Witch 2.0

Finally got to playtest the my LotFP-ified Warlock class in Akenia’s Spire of Asmodal. I think the core idea works, but I suspect the class as written would remove some of the need to plan carefully at lower levels and scale poorly with level. At level 1, it makes sense that for a witch to struggle to magic open a door, but at level 20, they should be able to at least try to throw around boulders. 
 
final fantasy xiv
 Witch
 HP and experience as Cleric; saves and weapon and armor restrictions as magic-user

All witches have a wand, which they need to cast spells. They can cast spells as many times as they wish, and casting a spell takes the same amount of time as attacking in combat. The range of a witch’s spells is equal to 20*level feet. A spell can replicate the effect of any simple weapon, tool, or mechanical object, such as a torch, grappling hook, bow and arrow, or ladder. Players must describe what a spell actually looks like.


Witches start with a 1 in 6 chance of successfully casting any given spell, and if they fail a spell, they must wait 1 round (10 min) before they can try it again. They can allocate spell points to a spell in order to increase its odds of success. Witches start with 4 spell points, and gain 2 more every level. The list of spells is not set; players can invent them, as long as they fit the parameters for witch magic stated above. 

The maximum number of spells a witch can have active at one time is half level, rounded up. Otherwise, spells last until dismissed. If a spell involves particularly strong resistance on the part of the target, the Witch must make a Charisma check with a bonus equal to their level.
 

Sample Spell List

Aegis (shield)
Ascendance (pulley)
Adherence (rope or chain)
Attraction (grappling hook)
Destruction (bow and arrow)
Incandescence (torch)
Inscription (marker)
Quicken (roller skates)
Repulsion (pole)

If you find skill points too fussy, just use the Elf skill progression for Search as the skill for all witch spells, the way Tales of the Grotesque and Dungeonesque uses Hear Noise column for all thief abilities.

World of Lamentations

So games with others is on a wicked cool Dark Souls kick, and it got me thinking about the kinds of NPCs I would have in such a game. It also made me want to get around to hacking a less forgiving version, more LotFP-like version of World of Dungeons. I briefly considered calling it World of Princesses, but that’s another game.

Perish is an island-nation-continent that exists in an endless state of darkness. It is also a megadungeon. There is no real civilization, just a handful of scavenging settlements and a half-dozen domains run by slowly dying, half-mad godlings. The fact that the characters are on Perish means that they have, sometime before level 1, screwed up in an extraordinary way. The main things to do on Perish are finding out how to get off or, if you are particularly ambitious, figuring out how it ended up being such a terrible place. The two tasks may not be completely unrelated. 

Denizens of the Land of Perish
Diminished Gods
Centuries ago, something killed the God of the Sun, which plunged nearly all of Perish into perpetual night. Time has consumed many of the details, but some think one, some, or all of the surviving gods were involved. Whoever committed the crime likely knows where the missing Sun God’s soul is, which is necessary to bring light back to the Sun. 

As I imagine this, all of the following details are extremely valuable and difficult to find—this is a sort of megadungeon murder mystery, so facts have to be scarce on the ground for this to work.

