Difference between revisions of "Druid"

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== Vitals ==
 
== Vitals ==
:'''Hit Points per level''': 8
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:'''Hit Die''': d8 (8 HP per Level)
 
:'''Proficiencies''': Armor (All), Shields, [[#Druid Weapons|Weapons (Druid)]]
 
:'''Proficiencies''': Armor (All), Shields, [[#Druid Weapons|Weapons (Druid)]]
:'''Skill Points per level''': 6
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:'''Skill Points per Level (*4 at 1st level)''': 6
 
:'''Skills''': All
 
:'''Skills''': All
 
:'''Primary Saving Throw(s)''': Fortitude, Will
 
:'''Primary Saving Throw(s)''': Fortitude, Will
:'''Spellcasting Ability''': Wisdom
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:'''Spellcasting Ability''': Wisdom (10 + Spell Level to be able to cast a spell)
:'''Spellcasting Type''': Primal. Memorized. The Druid cannot change memorized slots while outside a rest zone, however any spells placed into an empty slot start as memorized and available for use.
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:'''Spellcasting Type''': Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.
:'''Spellbook''': Druids know all available Druid spells once they become capable of casting at a given spell level.
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:'''Spellbook''': Druids know all available spells once they become capable of casting at a given spell level.
  
 
{| class="wikitable"
 
{| class="wikitable"
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!Feature
 
!Feature
 
|-
 
|-
|1 || [[#Spell List|Spellcasting Level 1]], [[#Wildshape|Wildshape]]
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|1 || [[#Spell List|Spellcasting Level 1]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Wildshape|Wildshape]]
 
|-
 
|-
 
|2 || [[#Woodland Stride|Woodland Stride]]
 
|2 || [[#Woodland Stride|Woodland Stride]]
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== Druid Core Mechanics ==
 
== Druid Core Mechanics ==
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=== '''Metamagic: Conversion''' ===
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The character receives the [[Feats#Conversion|Conversion]] feat for free.
  
 
=== '''Wildshape''' ===
 
=== '''Wildshape''' ===
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Using the totem again cancels the transformation, as does using the ''Wildshape'' feat, or another totem to take a new form. Losing the temporary hitpoints granted by the ''Wildshape'' will also revert the druid to their true form.
 
Using the totem again cancels the transformation, as does using the ''Wildshape'' feat, or another totem to take a new form. Losing the temporary hitpoints granted by the ''Wildshape'' will also revert the druid to their true form.
  
This ability may be used once per rest per Druid level, and regains 3 uses when dispatching an opponent of ''Elite'' rating or higher.
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This ability may be used once per rest per Druid level, and regains 1 use when dispatching an opponent of ''Elite'' rating or higher.
  
 
{| class="wikitable"
 
{| class="wikitable"
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[[Spells#Ray of Frost|Ray of Frost]]<br>
 
[[Spells#Ray of Frost|Ray of Frost]]<br>
 
[[Spells#Resistance|Resistance]]<br>
 
[[Spells#Resistance|Resistance]]<br>
[[Spells#Spare The Dying|Spare The Dying]]<br>
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[[Spells#Cure_Minor_Wounds|Spare the Dying]]<br>
 
[[Spells#Virtue|Virtue]]<br>
 
[[Spells#Virtue|Virtue]]<br>
 
|
 
|
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[[Spells#Stoneskin|Stoneskin]]<br>
 
[[Spells#Stoneskin|Stoneskin]]<br>
 
[[Spells#Summon_Creature_IV|Summon Creature IV]]<br>
 
[[Spells#Summon_Creature_IV|Summon Creature IV]]<br>
[[Spells#Wall Of Fire|Wall Of Fire]]<br>
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[[Spells#Wall_of_Fire|Wall of Fire]]<br>
 
|
 
|
 
[[Spells#Awaken|Awaken]]<br>
 
[[Spells#Awaken|Awaken]]<br>

Latest revision as of 18:11, 20 May 2022

Druids draw Power from the primal energy lingering in all living things. They possess shapeshifting abilities that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique spellbook. Their Archetypes allow them to focus on furthering their shapeshifting abilities, a pet/summoner based playstyle, or an offensive elemental spellcaster.

Maximizing Strength or Dexterity is recommended if you want to focus on attacking with weapons and using Maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
Maximizing Wisdom is recommended if you want to focus on your spellcasting ability (Offensive DCs, Spells/day, Metamagic Pool). Wisdom also contributes to your Will save.
Dexterity allows you to maximize Armor Class from light/medium armors and improves your Reflex save.
Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
Intelligence contributes to your maximum Maneuver pool and Reflex save.
Charisma contributes to your Will save and support Maneuvers such as "Commander Strike".

Vitals

Hit Die: d8 (8 HP per Level)
Proficiencies: Armor (All), Shields, Weapons (Druid)
Skill Points per Level (*4 at 1st level): 6
Skills: All
Primary Saving Throw(s): Fortitude, Will
Spellcasting Ability: Wisdom (10 + Spell Level to be able to cast a spell)
Spellcasting Type: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.
Spellbook: Druids know all available spells once they become capable of casting at a given spell level.
Level Feature
1 Spellcasting Level 1, Metamagic: Conversion, Wildshape
2 Woodland Stride
3 Spellcasting Level 2
4 Archetype Feature I
5 Spellcasting Level 3
6 Venom Immunity
7 Archetype Feature II, Spellcasting Level 4
8 Resist Nature's Lure
9 Spellcasting Level 5
10 Archetype Feature III

Druid Core Mechanics

Metamagic: Conversion

The character receives the Conversion feat for free.

