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Converting Druid to Warlock Chassis
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<blockquote data-quote="Ilbranteloth" data-source="post: 7096101" data-attributes="member: 6778044"><p>Gotcha. I originally went to the Warlock chassis for the Bard because I didn't like that the bard now had access to 9th level spells. Warlock limited the highest level spell slot to 5th.</p><p></p><p>However, the warlock spells are very specifically tied to the idea that you'll be casting everything at your highest spell slot level, and that you'll have all of your magic available during nearly every encounter. That proved a bit more problematic with the bard. Particularly since I prefer the idea of a bard as an arcane caster, which means they learn and cast spells like a wizard. So I swapped out the spell progression for the Mystic (up to 5th level) but kept the Bardic Lore (Invocations). The reason I really like that aspect is that no two bards will be alike. </p><p></p><p>Onto the druid - I'm not a fan of the current shapeshifting rules, simply because it changes the nature of the world quite a bit. Before, only a few druids ever reached a high enough level to shape change. It made it rare, and it was a class that I think is generally better suited to NPCs, being loners in the wild. </p><p></p><p>So, keeping in mind these sort of abilities might not appear until much later in my campaign if I used them, here are some suggestions for invocations for druids.</p><p></p><p>First, the warlock chassis significantly reduces spellcasting capabilities. So invocations that allow you to cast a spell at will, or a certain number of times a day, are useful. The warlock has several like this as examples already, some of which require you to be a certain level. I prefer a limited number of uses, but if you're balancing against the warlock, just consider the existing options when you pick similar spell options for the druid.</p><p></p><p>Separating the shape-shifting druid from non-shaping varieties sounds reasonable. Having said that, it might require you to come up with some additional abilities instead of just beefing up their shapeshifting abilities. I also highly recommend the UA variation on druidic shapeshifting.</p><p></p><p>Instead of a companion for land druids, I would leverage the land and the creatures around it. Essentially start with something similar to a ranger's favored terrain. Then build on it. While I'm not a fan of teleportation abilities, I think that it fits with a druid in the forest very well. So an ability like:</p><p></p><p><strong><em>Tree Step</em></strong>. As an bonus action, you can step into a tree, and exit a different tree up to 30 feet away.</p><p></p><p>The various camouflage abilities that have appeared for the ranger is another one. </p><p></p><p>I like to have a distinction between conjuration spells, and summoning spells. Summonings attract nearby creatures. I think this would be a very powerful ability for a land druid.</p><p></p><p><strong><em>Summon Animals</em></strong>. You can call the creatures around you for assistance. As an action, you put out a call to the creatures of your favored terrain. This summons creatures from within 1 mile equal to 1/2 your druid level in total combined challenge rating (just pulling a number out of the air, you'd have to figure it out). Each creature appears in 2d4 rounds. You cannot control the creatures, but they will do their best to defend you and your allies. </p><p></p><p><strong><em>Nature's Spies</em></strong>. The animals of your favored terrain act as your eyes and ears. When in your favored terrain, you cannot be surprised. In addition, you can spend 1 minute communicating with the animals to learn of local (within 1 mile) threats. This includes the creature types and relative number of creatures.</p><p></p><p>In 1e, they had the ability to identify plants, animals, and pure water, along with passing through overgrown areas without a penalty or leaving a trace. </p><p></p><p>Climbing abilities, the ability to imitate animal calls, and calm native animals would all fit very well too.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7096101, member: 6778044"] Gotcha. I originally went to the Warlock chassis for the Bard because I didn't like that the bard now had access to 9th level spells. Warlock limited the highest level spell slot to 5th. However, the warlock spells are very specifically tied to the idea that you'll be casting everything at your highest spell slot level, and that you'll have all of your magic available during nearly every encounter. That proved a bit more problematic with the bard. Particularly since I prefer the idea of a bard as an arcane caster, which means they learn and cast spells like a wizard. So I swapped out the spell progression for the Mystic (up to 5th level) but kept the Bardic Lore (Invocations). The reason I really like that aspect is that no two bards will be alike. Onto the druid - I'm not a fan of the current shapeshifting rules, simply because it changes the nature of the world quite a bit. Before, only a few druids ever reached a high enough level to shape change. It made it rare, and it was a class that I think is generally better suited to NPCs, being loners in the wild. So, keeping in mind these sort of abilities might not appear until much later in my campaign if I used them, here are some suggestions for invocations for druids. First, the warlock chassis significantly reduces spellcasting capabilities. So invocations that allow you to cast a spell at will, or a certain number of times a day, are useful. The warlock has several like this as examples already, some of which require you to be a certain level. I prefer a limited number of uses, but if you're balancing against the warlock, just consider the existing options when you pick similar spell options for the druid. Separating the shape-shifting druid from non-shaping varieties sounds reasonable. Having said that, it might require you to come up with some additional abilities instead of just beefing up their shapeshifting abilities. I also highly recommend the UA variation on druidic shapeshifting. Instead of a companion for land druids, I would leverage the land and the creatures around it. Essentially start with something similar to a ranger's favored terrain. Then build on it. While I'm not a fan of teleportation abilities, I think that it fits with a druid in the forest very well. So an ability like: [B][I]Tree Step[/I][/B]. As an bonus action, you can step into a tree, and exit a different tree up to 30 feet away. The various camouflage abilities that have appeared for the ranger is another one. I like to have a distinction between conjuration spells, and summoning spells. Summonings attract nearby creatures. I think this would be a very powerful ability for a land druid. [B][I]Summon Animals[/I][/B]. You can call the creatures around you for assistance. As an action, you put out a call to the creatures of your favored terrain. This summons creatures from within 1 mile equal to 1/2 your druid level in total combined challenge rating (just pulling a number out of the air, you'd have to figure it out). Each creature appears in 2d4 rounds. You cannot control the creatures, but they will do their best to defend you and your allies. [B][I]Nature's Spies[/I][/B]. The animals of your favored terrain act as your eyes and ears. When in your favored terrain, you cannot be surprised. In addition, you can spend 1 minute communicating with the animals to learn of local (within 1 mile) threats. This includes the creature types and relative number of creatures. In 1e, they had the ability to identify plants, animals, and pure water, along with passing through overgrown areas without a penalty or leaving a trace. Climbing abilities, the ability to imitate animal calls, and calm native animals would all fit very well too. [/QUOTE]
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