Difference between revisions of "Druid V2"
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[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br> | [[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br> | ||
[[Spells#Healing Sting|Healing Sting]]<br> | [[Spells#Healing Sting|Healing Sting]]<br> | ||
− | [[Spells#Infestation | + | [[Spells#Infestation of Maggots|Infestation of Maggots]]<br> |
[[Spells#Magic Vestment|Magic Vestment]]<br> | [[Spells#Magic Vestment|Magic Vestment]]<br> | ||
[[Spells#Neutralize Poison|Neutralize Poison]]<br> | [[Spells#Neutralize Poison|Neutralize Poison]]<br> | ||
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[[Spells#Elemental Shield|Elemental Shield]]<br> | [[Spells#Elemental Shield|Elemental Shield]]<br> | ||
[[Spells#Flame Strike|Flame Strike]]<br> | [[Spells#Flame Strike|Flame Strike]]<br> | ||
− | [[Spells#Freedom | + | [[Spells#Freedom of Movement|Freedom of Movement]]<br> |
[[Spells#Hold Monster|Hold Monster]]<br> | [[Spells#Hold Monster|Hold Monster]]<br> | ||
[[Spells#Ice Storm|Ice Storm]]<br> | [[Spells#Ice Storm|Ice Storm]]<br> | ||
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* The 'Master of Many Forms' feat may be toggled on to consume 1 use of [[#Wildshape|''Wildshape'']] upon shifting, in order to gain the following ''Form Mastery'' benefits, dependent upon the form role: | * The 'Master of Many Forms' feat may be toggled on to consume 1 use of [[#Wildshape|''Wildshape'']] upon shifting, in order to gain the following ''Form Mastery'' benefits, dependent upon the form role: | ||
− | |||
− | + | '''Brute:''' You receive a physical damage bonus to attacks equal to half your Druid level (rounded up) for one minute. | |
− | + | '''Skirmisher:''' You gain one bonus attack per round for one minute. | |
− | + | '''Lurker:''' Upon a successful Sneak Attack, you inflict a potent supernatural corrosion. This deals Negative Energy damage equal to your Druid level every 3 seconds, for 3 rounds. This does not stack, with further applications instead refreshing the duration. | |
− | + | '''Controller:''' For one minute, upon striking a target, they must succeed at a save versus your cantrip DC or suffer the effects of Blindness for 1 round. Applicable [[General Mechanics Information#Metamagic|Metamagic]] you know is applied without cost. | |
− | Artillery: Once per round for one minute, you automatically fire a volley of spines at targets within 10m of your attack target. If you have no current attack target, the nearest enemy is selected instead. You create one spine per Druid level, with each inflicting 1d4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it. | + | '''Soldier:''' You receive 30% multiplicative physical damage immunity. You also receive Damage Resistance to all damage with a Threshold equal to 5 + your Druid level, a Magnitude equal to 8 points per Druid level, and a duration of one minute. |
+ | |||
+ | '''Artillery:''' Once per round for one minute, you automatically fire a volley of spines at targets within 10m of your attack target. If you have no current attack target, the nearest enemy is selected instead. You create one spine per Druid level, with each inflicting 1d4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it. | ||
These benefits are lost when shifting from one form to another. | These benefits are lost when shifting from one form to another. | ||
|- | |- | ||
|7 | |7 | ||
− | |''' | + | |'''Parallel Evolution''' |
| Upon shifting to a form with ''Form Mastery'' active, you now receive the ''Form Mastery'' benefits of your previous form for 3 rounds - provided that form was of a different role. | | Upon shifting to a form with ''Form Mastery'' active, you now receive the ''Form Mastery'' benefits of your previous form for 3 rounds - provided that form was of a different role. | ||
|- | |- | ||
|10 | |10 | ||
− | |''' | + | |'''Peak Performance''' |
| The base bonuses you receive from creature roles are now doubled. | | The base bonuses you receive from creature roles are now doubled. | ||
|- | |- | ||
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|- | |- | ||
|4 | |4 | ||
− | |''' | + | |'''First Words''' |
− | | Your powerful bond with the wilds has granted you the benefit of a nature spirit taking | + | | Your powerful bond with the wilds has granted you the benefit of a natural companion - a beast, or a nature spirit taking animal form. Use this feat on yourself to choose your companion type (default wolf). |
+ | |||
+ | |||
+ | This companion has the statistics of an Elite-rated creature of its given role. If you also possess the ''Animal Companion'' feature from the [[Ranger|Ranger]] [[Ranger#Beastmaster|''Beastmaster'']], your Druid and [[Ranger|Ranger]] levels stack when determining the companion's Threat Level. You may summon your companion for free once per rest. | ||
+ | |||
+ | You may also target your companion with this feat to restore hitpoints equal to its maximum hit point total, at a cost of 2 [[#Wildshape|''Wildshape'']]. Any excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half their hit point total. | ||
+ | Should your companion perish, it may be resummoned with this feat for the cost of 2 [[#Wildshape|''Wildshape'']]. | ||
+ | |||
+ | Your companion also possesses your [[#Woodland Stride|''Woodland Stride'']] class feature. | ||
|- | |- | ||
|7 | |7 | ||
− | |''' | + | |'''Growing Bond''' |
− | | Your '' | + | | Your companion receives a stack of the following bonuses for every round they remain within one of your persistent areas of effect (AoE) (such as [[Spells#Grease|Grease]], [[Spells#Web|Web]], etc), to a maximum of 3 stacks. |
+ | |||
+ | |||
+ | These bonuses are retained as long as they remain within the AoE. Should the companion leave your AoEs, these stacks will be lost at a rate of 1 every 3 rounds. | ||
+ | |||
+ | '''Bear:''' +3 Physical Damage | ||
+ | |||
+ | '''Boar:''' +20% Physical Damage Immunity (Multiplicative) | ||
+ | |||
+ | '''Wolf:''' +2 Physical Damage / +10% Movespeed | ||
+ | |||
+ | '''Hawk:''' +2d6 Radiant damage on Sneak Attack | ||
+ | |||
+ | '''Lynx:''' +2d6 Radiant damage on Sneak Attack | ||
|- | |- | ||
|10 | |10 | ||
− | |''' | + | |'''Rite of Passage''' |
− | | | + | | When your companion's ''Growing Bond'' stacks reach their maximum, their rating upgrades to Solo. The companion's rating reverts to Elite if the stacks should decay below the maximum. |
|- | |- | ||
|} | |} |
Latest revision as of 16:39, 6 May 2024
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.
