Druid

It was the Elf named Quintus, the first child born into the world, who learned from the avatar of a god the methods to come into communion with nature, who planted the seeds of an example of favor between the wild sentience that would eventually bring the path of all Druids into being, drawing magic from empathy with the natural world and working alongside it as sometimes its defender and protector while otherwise flouting its fury. Druidic magic draws from nature itself, which is supplied by a mysterious entity known as Gaea whose words travel in whispers through the winds of rustling trees.

There are two types of Druids: Nature's Heralds and Shamans. Nature's Heralds employ the frenzy of nature to do their bidding through Heraldry and Summoning while Shamans draw upon the spirits of the wild to harness their mystical magic through Shamanism and Totems. Both depend upon a strong bond to each aspect of the wild and hold naturalism in high esteem. Both may employ the azure magic of Animalism.

'''Starting Equipment. '''Tree Limb, Forest Walkers.

Class Orders
There are no Druidic orders, but there once was. Now there is only a tribe within Elwood in a holding known as Barkvale that is full of Boon and Half Elves who practice Druidic ways.

"Nature Preserve Us", Disbanded
Also called the Workers of Wonders, the curators of Quintus Fields were responsible for using magic to supply all of Two Moons with food, and they did so by portrayals of beauty through magic and genetic splicing to invent new and interesting plants, but their great work was not to last. During a Drow Raid, a rogue Witcher Hex Mage turned each of the workers to stone. So much time passed before a cure was discovered that the elders questioned whether or not turning them back would go against the will of nature, and there amongst the fields the workers remain to this day.

Keepers of the Shrine
The Elder Boon has entrusted his elite Druids with protecting the Green Shrine, a band of his tribe composed mainly of Boon, but a few fledgling Half Elves have been accepted into his trust. In addition to keeping those who would defile the pure waters of the spring he keeps safeguarded, the Keepers are responsible for maintaining the safety of the tribe as a whole as well as teaching the ways of the Verdant Word to those who would commit themselves further to hearing it. The Druids chosen by the Elder Boon are also responsible for patrolling the forest and protecting its inhabitants while keeping a close watch on the Humans who have settled in Anvil.

Heraldry
Nature's Heralds are masters of fulfilling the will of Gaea, policing the forests and turning nature against its enemies. They proclaim the intensity and necessity of returning to a more naturalistic way of life and are equally committed to such ways of life themselves. Their utilization of Heraldry brings them closer to becoming one with the planet.
 * Class Movement: 2
 * Suggested Casting: Nature, some Restoration
 * Focus-Specific items: None

Level 1
-BERYL. 1 MP. Nature's Herald harnesses the spirit of nature to thrust it in the form of a powerful orb, dealing [EMPATHY + Nature] Poison.

-SWIFT MESSENGER. 10 Minutes. Requires WILD SPEECH from Animalism to use this Command. Either an accipiter tawny hawk or a swift-tail sea-treader arrives to deliver a message for you.

-THORNS. 1 MP. Nature's Herald causes thorns to grow on an object [EMPATHY + Nature] Poison, tile [EMPATHY + Nature + Snare] or a weapon [+1 Weapon] Poison.

-WHISPER. The Verdant Word can now speak through plants to Nature's Herald.

Level 2
-BARK SKIN. 1 MP. Nature's Herald causes his skin to toughen for the remainder of the Scene, gaining +2 Armor, but downgrading his resistance to Fire.

-CAMOUFLAGE. Nature's Herald blends in to the environment, gaining a bonus to Stealth by [Nature] until he moves again.

-EARTH'S EMBRACE. 2 Mana. Nature's Herald causes entangling roots to rise up from the ground, causing [EMPATHY + Nature + Prone] Poison.

-GROWTH. Plants grow around Nature's Herald, restoring MP by [Nature].

-SYNTHESIS. 1 MP. Nature's Herald communes with Nature, restoring HP to himself by [Nature + Restoration].

-TREE STEP. Nature's Herald disappears behind a tree and reappears from behind another.

Level 3
-ALLUVIUM. 1 MP. Nature's Herald causes the ground beneath one target to become unstable, causing different effects depending on the terrain.

-RESPLENDENCE. 1 MP. Nature's Herald causes one tile, regardless of condition, to a grass tile, restoring barren land and dealing Critical damage to Undead [EMPATHY + Nature].

-LEAF WHISTLE. 1 MP. Quick Action. Nature's Herald sounds off, drawing the attention of all actions in waiting, canceling casting times, holds, and interrupting other Quick Actions, etc.

-HERALD'S DISCRETION. ''Nature's Herald has an internal compass. In addition, he may now commune with Gaia for advice on which direction to go next.''

