Genre:Fantasy/Classes/Druid

Priests of the primeval and protectors of all things wild, druids wield powerful natural magic and are profoundly connected to the realm of nature.

Druid Class Attributes

 * Toughness of 5 (T5)
 * Use medium-weight weapons and below (no axes)
 * Gain +2 magic points
 * Gain +1 power point

Druid Starting Class Abilities

 * Animal form – take the form of any small to medium-sized animal; requires 1 combat round for transformation. Cost: 1 power point.
 * Spell-casting (natural) – start with 3 spells and cast natural spells for their cost in magic points; magical spells cost double.
 * Wild growth – animal form grows to a large size; gain +2 hit points and +1 attack bonus for 1d10 + your level rounds (or hours when out of combat). Cost: 2 power points.

History
Before even the first man lifted his hand against his brother, he spoke with the trees. Some knew this language better than others -- to them, vast secrets were revealed, and in time they would come to be known as druids. Revered among men, the druids revealed to them that which they could understand, and kept from them the rest. This esoteric knowledge was passed from one generation to the next, each one becoming more attuned than the last to the hidden language and the deep, and often dark, secrets of which the primordial world spoke. Eventually, man grew away from this world and into a new world that he had shaped for himself, thus permanently alienated from the world of his birth, and indeed, his very nature.

But not the druid. He shunned the city, remaining unchanged by the ambitions and follies of men, and dwelt in isolation among the trees of old, whose secrets are still revealed to him in the endless whispers that others mistake for wind.



Playing a Druid
 Druids are motivated largely by two things: their obligation to protect nature, and their desire to preserve life.

Dark Druid
Just as there is light in a day, there is also dark; just as there good in the natural world, there is also evil. Druids who that have been deceived by evil, as such forces are inclined to deceive, may become dark druids -- souls possessed by a darkness not entirely within their control, granting them awesome -- but terrible -- powers. Dark druids gain +3 magic points, may not learn any aspect-based skills, and may learn dark natural spells.

Dune Druid
A shaman of the harsh desert lands, the dune druid gains +1 magic point, +1 power point, and +1 aspect. Additionally, he may take the starting class ability astral beast as an alternative to wild growth.

Additional Information
Up until 2020, the druid was one of the "core four" classes, and had been since Tiny d10's inception in 2013. However, it was permanently replaced in the sixth and final revision of the core rules with the cleric.