Druid

You belong to a secret council of magic-users who would march civilization into a future of their choosing for thousands of years. The druids manipulate events to further their inscrutable goals. Their efforts sometimes put them in league with great heroes, and at others, with despicable villains. For what purpose, only the Grand Druid who rules them all can say with certainty.
You could have looked for a place among the druids, having heard of their exploits, or maybe you earned a druid’s esteem and invitation to join. Either way, they ushered you into their secret society as an aspirant, a position you held until you completed your training. Instruction and long hours spent in study broadened your horizons, and many secret truths were revealed to you. You gained the ability to see omens in the world around you, signs foreshadowed by your dreams. The more you learned, the more certain you became of your place among these wise people and convinced that whatever ends they sought would serve the best interests of the world. When you completed your training, you donned the traditional hooded black robes favored by members of your order.

Level 3 Druid

Attributes: Increase two attributes by 1 each.
Health: +4
Languages: Druidic plus any one
Traditions: One, Spells: Two expert
Meddler (Magical): You can use a reaction when a creature you can see within 10 yards makes an attribute roll to either help or hinder that creature.
Sleep of Ages (Magical): At the end of a quest, you can choose to enter a sleep of ages, which persists until the next quest begins. During this time, you do nothing but sleep, but you are immune to hunger and thirst, grow no older, and suffer no ill effects from exposure or infection. You experience vivid dreams of things to come, and from these visions you receive insights into your near future.
At the start of the next quest, roll a d20 + your Intellect modifier. The number rolled becomes your supply of insight. Whenever you make an attribute or luck roll, you can expend points from your insight supply to add the number spent to your result. Once you exhaust your supply, you must finish another sleep of ages before you can replenish it.

Level 4 Druid

Health: +4
Spells: One expert
Emerald Flames (Magical): You can use an action to cause green flames to erupt from your hands. Target one creature or object within 10 yards. Make an Intellect roll against the target’s Agility. On a success, the target takes 4d6 damage. The damage increases to 6d6 at level 6 and to 9d6 at level 9. On a critical success, the target takes an extra 1d6 damage.

Level 6 Druid

Health: +4
Spells: One expert
Walker of Ways (Magical): When you use a reaction to dodge, you can also teleport to an empty space on a surface that can hold your weight within 20 yards. If the teleport makes you an ineligible target for an attack or an effect, the attack or effect does not affect you. When you arrive at your destination, you become invisible until the end of your next turn. Once you use this talent, you lose access to it for 1 minute.

Level 9 Druid

Health: +4
Spells: One master
Signs and Portents (Magical): You see signs and clues around you, and if you can read them properly you can anticipate the future. Increase the number of reactions you can use each round by one. You can use this reaction only to help or hinder. Whenever you help or hinder, you increase the number of boons granted or banes imposed by 2.