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Primalist

Source NPC Core pg. 132
A primalist is a wielder of primal energies and magic, sometimes taught by forces of primal power, including powerful elementals or fey of the First World. Primalists protect the natural world, offering strong medicine to those in need while facing suspicion from those who don't understand their ways.

A great many primalists belong to druidic circles, and even those who aren't members tend to be familiar with the most prominent ones in their homeland.

Members

Dedicated Druid (Creature 7), Mountain Guardian (Creature 6), Pack Leader (Creature 4), Skin Shifter (Creature 8), Tempest Incarnate (Creature 19), Tree Singer (Creature 13)

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Gnome conservationist (level 6), kobold earth diver (level 4)

Sidebar - Locations Druid Groves

When they choose to settle in one place, druids famously dwell in druid groves. These sanctums mix elements of living spaces, ritual shrines, and the natural environment into a cohesive, harmonious whole. Flora and fauna form the majority of fixtures in most groves, with only small amounts of construction work, as druids prize fitting themselves into the environment rather than bending it to suit them. A grove might be a small hollow that's home to a solitary druid or an overgrown copse of trees housing an entire lodge.

Sidebar - Additional Lore Order Hierarchies

Green Faith orders tend to obey strict hierarchies, with nine “circles” for major orders and three or five for minor orders. A new member becomes an initiate of the first circle. Each ascending circle guards more secret and precious information and has fewer members than the circle below it. To ascend, a druid must do service toward the order's goals and grow in knowledge and magical ability. If a circle is full, a druid might need to win their way into the circle by challenging a superior.

Sidebar - Advice and Rules Speaking Wildsong

The secret language spoken among druids, called Wildsong, sounds more like animal calls than spoken words. If you're roleplaying a conversation between druids at the table, you might want to try imitating an animal, or even just play audio clips of animal noises. Much of Wildsong is conveyed through tone and associations with different animals. An individual druid's Wildsong might more frequently incorporate sounds from animals prevalent in the druid's home region, forming a dialect or accent of sorts.