Draetha (Nature Walker)

Posted by EarthDragon on 23rd December 2016.

The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear—all these and more are at the draetha’s command. The draetha however, claims no mastery over nature. That claim, they say, is the empty boast of a city dweller. The draetha gains their power not by ruling nature but by being at one with it. To trespassers in a draetha’s sacred grove, and to those who feel their wrath, the distinction is overly fine.

  Adventures

Draetha adventure to gain knowledge (especially about animals and plants unfamiliar to them) and power. Sometimes, their superiors call on their services. Draetha may also bring their power to bear against those who threaten what they love, which more often includes ancient stands of trees or trackless mountains than people. While draetha accept that which is horrific or cruel in nature, they hate that which is unnatural, including aberrations (such as beholders and carrion crawlers) and undead (such as zombies and vampires). Almost all of the Fallen are encompassed in the draetha's view of "that which is unnatural". Draetha sometimes lead raids against such creatures, especially when they encroach on the draetha’s territory. The lands guarded by each draetha are sacrosanct and they will move heaven and earth to protect the natural features of their chosen home and the beings living within it.

  Characteristics

Draetha cast divine spells, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature, animals and the elements and paraelements. In addition to spells, draetha gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level. The armour draetha may wear is restricted by traditional oaths to the items noted in Weapon and Armour proficiency (below). All other armour is prohibited. Though a draetha could learn to wear full plate, putting it on would violate their oath to nature and suppress their draethaic powers. Draetha avoid carrying much worked metal with them because it interferes with the pure and primal nature that they attempt to embody.

  Alignment

Draetha, in keeping with nature’s ultimate indifference, must maintain at least some measure of dispassion. As such, they must be neutral on at least one alignment axis (chaotic–lawful or good–evil), if not both. Just as nature encompasses such dichotomies as life and death, beauty and horror, and peace and violence, so two draetha can manifest different or even opposite alignments (neutral good and neutral evil, for instance) and still be part of the draethaic tradition.

  Religion

A draetha reveres nature above all. They gain their magical power either from the force of nature itself or from the elemental planes. The typical draetha pursues a mystic spirituality of transcendent union with nature and the elements, with an abiding link to the spirits of their land.

  Background

Though their organization is invisible to most outsiders, who consider draetha to be loners, draetha are actually part of a society that spans the land, ignoring political borders. A prospective draetha is inducted into this society through secret rituals, including tests that not all survive. Only after achieving some level of competence is the draetha allowed to strike out on their own and select their guarded lands. All draetha are nominally members of this draethaic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in draethaic gatherings. All draetha recognize each other as brothers and sisters. Like true creatures of the wilderness, however, draetha sometimes compete with or even prey on each other. A draetha may be expected to perform services for higher-ranking draetha, though proper payment is tendered for such assignments. Likewise, a lower-ranking draetha may appeal for aid from her higher-ranking comrades in exchange for a fair price in coin or service. Draetha may live in small towns, but they always spend a good portion of their time in wild areas. Even large cities surrounded by cultivated land as far as the eye can see often have draetha groves nearby—small, wild refuges where draetha live and which they protect fiercely. Near coastal cities, such refuges may be nearby islands, where the draetha can find the isolation they need.

  Game Rule Information

  Abilities

Wisdom determines how powerful a spell a draetha can cast, how many spells they can cast per day, and how hard those spells are to resist. To cast a spell, a draetha must have a Wisdom score of 10 + the spell’s level. A draetha gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a draetha’s spell is 10 + the spell’s level + the draetha’s Wisdom modifier. Since a draetha wears only light or medium armour, a high Dexterity score greatly improves their defensive ability.

  Alignment

Neutral Good, Lawful Neutral, Neutral, Chaotic Neutral, or Neutral Evil.

  Vitality Points

d8.

  Class Skills

The draetha’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge [nature] (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). See the chapter on Skills in the PHB for skill descriptions.

  Skill Points at 1st Level

(4 + Int modifier) x 4.

  Skill Points at Each Additional Level

4 + Int modifier.

  Class Features

All of the following are class features of the draetha.