-[NATURE'S WRATH]. 1 SP, 3 MP, 1+ Wrath (all). Stance. 1x/Scene. ''Place NATURE'S WRATH on the Wrath Gauge. Nature's Herald calls upon Gaia to fuel his onslaught, adding however many [Wrath] points are expended upon depletion of the gauge to his basic attacks for the Scene. His basic melee attacks now strike all surrounding enemy Units for the duration of the Stance. Permanent points in the Gauge can not be used to activate this Stance, but are added to the allotment.''

Summoning
Summons enter the Scene by being called by a fetish, obtained by a Druid upon meeting its host for the first time. [EMPATHY + Nature VS MP cost, CT = MP Cost up to 4]. Upon arrival they will first attempt to perform their intended action and will then remain for [4:10] rounds or until their health runs out. A fetish can not be used twice in the same Scene.

L.1 SUMMON: TYRANNIDAE. 1 SP, 1 MP. An iron cage fetish that calls a canary to scout the area.

L.1 SUMMON: LUNE. 1 SP, 1 MP. A fetish composed of a yellow bundle of fur tied together by a frayed string that calls a ashen wolf to cause a distraction.

L.1 SUMMON: VERMIRAN. 1 SP, 1 MP. A burning fox tail fetish that never goes out that calls a sly yipper to find something in an area that may otherwise be overlooked.

L.2 SUMMON: AKITA. 1 SP, 2 MP. ''A tooth fetish with a hole through it used to call a laughing hund to side with your cause. It can turn on you if struck by friendly fire.''

L.2 SUMMON: GOLDCLAY SPINNER. 1 SP, 2 MP. A thin silken thread fetish summons a forest spider to weave a trap.

L.2 SUMMON: SHADOW STALKER. 1 SP, 2 MP. This jade pendant fetish calls a feral assassin for dealing a single point of Spirit Damage before prowling the battlefield.

L.3 SUMMON: EYRIE. 1 SP, 3 MP. This small nest fetish calls a large bird to lift an ally or enemy to new heights.

L.3 SUMMON: FEY PANTHER. 1 SP, 3 MP. This wing of a Tennin fetish calls an astral snow leopard to cast illusions on the Scene.

L.3 SUMMON: ODONATA. 1 SP, 3 MP. ''This swirling blue and green marble fetish calls a gigantic damselfly to carry an ally out of harm's way. (Can be used for travel outside of battle.)''

L.4 SUMMON: BASALISK. 1 SP, 4 MP. This petrified statuette totem calls a poisonous serpent to inflict Petrification.

L.4 SUMMON: IVEROCE. 1 SP, 4 MP. This tanned leather fetish calls a tusked thrasher to knock down a wall or barrier.

L.4 SUMMON: MANDRAKE. 1 SP, 4 MP. [Nature's Herald only]. This bag of salt fetish calls a dextrous scaled pup to entertain the Scene.

L.5 SUMMON: PROCNEA. 1 SP, 5 MP. This white stem fetish calls a leather-skin thunderbird to deal [INTELLIGENCE + Destruction, Zone] Thunder.

'''L.5 SUMMON: STRIDER. '''1 SP, 5 MP. ''This stinking husk totem calls an eight-legged abomination to serve as a mount upon the battlefield. (Can be used for travel outside of battle.) ''

L.5 SUMMON: VELEZ. 1 SP, 5 MP. This shimmering sea scale fetish calls a giant oceanic serpent under your command.

L.6 SUMMON: POLAR URSO. 1 SP, 6 MP. [Winter's Herald only] A stone fetish that is cold to the touch calls an arctic treader to fight as a familiar (max 3 rounds).

'''L.6 SUMMOON: SEA LEOPARD. '''1 SP, 6 MP. [Winter's Herald only.] ''A blue foot fetish is used to call a terrifying sea leopard to ravage the battlefield...summon it, then get out of the way. (Has a [1:10] chance of summoning a Pengie instead.)''

L.6 SUMMON: SILVER LOBO PACK. 1 SP, 6 MP. [Winter's Herald only.] This sack of raw, frozen feed can be used to summon a pack of three Silver Lobos to surround your target.

Animalism
'''L.1 Log. 'The Animagi adds a log book to his inventory, in which he may log any number of creatures he comes across. If the log book is lost, he must start his log over.''

L.1 WILD SPEECH. The Verdant Word can now speak through creatures to the Animagi.

L.2 WILD ASPECT. The Animagi becomes more animal-like, taking on a single permanent physical feature found in his log.

L.2 WILD HUNT. The Animagi is in tune with his instincts when stalking his prey, granting +1 PERCEPTION when engaged in combat with a creature already in his log book.

L.3 FORM of the BEAST. 1 SP, 1 MP. The Animagi may transfer into a similarly sized creature from his log book, once per day per animal, for up to an hour.

L.3 WILD GRACE. The Animagi permanently gains +1 to his Movement Modifier after he has recorded 10 creatures in his log book upon taking this Command.

