An Elementalist Druid Variant

Technik4

First Post
Hi, I'm taking a crack at making a variant druid - namely one focused on the elements.

These are the druid class features I want to preserve:

d8 HD
2 good saving throws
Full Spellcasting (possibly with Domain acquisition)
Wild Shape (more limited, the main reason is to eventually get Elemental wildshaping abilities)
Venom Immunity
Timeless Body

These are things I want to remove:
Animal Companion
Druid Prohibition on Metal
Diplomacy and Handle Animal as Class Skills
Wild Empathy
Woodland Stride
Resist Nature's Lure
Wild Shape (Plant)
A thousand faces

And these are things I want to add:
Choice of Wis or Int as Spellcasting attribute (maybe)
Knowledge (Arcane) and Knowledge (Planes) as Class Skills
Choice of 1 Elemental Domain at 1st level (see Below)
New Feat available only to Elementalists, Additional Elemental Domain (min 5th level Elementalist)
Lower-level elemental wildshape or the ability to take on elemental features

New Domains for Elementalists (might want to call them Spheres, though except for the changes they function exactly as Domains - granted power, 1 extra spell per day that must be from the domain list). Spells with an asterisk (*) after them are already available to druids.

Air Domain
Granted Power:
Spells
1 Feather Fall
2 Gust of Wind (*)
3 Gaseous Form
4
5
6 Chain Lightning
7
8
9

Earth Domain
Granted Power:
Spells
1 Magic Stone (*)
2 Soften Earth and Stone (*)
3 Stone Shape (*)
4 Spike Stones (*)
5 Wall of Stone (*)
6 Stoneskin
7 Earthquake (*)
8 Iron Body (*)
9

Fire Domain
Granted Power:
Spells
1 Burning Hands
2 Flaming Sphere (*)
3
4 Flame Strike (*)
5 Fire Shield
6
7 Fire Storm
8 Incendiary Cloud
9

Water Domain
Granted Power:
Spells
1 Obscuring Mist (*)
2 Fog Cloud (*)
3 Water Breathing (*)
4
5 Ice Storm (*)
6 Cone of Cold
7 Acid Fog
8 Horrid Wilting
9

Things I'm willing to consider changing:
BAB
Starting Proficiencies
Spontaneous Casting - Summon Nature's Ally

Things I need help with:
Unique non-symmetrical granted powers that are relevant at early and later lavels
Balancing Domain Lists
9th level spells that are flavorful
Feedback :)
 

log in or register to remove this ad

I've been thinking about something like this for a while now, only it was more akin to the Verbenna cults I had in my Mage: Ascencion game some years back: druids tied to seasons and the elements governing them (winter druids, summer druids...). I thought about removing animal/plant related features from them, and giving one elemental or season domain instead. There would be 8 domains (four elements plus four seasons), and druids could spontaneously convert spells on the domain slot, instead of summon nature ally.

But I always got stuck with wild shape. What could replace it? Should I replace it? Sure, you could state that Water druids only wildshape into water/ocean/river creatures or those with related behaviors (i'm talking about the astrological elements here... like air rules over thought and inteligence, so air druids could shapeshift into a fox but not into a cow :p ), but maybe that would end up favoring one element over the other. One solution would be aplying an elemental template over the shapeshifted druid (is there such a thing? :uhoh: )

Anyway, my ideas never got out of my head, so I'd be pleased to see what you come up with ;)

As for what you presented, here goes my 2cents..

Well, for flavor issues, Summon Animal has got to go. But on the other hand you could try replacing it for a more elemental oriented summon. I'm thinking about a mix betwen SNA and Animal Companion: you start with a small elemental you can summon for a short period (maybe through spontaneous spellcasting, or class feature, like paladin's poké-mount :p), and after some levels it grows in power/size and duration - at higher levels you can even make him stay forever. It's always the same elemental, so you have to 'tame' a new one if the previous gets killed. Actualy, it might have some of the wiz/sor familiar's restrictions if you think it's too powerfull, like a guardian spirit or twin soul brother something... It needn't be an elemental per se: a sylph companion sounds really cool! :D

As for Wis or Int for casting spells, you should decide for yourself. Think about where the magic comes from in your world: do druids research, make charts, read tons of books... or comtemplate the elements, make spiritual journeys while dreaming or meditating, get into trances to tap into the divine aspect of nature. Not that they can't do a little of both, but wich one is more important? Letting players decide would be weird, cause you'd end up with 2 different classes - mechanicaly the same, but different. Also, IMO, the relationship betwen the elementalist druid and its chosen element is dependent on atribute choice too: an Int druid means he studies to master the element - he might respect it, but in the end, he consciously controls it -, while a Wis druid is one with the element - emotionaly, spiritualy and perhaps phisicaly tied to it.

About saves and class skills, do you mean to make separate lists for each element (like Air has good Reflex, but Earth has good Fortitude, while both have good Will) or make them all the same for all elementalist druids? Customization might be great, but adds complexity, so I wouldnt be bothered by a single list. Maybe a single list and, as domain powers, you add skills as you see fit (like swim for Water)

Your domains are good, though I'd take a look at Spell Compendium to make them more... interesting (specially Water... :\ ). But that's not mandatory. And ditching Summon Monster IX is definatly a good idea - Spell Compendium has a Summon Elemental Monolith (or something like it) that might work here.

phew, that's enough for now - or ever, sorry :p
bye,
Beto.
 

Remove ads

Top