Wildshape

A druid can transform themselves into beasts of the wild. By means of a successful Animal Handling check, the druid receives a totem of that form. Using this totem transforms the druid into that animal, gaining an amount of temporary hitpoints per druid level and properties relevant to the animal's role as listed below. However, the druid cannot cast spells while wildshaped. Using the Wildshape feat itself will instantly transform the druid into whatever last shape they used.

Using the totem again cancels the transformation, as does using the Wildshape feat, or another totem to take a new form. Losing the temporary hitpoints granted by the Wildshape will also revert the druid to their true form.

This ability may be used once per rest per Druid level, and regains 1 use when dispatching an opponent of Elite rating or higher.

Role Temp HP/Level Additional
Brute 5 +1AB
Skirmisher 4 +1d6 Sneak Attack
Lurker 3 +2d6 Sneak Attack
Controller 3 +2 Spell and Maneuver DCs
Soldier 6 +1 AC
Artillery 3 +4 Damage

Woodland Stride

The character is immune to the Grease, Web, and Entangle spells.

Venom Immunity

The druid is immune to all poisons.

Resist Nature's Lure

This feat grants a +2 insight bonus on saving throws against fear spells and effects.

Spell List

Cantrips 1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells 5th Level Spells

Acid Splash
Electric Jolt
Flare
Light
Ray of Frost
Resistance
Spare the Dying
Virtue

Burning Hands
Camouflage
Cure Light Wounds
Endure Elements
Entangle
Grease
Ice Dagger
Magic Weapon
Protection
Shield of Faith
Sleep
Summon Creature I

Barkskin
Bull's Strength
Cat's Grace
Charm Person Or Animal
Cure Moderate Wounds
Eagle's Splendor
Electric Loop
Endurance
Flame Lash
Fox's Cunning
Hold Animal
Lesser Restoration
One With The Land
Owl's Wisdom
Resist Elements
Summon Creature II
Web

Bestow Curse
Call Lightning
Contagion
Cure Serious Wounds
Dispel Magic
Dominate Animal
Greater Magic Weapon
Healing Sting
Infestation Of Maggots
Magic Vestment
Neutralize Poison
Poison
Protection From Elements
Quillfire
Remove Disease
Spike Growth
Summon Creature III

Cure Critical Wounds
Death Ward
Elemental Shield
Flame Strike
Freedom Of Movement
Hold Monster
Ice Storm
Restoration
Stoneskin
Summon Creature IV
Wall of Fire

Awaken
Energy Buffer
Healing Circle
Inferno
Monstrous Regeneration
Raise Dead
Summon Creature V
Vine Mine

Druid Weapons

The Druid may use the club, dagger, dart, quarterstaff, scimitar, sickle, sling, and spear.

Archetypes

Invoker

"The land answers my call."

Class Level Feature Details
4 Invocation Once per round, you may use this feat to target a point and expend a use of Wildshape, creating an elemental invocation formed from the energies of the last harmful elemental spell you cast. Each round, this invocation will target the nearest enemy creature within 10m with an amount of elemental damage equal to 2d6 per level of the spell (Fortitude half), typed same as that of the invoking spell. The invocation triggers thrice, and inherits all Metamagic that was used to cast the spell. If the invocation is within one of your persistent area spells (such as Entangle), it also affects all creatures within that spell's area of effect for 1d6 damage per spell level. You may only have one Invocation at a time.
7 Leylines You may place a second Invocation. This draws a Leyline between that Invocation and any others you have placed within 10m. Creatures who pass through this Leyline are slowed by 90% for 3 rounds. Placing a new invocation will reset the duration of any existing invocations.
10 Convergence You may now place a third Invocation. Any creatures within the triangle formed by three invocations will be stunned for one round every round if they fail their will save. The DC is equal to the maximum spell DC associated with any of the three invocations.

Shifter

"Show my face? Which one?"

Class Level Feature Details
4 Master of Many Forms You may now learn a greater variety of forms, including vermin, beasts and magical beasts. You also now regain a use of Wildshape if you revert or change your form before losing the associated temporary hitpoints, provided it is a form you have not yet used since your last rest, or last slaying of a creature of Elite rating or higher.
7 Peak Performance When you use Wildshape, the bonuses you receive from the creature role are doubled, as are the temporary hitpoints.
10 Evershifting Form Your Wildshape forms can no longer be dispelled. You may also now cast spells while transformed.

Wildspeaker

"Lend your ear to the wilds."

Class Level Feature Details
4 Beast Bond Your powerful bond with the wilds has granted you the benefit of a nature spirit taking beast form. Use this feat on yourself to choose your companion type (default wolf). You may summon this beast for free once per rest. Should the companion perish, it may be resummoned with this feat for the cost of one Wildshape.
7 Fervent Ally Your Beast Bond creates a beast of Elite rating.
10 Nature Speaks Target your bonded beast once more with the Beast Bond feat. For the cost of one Wildshape, your ally gains the attributes of a Solo rated creature of its role for 3 rounds.