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Druid

At a glance:
Druids harness the power of natural systems to fuel their magic.
Type: Hybrid
​Primary Stat: Precision
​Secondary Stat: Might
Casting Method: Somatic
Toughness Rating: 4
Picture

Flavor Blurb

Dynamancers harness fundamental forces that are always present in the world around them, learning their techniques through a strict regimen of rigorous study and physical conditioning. Dynamancy does not seek to manifest the unnatural; rather, it amplifies and directs networks of power that are already there such as galvanism, magnetism, tectonic or kinetic energy, and even gravity.

At level 1, gain the following features:


Kinetic Sink. When you take Common Damage, you may spend Stamina to gain Mana up to your Capacity, at a rate of 3 Stamina per 1 Mana. The amount gained cannot exceed the amount of damage you took. 
Convert Energy. At the start of your turn, before your Recovery Phase, you may convert Mana into Stamina as a Free Action. Roll one of the following: 2d4, 2d6, or 2d8. You expend that much Mana, and gain that much Stamina. You take half as much Kinetic Damage.
Kinetic Critical. Whenever you score a critical hit with a weapon, you may expend any amount of Mana, and the target must succeed on a Might Check against your (Spell Check + plus the amount of Mana you spent). If it fails, it is pushed 5ft. directly away from you, in addition to any other effects and damage the attack inflicts (including other knockback effects). If the creature failed by 5 or more, it is Knocked Down. ​
​
Dynamancer Training.
  • Choose either Medium Armor Training or Heavy Armor Training.
  • Then, choose three perks form the following list: Medium Weapons Training, Large Weapons Training, Giant Weapon Training, Improvised Weapon Training, Thrown Weapon Training.​

Class Skills


Tied to Furies 

Passive - chance to remove 1 affliction from self or other if resting in a natural area

Puts self in different modes - saps all mana to gain specific abilities. Specializations unlock better options in each mode. 

Call earth - tank, powerful
Call foliage - healing, crowd control
Call fauna - polymorph
Call sky - lightning, wind (force), speed

Magnetized Strikes (3+/1+)
Range: Self
Type: Magic
Use: Action
Activation Cost: 3+ Mana
Sustaining Cost: 3+ Stamina
Tags: Attack Buff, Critical
You control magnetic fields to direct your weapon to crucial points on your target. So long as you are Sustaining this ability, your Weapon Attacks score a Critical Hit on a roll of 11 or 12.  

Upcast: For every additional 3 Mana/3 Stamina spent to cast/Sustain this spell, your critical range expands by an additional 1. This ability cannot expand your critical range lower than 9. 

​Aura of Ease (4+/4+)
Range: Self, 10ft.
Type: Magic
Use: Action
Activation Cost: 4+ Mana
Sustaining Cost: 4+ Mana
Tags: AoE, Buff, Aura
You reduce the influence of gravity in a radius around yourself. Creatures within 10ft of you have their Speed increased by +5ft., and can jump 10ft higher than they otherwise could, and take 10 less damage from Falling. Affected creatures and objects weigh only 75% what they normally do. 

Upcast: for each additional 1/1 Mana spent to cast/Sustain this spell, reduce Falling damage by an additional 5 points. 
​
Crush (4+/3+)
Range: Self, 10ft.
Type: Magic
Use: Action
Activation Cost: 4+ Mana
Sustaining Cost: 3+ Stamina
Tags: AoE, Debuff, Aura
You intensify the effect of gravity in a 10ft. sphere around yourself. All creatures within the affected area have their Speed halved, have a -1d8 Penalty on any check against being Knocked Down, and fall at twice the normal rate.
Creatures that start their turn within the affected area  take 1d8 Bludgeoning Damage at the start of their turn. 


Upcast: for each additional 2 Mana/2 Stamina spent to cast/Sustain this spell, increase its radius by 5ft. 

