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An Elementalist Druid Variant
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<blockquote data-quote="Technik4" data-source="post: 3358750" data-attributes="member: 7211"><p>Hi, I'm taking a crack at making a variant druid - namely one focused on the elements.</p><p></p><p>These are the druid class features I want to preserve:</p><p></p><p>d8 HD</p><p>2 good saving throws</p><p>Full Spellcasting (possibly with Domain acquisition)</p><p>Wild Shape (more limited, the main reason is to eventually get Elemental wildshaping abilities)</p><p>Venom Immunity</p><p>Timeless Body</p><p></p><p>These are things I want to remove:</p><p>Animal Companion</p><p>Druid Prohibition on Metal</p><p>Diplomacy and Handle Animal as Class Skills</p><p>Wild Empathy</p><p>Woodland Stride</p><p>Resist Nature's Lure</p><p>Wild Shape (Plant)</p><p>A thousand faces</p><p></p><p>And these are things I want to add:</p><p>Choice of Wis or Int as Spellcasting attribute (maybe)</p><p>Knowledge (Arcane) and Knowledge (Planes) as Class Skills</p><p>Choice of 1 Elemental Domain at 1st level (see Below)</p><p>New Feat available only to Elementalists, Additional Elemental Domain (min 5th level Elementalist)</p><p>Lower-level elemental wildshape or the ability to take on elemental features</p><p></p><p>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.</p><p></p><p>Air Domain</p><p>Granted Power:</p><p>Spells</p><p>1 Feather Fall</p><p>2 Gust of Wind (*)</p><p>3 Gaseous Form</p><p>4 </p><p>5 </p><p>6 Chain Lightning</p><p>7 </p><p>8 </p><p>9 </p><p></p><p>Earth Domain</p><p>Granted Power: </p><p>Spells</p><p>1 Magic Stone (*)</p><p>2 Soften Earth and Stone (*)</p><p>3 Stone Shape (*)</p><p>4 Spike Stones (*)</p><p>5 Wall of Stone (*)</p><p>6 Stoneskin</p><p>7 Earthquake (*)</p><p>8 Iron Body (*)</p><p>9</p><p></p><p>Fire Domain</p><p>Granted Power:</p><p>Spells</p><p>1 Burning Hands</p><p>2 Flaming Sphere (*)</p><p>3</p><p>4 Flame Strike (*)</p><p>5 Fire Shield</p><p>6 </p><p>7 Fire Storm</p><p>8 Incendiary Cloud</p><p>9 </p><p></p><p>Water Domain</p><p>Granted Power:</p><p>Spells</p><p>1 Obscuring Mist (*)</p><p>2 Fog Cloud (*)</p><p>3 Water Breathing (*)</p><p>4 </p><p>5 Ice Storm (*)</p><p>6 Cone of Cold</p><p>7 Acid Fog</p><p>8 Horrid Wilting</p><p>9</p><p></p><p>Things I'm willing to consider changing:</p><p>BAB</p><p>Starting Proficiencies</p><p>Spontaneous Casting - Summon Nature's Ally</p><p></p><p>Things I need help with:</p><p>Unique non-symmetrical granted powers that are relevant at early and later lavels</p><p>Balancing Domain Lists</p><p>9th level spells that are flavorful</p><p>Feedback <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Technik4, post: 3358750, member: 7211"] 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 :) [/QUOTE]
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