Xenodruid (Starfinder Second Edition Archetype)
(art by ElreniaGreenleaf on DeviantArt)
It is often easy to forget that druids might exist in a sci-fi setting. After all, with all the futuristic cities, robots, and sinister corporations, the power of nature must surely seem⦠quaint, with the possible exception of stories of technology versus nature.
But nature doesnāt disappear just because the tech level goes up (gods, I hope not), and as long as there are those that would despoil nature, there will be druids to counteract them and manage the balance of worlds.
Enter the Xenowardens! Not everyone in this organization is a druid (either the old kind or todayās subject), but this group is utterly dedicated to preserving the ecosystems of all worlds, not just from negligence from civilizations or exploitation from big businesses, but also from accidental tragedies. If an entire species is threatened to be wiped out due to some natural accident and in turn cause a trophic cascade as other species go extinct in turn, you can bet the Xenowardens will be there to fight tooth and nail. Some may be considered terrorists, and others activists, but their dedication is second to none.
And thatās where our topic, the Xenodruid, comes in. While not every Xenowarden is a xenodruid and vice versa, the two are heavily intertwined, adding some nature magic to any characterās arsenal.
Back in SF1, xenodruid was a connection for the mystic class, and while that is no longer the case, this archetype does require the mystic bond and a connection with primal spellcasting. Meaning in order to play with this archetype, you have to either play a mystic or play a character with the mystic multiclass archetype, which does make sense.
So letās see what the druids of the far future have to offer!
The base dedication for the archetype, which does require some mystic training, allows the druid to form a bond with the biosphere of a planet, attuning themselves to it and itās needs. This grants insight into the native flora and fauna, as well as readiness against itās hazards, and of course a subtle pull helping them find their way back to that planet when they travel offworld. Additionally, this archetype can be taken alongside the mystic multiclass archetype if necessary, ignoring the normal limitations.
Some of these mystics deepen their bond, becoming recognized as kin and friend to all native species, and giving them the ability to speak to the plants and animals therein.
With their interests being so far and wide from one world, some veteran xenodruids can maintain a bond with multiple planets at once, able to check up on them from afar.
True master xenowardens gain such a trust with their bonded worlds that they can use it to improve their ability to bring others back from the brink of death, letting them transfer vitality in the same motion as a breath of life spell. Whatās more, while on the surface of a bonded world, they can even cast breath of life on themselves reflexively as they lose consciousness, as the planet refuses to let them die.
This archetype is fairly simple, and youāre probably thinking. āWait, where are all the druid-y things like commanding the elements and plant life and all that?ā And I believe the objective here is to let the primal spellcasting and abilities of the requisite mystic class or archetype to pull that particular weight. Instead, this archetype basically allows the GM carte blanche to give the character hints about where to go in games where a small handful of planets take center stage and thereās a heavy ecology angle. In a lot of games you can probably get away with a small dip into the archetype at most.
Being a xenodruid means answering the call to go out and become a friend to even the strangest worlds and their denizens. As such, some level of open-mindedness is required, though a level of dedication and stalwartness is also required to become such a defender. Youāll find your character here in the balance between those two aspects.
Colony DX-49 is practically a debtor colony, with how aggressively the coporate owners hound the residents for every credit, including sending tax-class civil robots to hound them. Naturally, when druids show up looking to stop the environmental exploitation, the populace is quite amenable to their presence. However, the company plans to step up their crackdowns in retaliation.
For some reason, the biosphere of the newly-discovered world Jembria refuses to accept bonds with any mystic that ventures there. Sent to investigate, the party discovers ruins that seem to indicate a previous ancient offworlder colony on the planet⦠and something they did that made an entire world averse to accepting strangers ever again.
For years, Alacrity-7 has lived alone on a distant jungle world, with only an old interplanetary communicator connecting the old android to the outside galaxy. For his part, he prefers the company of nonsentient life to people, but he still remembers his duty as guardian of the planet, and will call upon others for aid if the need arises.












