Druid

Druids are spellcasters who focus on nature magic. Though not uncommon, there aren't many accounts of druidism in history because it is frequently confused with other types of magic. The ancient race of dryads, who are considered nature's greatest protectors, is one of the greatest accounts of druidism.

Druids can harness nature’s raw form of Mana for an incredible breadth of offensive and defensive abilities, as well as to restore life to the wounded. But make no mistake: Druids only borrow what nature has to offer. Forcing nature to bend to your will goes against everything they teach. In this regard, Druidism is one of the weakest magical types, but they have the potential to become very powerful as their understanding and appreciation of life grows.

Druids are supernaturally endowed with the powers of Life through communion and understanding with nature and the life that sprouts from it, allowing them to enhance their capabilities in the form of shapeshifting and access powers as distinct as they are diverse. Druids, despite their versatility, must choose a main branch to follow and master for the rest of their lives. Druids must tailor the art they choose, whether it is Wild, Keeper, and Tranquil. Druids seek to protect and preserve nature by spreading its roots and teaching the Way of Life.

## **History**

### **Background**

The Grove is a vast, ever-changing plane of Life that exists outside of the material world. It is alive and blooming, and is thought to be the purest representation of the cosmic force of Life. Only druids are permitted to enter this mysterious plane while in a trance-like state, allowing souls to cross the spiritual bridge to this holy sanctuary of the druids.

Cernos is a powerful and wise Ancient being who takes the form of an enormous white stag. He was one of the world's first sentient beings, roaming the land as a protector of nature a long time ago. His power, according to the Dryads, lay in nature itself, and he was responsible for the creation and nurturing of nature throughout the world. Legend has it that Cernos is also the Lord of the Great Grove, watching over the material plane from afar and keeping the world in balance.

He is considered the patron of all druids and is revered by all druids. According to dryad mythology, they are children of Cernos and are among the first druids of Ituna. The dryads have been bound to nature for eons, shaping their culture into what it is today. The Dryad society was founded on the principle of protecting nature, as evidenced by their connection to nature. While they prefer peace and despise unnecessary violence, the dryads are willing to give their lives to protect the Ituna's wildlands if necessary. They are inquisitive, but only a few of them leave the forests. They have a strong bond with the Grove, and some of them can visit it in their dreams. Individuals who have a special connection and a deep bond with nature and the Grove can become Druids. Druids are highly respected in Dryad society, often serving as spiritual leaders. Their job is to protect both their village and all of nature's creations. These Druids are known as Keepers.

Keepers are dryads who are exceptionally gifted at druidism and have a close relationship with the Grove. They have enormous antlers and brilliant amber eyes, unlike normal dryads. Although they resemble other dryads in appearance, their upper bodies have a tree-like texture with leaves and barbed vines that grow out, resembling both treants and flora. Keepers have many strange powers over nature and are considered to be among the best druids in Ituna. They are wise and powerfully attuned to nature, and they prioritize the preservation of balance above all else. Though they usually stay within Astora's sacred groves, the keepers always answer the call to arms when nature is in danger.

Some humans displayed an affinity for simple Nature magic early in humanity's development in Ituna. While not as complex or powerful as the shapeshifting, spellcasting magic of true Druids, it was still notable. However, the practice of Nature magic did not survive to the present day. Instead, the rise of both Arcane studies—and, more importantly, the worship of the Holy Light—quickly outweighed any minor natural magic benefits. There were those who still followed the old ways. Due to the nature of their magic, these people were eventually dubbed "harvest-witches". Typically, their abilities are put to use in farming communities to help with agricultural development.

### **Connection to the Grove**

The Grove, a primordial realm that encompasses all aspects of nature, is where Druids maintain a deep connection to nature. Druids use nature's vast powers to maintain balance and protect life. Druids make visits to the Great Grove on a regular basis. They learn to communicate and bond with life itself there. Their spirits can remain there for as long as their physical form in the material plane remains in a sleeping state. Druids are said to not age while in the Grove, though their physical bodies may continue to grow as normal. Inside the Grove, Druids can grow stronger and more deeply connected with nature, but it is also one of their most significant disadvantages. The ever-hungry Void can exploit this by sending their spawns into the Grove and corrupting Druids there. If the druids are weak-minded, they will succumb to corruption and become pawns of the Void for all time.