  1. Vast, the Verdant Wyrm presides over the Febric Wood. Some say it lured the Sunlit God to the place of his murder with the promise of a gift. Its favored children are the Great Stags and their riders, the Horned Hunters, who prey on the slavering beasts of the Wood.
  2. Ixion, Envoy of the Many Dead rules the Elysian Demimonde. He claims to serve the innumerable infernal powers of the Underworld, and it is rumored that they compelled him to betray the Sunlit God, his greatest and most beloved ally. His greatest servants are the Asphodel Maidens, who wear red in their hair, and the Knights of Gules, who rot inside their armor.
  3. Haeme, Princess of the Splendid Dead holds court in the Manse Macabre. She loathes Ixion and his affinity for shambling masses of restless Dead, but her hatred of the God of the Sun and his searing daylight is legendary. Her most powerful servitors are the Sanguine Coterie, who admit only vampires of the purest of bloodlines , and the Midnight Choir, whose choristers can wound with their song.
  4. Vercingetorix, the Golden Hero reigns from the top of the Tower of Blades. There are those who suspect that only the skill and sword of such a warrior could kill the God of Sunlight, but his Soldiers of Fortunes and Auric Priests believe in nothing but his virtue.
  5. Elagabulus, Lord of Dusk can be found in the chambers of his father’s Solar Palace, where he drafts his plans to reignite the Sun. Surviving histories note that the courier who reported the Sunlit God’s death found the Lord already sitting in his father’s throne. The Crepuscule Wanderers and the Archivists number his most devoted followers 
  6. Martel, Radiant Envoy of the Moon dwells with her servants in the Lunary Gardens.  The cynical note that where the power of the Sun has failed, the Moon hangs steady in the sky, but Perish would be truely lightless her illumination, attenuated as it is. The Knights Nightingale and the Plangent Dreamers attend to her dutifully.

Strange Wanderers
There is a 1 in 6 chance a random wanderer will be waiting for you in a place of safety when you arrive.

  1.  The Scholar of Clabrous is dressed in antiquated finery and wears a crow mask at all times. It rewards with Soul anyone who brings it fresh specimens of the blood, flesh, or bone of any creature, though it favors rare or exotic creatures. No one knows what the Scholar does with these substances, or how it is able to wander as it wishes unharmed.
  2. Newt is a pallid little boy with great dark eyes and sharp pearly teeth who sells rumors, stories, maps, and ciphers, though he insists all his customers buy them sight unseen. He hates the light of the moon.
  3. Charles is a spider the size of a large dog with a man’s face on its thorax. It lives in a place it calls the Eaves, which shares a border with nearly everywhere. For a fee of Soul, it can lead you on a shortcut through the Eaves to almost anywhere you please, though you may not come out the same way you went in.
  4. Starlit Witch Imanta wears veils of silver thread and a red crown. She will summon forth loyal servitors from the space between stars in return for Soul, but these beings require a steady supply of yet more Soul to stay in this world
  5. Sariat the Weaver is wrapped head to toe in pristine white bandages. She will lift curses, purge poisons, mend wounds, and obliterate traumatic memories for a price.
  6. Rosario the Greatsmith bears a hammer of black stone and his forge burns with ancient flame. He will forge Soul into wondrous weapons and armor, but his prices are astronomical.

And here’s how the game is played.

The Primary Rule
When you attempt a task that is difficult or carries grave consequences for failure, roll 2d6+relevant attribute. 

  • On a 10+, you enjoy the fruits of your success. 
  •  On a 7-9, you succeed partially or pay a cost for achieving your goal. 
  • On a 6-, you fail, and bad things happen to you.

Character Advancement
When creatures in Perish are slain, they leave behind Soul equal in value to their level. Soul is required to recover HP—when you receive healing by any means, whether it be natural or magical, you must expend Soul equal to actually regain the HP. It can be used to level up, as well as acquire equipment, spells, servants, and information, though  entities that traffic in Soul are rare and seldom pleasant to deal with.

Gaining a level requires the expenditure of 10*current level Soul. When you gain a level, you gain d6 HP and gain abilities as determined by you class. You may also forgo all other benefits of leveling up to increase an attribute by 1, to a maximum of +1. 

    Character Creation
    The six attributes are Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. For each attribute, roll 1d6. 

    • On a 6, the attribute is +1
    • On a 2-5, the attribute is 0
    • On a 1, that attribute is -1 

    You begin your misadventure with d6 HP and pick one of the following classes.

    Warrior
    You add your level to damage rolls and start with 6 additional HP

    Thief
    You have skills. When you make a roll to which a skill is applicable, add that skill’s bonus, in addition to the relevant attribute, to the roll. You start with +1 in every skill. When you gain a level, you can increase a single skill’s bonus by 1, to a maximum of +2.