Inertial Shell (2+)
Range: Self.
Type: Magic
Use: Reaction
Activation Cost: 2+ Mana
Sustaining Cost: 3+ Stamina
Tags: Defense
You use your abilities to shunt incoming force through your body and disperse some of it harmlessly into your surroundings. When you take Common or Forceful Damage, you may use your Reaction to activate this ability and spend Mana in increments of 2. Reduce the damage taken by 1 point for every 2 Mana spent.
​
Unshackle/Anchor Mass (1+/1+)
Range: Touch
Type: Magic
Use: Action
Activation Cost: 1+ Mana
Sustaining Cost: 1+ Mana
Tags: Utility

This spell has two modes: 
  • Anchor:
    You temporarily increase the effect of gravity on an object. The target's weight increases by 25lbs. (~12kg) so long as you Sustain this spell. 
  • Unshackle:
    Reduce the weight of an object by 25lbs. so long as you Sustain this spell. 

To affect multiple objects, you must cast and Sustain multiple instances of this spell. You may choose a different mode for each instance. 

Upcast: Add/remove an additional 25lbs. for every additional 1/1 Mana spent on this spell.

Specializations

If Dynamancer is your Major Class, gain the benefits below as you reach the indicated levels.

Level 1
Absorb Impact. You may use your Reaction to re-roll any Check that would cause you to be Knocked Down or moved against your will (such as a shove, gust of wind, or similar effect). You may choose to use this ability after seeing the result of a Check. You must be in contact with the ground in order to use this ability (i.e. not falling through the air, standing on a carriage or ship, on horseback, etc).
​Level 2
Choose one:
  • Increase Mana or Stamina Regeneration by 1.
  • Increase Mana and Stamina Capacity by 1.
  • ​Choose a Perk.
Level 3
Choose One:

Kinetic Transfer. Whenever you use the Kinetic Sink ability to gain Mana, you may add +1 Kinetic Damage to your next weapon damage roll for each point of Mana you gained.
If using Kinetic Sink could have resulted in you gaining more than your Capacity, this ability increases to +1d4 Kinetic Damage per point instead (you still do not gain Mana above your Capacity, but can continue to use the ability to gain extra damage).
 
Biogalvanism. Whenever you take Elemental Damage, you may opt to increase the amount you take by 2. If you do, the next time you deal damage with a weapon or spell, add 1d6+2 Shocking Damage to the roll.
Titanic Weapons. So long as you have at least 2 Mana, you can wield a two-handed weapon in one hand. If you use one in your off-hand (during dual wielding), you 
​ 
Level 4
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • ​Choose a Perk.
Level 5
Choose one:
  • Increase your Might and Cleverness by 1.
  • Increase your Mana and Stamina Capacity by 1.
Level 6
Battering Critical. Whenever you spend at least 1 Mana on the Kinetic Critical ability, you add +1d4 Kinetic Damage to the attack, and the target for the Might Check increases by the same amount.
Reflect Pain. When you take Damage, you can use your Reaction to spend 5 Mana. If you do, you can inflict half as much Kinetic Damage to another creature within 5ft. of you. You still take the full amount.
Level 7
Choose one:
  • Increase the Core Stat of your choice by 1.
  • ​Choose a Perk.
Level 8
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Pick any unchosen specialization option from Levels 2, 4, 5, or 7.
Level 9
Improved Absorption. You may use the Absorb Impact specialization (level 1) as a Free Action, not requiring the use of a Reaction. You may use the ability multiple times in the same Round if multiple effects would trigger it, but never more than once for the same effect.
Energy Sink. The first time you take damage each Round, roll 2d4. For each 1 or 3 rolled, gain that much Stamina. For each 2 or 4 rolled, gain that much Mana.