## **Characteristic**

Druids are able to take on an unusually wide range of roles due to their deep connection to life and nature. Druids are well-known for their ability to restore life, heal poisonous wounds, and lift curses. Indeed, one of the top priorities for all druids is to restore and protect the planet. However, restoring life has a cost. Even the most inexperienced druid recognizes that life cannot be created from nothing and that nature must sacrifice its life essence in order to transfer that life essence to the people and plants being healed. This is the fundamental code of druidism, as well as the circle of life itself.

A druid's empathy for wild creatures allows them to shapeshift into the forms of other animals. For example, wounded druids with low health might suddenly take on the form of a massive beast like a bear in order to withstand further injury. Alternatively, the druids could transform into a cunning wolf, sneak up behind an enemy, and then pounce with a fierce flurry of melee attacks. Even the deepest oceans can be explored by druids, who can simply transform into aquatic creatures and stay underwater for as long as they need to.

Druids visit the Grove on a regular basis to observe the ebb and flow of life on Ituna. Druids have a thorough understanding of how all living things rely on one another. Whenever this delicate balance is upset, the druid works to restore it. To that end, a druid can use his connection to the Grove to calm animals, even forcing some into a temporary state of deep sleep to calm their minds. Just as the druid can wield peace and somnolence, he can also summon the fury of nature itself: forces of nature have responded to a druid's call; thorns have sprouted from the druid's skin to wound his attackers; and previously harmless roots have grown up out of the soil at greatly accelerated speeds to entangle a foe.

Druids thrive in the wild outdoors for obvious reasons. When they are forced to endure separation from the natural environment, they inevitably lose some of their effectiveness. What good is a cleansing rain if a druid can't see the sky? How can roots apprehend a foe who is standing in a floral-less location? Such cases clearly necessitate a druid with the imagination to consider new strategies as well as the flexibility to put them into action. A seasoned druid, for example, can throw seeds at their enemies and quickly grow them to effectively entangle them. Nonetheless, the druids' incredible adaptability will serve them well as they face the challenges that await them on their journey ahead.

## **Practitioners**

### **Dryads**

Dryads have a strong bond with the Grove, and some of them can visit it in their dreams. Individuals who have a special connection and a deep bond with nature and the Grove can become Druids. Druids are highly respected in Dryad society, often serving as spiritual leaders. Their job is to protect both their village and all of nature's creations. These Druids are known as Keepers.

Keepers are dryads who are exceptionally gifted at druidism and have a close relationship with the Grove. They have enormous antlers and brilliant amber eyes, unlike normal dryads. Although they resemble other dryads in appearance, their upper bodies have a tree-like texture with leaves and barbed vines that grow out, resembling both treants and flora. Keepers have many strange powers over nature and are considered to be among the best druids in Ituna. They are wise and powerfully attuned to nature, and they prioritize the preservation of balance above all else. Though they usually stay within Astora's sacred groves, the keepers always answer the call to arms when nature is in danger.

## **Morality**

There are rarely any evil Druids. Of course, "evil" is subjective, but one of the core tenets of druidism is respect for life; it's difficult to have truly "evil" motivations when you have the highest regard for all living things.

## **Paths**

Druids currently have three paths to follow for the rest of their lives, though there are some rare cases of druids who can do all three specializations at the same time. These are the Wild, Keeper, and Tranquil paths.

### **Wild**

Wild druids also seek to restore nature's balance. They are fascinated by the fantastic intricacies of the physical world, as well as the delicate fabric in which all living creatures are given meaning. Death is a part of the cycle that sustains life, whether on land or at sea, in a lush jungle or an uncultivated desert. Nature is a never-ending battle between predator and prey. As a shapeshifter, the wild druid is constantly seeking a deeper understanding of this truth. They seek a visceral connection to the wild and, when engaged in combat, assume the form of a deadly predator. Wild druids transform into ferocious, agile stalkers, ripping, biting, and bleeding their prey dry. The druid's primal fury tames the forces of chaos. Wild druids are powerful melee damage dealers who use their feral form to deal savage damage to their enemies. Wild druids are extremely agile, and they can use their prowl to sneak up on enemies and pounce when they least expect it. They take pride in their ability to take down their target in a stealthy manner, just like a deadly assassin.