    • Architecture
    • Bushcraft 
    • Climb  
    • Languages 
    • Sleight of Hand 
    • Stealth 
    • Tinker 

    In short, thieves roll 2d6+relevant attribute+relevant skill 

    Magic-User
    You start with a single random spell, selected from a list determined by your college. You can cast any spell you know as much as you like. When you do, describe the exact effect you want the spell to have, and roll 2d6 with no modifiers. 

    • On a 10+, the spell succeeds, as safe as houses 
    • On a 7-9, the magic works somewhat, or it succeeds at a cost, whether it be in HP, Soul, or be some other turn for the worse.
    • On a 6-, something terrible happens.

    When you level up, you can either acquire an additional random spell or gain a +1 bonus to a spell you already know. You can choose this bonus no more than 2 times per spell.

    Sorcerers of the Dark College can learn the following spells. There may be others, waiting to be discovered by the cunning and perspicacious. 

    1. An incantation to extinguish light 
    2. A spell to bestir the Dead 
    3. A charm to commune with beasts 
    4. A conjuration to call forth a weapon 
    5. A glamour to change one’s form 
    6. An invocation to seal a pact

    Seers of the Celestial College can learn the following spells. There are others to be found, if you are prudent and pious.

    1. A spell to illuminate the darkness  
    2. A chant to banish the Dead 
    3. A petition to heal the wounded 
    4. An augury to peer into the past 
    5. A prayer to destroy enchantment 
    6. An orison to glimpse the future 

    Equipment
    You begin with d6 pieces of equipment of your choice from the Lamentation of the Flame Princess Miscellaneous list, in addition to the following:

    You start with a single weapon. It can be melee or ranged, though you begin play with only d6 pieces of ammunition

    • Light weapons require one hand, are easy to hide, and deal d6 damage on a hit
    • Martial weapons require one hand and deal d6+1 damage on a hit 
    • Huge weapons require two hands and deal d6+2 damage on a hit

    You start with a single piece of armor. It can be of any type.

    • Clothing reduces all damage received by 0+Constitution and allows the wearer to move quickly 
    • Light Armor reduces all damage received by 1+Constitution, and the wearer to move at moderate speed.
    • Heavy armor reduces all damage received by 2+Constitution, though the wearer moves slowly, loudly and struggles with activities such as climbing and swimming.

    but i repeat myself

    Yet another draft of the Summoner class. Not sure why it has been so hard to nail down something that I like longer than a few days. I ran a game with someone playing the previous version, and one spirit felt almost too useful, while another seemed to be mostly a liability. Also, breaking creatures down by spell level is fussy and inconsistent and makes it hard to drop into any DnDish game. I also wanted to focus more on Things Going Wrong, as well as having more guidance on how the critters actually act. Also tries to scratch an itch I had with the 4e Warlock. The patrons felt more like an excuse for shooting laser beams than big nasties with motivations of their own.

    Summoner 
    A class for LotFP
    HP and Saves as Cleric, Experience as Elf


    Summoners call forth spirits. They can only summon spirits with whom they have made a pact. Forming a pact simply requires the spirit’s acquiescence, which can be acquired through violence, deception, persuasion, or bribery. Spirits follow commands delivered verbally and in person by their Summoner to the letter, and often try to twist the words of an imprecisely delivered order, though they will do their best to conceal their ability to do so.

    The sum of the HD of all Spirits a Summoner has pacts with cannot exceed the Summoner’s level. When a Summoner gains a level, they can either raise the HD of a Spirit they already have a pact with, or leave the level open to make another pact later. Summoners start with a single 1 HD spirit.


    Summoning or dismissing a spirit takes one full round. If a spirit is reduced to 0 HP or fewer, the Summoner takes d6 damage per spirit HD, and the spirit cannot be summoned until it has positive HP. Spirits recover a number of HP equal to their level per day. They cannot regain HP any other way.


