AX&X: More Classes
Druid, Paladin, Monk, and Bard, built on the three tracks.
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New Classes
These four extend the core six. Each is built on one of the three progression tracks, so read them exactly as the core classes: the track sets attack bonus and XP, the class adds a Hit Die, a save boon, a kit, and a signature. Nothing here changes a track. A character is one class, as ever.
- Druid: Priest, d6. Neutral by calling. Wooden and stone weapons, leather armor and a wooden shield, no metal. +2 Body. Prepares nature spells through mistletoe, below. Speaks with beasts, moves through brush unhindered, and is immune to the charm of woodland folk. Kit: sickle, sling, leather, wooden shield, a sprig of mistletoe.
- Paladin: Warrior, d8. Lawful only, sworn to an oath; a broken oath strips these boons until atonement. Any weapon and armor. +2 Will. Lay on Hands heals twice your Level in HP a day by touch, or cures one disease. Senses Chaos at will and is never sick. Allies within Near gain +1 on saves against Chaotic magic. Kit: weapon, shield, medium armor, holy symbol.
- Monk: Specialist, d6. No armor, simple weapons, fights unarmed. Unarmored and unburdened, your AC is 10 + half Level plus any DEX edge, and bare hands strike for 1d6. Once a fight a hit can stun: the foe makes a Body save or is dazed a round. You fall safely any height beside a wall, and move 10 ft faster. Kit: staff, simple weapon, traveling clothes, a begging bowl.
- Bard: Specialist, d6. Light and medium weapons, light armor. +2 Will. Loremaster: a Class Check recalls a useful truth about a monster, relic, or place, and on a good roll names its weakness. Song: while you play and do nothing else, allies within Near gain +1 to attacks and saves and shrug off fear; it ends if you stop or take a wound. A performance can sway a crowd, +2 to its reaction. Kit: an instrument, a light weapon, light armor, a book of tales.
Druid Spells
A Druid prepares spells as a Cleric does, up to the slots the Priest track grants, choosing from the list below. The focus is a sprig of mistletoe: cut fresh by moonlight it gives full effect; dried or bought, it still works, at −2. A Druid may also prepare Cure Light Wounds from the Cleric list. The same list is printed in the Spellbook.
Level 1
- Animal Friendship. Over a day of feeding and care, win a wild beast as a loyal companion. Keep one such beast per two Levels.
- Detect Snares and Pits. Sense deadfalls, pits, and crude or natural traps, and unsafe footing, within 40 ft for 6 turns.
- Entangle. Grass and root seize everyone in a Near patch. A Dodge save or held fast, with a new save each round to tear free. One fight.
- Faerie Fire. Ring a target in pale light for one fight. Attacks against it gain +1 and it cannot hide.
- Goodberry. 1d6 berries, each heals 1 HP and feeds a traveler for a day. They spoil at next dawn.
- Invisibility to Animals. Natural beasts cannot see, hear, or smell the warded creature for 6 turns, unless it attacks.
- Locate Animals or Plants. Sense the nearest of a named beast or plant within a mile, and its direction, for 6 turns.
- Pass Without Trace. You and your band leave no track or scent for 6 turns, +4 to shake pursuit in the wild.
- Predict Weather. Know the coming day's weather for a few miles around, as sure as the season allows.
- Purify Water. Make a barrel of foul water or a day's spoiled rations clean and safe, or foul them.
- Shillelagh. A staff or club becomes a magic weapon, +1 to hit and 1d8 damage, for one fight.
- Speak with Animals. Talk with natural beasts for 6 turns. They answer as their nature allows and may grant a small favor on a good reaction.
Level 2
- Barkskin. A target's skin turns to bark: +2 AC for 6 turns.
- Charm Mammal. A warm-blooded beast takes you for a friend. Will save resists; a failed one lasts until you harm it or a day passes.
- Create Water. Call clean water from the air, enough for a party and its mounts for a day.
- Feign Death. A willing creature falls into a deathlike trance for 6 turns, stiff and cold, taking half from blows and immune to drain while under.
- Fire Trap. Ward a box, door, or body. The next to open it unbidden takes 1d4 + Level fire, Dodge for half. Holds until sprung.
- Heat Metal. Metal a target wears turns scalding for 1d4 rounds: 1d4 a round until dropped. Great mass or cold iron resists.
- Hold Animal. Freeze up to 1d4 natural beasts. Each rolls a Will save; the held are Helpless for 1d4 rounds.
- Obscuring Mist. A damp fog fills a Near space for 6 turns. Past 5 ft, sight and missiles fail.
- Produce Flame. A flame sits in your palm for 6 turns. Hurl it to Near as an attack for 1d6 fire, and it sets tinder alight.
- Speak with Plants. For 6 turns, question the local growth. It answers simply and may part a path or tangle a foe.
- Trip. A vine, root, or your staff whips out: a moving target in reach saves Dodge or falls prone.
- Warp Wood. Bend and split wooden items within Near, one per two Levels: a spear shaft, a bow, a plank, a door.
Level 3
- Call Lightning. Under a storm sky, call a bolt once a round for 6 turns: Near, 1d6 per two Levels, Dodge for half. Needs a storm overhead.
- Cure Disease. A touch ends one disease or rot. Reverses to Cause, a wasting sickness on a failed Body save.
- Hold Plant. Shamblers, vine horrors, and like growth within Near stop still. Each rolls a Will save; the held are Helpless for 1d4 rounds.
- Neutralize Poison. Draw the venom from one creature or dose: ends Poisoned, or renders a poison inert. Can instead foul good food.
- Plant Growth. Brush and briar burst across a wide space, near impassable. Lasts until cut back.
- Protection from Fire. A target ignores ordinary fire and halves magical fire for 6 turns, until it soaks 12 damage.
- Pyrotechnics. Spend a nearby fire as blinding fireworks (watchers Dodge or blind a round) or a choking smoke cloud.
- Snare. Weave a cord, vine, or root into a near-invisible trap. The first to tread it is bound or yanked up, Dodge negates. Holds until sprung.
- Stone Shape. Mold a block of stone no larger than you like clay: a rough door, a niche, a crude span. One shaping.
- Summon Swarm. A swarm of biting insects fills a Near space for one fight. Those within take 1 a round and act at -2.
- Tree. Take the seeming of a tree for up to a Day, aware and unharmed by ordinary notice. End it at will.
- Water Breathing. Up to two creatures breathe water for 6 turns, or you breathe air underwater the same span.