L.5 [SPIRIT of the WILD]. 2 SP, 4 MP. ''The Animagi unleashes his animalistic potential in the form of a spirit, altering his physical presence and gaining +2 to all Physical Attributes but -1 to all Mental and Social Attributes for the remainder of the Scene (this grants +2 temporary HP and Movement, but -1 SP and MP, which returns to normal after the Stance ends). *Totems can influence what form the Spirit takes on, alter the base Attributes change, and even provide different Commands to use while in the form.''

Shamanism
The first Shamans discovered their power when the Druidic Elves, driven from Two Moons, had to depend upon the more feral side of nature to survive, tapping into the darker side of nature and communing with the spirits of animals and the mysteries of death in order to survive.
 * Class Movement: 1
 * Suggested Casting: Mysticism, then Conjuration and Restoration. One command uses Divination
 * Focus-Specific items: Bone Necklace

Level 1
'''-COMMUNE. '''1 MP. The Shaman may speak with spirits for [Divination] minutes.

-ELEMENTAL EMBRACE. 1 MP. The Shaman may cast elemental magic in the form of a sphere depending on what Totem he has in place [CUNNING + Mysticism].

-MOONGLEAM. The Shaman restores HP damage by [Mysticism + Restoration, Area] Dark, but only at night

-OMEN. 1 MP. The Shaman predicts an attack in the future [WILLPOWER + Divination] Dark, (CT = Successes) and may make another action.

Level 2
-BONE NECKLACE. 2 MP. The Shaman delegates a circle, causing [CUNNING + Mysticism] Dark to all units within.

-CLEANSE. 2 MP. [Shaman only.] The Shaman removes all negative status effects to a target, including uncommon influences and minor illnesses.

-ECOTONE. 2 MP. The Shaman casts a spell of any two different elements at one target, dealing [CUNNING + Mysticism] Element + [CUNNING + Mysticism] Different Element.

-PURGE. 1 MP. The Shaman removes all beneficial status effects from one enemy Unit.

-TOTEM ARC. 2 MP. (Requires ELEMENTAL EMBRACE). ''The Shaman deals elemental damage based on the totem in play. [CUNNING + Mysticism + SD = next closest enemy Unit until fail]''

Level 3
-CREPUSCULAR WARDING. Fiends will no longer pursue the Shaman.

-DREDGE SPOIL. 1 MP. The Shaman moves an obstacle on the battlefield to another location within the battlefield.

-REGENERATION. 4 MP [Shaman only.] ''The Shaman may mend together severed limbs. He places them next to each other and the flesh knits together by [Conjuration + Restoration].''

-WATERWALKING. 1 MP. The Shaman casts a hex on the target, granting the ability to walk on water for one hour per [CUNNING + Mysticism].

-EPHEMERAL SHADOW. The Shaman amplified the sun's angled intensity, dealing [CUNNING + Mysticism] Dark to all enemies behind him.

Level 4
-REBIRTH. 6 MP. ''The Shaman restores a KO ally by [Conjuration + Restoration]. (Shaman only: The Shaman may also bring a target back from the dead for the appropriate price.)''

Level 5
-VOOD. 1 SP, 5 MP. ''The Shaman chooses one target of which he owns something and may control their actions via a doll. [CUNNING + Mysticism VS WILLPOWER + Composure]''

Totems
Once they are placed, Totems effect the area directly surrounding them for the duration of a Scene. A Totem's Health is equal to the Shaman's [Conjuration].

'''L.1 MONADNOCK TOTEM. 1 MP. 'A natural totem meant to rise up out of fields, neutralizing lit weapons to those who pass through it and reducing CTs to 0 each round.''

L.2 WILDFIRE TOTEM. 1 MP. A sultry totem which grants [+1 Weapon] Fire for those who pass through it and restores +1 MP each round.

L.3 WINDFALL TOTEM. 1 MP. A blistery totem which grants causes Knock Back 1 for those who pass through it and grants Haste each round.

L.4 YGGDRASIL TOTEM. 1 MP. A furrowed totem which increases Earth and Poison resistance for those who pass through it and grants Anchored each round.

L.5 RAGNAROK TOTEM. 1 MP. ''A death-filled totem which decreases Dark resistance for those who pass through it and grants a maximum of +1 STRENGTH each round. (It allows the Shaman to cast MOONGLEAM at any time.)''

L.6 FIMBULWINTER TOTEM. 1 MP. A wintry totem which grants + 1 HP for those who pass through it and grants immunity to status effects, excluding KO and Death, each round.

L.7 MIDGAR TOTEM. 1 MP. A verve-filled totem which grants [+1 Weapon] Light for those who pass through it and grants +1 INTELLIGENCE each round for a maximum of +2.