    Spirits can only cast certain spells, but gain spells per day as a Magic-User. They do not need to prepare spells to cast them; instead, they can expend a spell slot to cast any spell with a level equal to or less than the slot’s level. Any negative effects from casting a spell are visited upon the Summoner.
    All spirits have the following attributes, unless otherwise noted:

    Max HP: +d6 per level
    Attack Bonus: equal to half level
    AC: 12+half level
    Saves: 12-half level
    Damage: d12 (melee)
    Movement Speed: As running unencumbered human

    Right now I only have 2 spirits because Lamentation of the Flame Princess has a relatively small spell list (especially at higher levels), and I want to keep the spirits’ spells distinct and thematically coherent.

    RED MADAMA
    Spirit of Insanity, Compulsion, and Change

    Red Madama is a wicked butterfly demon, a spirit of air and madness. When she is called forth, the Summoner can transform into her at will, leaving behind a single set of instructions that she will follow to the letter. In order to change back or give new orders, the Summoner must succeed a Wisdom check. In combat, Red Madama and the Summoner take separate turns, and track their HP, attributes, and status effects independently, transforming back and forth without a Wisdom check as their turns arise.

    When she is acting under her own power, Red Madama is grandiloquent, arrogant, and generally insane. She is willing to place herself in terrible danger in pursuit of impractical and elaborate schemes, which may or may not align with the Summoner’s interests. Red Madama often pursues extraordinarily violent revenge against those she believes have slighted her, but will also act with destructive generosity towards those she thinks have helped her.


    Spells Known
    Generally pertain to illusion, delusion, and transformation

    I: Cause Fear, Charm Person, Command
    II: Change Self, Forget, Phantasmal Force
    III: Howl of the Moon, Phantasmal Psychedelia, Suggestion, Fly (uses butterfly wings)
    IV: Confusion, Hallucinatory Terrain, Polymorph Self
    V: Chaos, False Seeing (Reversed True Seeing),  Insect Plague (red butterflies, not locusts)
    VI: Babble (Reversed Tongues), Geas, Phantasmal Supergoria
    VII: Unholy Word, Power Word Stun, Prismatic Spray
    VIII: Antipathy/Sympathy, Demand, Mass Charm Person
    IX: Shapechange, Polymorph Any Object, Symbol, Weird Vortex


    MOTHER OF THE DEPTHS
    Spirit of Secrets, Dark Knowledge, and Deep Seas


    clothing by Iris van Herpen


    The Mother of the Depths is a hadopelagic sea-demon from beneath the bottom of the world. She manifests as a tall woman wreathed with nautiloid limbs. She can only be summoned from bodies of water with a depth greater than an inch and a diameter greater than a foot, and she cannot set foot on dry land. However, she can move instantly between any two bodies of water in line of sight of each other. She can attack any target in melee range of any body of water in line of sight.

    When she find a way around her Summoner’s orders, The Mother acquires as many specimens, artifacts, and pieces of knowledge as possible. She holds power over secrets, and so she will also try to erase little-known pieces of information to which she already has access; this includes destroying books and killing people. The Mother is patient, and will sometimes forgo taking advantage of loopholes in her Summoner’s orders in hopes that they will make the same error at a more expedient time.

    Spells Known
    Generally pertain to necromancy, darkness, and the discernment
    I: Comprehend Languages, Darkness (Reversed Light), Turn Undead
    II: Forget, Locate/Hide Object, Ray of Enfeeblement
    III: Bestow Curse, Speak With Dead, Strange Waters
    IV: Polymorph Others, Wall of Ice, Wizard Eye
    V: Airy Water, Animate Dead, True Seeing
    VI: Shades, Tongues, Legend Lore
    VII: Part Water, Control Weather, Unholy Word
    VIII: Demand, Trap the Soul, Vision
    IX: Imprisonment, Time Stop, Power Word Kill

    As You Wish It…

    I lurve monster-conjuring, but Sword and Wizardry’s Conjure Monster spells just don’t do it for me, and LotFP’s Summon has too many Radiant Frond Phallus Crabs. I wanted a class that was thematically similar to Final Fantasy style summoning, but also something that matched the King Solomon style bossing-genies-around. Rotten Pulp has an excellent take on this, but I was looking for something a little different. Here it is.


