoning) - Forest Protectors are spirits made of Wild Magic which when summoned take the form of various forest creatures including badgers or wolves.
Strong: Summons X + 2 Protectors. Weak: Summons X Protectors. Wild: The Druid becomes a Forest Protector until the Resolution: End Phase of the following turn.
* **Spell: Raise Earth** (Wild, Geomancy) - The Druid can summon walls of earth to burst from the ground.
Create Destructible Terrain with 15 + X Wounds and select one Terrain Attribute to apply to it. Strong: Terrain is 10 inches long and 1 inch wide. Weak: Terrain is 5 inches long and 1 inch wide. Wild: The enemy player places Terrain that is 10 inches long and 1 inch wide anywhere on the table and chooses the Terrain Attribute.
* **Spell: Command the Wild** (Wild) - The Druid attempts to command the wild.

Strong/Weak: Add or Subtact 1 from the Wild Meter. Wild: Add of Subtract 1 to the Wild Meter (opponent's choice).
* **10 Fold Regrowth** - The Druid calls upon his mightiest spell to enact the forbidden 10 fold regrowth, a power which causes those around him to instantly heal even from the most grievous wounds.

Once per game, as an action, after combat resolution but before wound allocation, the Druid can select a friendly DUF within Line of Sight which has lost combat. That DUF can discard 1/2 of the DMG it produced to the Enemy DUF (starting with Skulls) to reduce incoming Wounds by 1/2.

## Lore

Druids are spiritual leaders and protectors of the Tribes. Each Tribe maintains one or more Druids within its village as they are a necessary part of life in the Great Forest. Druids are attuned to magic, and as such, they can feel its presence and command its energy to fashion spells. Most Druids utilize Wild Magic, a classification of spells which is signified by the use of great amounts of magic energy. As a result of the ability to tap into such power, Druids also master the arts of Geomancy, the ability to transform the land and plant life around them.

Druids are not warriors. In fact, most Tribes value their Druids so much, they would be loathe to send them into battle. However, the abilities of Wild Magic do grant the Druids battlefield usefulness. Their primary role when on the march, however, is as healers. Druids are capable of magically curing mortal wounds. More importantly, they have the ability to diffuse magic energy, a role which they commonly play within the village. Such ability can reverse the effects of transformation that many warriors may undergo in large battles.

Within a Tribe, Druids are well educated and are considered wise men. They are often sought out for their wisdom, knowledge, and spiritual guidance. Druids are seen as the keepers of knowledge of The Wild. Since most Tribes believe The Wild to be a sort of divine force, they also believe their Druids to be closest to that divinity. Therefore, Druids are often viewed as holy men.

**Learn more about Druids:** Forest Tribes Back Story

## In Battle

Druids do not dress for battle as they are not warriors. However, they are gifted magic users, and therefore, they can bring their powers to bear in many ways to assist warriors or to kill the enemy. Their most potent weapon is their powers of Geomancy in which they can construct literal walls of earth and plants to protect their comrades. Most Druids, like all magic users, also carry with them a focus for their magic, typically a staff, rod, or other trinket which is filled with Magnetic Energy and is used to draw magic energy either out of their bodes or out of their surroundings. Druids are also often adorned in ceremonial garb, wearing much jewelry and trinkets as well as ceremonial cloaks or clothing.

Return to Forest Tribes Army

--Neil (talk) 19:23, 18 October 2016 (AST)