Level 10 
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x).
  • Increase the Core Stat of your choice by 2.
Level 11 
  • Pick any two unchosen specialization options from Levels 2, 4, 5, 7, 8, or 10.​
Level 12
Tilt Horizon. You may activate or deactivate this effect at the start of your turn. You create a localized, personal gravity, gaining the ability to walk on vertical surfaces or along ceilings at your normal Speed. You and your possessions are not pulled back to the ground by gravity; you are always pulled towards your own feet, even if you jump or fall. Wherever you move, you must target a surface or fixed object within 10 feet that you draw yourself toward (you cannot levitate or simply “fall” into the sky), or the effect ends immediately. ​Level 13 
Choose one:
  • Increase the Core Stat of your choice by 2, or any two stats by 1.
  • ​Choose a Perk.
Level 14 
Choose one:
  • Increase your Mana Regeneration by 2.
  • ​Increase your Stamina Regeneration by 2.
  • Choose a Perk.
Level 15 
Choose one:

Soften Impact. You manipulate gravity and your own momentum to land softly at the end of a fall. If you would take damage from falling, you may spend any amount of Mana as a free action. Roll 1d10 for each Mana spent, reducing the damage by the result. If the damage is reduced to zero, you land silently, with no discernable tremor. 
Meteoric Impact.
You weaponize your own momentum as you fall, hurtling toward the ground like a missile. If you would take falling damage, you may spend Mana in increments of 5 as a free action. You create a radius around your point of impact that is 5ft. wider for every 5 Mana spent this way. Falling damage is divided evenly, rounded down, between all creatures in the final radius that are not behind total cover (including you). 
Level 16
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
  • Choose a Perk.
Level 17 
Choose one:
  • Increase your Mana or Stamina Capacity by 2.
  • Increase your Mana and Stamina Capacity by 1.
  • Choose a Perk.
Level 18 
Null-Point. You may render an inanimate object you can touch weightless. Gravity has no effect on it, and it floats as if in free fall. It maintains its inertia, and must be acted upon by suitably powerful outside forces to change its acceleration (the simple version: it takes a really long time for a hummingbird to push a pirate ship off course, even if the ship is weightless)*. 
As an Action, spend Mana according to the object's size as noted below. You can Sustain this Mana cost as with other spells, except that the effect persists through normal sleep and rest, so long as you maintain enough Mana to Sustain it. You may dismiss this ability as a free action at any time, or it automatically ends if you become incapacitated. You may maintain multiple instances of this ability, dismissing them individually as you choose.

Mana cost by object size: 
  • Objects less than 100lbs(~45kg): 1 Mana
  • 101-1,000lbs(~450kg) 8 Mana
  • 1001-2,000lbs(~900kg): 14 Mana
  • 2,001-4,001lbs(~1,800kg): 20 Mana 
  • 4,001+lbs: 20 Mana + 5 Mana per 1,000lbs. 
​Level 19 
Choose two:
  • Increase your Might ​by 3.
  • Increase your Cleverness by 2.
  • Choose a Perk.
Level 20 
​Choose two. You may select the same option twice:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Choose a Perk.
  • Increase the Core Stat of your choice by 1.
  • Pick any unchosen specialization option from Levels 2, 4, 5, 7, 8, 10, 13, 14 16, 17, or 19.​
*(cackling in mad scientist) "Physics!" -Chris
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  • How to Play
    • Core Rules
    • Running the Game
    • Downloads
    • Videos
    • Support Relict >
      • Feedback & Contact
      • Donations & Support
      • Contributors
  • Characters
    • Character Creation Guide
    • Choose Your Lineage >
      • Lineage At A Glance
      • Centaur
      • Dwarf
      • Elf
      • Fae
      • Fiendling
      • Firmalite
      • Gaian
      • Gnome
      • Goblin
      • Gorgon
      • Human
      • Kobold
      • Mere
      • Orc
      • Shapeshifter
      • Stacian
      • Undead
      • Wilderkin
    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
        • Warlock (Hybrid)
    • Perks
  • Items & Equipment
    • Melee Weapons
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    • Armor & Clothing
    • Potions & Equipment >
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      • Equipment, Traps, & Tools
    • Magical Objects >
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    • Advanced Monsters >
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