    SUMMONER, a class for LotFP and retroclones

    HP as Cleric, Saves and Equipment restrictions as Magic-User, XP as Elf

    from final fantasy XIV

    Summoners call forth spirits. When they do so, the spirit appears before them and obeys all of their spoken commands to the letter. In order to call forth a spirit, a Summoner must make a pact with it. 

    There are 5 Order of spirits. A spirit’s Order determines how powerful it is and what kinds of spells it can cast. A Summoner can only make a pact with one spirit from each Order. This requires no more than the Summoner requesting a pact and the spirit accepting, though spirits are rarely accomodating. A Summoner can induce a spirit to accept a pact through bargaining, trickery, or violence.

    Summoning or dismissing a spirit takes a number of rounds equal to half the spirit’s HD. If a spirit is reduced to 0 HP, its Summoner takes d6 damage for every HD the spirit had and cannot summon that spirit again for a full day. Spirits recover 1 HP a day no matter what, and cannot be magically healed. 

    SPIRIT ORDERS

    Note: All spirits can cast at least 1 spell per day, and no spirit can cast more than 5 spells per day. Spirits learn spells by eating them, and can cast any spell they know; they do not need to memorize them beforehand like a traditional Magic-User
    1st Order Spirit: can cast a number of first level spells per day equal to the Summoner’s level. Has 2 HD, 10 AC, and deals d4 damage on a hit.

    2nd Order Spirit: can cast a number of second level spells per day equal to half the Summoner’s level. Has 4 HD, 12 AC, and deals d6 damage on a hit.

    3rd Order Spirit: can cast a number of third level spells per day equal to one third the Summoner’s level. Has 6 HD, 14 AC, and deals d8 damage on a hit.

    4th Order Spirit: can cast a number of fourth level spells per day equal to one fourth the Summoner’s level. Has 8 HD, 16 AC, and deals d10 damage on a hit.

    5th Order Spirit: can cast a number of fifth level spells per day equal to one fifth the Summoner’s level. Has 10 HD, 18 AC, and deals d12 damage on a hit.

    So ideally this class will be as much about phrasing commands intelligently and managing Spirits in multiple location as it is about having the right spell. I think I might set up a random tables for for when players send spirits out on a mission unsupervised. 


    OLD BAD WORSE VERSION FOLLOWS:

    Summoners call up Spirits. In order to do so, they must first enter a pact with it. Spirits in a pact will fight and cast spells at their Summoner’s command.


    Each Spirit is associated with a Spell Level; they can only cast spells of that level–no higher and no lower. Spirits can cast any spell of the appropriate level known to them. They learn spells by eating them (in written form).


    Spirits must agree to enter a pact. Summoners may induce a spirit to do so, through bargaining, trickery, or force. A Summoner cannot have a pact with two or more spirits with the same Spell Level. However, they can enter a pact with a Spirit more powerful than them. If a Summoner can track down and bind a Spirit, it is theirs to command.


    When a Summoner calls up a Spirit, it appears before them and asks for orders. It will follow orders to the letter, and continue to follow a command until its conditions are met or told to do something else. Spirits only follow orders directly vocalized by their Summoner. It takes a number rounds equal to a Spirit’s Spell Level to summon or dismiss it, and giving a Spirit a new command takes up a Summoner’s entire turn. If a Spirit dies, the Summoner takes d6 damage for every HD the Spirit had, and the Spirit cannot be summoned again until the following day. Otherwise, spirits can be called forth as often as the Summoner wishes. Spirits regain 1 HP per day, and cannot be magically healed.


    Spell Level
    HD
    AC
    Damage
    Spell Slot Progression
    I
    2
    10
    d4
    1/Summoner level
    II
    4
    12
    d6
    1/even  level
    III
    6
    14
    d8
    1/level divisible by 3
    IV
    8
    16
    d10
    1/level divisible by 4
    V
    10
    18
    d12
    1/level divisible by 5


    *Spirits start with 1 random spell of their Spell Level, regardless of Summoner level. The maximum number of spell slots a Spirit can have is 5.