### **Keeper**

Keeper druids, like their wild brothers and sisters, connect with nature through the animal kingdom. They communicate with the wild in order to understand how life perseveres in the face of adversity. They understand that the creatures that survive are often those that are designed to protect themselves and their kin. In this, the keeper druid sees a deep and harmonious value in the steadfast, while also acknowledging that sturdiness necessitates an aggressive stance when danger approaches. The keeper druid transforms into a massive wall of fur, claws, teeth, and rage, aided by natural forces, standing between allies and any opposing threats. Keeper druids are unbreakable meat shields, using the strength of their beast form to form a towering, snarling wall between themselves and their allies. Guardian druids use rage to fuel their strength, mauling and mangling their enemies and using berserk power to transform their rage into health. Aside from their formidable power in beast form, they have this natural armor thanks to their thick fur and hide, allowing them to withstand even the most powerful blows.

### **Tranquil**

Nature's many gifts must be reciprocated from time to time. Tranquil druids seek order in the world by tending to its many life forms directly. Tranquil druids are friends to both flora and fauna, and they celebrate birth and growth. They bring rejuvenation where there is decay. They summon regrowth where there is abatement. Life requires more than just protection; it also requires nourishment. To foster this harmony, the Tranquil druid forms a bond with the things that grow, drawing inspiration from the bloom of a flower, the sprout of a seed, the spores of a mushroom, and the growth of a tree. The Tranquil Druid, like nature, perseveres through patience and persistence, the foundations upon which all life is built and sustained. They use this power to heal wounds and provide long-lasting remedies that keep their allies alive. Tranquil druids are skilled healers who specialize in restoring the health of their allies through heal over time effects. Tranquil druids have a variety of healing options, ranging from simple healing to more sophisticated blessings. They can also remove the majority of curses and hexes. Without the use of a special shapeshift form, restoration druids can heal allies, but with enough power and knowledge, they can take on the form of a great Ancient of the forest.

## **Drawbacks**

There have been some inquiries about the disadvantages of being a druid, as well as why it is the safest magic type in the world. It all comes down to how one uses magic and the power of Mana. Druids use the magic bestowed upon them regardless of their schools or specializations. Using Arcane Mages as an example, Arcane Mages literally twist the universe by imposing their will on it. As a result, Arcane is regarded as the most powerful, but also the most dangerous, form of magic. As previously stated, Arcane is corrupting and addictive by nature. If used carelessly, it will be the end of all mages.

Nature magic, unlike the Arcane, is not addictive and is perfectly safe for druids to use. Druid magic, as versatile as it is, has its limitations. When used indoors or away from natural areas, it will be less effective. When using nature magic, always keep your surroundings in mind. The magic of a druid is symbiotic in nature; it is based on trust and requests rather than manipulation of an inanimate force, as in Arcane magic. Every aspect of nature is alive, and druids must communicate with them in order to request their assistance.

Shapeshifting is a common ability among druids, but it is not an easy task. Shapeshifting occurs when a druid's soul merges with an animal spirit; however, if the spirit does not wish to assist the user, they will not, and the druid will not be able to shapeshift. Your druid's relationship with the spirit influences whether or not you can shapeshift. Shapeshifting can be risky. If a druid remains in their animal form for an extended period of time, they may lose their mind to the beast and become one themselves. It takes years of practice to master specific forms. It takes even longer to master all forms. Even moving around in each individual form takes years of practice as you learn to adjust to the bodily limitations.

## **Gears**

Druids, unlike other spellcasters, can wear both cloth and leather armor, and leather armor provides additional protection. They are not like other magic users because of their more physical approach. Druids are capable of wielding staves, daggers, one-handed weapons, and polearms.