  Weapon and Armour Proficiency

Draetha are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, short spear, sling, and spear. They are also proficient with natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Draetha are proficient with light and medium armour, but are prohibited from wearing metal armour, thus they may wear only padded, leather, or hide armour. (A draetha may also wear wooden armour that has been treated by the ironwood spell so that it functions as though it were steel. See the ironwood spell description in the PHB). Draetha are proficient with shields (except tower shields) but must use only wooden ones. A draetha who wears prohibited armour or carries a prohibited shield is unable to cast draetha spells or use any of their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

  Spells

A draetha casts divine spells, which are drawn from the draetha spell list. Their alignment may restrict them from casting certain spells opposed to their moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. To cast a spell, the draetha must have a Wisdom score equal to 10 + the spell’s level. The Difficulty Class for saving throws against a draetha’s spells is 10 + the spell’s level + the draetha's Wisdom modifier. Like other spell casters, the draetha uses spell points, and has a maximum spell level they can cast each day, depending on their level. A draetha prepares to cast spells by meditating for an hour after at least four hours of rest. Draetha gain access to a core list of spells known as ‘Cosmos’ spells, but this ‘domain’ provides no special domain power. However, draetha also gain access to one elemental domain which is related to their guarded lands (a draetha protecting a river might take water, for example). This domain grants the draetha access to domain spells (as bonus spell points) and granted powers related to the domain. This added elemental domain does not have its own spell point pool, however, these spells use the druid's normal spell point pool.

  Chaotic, Evil, Good, and Lawful Spells

A draetha can’t cast spells of an alignment opposed to their own (draetha never have a deity). For example, a neutral good draetha cannot cast evil spells. A true neutral draetha has no such restriction.

  Bonus Languages

A draetha’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to bonus languages available to the character because of their race. A draetha also knows Draethaic, a secret known only to draetha, which they learn upon becoming a 1st-level draetha. Draethaic is a free language for a draetha; that is, they know it in addition to their regular allotment of languages and it doesn’t take up a language slot. Draetha are forbidden to teach this language to non-draetha. Draethaic has its own alphabet.

  Animal Companion (Ex)

A draetha may begin play with an animal companion suited to the environment which they preserve. This animal is a loyal companion that accompanies the draetha on adventures as appropriate for its kind. A 1st-level draetha’s companion is completely typical for its kind except as noted in the section on animal companions in the Players' Handbook. As a draetha advances in level, the animal’s power increases as shown in the section on animal companions. If a draetha releases their companion from their service, they may gain a new one by performing a ceremony requiring 24 hours of uninterrupted hours of prayer. This ceremony may also replace an animal companion who has perished. A draetha of 4th-level or higher may select from alternative lists of animals. Should the draetha select an animal companion from the alternative lists, the creature gains abilities as if the character’s draetha level were lower than it actually is. Subtract the appropriate value from the draetha’s level and compare the result to the draetha level in the animal companion powers table. If this adjustment would drop the draetha’s effective level to 0 or lower, the draetha cannot yet have that animal companion.

  Nature Sense (Ex)

A draetha gains a +2 bonus on Knowledge (nature) and Survival checks.

  Wild Empathy (Ex)

A draetha can use body language, vocalisations, and demeanour to improve the attitude of an animal (such as a bear or monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 5: Skills of the Players' Handbook). The draetha rolls a 1d20 and adds their draetha level and their Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the draetha and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more time or less. A draetha can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but they take a -4 penalty on the check. Draetha only need to use this ability on normal animals which are not from their guarded lands. Animals from their guarded lands are automatically friendly.

  Concealment (Ex)

Draetha can remain concealed from others in their guarded lands. This is proof against all normal forms of detection (sight, hearing, etc.) but will not protect the draetha from magical detection (including a detect invisible spell). The draetha cannot move or cast spells in any way while concealed.

  Woodland Stride (Ex)

Starting at 3rd level, a draetha may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede movement still affect the draetha.

  Trackless Step (Ex)

Starting at 5th-level, a draetha leaves no trail in natural surrounding and cannot be tracked. The draetha may choose to leave a trail if desired.

  Speak with Animals (Su)

A draetha may speak with animals on their guarded lands as a spell-like ability starting at 4th-level. The draetha may speak with all animals (whether from their guarded lands or not) starting at 9th-level. This ability is useable a number of times per day equal to half the draetha’s level.

  Speak with Plants (Su)

A draetha may speak with plants on their guarded lands as a spell-like ability starting at 6th-level. The draetha may speak with all plants starting at 13th-level. This ability is useable a number of times per day equal to half the draetha’s level.

  Resist Nature’s Lure (Ex)

Starting at 7th-level, a draetha gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).

  Live without nourishment (Su)

Draetha can live on their guarded lands without need for food or water, starting at 9th-level. At this point, the draetha draw their life energy directly from their guarded lands.