    A Summoner begins play with a pact with a Level I Spirit who knows 1 random 1st level spell.


    EXAMPLE SPIRITS


    LEVEL I
    Homunculus: Child-sized figure made of darkness; possesses a toothy grin. Summoner can see through its eyes and speak through its mouth.
    LEVEL II
    Phantom: Can possess the remains of the fallen to gain +1 HP per HD the creature had in life.
    LEVEL III
    Lamia: Upper body of a human, lower body of a great serpent. Mundane snakes follow her commands.
    LEVEL IV
    Ifrit: Can throw balls of fire that deal d10 damage on a hit.
    LEVEL V
    Seraph: Can learn Level V Cleric spells, as well.


    Complete Arcane is completely terrible

    It’s interesting fitting homebrew into LotFP’s paradigm. Its classes are very spare—the four main classes each have this one Thing That They Do, and they get better at it every level, but they can’t do much else. So making a class that fits into LotFP means you have to boil a class down to a single mechanic. I don’t know if I will be including any of this in my current game, but I want to get it on paper so I can stop thinking about it.
    Okay, so first thing is two things.
    1. Warlocks from 3.5 are not very good.
    2. This short is charming:
    It also demonstrates nearly everything a warlock is trying to be, minus the diabolism. The witches are blasty-shooty magic-users that have a wide array of tricks they can use as much as they want.
    Witch, a class for LotFP
    From Tactics Ogre: Let Us Cling Together
     HP as Magic-User, Experience as Specialist, Saves as Cleric
    All witches have a wand. They require it to cast spells. They can cast as spells as often as they wish. A spell can affect anything within 100 feet of the caster. A spell can do the following:
    • Replicate the effect of any simple weapon, tool, or mechanical object, such as a torch, grappling hook, bow and arrow, or ladder.
    • Manipulate an object. The witch uses Charisma in place of Strength and Dexterity.
    A Witch can cast simultaneously a number of spells equal to 1 + half level. The maximum number of spells they can have active at one time is also 1 + half level. Otherwise, spells last until dismissed. 
    I like shapeshifting characters in theory, but in practice, it seems to require a lot of paperwork. I think LotFP’s one-class-gets-one-ability structure works well in this case.
     
    Beast Child, a class for LotFP
    HP, Experience, and Saves as Fighter
    Beast Children can turn into creatures. In order to be able to turn into a creature, a Beast Child must
    • Have a level greater than or equal to the creature’s HD.
    • Possess some part of the creature, such as a tooth, scale, or bone.

    A Beast Child can have a number of forms equal to 1 + half level. If they exceed this limit, they must choose which forms to keep and which to discard. They can regain lost forms by reacquiring the corresponding creature part.They can transform as much as they like. It takes a full turn to turn into a creature. When in the form of a creature, Beast Children:

    • Keep their max and current HP, saving throws and attack bonus.
    • Gain the Strength, Constitution, Dexterity, of the creature
    • Gain any special abilities the creature possesses.

    A Pernicious Shortcut


    Agrace, The Not-World, God’s Garden, the Vestibulum, The Third Kingdom

    The shortest route between any two points is through Agrace. Some say it was once the Garden of Eden, abandoned by God since the Fall. Some say it is the Raven King’s third domain (after England and Faerie), leased from Lucifer until the Apocalypse.  Still others think it is simply a cosmic midden, where the refuse of Creation molders once it has served its purpose. Regardless, it is a perfectly interstitial space; it shares topologies with all worlds. All nations share a border with it; all rivers eventually drain into its ocean; all roads lead to its causeways. Enterprising magicians have found a way to use this to their advantage.
    There are no teleportation spells in Pernicious Albion. Instead, magicians in a hurry must pry open a door into Agrace. This, naturally is extremely dangerous.
    Agrace is silent and almost completely empty; its plains are a dark red, its seas a bitter green; its forests twisted and tired and grey. The sky in Agrace is always a pale gold.  There are neither rain nor clouds in The Third Kingdom.
    Weirding Gate
    Magic-User 3
    Duration: 5 minutes, or until dismissed by the caster.
    Creates a doorway between Albion and Agrace. Anything can pass through the gate as long as it fits, and remains in Agrace until it can find an exit. Distance works differently in The Third Kingdom, and so every mile travelled in Agrace translates to two miles travelled in Albion. 
    By Zazisław Beksińki; a gnostic titan

