Dungeoneer's Handbook draft preview: The Druid
The first “class” template I’ve finished a first draft of is the druid. Subject to change, of course, but this will give you an idea of how I’m translating the archetypes of D&D into Dresden Files–style Fate:
Druid
Druids are the guardians of nature and the self-appointed arbiters of the relationship between humanity and the natural world. Where small rural communities exist on the edge of the wilderness, the druid is a welcome—if awed—presence that calms weather, tames beasts, and drives out blight. From their perspective, druids serve the wilderness as much as such communities by keeping people’s incursions away from sensitive areas, teaching them how to co-exist with the beasts who are their neighbours, and educating the benighted to avoid the obvious mistakes when planting a field.
Musts: Druids channel the power latent in the patterns of nature, shaping it with their sentience to further and sustain those self-same natural cycles. Like clerics of gods, druids must take Divine Miracles but can only choose Nature as the sponsoring power (a Refresh Cost of −4.) In order to cast rituals, in addition to the other ritual components the druid must bear a focus item: a sprig of mistletoe harvested during the full moon with a silver or golden sickle consecrated to that purpose. Casting an evocation while not in a natural setting (assuming the lack of a natural environment allows the desired effect at all) also relies on this focus item as a link to the natural world that gives a druid their power.
Options: An experienced druid can call on Nature’s Wisdom [−1] to infallibly identify wild plants and animals, as well as clean water. Many can Pass Without a Trace [−1] through undergrowth without slowing their pace. A sign of an accomplished Druid is the ability to take on the Shape of Wild Creatures [−2] or the form of their Totem Animal [−1].