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<blockquote data-quote="dvvega" data-source="post: 2488911" data-attributes="member: 524"><p>IMC Druids gain a domain every 5 levels from a limited list (elemental, plant, animal, sun, ...). First one available at 5th level. They only gain 1 bonus spell total, but have multiple domains to select from.</p><p></p><p>The game reasons are due to storyline in my world.</p><p></p><p>In balancing this kind of thing, I really didn't feel the need. Why? Because a Druid is limited in armour and weapons in general, and the wildshape is their main combat ability. To be able to use the Domains (or spells in general) they must spend a feat.</p><p></p><p>The Domain ability for most of the elemental ones grant them a few turn attempts against certain creature types. Not a big deal to be honest since the utility comes up under DM control.</p><p></p><p>The following are the domains and why it isn't overpowered:</p><p></p><p>Air/Earth/Fire/Water - turn/destroy Earth/Air/Water/Fire creatures 3+CHA per day</p><p>This ability may be powerful on the outside but if there are not many of those creatures it does not matter.</p><p></p><p>Animal - speak with animals 1/day, Knowledge (nature) class skill</p><p>Not a fantastic ability (I don't give them extras for already having Knowledge (nature))</p><p></p><p>Knowledge - all knowledge skills class skills, +1 level divination</p><p>Druids can divine things from nature, etc. It isn't a big deal (well hasn't been a problem)</p><p></p><p>Plant - rebuke/command plants 3+CHA per day</p><p>See elemental thing above. This could be powerful in the right location (Treants, Shambling Mounds) but I've not see it happen.</p><p></p><p>Sun - greater turning</p><p>Since a Druid cannot turn, they can't use a greater turning. So this ability is pretty useless.</p><p></p><p>Travel - Survival class skill, Freedom of Movement 1 round / cleric level</p><p>Not a bad ability. Of course cleric level is replaced by Druid level. This could be the best Domain for a Druid as a freebie, however it isn't going to unbalance anything.</p><p></p><p>As you can see there is nothing there that can really mess with a campaign.</p><p></p><p>Now looking over the spells for these, it isn't a problem either. Most of them, the druid has access to normally.</p><p></p><p>There are a couple of powerful spells on the lists around the 7th/8th level mark they don't normally get, however most of them are inherently anti-Druid (Horrid Wilting) so I interchange those with other Druidic spells.</p><p></p><p>I've not looked at other domains but obviously things like Moon, Sky, Weather etc would be viable.</p><p></p><p>D</p></blockquote><p></p>
[QUOTE="dvvega, post: 2488911, member: 524"] IMC Druids gain a domain every 5 levels from a limited list (elemental, plant, animal, sun, ...). First one available at 5th level. They only gain 1 bonus spell total, but have multiple domains to select from. The game reasons are due to storyline in my world. In balancing this kind of thing, I really didn't feel the need. Why? Because a Druid is limited in armour and weapons in general, and the wildshape is their main combat ability. To be able to use the Domains (or spells in general) they must spend a feat. The Domain ability for most of the elemental ones grant them a few turn attempts against certain creature types. Not a big deal to be honest since the utility comes up under DM control. The following are the domains and why it isn't overpowered: Air/Earth/Fire/Water - turn/destroy Earth/Air/Water/Fire creatures 3+CHA per day This ability may be powerful on the outside but if there are not many of those creatures it does not matter. Animal - speak with animals 1/day, Knowledge (nature) class skill Not a fantastic ability (I don't give them extras for already having Knowledge (nature)) Knowledge - all knowledge skills class skills, +1 level divination Druids can divine things from nature, etc. It isn't a big deal (well hasn't been a problem) Plant - rebuke/command plants 3+CHA per day See elemental thing above. This could be powerful in the right location (Treants, Shambling Mounds) but I've not see it happen. Sun - greater turning Since a Druid cannot turn, they can't use a greater turning. So this ability is pretty useless. Travel - Survival class skill, Freedom of Movement 1 round / cleric level Not a bad ability. Of course cleric level is replaced by Druid level. This could be the best Domain for a Druid as a freebie, however it isn't going to unbalance anything. As you can see there is nothing there that can really mess with a campaign. Now looking over the spells for these, it isn't a problem either. Most of them, the druid has access to normally. There are a couple of powerful spells on the lists around the 7th/8th level mark they don't normally get, however most of them are inherently anti-Druid (Horrid Wilting) so I interchange those with other Druidic spells. I've not looked at other domains but obviously things like Moon, Sky, Weather etc would be viable. D [/QUOTE]
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