     Denizens of Agrace are as dangerous as they are uncommon. There is a 1 in 10 chance of having an encounter per day. I will stat these up over the next few days.
    1. Corpus Inverter
    2. Debased Sorcerer
    3. Gnostic Titan
    4. Microcosmic Sun
    5. Travelling Fairy Lord-roll 1d4 (1-Duke of Sighs; 2-Bone Knight; 3-The Lady Electric; 4-The Lazarus King)
    6. Chaos of ravens
    7. Eternal haruspex
    8. Infernal dignitary-roll 1d4 (1—Alrinach, Whose Domain is Shipwrecks; 2—Agares; 3—Adramelech, the Hypocrite; 4—Ahriman)
    9. Heavenly ambassador-roll 1d4(1–Zephekiel, who rules Mercy; 2–Jophiel, guarding a tree; 3–Remiel, searching for a relic; 3–an angry cherub; 4–one angel and one demon, fighting)
    10. One of the winds-roll 1d4 (1—Boreas the North Wind, 2—Notus the South Wind, 3—Eurus the East Wind, 4—Zephyrus the West Wind
    11. Travelling Vampire Lord
    12. The Wild Hunt
    13. Bewitched Knight
    14. Splinter of Imperium
    15. The Green Knight
    16. Displaced djinn
    17. Servant of Steel
    18. Diminished god
    19. Dragon
    20. Death  

    As a note, this is entirely based off of a footnote in Susanna Clarke’s Jonathan Strange & Mr. Norrell

      Druids

      I never liked druids because they always seemed like medieval ecologists. This is silly because I am pretty sure that if I lived in medieval Europe I would think more about nature red in tooth and claw than nature as a place where you have talking animals and babbling brooks and wind in the trees. If I were a medieval peasant and I heard an animal talk to me I would get an exorcist.

      I want a druid more in line with the creepy ones Julius Caesar talks about, what with the blood and guts and weird rites in the wilderness. Burning wicker men in the dark.


      Druids are not magical hippies. They do not care about nature. They do not like animals. Druids do not study in wizard school. They do not meditate in temples. They do not memorize spells or petition deities for miracles. Druids track down the numinous and kick the shit out of it until it does what they want.

      From Etrian Odyssey

      HP as Fighter, Saves and XP progression as Cleric  
      Druids summon and bind spirits. Doing so requires sacrifice—they must wound themselves for d4 damage to call forth a spirit with 1 HP, +0 Attack Bonus (AB), 12 AC, and 14 in all saves. Calling up a spirit takes a full round. A spirit under a Druid’s control will obey all of their verbal instructions to the letter.
      Greater wounds attract and snare more powerful spirits—for every additional d4 HP the Druid sacrifices during the summoning, they can do one of the following:
      ·         increase the spirit’s HP by d6
      ·         increase the spirit’s AB by 1
      ·         increase the spirit’s AC by 1
      ·         reduce the spirit’s saves by 1
      Druids can summon as many spirits as they like, and spirits last until dismissed or destroyed, but Druids cannot recover any sacrificed HP if they have any spirits under their control.
      At level 1, Druids can pick one of the following:
      Flame Spirit: you know the Old Word for fire, and can entrap spirits of heat and flame. Spirits you summon shed light like a torch, and can ignite flammable objects at will.
      Grave Spirit: you have a talent for snatching souls from the afterlife. Spirits you summon can reanimate bodies and skeletons, giving them +1 HP for every HD the creature had in life.
      Sight Spirit: you can see through the eyes of spirits you summon at will