Days of Gold Class Reference

The Druid

Beasts, sanctuary, living paths, healing, and nature answering in kind.

Class Signature

The Grove

Starting Information

Starting Gold
50 gp
Recommended Primary Stat
Wits
Connections
1
Class Signature
The Grove
Starting Gear

Staff or dagger (2 Harm), padded clothing (Armor 1), a common traveling outfit, herb pouch, and simple outdoor gear: a small backpack containing a sleeping bag, tiny spade, flint and steel, empty waterskin, 50 ft of twine, and needle and thread. No food is included.

Fortune

When you heal someone or meaningfully preserve nature, the GM gains 1 Fortune to later turn the world in the characters' favor.

Regional Knowledge

Forests. You know how to move through and read old-growth woods, hunting trails, hidden springs, deep thickets, wooded hills, animal paths, forest swamps, clearings, and remote groves.

When your Regional Knowledge applies to Journey or Get the Lay of the Land, choose 1 additional option or question, regardless of the result of the roll.

Class Signature

The Grove

Your Grove is a supernatural sanctuary outside ordinary geography. From any living natural place large enough to sit within, spend 10 uninterrupted minutes communing with the land. A hidden path opens. You and anyone you personally bring may enter; without you, ordinary means cannot find or force the path.

The Grove is safe from ordinary pursuit, weather, hunger, and mundane intrusion. Fresh food and clean water are always available. You and your guests pay no Lifestyle or ration costs inside. A full night there clears 2 Wounds and counts as supernatural healing, so it can heal someone who is Broken or Dying.

Choose 3 Grove Gifts.

Grove Gifts

  • Healing Spring

    Once per session, each person who drinks and rests beside it for an hour clears 1 Wound.

  • Herb Beds

    At the start of each session, gain 2 Remedies. Spend 1 instead of a healer's kit use when you perform First Aid; on a hit clear 1 additional Wound. Or spend 1 after a few minutes of care to neutralize an ordinary poison without a roll.

  • Beast Haven

    Ordinary local animals willingly enter. Once per session, ask the Grove for one ordinary animal capable of a simple non-suicidal task.

  • Whispering Trees

    Once per session, ask one question about wilderness, weather, migration, a natural threat, or a disturbance within the region. The answer is truthful but may be symbolic.

  • Deep Paths

    After one hour in the Grove, exit through a forest you have personally visited in the same broad region.

  • Living Craft

    Once per session, spend 10 minutes there to create one ordinary nonmetallic item no larger than a person such as a weapon, rope or clothing.

Free Perk

Begins in play

Beast Speech

You communicate simple ideas with ordinary animals and understand their immediate wants, fears, senses, and memories. You can also Sway Someone on an animal; when you do, you can roll +Wits instead of +Presence.

Class Perks

Choose 2 at character creation. Each unchosen Class Perk can later be purchased for 2,000 gp.

  1. Trackless

    You leave no trail in natural wilderness unless you choose to, and ordinary trackers cannot follow you there without supernatural help.

  2. Great Shape

    You may take the form of any ordinary animal. Keep your Wounds and Stats, but gain its size, movement, senses, and natural capabilities. You cannot talk in this form. Natural weapons such as claws, talons, horns, or fangs deal 3 Harm and may use Might or Grace. When you transform, choose Might or Grace; while in this form, the chosen stat becomes +2 if it was lower.

  3. Forager

    In any wilderness, you can find enough food and water to feed yourself and everyone traveling with you. No roll or rations are required.

  4. Call the Wild

    Once per session in natural wilderness, spend 10 minutes calling ordinary local animals. A suitable pack, flock, herd, or solitary beast performs one difficult but non-suicidal task before dispersing.

  5. Herbalist

    Once per session after an hour in suitable wilderness, create 1 Remedy without paying for materials. Spend a Remedy instead of a healer's kit use when performing First Aid; on a hit, clear 1 additional Wound. Or spend it after a few minutes of care to neutralize an ordinary poison without a roll.

  6. Beast Friend

    Ordinary animals will not willingly attack you unless you threaten them first. When you try to sway an animal you can treat a 7-9 as a 10+.

  7. Wilderwise

    Once per session, commune with the nature around you to Get the Lay of the Land, rolling +Wits as normal. Ask 1 additional question regardless of the result, on top of any question from Regional Knowledge. You may ask one of these instead of a normal question: What's the forecast today? How has nature been, or is currently being, disturbed today? Who is in dire need of my Grove's healing?

  8. World Root

    Once per session, call upon the living world to transform the current scene. Roots can break stone, trees can close a road, fog can swallow an army, a river can change course, or dead ground can erupt into life. It happens; the GM determines its exact reach and lasting consequences.

  9. Animal Companion

    Gain a loyal animal companion. Name it and choose its species: 4 Wounds, Armor 0, 3 Harm, Loyalty 3. Its movement, senses, and natural capabilities follow its species. Should the companion die, beginning next session you may return to your Grove to gain a new one.

  10. Train a Stat

    Repeatable, maximum twice. Increase any one Stat by +1. A Stat cannot exceed +4.

History Questions

After creating your character, ask the table each question one at a time. Any other player may answer by volunteering their character. Briefly establish what happened and what the relationship looks like now. If no player answers, the GM fills the role with an NPC instead. You may reject a GM-created answer and ask for another, but you cannot veto another player's decision to be involved.

  1. Who do you believe will bring harm to the wilderness?
  2. Who can you rely on to protect the wilderness?
  3. Who have you brought back from the brink of death?