13th Age Character Builds: Jack of All Magics Druid

DRUID

by ASH LAW

The druid, more than any other class, is shaped by its talents. A shape-changing druid with an animal companion will play very differently from a caster-style druid, and both will play differently from a warrior druid or a healing-focused druid.

If you like the idea of building a class as you build your character, or if you love the idea of a character whose magic is linked to the natural world, this class is for you.

Jack-Of-All-Magics Druid

Download the Jack of all Magics Druid character sheets here.

This druid is all about the wild magic of nature, and lives partway between cleric and wizard in terms of its abilities. This caster-style druid can heal, call on the elements, and draw power from the land itself.

Judging what powers to use and when is important. Timing is everything, and you’ll need to carefully ration the use of your daily powers.

Thankfully spending some feats gives this character a couple of at-will spells to fall back on when it isn’t appropriate to use a daily power.

You might not have all the bells and whistles of a cleric or a wizard—but you can talk to plants and animals and understand their replies. In many ways that is more powerful than anything a wizard or cleric can do, if you can find the right thing to use nature talking on. You also benefit from the wilderness survival feature, meaning that no matter where you are you’ll probably be fine.

You aren’t a front-line fighter, so hang back and let tougher characters slog it out. Or pair up with a druid who specializes in melee combat. You don’t get a decent at-will ranged spell until 3rd level, so you’ll carry a shortbow for emergencies.

Talents

Elemental Caster (initiate)

You can cast elemental spells. Like wizards and clerics, at the start of each day you pick which daily spells you cast. For this build I’ve determined the most likely spell, but if you are playing this build you can swap that spell out—for example you might want to swap out summoning an earth elemental for a water elemental if you are adventuring at sea. Starting at 3rd level you’ll gain the ability to summon elementals, but only once per day.

Terrain Caster (initiate)

Cast terrain spells—and when you cast a daily spell it is determined by the terrain you are in. As the terrain you are in determines your daily spells I’ve just noted for each level how many you get and of which level (or lower) you can cast them from.

Wild Healer (initiate)

You can use the druidic regeneration ability at least once per battle, and often more. Your healing gets better as you level up.

Race

Humans get an extra feat, and with our two starting feats we’ll improve our healing and pick up an at-will elemental attack.

Attributes

Wisdom is the primary attribute for druid casters: Str 12 (+1) Con 16 (+3) Dex 14 (+2) Int 10 (0) Wis 18 (+4) Cha 8 (-1).

1st level

Attributes: Str 12 (+1) Con 16 (+3) Dex 14 (+2) Int 10 (0) Wis 18 (+4) Cha 8 (-1).

Racial Power: quick to fight

Talents: elemental caster, terrain caster, wild healer

Feats: wild healer, earth mastery

Spells/powers: ripping vines (at-will), regeneration (1/battle + 1/day), wild heal (1/day), earth strength (1/day), one 1st lvl terrain daily.

2nd level

New feat (behemoth terrain mastery), healing (regeneration 1/battle + 1/day, wild heal 1/day), 1st level at-will spells (ripping vines, whoomph), daily spells (1st level: earth strength, one 1st lvl terrain daily).

3rd level

New feat (plains/overworld terrain mastery), healing (regeneration 1/battle + 1/day, wild heal 1/day), 3rd level at-will spells (ripping vines, whoomph, sunbeams), daily spells (3rd level: summon earth elemental; two 3rd lvl terrain dailies).

4th level

+1 to three attributes (Dexterity, Constitution, Wisdom), new feat (mountain terrain mastery), healing (regeneration 1/battle + 1/day, wild heal 1/day), 3rd level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (1st level: earth strength; 3rd level: summon earth elemental; two 3rd lvl terrain dailies).

5th level

New feat (wild healer), healing (regeneration 1/battle + 2/day, wild heal 2/day), 5th level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (3rd level: earth strength; 5th level: summon earth elemental; two 5th lvl terrain dailies).

6th level

New feat (druidic summoning), healing (regeneration 1/battle + 2/day, wild heal 2/day), 5th level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (5th level: earth strength, summon earth elemental; three 5th lvl terrain dailies).

7th level

+1 to three attributes (Dexterity, Constitution, Wisdom), new feat (druidic summoning), healing (regeneration 1/battle + 3/day, wild heal 2/day), 7th level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (5th level: earth strength; 7th level: summon earth elemental; three 7th lvl terrain dailies).

8th level

New feat (wild healer), healing (regeneration 1/battle + 3/day, wild heal 2/day), 7th level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (5th level: gust; 7th level: earth strength, summon earth elemental; three 7th lvl terrain dailies).

9th level

New feat (druidic summoning), healing (regeneration 1/battle + 3/day, wild heal 3/day), 9th level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (7th level: gust, earth strength; 9th level: summon earth elemental; three 9th lvl terrain dailies).

10th level

+1 to three attributes (Strength, Intelligence, Charisma), new feat (earth mastery), healing (regeneration 1/battle + 3/day, wild heal 3/day), 9th level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (7th level: gust; 9th level: earth strength, summon earth elemental; three 9th lvl terrain dailies).

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