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Why can't I see most of the spell descriptions?

Most of the spells listed are part of the RC/BECMI rule


system (cleric, magic-user and druid spells) and are
detailed there. They cannot be reproduced here for
copyright reasons, and the class is only intended to be
used with those rules. The two spells that are described
in this supplement, as well as the new magical shape-
shifting mechanics, are entirely new.

Why call it a Wilding?


The term 'druid' has a more specific meaning in the

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real world that doesn't always thematically match what
the classic fantasy of what a druid is purported to be.
Credits Real druids were more akin to religious prophets,
political advisors or sages (a reason we've kept the title
Designed by M O'Toole 'Arch Druid' for a Wilding leader of significant rank).

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Interior illustrations Daniel Comerci RC/BECMI manages to maintain a cohesive fantasy
(danielcomerci.com), Dean Spencer. without stepping into real-world religious analogues,
Special Thanks: S, G and H. Frank Mentzer, Aaron (e.g. Mystic instead of Monk), and we saw this as an
Allston. opportunity to decouple the 'druid' from the same by
giving it a unique name to differentiate it from other
game versions or systems. It also means there's no way
to mistake these 'unofficial' rules with the official rules
for the druid. In video game terms, think of this as a 'fan
patch.'
Contents
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Wilding Class Details.................................3
The dictionary definition of a wilding is: a plant
growing uncultivated in the wild either as a native or an
escape.
This felt like an appropriate moniker for our new class.
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Natural Weapons and Armour....................5
Unlike the original druid class, this one does incorporate
Wilding Spells List.....................................6 shape-shifting, as well as spellcasting and stronger ties to
the natural world that feel balanced but not aggressively
Wilding Saving Throws Table....................7
restrictive like the original is.
Wilding Experience Table..........................8 Focusing on a spirit animal for shape-shifting and the
source of the Wilding's magic also gave us the
opportunity to add extra flavour and depth to the rules
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and themes the Wilding operates by. It now feels like a


distinct base class, as opposed to (I think) a pretty
Introduction punishing optional cleric off-shoot class. This is more
heavily-illustrated by the options and experience path at
What is this class and how do I use it? higher levels. It also allowed us to really examine the
This class is intended to replace the optional Druid weapon and armour restrictions of a class that shuns
class from the RC/BECMI version of The World's Most metal, and create some leeway there that doesn't break
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Popular Role-Playing Game. It should be considered a the theme but benefits from 2023 hindsight and
replacement in its entirety including the spell lists, and experience.
can be played from level 1 (the original Druid only being The best way to find out if this is something you'd
a Cleric option at 9th level). Any references to Druids in enjoy is to try playing one yourself. We're confident you
those original rules not covered by this supplement can will!
be considered references to Wildings instead.
To use the Wilding class you will need a copy of those
original rules, which can be purchased on OneBookShelf
sites.

Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. All other material in this work is
© 2023 by Realm Diver and is for personal use, only.
Character Class: Wilding
The battles of Law and Chaos are not the affairs of
Wildings, and they may simply watch such encounters
Prime Requisite: Wisdom. Other Requirements: Neutral
alignment from afar, helping neither side until it threatens their
Experience Bonus/Penalty: 5% for Wisdom 13-15, 10% domain.
for Wisdom 16-18. -20% for Wisdom 3-5, -10% for When characters perform good deeds in a Wilding's
Wisdom 6-8. territory, such as curing wounded animals, this does not
Hit Dice: 1d6 per level up to 9th level. Starting with make the Wilding automatically friendly. However,

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10th level, +1 hit point per level, and Constitution assistance in fighting a huge disaster - such as a magical
adjustments no longer apply. storm or major forest fire, could earn the gratitude and
Maximum Level: 36 possible friendship of a Wilding.
Armor: Leather or special*
Should the Wilding change alignment, they will lose
Weapons: No metal edged weapon.
the benefit of their connection to their animal spirit and

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Special Abilities: Immunity to lycanthropy, Change
Form, Wilding spells. no longer be able to use their special abilities.

A Wilding is a human character who is dedicated to the


natural world and the wilderness instead of remaining
among "civilised" areas.
A Wilding is pure Neutral. Never Lawful or Chaotic.
The Wilding devotes their life to the balance of all living
things and to the study of nature, allowing them to

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commune with an animal spirit: the source of their
supernatural abilities.
Wilding items and equipment are made of items that
were once alive (leather, wood, etc.). "Dead" things that
have never been alive (stone, metal) disrupt the
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Wilding's connection to their spirit animal and source of
magic. When a Wilding uses their Shape-shift ability,
these items magically disappear/appear with the
process, something that cannot happen with "dead"
material objects.
Every Wilding hails from outside of or on the fringes of
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what one would consider "civilisation". While many


choose to live a solitary existence in deep forests or
wilderness, there are those who live the life of the 'wise
Class Details
man' or 'cunning woman' of a frontier community, Prime Requisite: A Wilding's prime requisite is
advising the locals on best practices for working with the Wisdom. If a Wilding has a Wisdom score of 13-15, the
natural surroundings and providing healing and herbal character gains a 5% bonus to experience points earned.
remedies. Wildings of significant prestige with territories if their Wisdom score is 16-18, they earn a 10% bonus to
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that border one another may form a council known as a experience points.
Circle, with the leader of the Circle given the title of Arch Hit Dice: Roll a six-sided die (1d6) to determine a
Druid. Wilding's hit points. A Wilding starts with 1d6 (1-6) hit
Wildings charge themselves with the protection and points (plus any Constitution bonus) and gains 1d6 more
balance of nature, specialising in a type of terrain be it a hit points (plus bonus) with each level of experience. One
forest, a coastline, a desert etc. While minor destruction additional hit point is gained for each level after 9th
in nature is a fact of life, Wildings will not hesitate to level.
punish deliberate evil destruction of territory under Armour: The Wilding may not wear metal armour or
their protection. Even Chaotic monsters know this, and use metal items, lest they disrupt their connection to
will avoid harming things in the territory of a powerful their animal spirit and lose their magical abilities. They
Wilding lest they invoke his or her wrath. can wear leather armour, and use shields made of wood
and leather. Rarer armour that may come in natural
materials may be commissioned or discovered.*

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