Druid

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

Description
Druids are a magic-using class that can only use Nature magic. Druids are an offensive class, having solid Magic Attack, and average defensive stats. The Agility of Druids is lacking and their Attack is low, leaving them to mostly rely on the use of their magic spells to deal damage.

Skills
Tree Hugger: When in forests, a single ally of the Druid's choice will heal back lost health so long as they are in the forest.* Passive

Speak for the Trees: The Druid can converse with Ents and other tree-like creatures and even calm entish or other tree-like enemies in combat.* Passive

Oasis: The Druid conjures an oasis that fully replenishes health and gives stat boosts.* TP Cost: 30, (Magic)Attack+4

Branch Out: The Druid expands their repertoire and is able to use one of an ally magic user's spells on the next turn, even non-nature magic spells.* TP Cost: 20

Spiritual Oath: If a target wears metal armor, the Druid will deal extra bonus damage.* Passive

Leaf Shield: The Druid erects a barrier of leaves around themselves that makes them more difficult to hit.* TP Cost: 20, Enemy Success Roll-6 when targeting Druid

Forest Disguise: The Druid can disguise themselves as a tree or shrubbery.* Passive

Overview
Druids can be good to have in any campaign, but their skills have enhanced effects when the Druid is in a forest or woods, so they are useful to have around in campaigns where forests are common.

Tree Hugger is a passive stat that will heal back health for an ally as long as the ally is in a forest; though this skill only works in forests, it is phenomenal for battles in forests as the Druid's solid Magic Attack causes the skill to heal back significant amounts of health to the ally it is used on, allowing them to stay in the fight for longer.

Speak for the Trees is only useful if the party comes across tree-like creatures like ents or treants, but allows the Druid to talk to such creatures and even resolve combat against them peacefully.

The Oasis skill increases the offensive stats of allies when it is used.

The Branch Out skill lets the Druid use any non-Nature magic spell, but only if there is another magic-user in the party that knows any such spells.

Spiritual Oath allows the Druid to deal bonus damage to enemies if the enemy wears metal armor on them; this is especially useful for the Druid as they typically struggle against enemies with physical weapons, and most enemies that wear metal armor will also be wielding physical weapons.

Forest Disguise is great for blending in to hide from enemies or set up an ambush.

Inventory

 * Oak Staff (AR: 3)


 * Cloak of Leaves


 * 14 Mulberries


 * Wooden Flute


 * Wooden Carving an Owl

Starting Spells
Bloom: A magic spell that causes plants and flowers to bloom in the targeted area. MP: 0

Leaf Whisper: A magic spell that lets the user speak with a plant for five minutes; also works on treants and other plant-like creatures. MP: 0

Life: Causes pre-existing plants to accelerate their growth. Can also revive dead plants or heal dying plants. MP: 10

Entanglement: A nature spell that causes thorny vines to ensnare the limbs of a target, dealing little damage but preventing the target from moving or attacking until they cut free of the vines or the user dismisses the vines. MP: 30

Trivia

 * The Speak for the Trees skill is in reference to the line spoken by the Dr. Seuss character, the Lorax.


 * The Spiritual Oath skill is actually inspired by the real, historical druids, who made spiritual oaths against utilizing man-made objects, most notably of which was armor made of metal.


 * Leaf Shield is in reference to the ability of the same name from the Mega Man series.