Nature-bound priests and wise-men who use their magical talents to influence the world around them.
Druids must have 3 or more in all Wisdom sub-ability scores, and must be Selfless
Druids receive the following skills;
Agriculture, Anatomy, Appraise, Constellations, Direction Sense, History (Culture, Legends, Military), and Persuasion at Apprentice Rank.
Cosmos (General Planes), Math (Fundamental), Riding, Spellcasting, Symbology, and Weapon (Simple) at Trained Rank.
Nature (Animals, Beasts, Birds, Fish, Geography, Humanoids, Minerals, Mycology, Plants, Trees), Religion (Nature), Ritual, Herbalism, Toxicology, Weather Prediction, and Wilderness Lore at Competent Rank.
Druids receive the following equipment for their job; a robe and simple clothing, a quarterstaff, a pouch of dried nuts and fruits (counts as 3 days rations), and a tamed pet (can be no larger than a dog).
Druids do not make any money per month.
Druids are a spellcasting occupation and use the spellcaster calculation for total Magic Points. When taking this occupation you learn 3 Spells. These spells can be traded out for Spell Powers from other spellcasting types.
Druids also learn 2 Naturalism spells as well.
Druids utilize their connection to the natural world to draw its magic into them and it costs 7 TP in order to take it as an occupation. They are often hermetic and wise, choosing to live divorced from civilization and instead learning from the land they live on. This leads to the misleading stereotype of Druids being homeless vagrants.
Druids also do well when combined with any other Nature occupations.
The following are promotions of the Druid;