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 consumes 2 Wildshape and 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 plus Wisdom modifier, and regains 1 use upon slaying 3 non-minion foes.
Role | Temp HP/Level | Additional |
---|---|---|
Brute | 10 | +1AB |
Skirmisher | 8 | +1d6 Sneak Attack |
Lurker | 6 | +2d6 Sneak Attack |
Controller | 6 | +2 Spell and Maneuver DCs |
Soldier | 12 | +1 AC |
Artillery | 6 | +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
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 | You gain a new resource pool, Invocation, with a capacity of [10 + Wisdom Modifier]. This gains points equal to a harmful spell's level upon casting. You may use this feat to target yourself, or a point within 10m.
|
7 | Leylines | Your Invocation damage increases to 2d4, your base capacity to 15, and you may now place a second. 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. |
10 | Convergence | Your Invocation damage increases to 2d6, your base capacity to 20, and you may now place a third. 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 that of your Invocations. |
Shifter
"Show my face? Which one?"
Class Level | Feature | Details |
---|---|---|
4 | Master of Many Forms | Your Wildshape now functions differently from the typical druid's in several ways:
Skirmisher: You gain one bonus attack per round for one minute. Lurker: Upon a successful Sneak Attack, you inflict a potent supernatural corrosion. This deals Negative Energy damage equal to your Druid level every 3 seconds, for 3 rounds. This does not stack, with further applications instead refreshing the duration. Controller: For one minute, upon striking a target, they must succeed at a save versus your cantrip DC or suffer the effects of Blindness for 1 round. Applicable Metamagic you know is applied without cost. Soldier: You receive 30% multiplicative physical damage immunity. You also receive Damage Resistance to all damage with a Threshold equal to 5 + your Druid level, a Magnitude equal to 8 points per Druid level, and a duration of one minute. Artillery: Once per round for one minute, you automatically fire a volley of spines at targets within 10m of your attack target. If you have no current attack target, the nearest enemy is selected instead. You create one spine per Druid level, with each inflicting 1d4 physical damage. These are split evenly amongst the available targets, with priority given to your target and those nearest it. These benefits are lost when shifting from one form to another. |
7 | Parallel Evolution | Upon shifting to a form with Form Mastery active, you now receive the Form Mastery benefits of your previous form for 3 rounds - provided that form was of a different role. |
10 | Peak Performance | The base bonuses you receive from creature roles are now doubled. |
Wildspeaker
"Lend your ear to the wilds."
Class Level | Feature | Details |
---|---|---|
4 | First Words | Your powerful bond with the wilds has granted you the benefit of a natural companion - a beast, or a nature spirit taking animal form. Use this feat on yourself to choose your companion type (default wolf).
You may also target your companion with this feat to restore hitpoints equal to its maximum hit point total, at a cost of 2 Wildshape. Any excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half their hit point total. Should your companion perish, it may be resummoned with this feat for the cost of 2 Wildshape. Your companion also possesses your Woodland Stride class feature. |
7 | Growing Bond | Your companion receives a stack of the following bonuses for every round they remain within one of your persistent areas of effect (AoE) (such as Grease, Web, etc), to a maximum of 3 stacks.
Bear: +3 Physical Damage Boar: +20% Physical Damage Immunity (Multiplicative) Wolf: +2 Physical Damage / +10% Movespeed Hawk: +2d6 Radiant damage on Sneak Attack Lynx: +2d6 Radiant damage on Sneak Attack |
10 | Rite of Passage | When your companion's Growing Bond stacks reach their maximum, their rating upgrades to Solo. The companion's rating reverts to Elite if the stacks should decay below the maximum. |