Luis (Rowan)

The spirit of the rowan tree is represented by the ogham luis and is associated with protection from magical and natural elements. The spirit of the luis represents endurance versus magical and natural harm as well as maturity over time from innocence to wisdom from lessons learned through life. It is believed that the rowan tree’s yearly cycle starting with white flowered blooms in the spring, maturing to produce fiery red berries throughout the summer, matched by the brilliance of its own leaves as they head into autumn best captures the essence of the spirit of luis.

Bonus Feat: Blessing of Luis or Craft Magic Arms and Armor.

Spells: 1stendure elements, 2ndbear’s endurance, 3rdprotection from energy, 4thantiplant shell, 5thlife bubble, 6threpel wood, 7thspell turning, 8thprotection from spells, 9threfuge

Enduring (Su)

At 1st level, you may infuse the spirit of the luis to your own aura, gaining a protective field that absorbs a total amount of physical damage from bludgeoning, piercing, or slashing equal to ½ your class level (minimum of 1).

Regardless of the source of damage, the damage is first deducted from this amount before you take any damage.

You may initiate this power as an immediate action and the protection lasts until exhausted from damage or a total number of rounds equal to your class level (whichever comes first). You may use this power a total number of times per day equal to 3 + your Wisdom modifier. This power does not affect ability damage or drain, bleed damage, energy related damage, negative level drain, or death effects that are not directly related to causing damage.

Charm of Intervening (Sp)

At 8th level, you can craft a charm from a piece of rowan as a standard action. Choose one creature (or sub creature as applicable) type, and if you wear this charm or give it to an ally, it grants a +2 deflection bonus to the wearer’s AC when attacked by that type as well as a +2 luck bonus versus the spells, spell-like abilities, and supernatural abilities used by those creature of the type you specify when creating it. The charm lasts until dawn the next day, at which point the magic completely fades.

You may create a total number of such charms per day equal to 3 + your Wisdom modifier and each may be set to a different creature type if desired. Only the first charm given is effective, any other charms have no effect to the individual it was given (including yourself). At 14th level the deflection and luck bonuses both increase to +3. At 20th level, the deflection and luck bonuses increase to +4.

Section 15: Copyright Notice

Advancing with Class: The Druid © 2018, The Knotty-Works; Authors: Aaron Hollingsworth, John Buckley, Artists: Brett Neufeld, Forrest Imel, Jacob E. Blackmon, Liz Courts, Matthew Richmond, and Rick Hershey.

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