  Wild Shape (Su)

At 8th-level, a draetha gains the ability to turn themselves into any Small or Medium animal and back again once per day. Draetha may only turn into creatures found on their guarded lands until they reach 12th-level. The draetha’s options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chose must be that of an animal the draetha is familiar with. For example, a draetha who has never been outside of a desert could not become a polar bear. A draetha loses their ability to speak while in animal form because they are limited to the sounds that a normal, untrained animal can make, but they can communicate normally with other animals of the same general grouping as their new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech as that requires training). A draetha can use this ability more times per day as indicated on the table at the end of this page. In addition, the draetha gains the ability at higher levels to turn into Tiny, Large, or Huge animals. The new form’s Hit Dice can’t exceed the character’s draetha level. Additionally, at higher levels, a draetha can change into a plant creature, such as a shambling mound, with the same size restrictions as for animal forms. (A draetha cannot use this ability to turn into a plant that is not a creature, such as a tree or a rose bush.) At higher levels again, the draetha gains the ability to turn into a Small, Medium, or Large elemental or paraelemental. Draetha can only turn into the elemental which corresponds to the domain that they have selected and the connected paraelementals (a water draetha could turn into a water elemental or a rain paraelemental). Draetha who select a paraelemental domain can turn into the appropriate paraelemental and its connected elemental forms (a rain draetha could turn into a rain paraelemental, a water elemental, or an air elemental). The ability to turn into elementals increases in power as the draetha gains levels (both in the number of times per day the form can be assumed and the size of the elemental form assumed).

  A Thousand Faces (Su)

At 17th-level, a draetha gains the ability to change their appearance at will, as if using the disguise self spell, but only while in their normal form. This affects the draetha’s body, but not their possessions. It is not an illusory effect, but a minor physical alteration of the draetha’s appearance, within the limits described for the spell.

  Timeless Body (Ex)

After attaining 19th-level, a draetha no longer takes ability score penalties for aginng and cannot be magically aged. Any penalties that may have already been incurred, however, remain in place. Bonuses still accrue, and the draetha still dies of old age when their time is up.

  Ex-Members

A draetha who ceases to revere nature, changes to a prohibited alignment, or teaches the Draethaic language to a non-draetha loses all spells and draetha abilities (including their animal companion, but not including weapon, armour, and shield proficiencies). They cannot thereafter gain levels as a draetha until they atone (see the atonement spell description in the chapter on Spells).

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell Points/Day Maximum Spell Level Known
1 +0 +2 +0 +2 Domain, Nature Sense, Wild Empathy 4 1st
2 +1 +3 +0 +3 Animal Companion, Concealment 5 1st
3 +2 +3 +1 +3 Woodland Stride 9 2nd
4 +3 +4 +1 +4 Speak With Animals I 13 2nd
5 +3 +4 +1 +4 Trackless Step 19 3rd
6 +4 +5 +2 +5 Speak With Plants I 24 3rd
7 +5 +5 +2 +5 Resist Nature’s Lure 33 4th
8 +6/+1 +6 +2 +6 Wild Shape (1/day) 40 4th
9 +6/+1 +6 +3 +6 Speak With Animals II, Live Without Nourishment 52 5th
10 +7/+2 +7 +3 +7 Wild Shape (2/day) 61 5th
11 +8/+3 +7 +3 +7 Wild Shape (3/day) 77 6th
12 +9/+4 +8 +4 +8 Wild Shape (Large) 88 6th
13 +9/+4 +8 +4 +8 Speak With Plants II 108 7th
14 +10/+5 +9 +4 +9 Wild Shape (4/day) 121 7th
15 +11/+6/+1 +9 +5 +9 Wild Shape (Tiny) 145 8th
16 +12/+7/+2 +10 +5 +10 Wild Shape (Plant) 160 8th
17 +12/+7/+2 +10 +5 +10 A Thousand Faces 188 9th
18 +13/+8/+3 +11 +6 +11 Wild Shape (5/day) 205 9th
19 +14/+9/+4 +11 +6 +11 Timeless Body, Wild Shape (Huge) 226 9th
20 +15/+10/+5 +12 +6 +12 Wild Shape (Elemental 1/day) 243 9th
21 * ** ** ** -- *** ***
22 * ** ** ** Wild Shape (6/day, Elemental 2/day) *** ***
23 * ** ** ** -- *** ***
24 * ** ** ** Wild Shape (Elemental 3/day, Huge Elemental) *** ***
25 * ** ** ** -- *** ***
26 * ** ** ** Wild Shape (7/day) *** ***
27 * ** ** ** -- *** ***
28 * ** ** ** Bonus Feat *** ***
29 * ** ** ** -- *** ***
30 * ** ** ** Wild Shape (8/day) *** ***

* Base attack bonuses are handled differently for epic characters.

** Save bonuses are handled differently for epic characters.

*** Number of Spell Points per day, numbers of spells known, and maximum spell level does not increase past 20th level. Spell casters above 20th level gain access to Epic Level spells.