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===Druids in [[13th Age]]=== In 13th Age, Heinsoo decided to nix the idea of a Primal power source and went with the explanation that Druids got Divine Magic through Nature whereas [[Cleric]]s get it through Gods, so yes, 13th Age Druids are explicitly Tree Worshipping Hippies. While a pretty iconic class in the modern-day paradigm of RPGs, they were only revealed in the "13 True Ways" splat. In the gameplay department Druids are easily one of the most unique classes in 13th Age, and you needn't even look as far as their focus on either Strength or Dexterity. Dexterity, of course, can be used for attacking both up-close and from afar by the way the class is set up and helps simplify which stats to focus on, but focusing on Strength gives you the knock-on effect of also improving the Druid's healing die from d6s to d8s. Each of their Talents has two versions, an Initiate and Adept feature, with the Adept version acting as an upgraded version of the Initiate talent. Since Druids only get 3 talents, that means you are an Initiate in 3 talents, or an Initiate in 1 and an adept in another. The various talents you can choose from encompass the grab bag of abilities that the Druids are usually associated with: *'''Animal Companion:''' The same feature lifted from the [[Ranger]], given a few bells and whistles that were also backported to its donor class. The adept version lets Druids have a pet that fights alongside them, but only on every other battle and with one fewer Recovery to spare. Going Adept not only provides a permanent companion with the full two spare recoveries, but also provides access to some special Daily spells centered around supporting your pet. *'''Elemental Caster:''' One of two combat casting specialties. This one focuses particularly on elemental damage and the ability to summon elementals. Spending an adventurer-tier feat on one specific element gives an at-will spell you can always throw alongside your Dailies. The reason one would want to go adept here, aside from the extra casting slots, is the ability to summon two elementals a day instead of just one. *'''Shifter:''' The Wildshape-focused specialty, with adepts being able to do so more freely. On one hand, Druids have the Scout Form, aka transforming into a tiny harmless creature to do a bit of reconnaissance and potentially shift the battle in your favor. On the other hand, there is the Beast form, made specifically for combat and being able to take on Daily (or near-daily for Adepts) abilities that make that form take on aspects of certain animals. *'''Terrain Caster:''' The other offensive magic specialty, with spells determined not by choice but by the surrounding environment. As with Elemental Caster, spending an adventurer-tier feat on any of the environments gives you a special at-will spell that you can always use in any environment, but the epic-tier feat also lets you use an additional spell slot for a terrain spell you didn't cast that day. *'''Warrior Druid:''' Makes Druids more like magical warriors with flexible attacks like the [[Fighter]], and each is capable of being used while transformed. This specialty is a bit piecemeal as you can only pick up a certain number of features (improving AC in armor, more HP, being able to cast without triggering AoOs, etc.), but whatever you didn't pick is available if you spend a feat on this talent. *'''Wild Healer:''' Makes Druids healers on par with Clerics. The particular focus spell here is Regeneration, which can only be cast a certain number of times per battle and per day (and Adepts get more of these) and lets a target roll one recovery, get half the HP from that and then repeat that for a second turn and every turn after that so long as you keep making saves. There are two other daily spells of focus, Wild Heal, which lets the Druid and some allies spend a recovery roll, and the Adept-exclusive Greater Regeneration that spends an extra recovery but gives a full heal each turn it's on.
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