Ability Requirements: | Charisma 18, Wisdom 12* *Additional requirements are as per the second (non Druid) character class and racial ability requirements for Half-Elf or Elf, if applicable |
Prime Requisites: | Charisma |
Races Allowed: | Human, Elf, Half-Elf |
Sex: | Always male |
The Dryan is a multi-class Druid character of two classes, with the prime requisite being Charisma due to their physical appearance and tangible magical aura. A Dryan whose Charisma remains above 16 or more gains a 10% bonus to experience points earned.
A Dryan is always of Neutral alignment, as per the Druid class, and a multi-class demi-human character type. The following classes combinations are permitted:
Class Combination | Standard Minimum Requirements of Second Class |
Druid/Bard | Intelligence 13, Dexterity 12 |
Druid/Fighter | Strength 9 |
Druid/Gigolo* *Click here for full details of the Houri/Gigolo class | Intelligence 9 |
Druid/Mage | Intelligence 9 |
Druid/Ranger | Strength 13, Wisdom 14, Dexterity 13, Constitution 14 |
Druid/Thief | Dexterity 9 |
For the purposes of character creation use the standard multi-class character guidelines in the Players Handbook for determining hit dice, weapon and non-weapon proficiencies, saving throws and experience levels. This character type is always a 'sapling' or potential candidate to become the Guardian of the One Tree.
A Dryan will typically only wear a loin cloth - armour is forbidden to this character class and only in cold weather or adverse conditions (including adventuring) will a Dryan wear cloaks or other clothing. A shield made of natural materials (wood, dragon scales, leather etc.) is permitted. non-magical weapons must also be made of natural materials, even for the Druid/Fighter character class, for example a scimitar carved from a dragon's breast bone or a dagger made from a large thorn.
The Dryan is based on the Druid class but with the following differences. They are not political, do not need to gather or use mistletoe for their spells, as they have a holy symbol (Necklace of the One Tree), and their conflicts (as per the Druid class) are with other 'saplings' (see the description of the One Tree). They are devoted to both their class types, honing their skills for the final battle.
Season | Hair Colour | Skin Colour |
Spring and Summer - obviously of Dryad descent | Green hair - the colour of oak tree leaves | Lightly tanned |
Autumn - could be mistaken for a true elf | Reddish gold | Tanned skin with a reddish gold hue |
Winter - could be mistaken for a true elf | White - the colour of snow | White - the colour of snow |
Has the abilities of a Druid of equal level, i.e. access to the Druid spheres of spells, magical items a Druid may use, +2 bonus to all saving throws against fire or electrical attacks, knowledge of the Druidic language plus the additional powers granted to a Druid as they reach higher levels.
The normal abilities of their second character class, but with regard to weapon restrictions applied to Druids and other multi-class characters limitations.
The following innate abilities. DMs should note that these innate abilities are simply an act of will and require no spell components or actions.
On reaching 9th level Druid they gain the ability to dimension door once per day.
On reaching 20th level Druid they can dimension door to the One Tree.
A Dryan has the same life expectancy as a true elf.
If the Dryan's father is of Elven descent then he also has the innate abilities of his father, i.e. standard abilities of either a true Elf or Half Elf, as these are not diminished by the union with Dryad blood. DM's note, use the abilities of the father's race type as the basis for calculating any racial abilities, for example thief abilities would be for either human, half-elf or elf. The only exception is racial limit class restrictions (see below).
Armour of any kind is forbidden, and only a shield made of natural materials may be used.
A Dryan cannot use or handle any item of forged metal including coins, shields, weapons, etc. DMs note that this restriction does not apply to magically enchanted objects.
The following racial limit class restrictions apply:
Race | Innate Druid Class |
Bard | Fighter | Gigolo | Mage | Ranger | Thief |
Human/Dryad | U | U | 16 | U* | 12 | U | 16 |
Elf/Dryad | U* | 12 | 12 | U* | U* | 15 | 12 |
Half-Elf/Dryad | U | U | 14 | U* | 12 | 16 | 12 |
*Due to the energies of Nature, these classes are not bound by the usual race restrictions, and may advance to the maximum possible level. |
On some unknown plane there is a vast expanse of green grass, from which rises a single tree. The trunk is relatively slender for the height of the tree and yet it is incredibly tall and reaches miles into the sky where it supports a canopy of leaves somewhere up in the stratosphere. The leaves float seemingly unconnected to the tree and the canopy of leaves covers the world of the One Tree. For every world where there is life there will be magically twinned leaves on the One Tree, and the more life on that world the more leaves. It is difficult to view the One Tree directly as sparkling light seems to flash off of it's leaves in a similar way to sunlight reflecting off water.
The One Tree is the true source of all life and nature. It is not sentient - it just is. The Tree was the first thing to live and will be the last to die. The One Tree has always had a Guardian but, as with all things, the Guardian's life is brief, a mere tens of thousands of years. The current Guardian of the One Tree is dying and has scattered billions of seeds to the winds of nature. Most seeds fall upon barren ground, some fall into portals and transcend time and space, finding their way to many lands, but in the end only a handful mature into 'saplings', beings like the Dryan.
Only the 'sapling' that fights and struggles to overcome all odds will ever make it to the One Tree. Should one or more 'saplings' arrive, then they fight to the death to determine who is the better and most fit to serve as the One Tree's guardian. Only then can they can merge with the One Tree and are forever bound by the restrictions of a true Dryad.
This is the Dryan's holy symbol and is a circle of wood which seems to have grown together seamlessly around the neck of the Dryan with no artificial break. From the necklace appear to float two quite different buds, one of which is a flower and the other a leaf. The necklace can never be removed and destroying the necklace is difficult but possible by either magical or mundane means. On the death of the Dryan the necklace crumbles to dust. This object is always possessed by the Dryan from birth and is in essence a part of the One Tree. The opening of the leaf and flower bud is of momentous importance, not just to the Dryan, but also to any PCs or NPCs in the area. The timing of this event is chosen by the DM and the effects are entirely down to the DM to decide what happens. Each bud opens just once. The flower's effect will be a permanent one off life type event covering the immediate area surrounding the Dryan, it's fragrance producing effects such as restoration of all energy drains, increase in, or restoration of, hit points or Constitution, or possibly restoration of life to a dead individual or all of the aforementioned and more. The leaf's opening will essentially emulate the effects of a magic item as if the Dryan now possessed the said item. The suggested effects would be similar in nature to a ring of elemental command, or ring of holiness, or ring of regeneration, etc. If the necklace is destroyed then the Dryan will die in 1d4 days and be unable to cast Druidic spells unless the Guardian of the One Tree sends a replacement.
Staff of the Woodlands (8,000 XP).
This standard magical item's effects are modified as follows when wielded by a Dryan. In the hands of a Dryan this item is automatically recharged at the rate of one charge per day. If the staff is depleted it is not rendered non-magical and will be recharged again at the rate of one charge per day. Additionally the duration of the Animate Tree spell is doubled. By using a charge from the staff the Dryan can at will change the nature of the staff between the +4 staff and +1 staff with additional powers (or any stage in between as per the item's description).